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Author Topic: Wizards' Wacky Death Race(6?/7): Pre-Race Preparation 5.4. Flames and failure.  (Read 15909 times)

crazyabe

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Re: Wizards' Wacky Death Race(6?/7): Pre-Race Preparation 5. Yes.
« Reply #90 on: January 26, 2017, 01:48:05 pm »

PTW
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ziizo

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Re: Wizards' Wacky Death Race(7/7): Pre-Race Preparation 4
« Reply #91 on: January 26, 2017, 04:41:51 pm »


Spoiler (click to show/hide)

Rest in spare car with my crew until the car finish being assembled
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FallacyofUrist

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Re: Wizards' Wacky Death Race(6?/7): Pre-Race Preparation 5. Yes.
« Reply #92 on: January 26, 2017, 08:51:26 pm »

Next phase is the Assembly Phase, in which you decide what of your stuff you're going to use in your vehicle.

So I don't actually know what your vehicle looks like yet(though I have a good idea).
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Coolrune206

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Re: Wizards' Wacky Death Race(6?/7): Pre-Race Preparation 5. Yes.
« Reply #93 on: January 26, 2017, 09:33:29 pm »

((We can only use 1 thing per assembly stage, correct?))
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FallacyofUrist

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Re: Wizards' Wacky Death Race(6?/7): Pre-Race Preparation 5. Yes.
« Reply #94 on: January 27, 2017, 10:30:28 am »

((We can only use 1 thing per assembly stage, correct?))
((Not exactly. You can use as many things as do not contradict each other. Basically, you do have to choose a single chassis/main structure, but after that it should be fair game. Just keep in mind your vehicle's size.))
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ziizo

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Re: Wizards' Wacky Death Race(7/7): Pre-Race Preparation 4
« Reply #95 on: January 27, 2017, 05:58:34 pm »

Siriel sends everything except the spare classic car to assembly.

Dullahan Driver:
Afraid of Gold(will refuse to drive towards gold)
Skilled Driver(drive further, dodge attacks better)
No Barrier Shall Stop Ye(all doors, locks, gates, whatnot will not stop your vehicle)

Hippy Elf Mechanic:
Respect for Nature(will not like it if you hunt animals or damage nature in any other way)
Super Skills(very good at repairing vehicles)
Natural Integration(will slowly convert your vehicle to living wood if you let him do the repairs)

Annoying Pipes System:
Steam Channel(send steam from your engine to the back of the vehicle, can't be turned off. Can cloud vision when combined with an overcharge of your engine.)

Low-Level Overcharge:
Overcharge!(go faster and further, just not as much as with a 5)
Side Effects(cause slight damage to your engine, increases if used in a cycle after it was used in the previous one)
STEAM!(sends extra steam out of the engine)

Worn All-Terrain Wheels:
All-Terrain (reduces terrain penalties)
Worn (less durability)

Perpetual Motion Steam Motor:
Perpetual(no fuel of any kind needed)
Magic Stones(may be removed from engine and used to boost a spell's power in an emergency)

Classic Car:
Reliable(will keep functioning with less hit points)
Not using all 'dem fancy 'lectronics(EMP resistant)
Comfy Seats(less chance of crew mutiny if they are sentient beings)
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TheBiggerFish

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Re: Wizards' Wacky Death Race(6?/7): Pre-Race Preparation 5. Yes.
« Reply #96 on: January 28, 2017, 12:54:57 am »

Requesting an overview of my stuff.
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Failbird105

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Re: Wizards' Wacky Death Race(6?/7): Pre-Race Preparation 5. Yes.
« Reply #97 on: January 28, 2017, 09:55:59 am »

Gloshi will obviously use everything except for the HERETICAL ABOMINATION, hell, maybe even the race car chassis might be of some use, so send that too, we'll figure out what to do with it when we're ready.

I love how my entire team is silent. The only thing you will hear from us are the rumbling of the engine, the clattering of the legs, and the dakka of our gun.
« Last Edit: January 28, 2017, 09:58:06 am by Failbird105 »
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ziizo

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Re: Wizards' Wacky Death Race(6?/7): Pre-Race Preparation 5. Yes.
« Reply #98 on: January 31, 2017, 08:20:33 pm »

Requesting an overview of my stuff.

Was bored so I checked you have:

PHASE 1:
Anomalous Hack Job Space-Air Ship:
Hack Job(somebody spliced a spaceship and an airship together. repairing this thing is going to be tricky, but keeping it usable is going to be easier. It just won't be safe. Think Millennium Falcon.)
Anomalous(a luck roll (1d8) will be made each day-night cycle. A 1 is bad, an 8 is good.
Air Vessel(can bypass many kinds of terrain)
Large(more hit points, harder to dodge)

PHASE 2
Infinite Improbability Bomb:
No(no, no, and no. This isn't a drive. This is a bomb. The kind that could feasibly injure a lesser eldritch entity. Don't use it.)

Infinite Improbability Drive:
Quantum Collapse Warp(bypass terrain)
Quantum Variability(will likely not arrive exactly where you wish to, without the assistance of an eldritch entity at least)
Please Don't Mess With It(if damaged, will have very strange effects on you and your vehicle when used)
And The Same For Overuse(if you use it too many times in one turn... see the above. Do consider that's what you'll be using to dodge attacks, unless you have another plan)

PHASE 3
CDDC + Midnight Crew:
By the power of dice!(potentially massive damage, depending on your rolls)
Burnt Out(single shot, may have averse side effects)
Midnight Crew(including this in your vehicle will cause the Midnight Crew to spawn and chase after you)

Spray-On Void Armor!:
Limited Amount(can only be used three times, must be used as a night action(unless you want the armor to work during the night, but why would you want that?))(works in phase following the one it's used in)
Expired(potentially nasty)
Void Armor(causes your vehicle to absorb harmful energy exerted against it, up to a certain point)

PHASE 4
Midnight Crew:
Still Psychopaths(more of a course hazard than a crew)
Midnight Crew, after all(rather dangerous)

Faulty AI:
Faulty(50% chance of misinterpreting any command you give it)
AI(has control over your ship)
Might Even Get Worse(taking damage will make the AI worse)


PHASE 5
Halfway Decent AI:
AI(has control over ship)
AI Core(if core is damaged, AI will get... worse. Core is armored though.)

One re-roll or roll for artifact remaining.
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FallacyofUrist

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Re: Wizards' Wacky Death Race(6?/7): Pre-Race Preparation 5. Yes.
« Reply #99 on: February 03, 2017, 12:56:49 pm »

Thanks, ziizo.

So... for once, the issue with the lack of activity isn't caused by me. I need everybody to submit their assembly plans. And Rune and Fish to use their remaining rolls.
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Coolrune206

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Re: Wizards' Wacky Death Race(6?/7): Pre-Race Preparation 5. Yes.
« Reply #100 on: February 03, 2017, 02:57:37 pm »

Chassis:
Armored Aerodynamic Tank:
Heavily Armored(bonus to resist damage)
Dense(more hit points)
Greater Less Maneuverable(bit harder to dodge with this)
Aerodynamic(actual speed not reduced by tank size)

Propulsion:
Tornado Propulsion:
Blurringly Fast(you move much faster)
Shooting at a Tornado(projectiles won't be happy about targeting you)
A Bloody Tornado(you're going to be causing damage to any vehicle and other thing near you by your sheer presence)
A BLOODY TORNADO(seriously, your vehicle is likely going to take damage every cycle you use this. Big damage.)
And seriously, a bloody tornado(good luck getting to where you want to go)
Aiming From A Tornado(accuracy rolls rather decreased)

Weaponry:
Invisible Explosive Cannon:
Invisible!(cannot be specifically targeted as part of an attack)
Invisible Shots!(harder to dodge it)
EXPLOSIONS!(can hit multiple vehicles with one shot, harder to aim)

Ordinary Minigun:
Hand Weapon(not for your vehicle, for you)
No Ammo(you'll need to do something about that before you use it)

Crew:
Ascended Wind Mages:
Wind Elementals(have extreme control and power over wind, immune to physical attacks)

Eldritch Eggs:
Unhatched(you may hatch them to release the creatures within. This may give you a crew. Or it might destroy your vehicle. Or it might do something else horrible.)
Eldritch(HAHA... also, you can use a POT roll to amplify them in some manner.)

Extra:
Throwing Hypercube:
Painful to look at.
Shrinks distance between itself and what its thrown at, also accelerates time for itself.

Bucket of Leeches:
Ew.

((I don't remember having any remaining rolls. Do I?))
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FallacyofUrist

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Re: Wizards' Wacky Death Race(6?/7): Pre-Race Preparation 5. Yes.
« Reply #101 on: February 03, 2017, 03:58:52 pm »

((I don't remember having any remaining rolls. Do I?))
((Apologies. It's actually starwars' roll. My mistake.))
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TheBiggerFish

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Re: Wizards' Wacky Death Race(6?/7): Pre-Race Preparation 5. Yes.
« Reply #102 on: February 08, 2017, 10:15:11 am »

Requesting an overview of my stuff.

Was bored so I checked you have:

PHASE 1:
Anomalous Hack Job Space-Air Ship:
Hack Job(somebody spliced a spaceship and an airship together. repairing this thing is going to be tricky, but keeping it usable is going to be easier. It just won't be safe. Think Millennium Falcon.)
Anomalous(a luck roll (1d8) will be made each day-night cycle. A 1 is bad, an 8 is good.
Air Vessel(can bypass many kinds of terrain)
Large(more hit points, harder to dodge)

PHASE 2
Infinite Improbability Bomb:
No(no, no, and no. This isn't a drive. This is a bomb. The kind that could feasibly injure a lesser eldritch entity. Don't use it.)

Infinite Improbability Drive:
Quantum Collapse Warp(bypass terrain)
Quantum Variability(will likely not arrive exactly where you wish to, without the assistance of an eldritch entity at least)
Please Don't Mess With It(if damaged, will have very strange effects on you and your vehicle when used)
And The Same For Overuse(if you use it too many times in one turn... see the above. Do consider that's what you'll be using to dodge attacks, unless you have another plan)

PHASE 3
CDDC + Midnight Crew:
By the power of dice!(potentially massive damage, depending on your rolls)
Burnt Out(single shot, may have averse side effects)
Midnight Crew(including this in your vehicle will cause the Midnight Crew to spawn and chase after you)

Spray-On Void Armor!:
Limited Amount(can only be used three times, must be used as a night action(unless you want the armor to work during the night, but why would you want that?))(works in phase following the one it's used in)
Expired(potentially nasty)
Void Armor(causes your vehicle to absorb harmful energy exerted against it, up to a certain point)

PHASE 4
Midnight Crew:
Still Psychopaths(more of a course hazard than a crew)
Midnight Crew, after all(rather dangerous)

Faulty AI:
Faulty(50% chance of misinterpreting any command you give it)
AI(has control over your ship)
Might Even Get Worse(taking damage will make the AI worse)


PHASE 5
Halfway Decent AI:
AI(has control over ship)
AI Core(if core is damaged, AI will get... worse. Core is armored though.)

One re-roll or roll for artifact remaining.

All of this together and one artifact, please.
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FallacyofUrist

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Re: Wizards' Wacky Death Race(6?/7): Pre-Race Preparation 5. Yes.
« Reply #103 on: February 09, 2017, 12:19:54 pm »

What sort of artifact would you like, good sir?
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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.

TheBiggerFish

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Re: Wizards' Wacky Death Race(6?/7): Pre-Race Preparation 5. Yes.
« Reply #104 on: February 09, 2017, 12:22:51 pm »

What can I get?
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Sigtext

It has been determined that Trump is an average unladen swallow travelling northbound at his maximum sustainable speed of -3 Obama-cubits per second in the middle of a class 3 hurricane.
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