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Author Topic: Olsha Rossalina, Minotaur Monk Gladiator - Round 3: Down but not out  (Read 26682 times)

Ukrainian Ranger

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Re: Olsha Rossalina: Minotaur Monk Gladiator - Round 3: CHOOSE YOUR DESTINY
« Reply #210 on: April 28, 2015, 01:45:14 am »

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Our likely next fight involves three free gladiators. There is a good chance we pick up a weapon worth specializing in if we survive, which covers our fourth class on the mid-term plan you propose.
As I read it: Penal fight will involve 1-4 gladiators with us being one of them. And there are no reason to believe that they  are more free than us. Also, we don't know the looting rules, the fact that we were allowed to use the steelsword doesn't mean we'll get the heap of expensive weapons when we will be the last woman standing.

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I will have to disagree with you on not taking a few levels in Monk of other gods down the road
Following two religions will create conflicts. Monks have less room for merging codes of conduct.

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As for Shin, I'd rather not worship him ourselves because of that Necromancy thing, but it would be IC for a saint of Liagora to mirror her goddess and marry a prominent follower of Shin.
For me It depends on what is Necromancy in Shin's eyes. Raising undead is certanly not something he will approve, but our current death damage attacks... I am not sure. Ross?

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I'd bet our attributes are better suited for Divine Magic than Arcane, and we are better off picking up Necro/Blood/Water spells with the help of a god than as an intellectual exersize.
I see zero reason why controlling god granted powers is easier for us than controlling arcane magic. Besides it is not D&D, I doubt that divine\arcane are divided in the same way

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War must be, while we defend our lives against a destroyer who would devour all; but I do not love the bright sword for its sharpness, nor the arrow for its swiftness, nor the warrior for his glory. I love only that which they defend.

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Re: Olsha Rossalina: Minotaur Monk Gladiator - Round 3: CHOOSE YOUR DESTINY
« Reply #211 on: April 28, 2015, 05:38:15 am »

changing vote to 1
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Ross Vernal

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Re: Olsha Rossalina: Minotaur Monk Gladiator - Round 3: CHOOSE YOUR DESTINY
« Reply #212 on: April 28, 2015, 05:08:54 pm »

Raising of undead is not approved, except for certain circumstances in specific courts, and there are very specific guidelines limiting its use. Using death related magic is sort of a grey area, but having death type damage is generally considered to be acceptable. Assorted kinds of medical necromancies are fine, preventing bodies from being raised is acceptable, petitioning him to refuse Death temporarily for the purposes of war or combat, so on.

It's grey because he specifically extols martial virtues, but also provides power to those that ask it of him if they're worthy. Some particular Decaric cults are very strict, others more or less keep to "Don't actually raise the dead."
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Weirdsound

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Re: Olsha Rossalina: Minotaur Monk Gladiator - Round 3: CHOOSE YOUR DESTINY
« Reply #213 on: April 28, 2015, 05:32:40 pm »

Raising of undead is not approved, except for certain circumstances in specific courts, and there are very specific guidelines limiting its use. Using death related magic is sort of a grey area, but having death type damage is generally considered to be acceptable. Assorted kinds of medical necromancies are fine, preventing bodies from being raised is acceptable, petitioning him to refuse Death temporarily for the purposes of war or combat, so on.

It's grey because he specifically extols martial virtues, but also provides power to those that ask it of him if they're worthy. Some particular Decaric cults are very strict, others more or less keep to "Don't actually raise the dead."

If we survive this fight, we should ask about temples of the gods friendly to Liagora near us and do some homework.
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Ross Vernal

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Re: Olsha Rossalina: Minotaur Monk Gladiator - Round 3: CHOOSE YOUR DESTINY
« Reply #214 on: April 28, 2015, 06:02:47 pm »

You proceed through Door 1, which turns into Impossible Geometry Hallway 1 before eventually turning into a large magical forge. You enter with mild confusion, and at once, you're swept up by assorted enchanters and such. While being measured, you look across the room to see a painfully thin and surprisingly dark-skinned vampire staring back at you. It grins without showing its fangs and nods with a degree of respect. You surmise that the vampire is the other gladiator, and upon further study, note that it's not a "traditional" vampire but a "variant" type with secondary energy sources and powers in lieu of the shapeshifting: in this case, a "Gehenna" type.  You're not entirely familiar with physiology, but you remember that their secondary source of powers are pain and anger, they can manipulate their bones, and that they are just as capable of frenzy as you are of rage.

You're fitted into Good Steel Chain and Good Steel Chestplate, as well as a Gold-Plated Steel Horned Helmet that actually fits over your horns (Effective: -5 Slash/-5 Pierce/-4 Bludgeon/-4 Ballistic); the vampire simply slips on a pair of rings (-???) and what looks to be an itchy and uncomfortable bit of loincloth. You get the sense that it's worn more for irritation than to cover anything, and lift up your feet to receive a set of Iron Shoes (+2 Bludgeon and +2 Piercing to Kick 2 = 8 Bludgeon+4 Piercing) You're handed a Perfect Shock Whip (5 Piercing Damage+3 Electric Damage) and a Steel Shortsword which you recognize as yours, although it's clearly been restored to Perfect condition (10 Piercing/8 Slash) for the fight.

With this, you're promptly shoved into another door, and after a short jaunt, emerge into a slightly bowl-shaped arena with spotless white floors and glaring overhead lights. Twenty unarmored figures, mostly humans, are waiting at the edges, bearing Clubs (6 Bludgeon), Spears (8 Pierce/4 Bludgeon), and, in a few cases, Sabers (7 Slash/4 Pierce). The vampire is at the other end, and after a moment of fanfare, your names and levels are announced.

Khünbish, Vampire Paragon 1 / Gladiator 1 / Hand-to-Hand Specialist 2 / Blood Mage 2 / Blood Priest 1
Olsha, Liagoran Monk 2 / Warrior 2 / Gladiator 2

The bell rings, the crowd cheers, and the combat begins. Many of the convicts turn to their neighbors and begin to fight crudely but painfully, although a small group of six with fresh coward-brands band together, handling their weapons like they know how to use them; the Vampire casually stalks towards one of the fights, its own Whip ready to strike as its hand caresses the handle obscenely. One of the convicts, clearly a Sea Elf sailor from the gait and experience with a saber, neatly shoves their blade up into their opponent's ribcage and twists before nearly gutting the competition and turning away from the wood elf. The crowd cheers, and you manage to contain your surprise as the first cannon shot goes off to mark the first death.

***

Khünbish, L7 Vampire Martial Artist Bloodmage: 45?? HP / 32?? MP
You, L6 Minotaur: 39/39 HP 24/24 MP
Coward Soldier Group: Healthy
Fight 1: Lightly Wounded v Lightly Wounded
Fight 2: Moderately Wounded, Disarmed, Bleeding v Healthy
Fight 3: Healthy v Dying, Bleeding
Fight 4: Healthy v Healthy
Fights 5 and 6: Healthy and Healthy vs Healthy and Lightly Wounded
Wary Convict 1 (Spear): Healthy
Wary Convict 2 (Club) Healthy
« Last Edit: April 28, 2015, 07:28:10 pm by Ross Vernal »
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FallacyofUrist

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Yeah, that Vampire is most likely going to beat us crazy... Scare the coward soldiers into running away from us... right into the vampire! Maybe?
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FoU has some twisted role ideas. Screw second-guessing this mechanical garbage spaghetti, I'm basing everything on reads and visible daytime behaviour.

Would you like to play a game of Mafia? The subforum is always open to new players.

Twinwolf

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The crowd cheers, and you manage to contain your surprise as the first cannon shot goes off to mark the first death.

This is now The Hunger Games.

Yeah, that Vampire is most likely going to beat us crazy... Scare the coward soldiers into running away from us... right into the vampire! Maybe?
+1
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Quote from: Caellath on IRC
<Caellath>: Twinwolf, your thirst for blood has been noted.

Ross Vernal

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Glad you caught the reference.:D
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Ukrainian Ranger

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I humbly ask for a sexy list of actions either here or in the OP :)

I think a good course of action is to leech mana from the vampire because we need need mana and need vampire to spend its own

"Cowards" are most likely deserters with few levels of soldier and actually the most dangerous threat.

My plan:

Death leach a likely leader of  the"cowards" group. Use the attack to intimidate them, ideally make them run toward the vampire
Leach the Vampire to get mana

Death Leech (8 Death Damage; steals 2-6 MP for 8 MP)
Leech (3 MP; steals 1-10 MP from target. Can induce fatal Soulbreak upon victims if they go below 0 MP.

We will spend 11 MP to get 3-16 MP leached back. We shouldn't lose much mana while getting a good start and weakening the vampire in the long run
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War must be, while we defend our lives against a destroyer who would devour all; but I do not love the bright sword for its sharpness, nor the arrow for its swiftness, nor the warrior for his glory. I love only that which they defend.

Ross Vernal

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Oh, right.

Spoiler: Actions (click to show/hide)
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Weirdsound

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We should have two levels of Gladiator I think. We started with one on the post on page one where you first show our character sheet, and gained a level of Gladiator on page 10.

I humbly ask for a sexy list of actions either here or in the OP :)

I think a good course of action is to leech mana from the vampire because we need need mana and need vampire to spend its own

"Cowards" are most likely deserters with few levels of soldier and actually the most dangerous threat.

My plan:

Death leach a likely leader of  the"cowards" group. Use the attack to intimidate them, ideally make them run toward the vampire
Leach the Vampire to get mana

Death Leech (8 Death Damage; steals 2-6 MP for 8 MP)
Leech (3 MP; steals 1-10 MP from target. Can induce fatal Soulbreak upon victims if they go below 0 MP.

We will spend 11 MP to get 3-16 MP leached back. We shouldn't lose much mana while getting a good start and weakening the vampire in the long run


Would Death Magic even work on a vampire? I'm not sure its worth risking the MP on. In addition, I'd just as soon give the RNG gods a few turns to hurt him for us; The convicts are unlikely to kill him without our help, but I'd rather give em a chance. He could very well be connected with a cult we want to be on good terms with, so lets see if we can get lucky and not have to be directly involved with his death. We should turn on him, I'm not naive, but lets give it a few turns and see if we luck out.

Death Leach a likely leader of the "cowards" group. Be ready to sword anybody who approaches us.
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Ross Vernal

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We should have two levels of Gladiator I think. We started with one on the post on page one where you first show our character sheet, and gained a level of Gladiator on page 10.

Yeah, thanks for catching that. I believe I edited it and fixed HP, but I'll tack on the bonus.

Undead tend to be immune to Death damage, barring a stronger necromancer (you're not, at all.) Not to say that the leech can't work, but expect that any direct damage with the Death subtype is useless against the vampire.
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Ukrainian Ranger

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What is the duration of UNSTOPPABLE RAGE!? Is it till the end of the fight? And how stupid intelligence 6 is?
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War must be, while we defend our lives against a destroyer who would devour all; but I do not love the bright sword for its sharpness, nor the arrow for its swiftness, nor the warrior for his glory. I love only that which they defend.

Weirdsound

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What is the duration of UNSTOPPABLE RAGE!? Is it till the end of the fight? And how stupid intelligence 6 is?

Also, do we have to use Horns of Steel on the turn we charge it up? I'm thinking a plan for the vampire would be to charge up on turn one of fighting/prepping to fight him, and activating Unstoppable Rage and aiming Horns of Steel to the head on the second.
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Ross Vernal

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Ten rounds, or about a minute, give or take a little. Of course, if someone provokes you or you get hurt, it can extend.

Goes from 1-20. Normally you have a +1, this makes you at -2 and hurts your MP. It means you're not capable of planning or coherent thoughts, that your powers are more violent and less controlled, etc. You can still talk but it wouldn't make much sense, or would be rather short. Lots of instincts.

You can charge up attacks, yes.
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