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Author Topic: Space Wizards 4: Now with more rocketpunk. Turn 14 (Mar 25)  (Read 23038 times)

ATHATH

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Re: Space Wizards 4: Now with more rocketpunk. TURN 0!
« Reply #45 on: February 03, 2016, 03:29:43 pm »

UGH. I hate dice queue systems. They've been tried before, and every one of them has failed to be better than the normal system, and all of them have "bugs". I'm nearly tempted to leave the game now, but your writing has kept me in.

I haven't read my queue yet, by the way, and I think I'm going to ignore it.

Earlier today, I filled the room with "Sleepy" spores. As soon as the guards open the door, they should be flooded with spores and get knocked out. Take their guns and ammo, sacrifice them to my altar (it's in this building, so that should be close enough to be "nearby", right?), and hide (take their bodies with me).

You can ask me to hide it if you want. I'll just give you a counter of how many 20's you have. EDIT: Or I'll hide everything except 20's.
I think a counter would be nice. How long is the queue, by the way?
Also, could you randomly chose rolls from my queue when you need a roll for me so that I won't be able to determine where/when my 20s are with the counter ("oh, my counter went up by one, so I'm going to be getting a 20 in six turns")?
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Seriously, ATHATH, we need to have an intervention about your death mug problem.
Quote
*slow clap* Well ATHATH congratulations. You managed to give the MC a mental breakdown before we even finished the first arc.
I didn't even read it first, I just saw it was ATHATH and noped it. Now that I read it x3 to noping

_DivideByZero_

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Re: Space Wizards 4: Now with more rocketpunk. TURN 0!
« Reply #46 on: February 03, 2016, 03:34:33 pm »

I think a counter would be nice. How long is the queue, by the way?

((Six normally, but you can split your dice up to get more dice. The limit is tentatively 20 but I think I will reduce it down to 10, since 20 is hard to keep track of.))

Quote
Also, could you randomly chose rolls from my queue when you need a roll for me so that I won't be able to determine where/when my 20s are with the counter ("oh, my counter went up by one, so I'm going to be getting a 20 in six turns")?

((Well, that would technically be a case of special mechanics, but sure if you really hate the system. I'll be sure not to include any dice-queue related mechanics like I plan to for Wunderkatze's power system))
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Have I now become your enemy by telling you the truth? (Gal 4:16)

HighEndNoob

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Re: Space Wizards 4: Now with more rocketpunk. TURN 0!
« Reply #47 on: February 03, 2016, 04:22:29 pm »

Use 1 Free pick to gain a Miniquest from the 20.

Use another free pick to roll a 13 to advocate for the guards to campaign/strike for better wages.

Hmm, if we're ever going to get off this ship, a distraction now would be our best option... wait, I have an idea!

Eisenhower taps a guard from behind, not letting him see his prison uniform. "Don't you think we should be getting better wages from sitting out here in the middle of space? Just think of our friends, our families..."
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Quote
(5) You manage to struggle free of the guards and sprint to a safe distance before tossing a knife at one! (5 + 1 = 6) The throwing knife zips through the air, slitting a guard's throat! It then travels around the group of guards like a boomerang. It (5) Slits another throat, (Three 6's in a row!) decapitates three more (!), (4) slices open the last guard's arm, and (2) narrowly misses a random bystander. It then flies back into your hand. Holy crap.

ATHATH

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Re: Space Wizards 4: Now with more rocketpunk. TURN 0!
« Reply #48 on: February 03, 2016, 05:12:11 pm »

Choosing a 20, of course, would guarantee a 20 if it was available- I just don't want to be able to abuse the system.
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Seriously, ATHATH, we need to have an intervention about your death mug problem.
Quote
*slow clap* Well ATHATH congratulations. You managed to give the MC a mental breakdown before we even finished the first arc.
I didn't even read it first, I just saw it was ATHATH and noped it. Now that I read it x3 to noping

_DivideByZero_

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Re: Space Wizards 4: Now with more rocketpunk. TURN 0!
« Reply #49 on: February 03, 2016, 05:29:34 pm »

Turn 1



Earlier today, I filled the room with "Sleepy" spores. As soon as the guards open the door, they should be flooded with spores and get knocked out. Take their guns and ammo, sacrifice them to my altar (it's in this building, so that should be close enough to be "nearby", right?), and hide (take their bodies with me).

The sleep spores took effect on most of the prisoners in this room a while ago, causing drowsiness among other symptoms. You couldn't get a good look at the catwalk to see if the guard up there was affected, but the guard making patrols did seem to stop patrolling.
Since then, though, the prisoners have developed a temporary immunity to it. However, now that the spores are entering the cafeteria and all the other guards, the guards should be affected.
[Spores: 11] For some reason they don't, however. That's odd, even if they're not human. The spores work on anyone with a natural neural model. The only way for the guards to be immune would be if they had some kind of breathing implant, or if they didn't have natural neural models. Maybe they're hiding something...?

The Intercom blares: This is Gravidus Beale. I am pleased to announce that a strike is in order. I have full support of the cellblock team on centrifuge A. Nobody enters or leaves the cafeteria unless all guards are promised at least a twenty percent increase in our bonus when we dock again. Do I make myself clear?

Dice queue (You have one [20]): [-] [-] [-] [-] [-] [-]

Spoiler: Arthur, AKA ATHATH (click to show/hide)


I’ll use my free action to trade my queued 20 for a skill point.  +1 Crit.

Might as well put this 1 I got queued to use.

Befriend meanest looking prisoner. "So, how has your day been?" Raioyris asks timidly.


[Appearance: 1+1] [d6: 3] You rejoin the line, meeting up with The Butcher. Incarcerated for murdering twelve people with a lawnmower on the planet Juliano (in the neighboring system of Francesco Kentaurus), he has lived the past thirty years on this vessel. It's an uncomfortable life, to be sure, but given his homeworld he's easily outlived his partners in crime and fellow gangsters.
In other words, he's got no connections left. Nobody left to lose.

(Close-Quarters + Unarmed: 19+5) Frankly, it came as no surprise when the blows started piling in. [Defense: 16+14] The suit performs admirably in protecting you, to the point where the other prisoner hurts himself more than he hurts you.
Enemy is now Dazed for a while (-3 to Mobility, Strength)

The Intercom blares: This is Gravidus Beale. I am pleased to announce that a strike is in order. I have full support of the cellblock team on centrifuge A. Nobody enters or leaves the cafeteria unless all guards are promised at least a twenty percent increase in our bonus when we dock again. Do I make myself clear?


Dice queue (2 free picks): 14 10 8 16 1 1
+1 Crit



Use 1 Free pick to gain a Miniquest from the 20.

Use another free pick to roll a 13 to advocate for the guards to campaign/strike for better wages.

Hmm, if we're ever going to get off this ship, a distraction now would be our best option... wait, I have an idea!

Eisenhower taps a guard from behind, not letting him see his prison uniform. "Don't you think we should be getting better wages from sitting out here in the middle of space? Just think of our friends, our families..."

You must roll the 20 in an action. Since you didn't give an action besides for the 13 I didn't roll it.

[Stealth: 4 --> Opinion Hit]
Guard: That's not gonna cut it. You'll have to do better than that.
(-2 to opinion)

[Politics + Persuader + Opinion (-2): 13+2-2]
Guard: But... you do have a good point. I don't even know how my daughter's doing. The last time I've been planetside... is a year. I bet Stella's already...

He takes a few steps forward down the line of prisoners in the cafeteria. You hear him talking to another guard. (16) He elicits a couple of laughs, but mostly supportive ones. You see him enter the glass doors, taking his rifle with him.

The Intercom blares: This is Gravidus Beale. I am pleased to announce that a strike is in order. I have full support of the cellblock team on centrifuge A. Nobody enters or leaves the cafeteria unless all guards are promised at least a twenty percent increase in our bonus when we dock again. Do I make myself clear?

Dice queue (2 free picks): 4 20 12 14 10 20



If some kind of horribly distracting thing happens that draws all of the guard shifts attention, Violaceous Turaco slips away, heading in the direction of the unknown block past the cafeteria, attempting to remain undetected amidst the chaos. Combining: 5 12 20 12 4 6

If nothing particularly unusual happens, Violaceous Turaco allows himself to be escorted to the cafeteria as normal.

Also, just in case I'm the meanest looking prisoner:
I’ll use my free action to trade my queued 20 for a skill point.  +1 Crit.

Might as well put this 1 I got queued to use.

Befriend meanest looking prisoner. "So, how has your day been?" Raioyris asks timidly.
Violaceous Turaco continues staring suspiciously at Raioyris, and then does that thing where he points at his own eyes and then points at Raioyris, and then starts walking away while frowning angrily, occasionally glancing back.

You notice Raioyris looking around, meeting the infamous Butcher, and then getting beaten up as expected. That padded suit of his keeps him safe, but to be frank, it also keeps him from fighting back. That's not how a man is supposed to deal with his problems.
One of the guards walked through the glass doors earlier. Now there's only seven in the cafe, and no rifles among them.

The Intercom blares: This is Gravidus Beale. I am pleased to announce that a strike is in order. I have full support of the cellblock team on centrifuge A. Nobody enters or leaves the cafeteria unless all guards are promised at least a twenty percent increase in our bonus when we dock again. Do I make myself clear?

Dice queue (3 free picks): 5 12 20 18 4



(split my 16.)
Archibald would look around for anything he could use. they already had a plan, but he needed a way to start it effectively.

[Observation + Intellect: 3+2] Hmm, there isn't much in the way of loose objects lying around, thanks to strict security. You could perhaps dismantle your biohazard gear, but that would have some disastrous consequences for everyone else. And this ship can't run without
You do have some oxygen tanks though. You'll have to find a screwdriver if you want to free them.

Also, you have your tray, given to you by the guards. There's serving tables up ahead, and they're using metal spoons to serve the food.

Dice queue (3 free picks): 8 8 20 20 3 6 15



((Since Yourmaster isn't responding I'll just stick him on the waitlist for now.))
« Last Edit: February 03, 2016, 11:28:09 pm by _DivideByZero_ »
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Dustan Hache

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Re: Space Wizards 4: Now with more rocketpunk. Turn 1 (2/3)
« Reply #50 on: February 03, 2016, 06:12:32 pm »

archibald would note the intercom announcement, and approach the guards. He looks somewhat worried.
"Excuse me, but if we are being kept here against our will, I require a spare oxygen tank, along with the tools to exchange them from my suit. Otherwise, I will have to remove or breach my suit for the sake of survival, a terrifying prospect considering the amount of adapted organisms trapped within. Would you kindly do me a favor, and prevent this disaster for me?
he would keep his tone amicable, and while a threat is implied, it would be passive and spoken more as a concern for everyone else.
(Spend one 20 on a intimidation point, and the other on a persuader point. Split the 15.)
« Last Edit: February 03, 2016, 06:19:29 pm by Dustan Hache »
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I figure at some point, you're just gonna run outta fucks to give and just off yourself whenever you get hurt at all. It's not like there's any downsides to it. Hangover? Suicide will fix that. Stubbed your toe? Suicide. Headache? Suicide. Papercut? Suicide.

inaluct

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Re: Space Wizards 4: Now with more rocketpunk. Turn 1 (2/3)
« Reply #51 on: February 03, 2016, 07:28:06 pm »

((How many prisoners are in the cafeteria right now?))
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_DivideByZero_

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Re: Space Wizards 4: Now with more rocketpunk. Turn 1 (2/3)
« Reply #52 on: February 03, 2016, 07:44:35 pm »

You count four groups before yours, so, 30 including you. More are coming.
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inaluct

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Re: Space Wizards 4: Now with more rocketpunk. Turn 1 (2/3)
« Reply #53 on: February 03, 2016, 08:00:52 pm »

((Are the guards actually stopping people from entering the cafeteria, like the strike announcement claimed?))
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Yourmaster

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Re: Space Wizards 4: Now with more rocketpunk. Turn 1 (2/3)
« Reply #54 on: February 03, 2016, 08:35:02 pm »

Get back and just observe what's happening.
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10/10.
Wants to rape and enslave my innocent night faeries ;-;

ATHATH

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Re: Space Wizards 4: Now with more rocketpunk. Turn 1 (2/3)
« Reply #55 on: February 03, 2016, 09:04:44 pm »

Wait, I thought that I was still in my cell, and that the guards were coming to get me. The spores would have been much more effective because they would have been collected in a small room over several hours.

Can we edit the turn, or am I still in the cafeteria with everyone else (maybe we have different lunch shifts?)?
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Seriously, ATHATH, we need to have an intervention about your death mug problem.
Quote
*slow clap* Well ATHATH congratulations. You managed to give the MC a mental breakdown before we even finished the first arc.
I didn't even read it first, I just saw it was ATHATH and noped it. Now that I read it x3 to noping

_DivideByZero_

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Re: Space Wizards 4: Now with more rocketpunk. Turn 1 (2/3)
« Reply #56 on: February 03, 2016, 09:35:44 pm »

Wait, I thought that I was still in my cell, and that the guards were coming to get me. The spores would have been much more effective because they would have been collected in a small room over several hours.

Can we edit the turn, or am I still in the cafeteria with everyone else (maybe we have different lunch shifts?)?

You are in a 2x3 block of cells (barred, open to the room). in this order:

Space Cowboy | Archie Zero  | Arthur The Space Mushroom
Eisenhower      | Arthur Dent | Raioyris

Alex Raman is in a different block.
...The relevance is that you are in the same lunch shifts with the other five.

As for redoing the turn, what you described is in fact the situation I rolled for. The sleep spores worked on the prisoners, but for the past few hours most of the prisoners were already asleep and they've since woken up with a temporary immunity to the sleep spores (mostly due to the fact that they were introduced to a progressively )

You're right, the concentrated spores would have a stronger effect, and would give the body no time to adapt so it would be immediately effective.
But the guards just aren't affected by it for some reason. I'll leave it to you to investigate why they aren't affected by it.
« Last Edit: February 03, 2016, 10:16:40 pm by _DivideByZero_ »
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Dustan Hache

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Re: Space Wizards 4: Now with more rocketpunk. Turn 1 (2/3)
« Reply #57 on: February 03, 2016, 09:44:19 pm »

where does that place Archibald?
Also, why is there a hitchhiker in this galaxy?!
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I figure at some point, you're just gonna run outta fucks to give and just off yourself whenever you get hurt at all. It's not like there's any downsides to it. Hangover? Suicide will fix that. Stubbed your toe? Suicide. Headache? Suicide. Papercut? Suicide.

TheBiggerFish

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Re: Space Wizards 4: Now with more rocketpunk. Turn 1 (2/3)
« Reply #58 on: February 03, 2016, 10:10:23 pm »

(Did You Mean:Arthur Denton Prefect?  Or is that actually The Arthur Dent?)
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_DivideByZero_

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Re: Space Wizards 4: Now with more rocketpunk. Turn 1 (2/3)
« Reply #59 on: February 03, 2016, 10:16:24 pm »

(Did You Mean:Arthur Denton Prefect?  Or is that actually The Arthur Dent?)

Arthur Denton Prefect.
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