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Author Topic: Roll to Tech - Turn 6: The Little Soldier That Could  (Read 7373 times)

Elephant Parade

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Roll to Tech - Turn 6: The Little Soldier That Could
« on: June 20, 2023, 06:56:58 pm »

Roll to Tech
with apologies to SaGa and You Can't Defeat the Infinite Wall of Slime

You stand on a small island in a vast ocean. In front of you is a colossal tower; a plaque over the door reads 100-FLOOR BATTLE CHALLENGE. Facing the tower is a surprisingly modern building that a neon sign advertises as a SHOP.

The goal of the game is to reach the 101st floor of the tower. Who are you, and what do you do?

Spoiler: Mechanical Primer (click to show/hide)

Character Sheet

Name:
Class:
HP: Lost when attacked. If it reaches 0, you die! (Distribute 11 points between HP and TP.)
TP: Spent when using techs.
« Last Edit: June 30, 2023, 05:00:43 pm by Elephant Parade »
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TricMagic

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Re: Roll to Tech
« Reply #1 on: June 20, 2023, 07:06:52 pm »

Name: Techie Chan
Class: Tech Developer
HP: 4
TP: 7
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A_Curious_Cat

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Re: Roll to Tech
« Reply #2 on: June 20, 2023, 09:28:38 pm »

Name:  Iden Vankåbthusest
Class:  Dwarven Mechanic
HP: 4
TP: 7

Enter the tower!

Edit:  Decided to change the name...

Edit2:  Action!
« Last Edit: June 20, 2023, 11:37:47 pm by A_Curious_Cat »
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Really hoping somebody puts this in their signature.

Egan_BW

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Re: Roll to Tech
« Reply #3 on: June 20, 2023, 10:36:03 pm »

Name: Obscurus
Class: Blood Mage
HP: 8
TP: 3

Enter the tower!
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King Zultan

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Re: Roll to Tech
« Reply #4 on: June 21, 2023, 01:31:00 am »

Name: Samuel MacArthur
Class: Safety Inspector
HP: 7
TP: 4

Begin my inspection of the outside of the tower and markdown any safety violations in my notebook.
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The Lawyer opens a briefcase. It's full of lemons, the justice fruit only lawyers may touch.
Make sure not to step on any errant blood stains before we find our LIFE EXTINGUSHER.
but anyway, if you'll excuse me, I need to commit sebbaku.
Quote from: Leodanny
Can I have the sword when you’re done?

crazyabe

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Re: Roll to Tech
« Reply #5 on: June 21, 2023, 02:09:32 am »

Name: ERROR
Class: UNDEFINED
HP: 3
TP: 8

BRUTALIZE SAMUEL MACARTHUR
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Quote from: MonkeyMarkMario, 2023
“Don’t quote me.”
nothing here.

Counterfactual

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Re: Roll to Tech
« Reply #6 on: June 21, 2023, 04:16:43 pm »

Name: Jean-Jean Kick
Class: Martial Arts Critic
HP: 6
TP: 5

Examine the rear of the tower for secret entrances.
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Elephant Parade

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Re: Roll to Tech - Turn 1: Into the Tower
« Reply #7 on: June 21, 2023, 06:49:00 pm »

Turn 1: Into the Tower

Name: Techie Chan
Class: Tech Developer
HP: 4
TP: 7

Techie Chan, Tech Developer
HP: 4/4 | TP: 7/7
Tech Tonic: [Consumable] Restore 10 TP.

[1 TP] T-Charge: Next turn, you spark (develop a new tech) on a 5-6.
[1 TP] Pummel: [Unarmed] Overwhelm an enemy's guard with a flurry of punches. Hits even on a 2.

(You didn't include an action. If you want, you can enter the Tower retroactively.)

Name:  Iden Vankåbthusest
Class:  Dwarven Mechanic
HP: 4
TP: 7

Enter the tower!
Name: Obscurus
Class: Blood Mage
HP: 8
TP: 3

Enter the tower!

Iden Vankåbthusest, Dwarven Mechanic
HP: 4/4 | TP: 7/7
Wrench: [Blunt] +1 to repair-type skills.

[2 TP] Stonefall Trap: [Trap] Build a Stonefall Trap at your feet! Enemies who attack you in melee or otherwise pass in front of you will trigger a counter (+1 damage). Jams on a 1-3.
[2 TP] Clonk: [Blunt, Repair] Hit an enemy over the head with your wrench, dealing damage and stunning on a 6. Heals machines.

Obscurus, Blood Mage
HP: 8/8 | TP: 3/3
Sacrificial Knife: [Dagger] -2 damage, hits even on a 2. If it lands a killing blow...

[3 TP] Drain: [Magic][Dark] Leech 1D6 HP from an enemy.
[0 TP] Conversion: Take 1D6 damage, then regain half as much TP (rounded up).

Iden and Obscurus push aside the great red doors and enter the Tower. The ground floor is a surprisingly modern waiting room with a staircase up, an elevator, an unattended counter, and even a couch and chairs. The furniture has been thrown into disarray by a pair of old-fashioned, man-sized Toy Soldiers. They raise their rifles!

Toy Soldier A: 4/4 HP, 3/3 TP
Toy Soldier B: 4/4 HP, 3/3 TP

Name: Samuel MacArthur
Class: Safety Inspector
HP: 7
TP: 4

Begin my inspection of the outside of the tower and markdown any safety violations in my notebook.

Name: Samuel MacArthur, Safety Inspector
HP: 7/7 | TP: 4/4
Pencil: [Dagger] Ironically, it's made of lead. Hits even on a 2. Inflicts Poison on a 6.
Clipboard: [Shield] -1 damage taken while equipped. Breaks when hit with a natural 6.

[1 TP] Declaration: Declare a tech unsafe, prohibiting its use for 1D6 turns. Prohibited techs suffer a -1 penalty to the roll.
[3 TP] Enforcement: Each combatant suffers 1D6*X damage where X is the number of prohibited techs they've used this battle.

Oh, this thing is mega illegal. It's gotta be at least a kilometre high, but there are no safety lights anywhere. It's surprising there isn't an aircraft sticking out of the side already! God only knows what horrors await in a land untouched by the light of OSHA.

Name: ERROR
Class: UNDEFINED
HP: 3
TP: 8

BRUTALIZE SAMUEL MACARTHUR

ERROR, UNDEFINED
HP: 3/3 | TP: 8/8
???: [ELEMENT_NOT_SET] +? damage. Hits even on a ?. Misses even on a ?. On a 6, ?.

[6 TP] : []
[99 TP] :

(3) ERROR             s at Samuel, but it's a narrow miss!

Name: Jean-Jean Kick
Class: Martial Arts Critic
HP: 6
TP: 5

Examine the rear of the tower for secret entrances.

Jean-Jean Kick, Martial Arts Critic
HP: 6/6 | TP: 5/5
Hand Wraps: [Accessory] If you missed last turn, your [Unarmed] attacks hit on a 2.

[2 TP] Firm Hand: [Unarmed] 1D6+2 damage. Next turn, target's action receives a +1 bonus.
[3 TP] Quick Pointer: [Unarmed] Next turn, target's Unarmed attacks inflict double damage. (Can't self-target.)

(4) JJ brushes away some foliage to reveal a smaller blue door. Unfortunately, it appears to be locked.

(Signups are still open and will remain so indefinitely.)
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Counterfactual

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Re: Roll to Tech - Turn 1: Into the Tower
« Reply #8 on: June 21, 2023, 07:27:29 pm »

Jean-Jean Kick glares at the blue door and contemplates trying to bash it down, but magnanimously decides to leave it alone whilst less-obstructed entryways are available. For now.

Enter the tower in style by somersaulting through the front door.
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Egan_BW

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Re: Roll to Tech - Turn 1: Into the Tower
« Reply #9 on: June 21, 2023, 07:31:17 pm »

-2 damage and hits on a 2... Does that mean if if I roll a 2, I hit the enemy but do 0 damage?
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Egan_BW

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Re: Roll to Tech - Turn 1: Into the Tower
« Reply #10 on: June 21, 2023, 07:38:11 pm »

Spoiler (click to show/hide)

Wait for the dwarf to whackus a toy soldier, and then finish the same one off with a dagger stab.
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Elephant Parade

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Re: Roll to Tech - Turn 1: Into the Tower
« Reply #11 on: June 21, 2023, 07:56:53 pm »

-2 damage and hits on a 2... Does that mean if if I roll a 2, I hit the enemy but do 0 damage?
Yes.
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Egan_BW

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Re: Roll to Tech - Turn 1: Into the Tower
« Reply #12 on: June 21, 2023, 08:04:30 pm »

Does hitting the enemy and not doing any damage... do anything? :v
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Elephant Parade

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Re: Roll to Tech - Turn 1: Into the Tower
« Reply #13 on: June 21, 2023, 08:27:57 pm »

Does hitting the enemy and not doing any damage... do anything? :v
There's only one way to find out.
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A_Curious_Cat

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Re: Roll to Tech - Turn 1: Into the Tower
« Reply #14 on: June 21, 2023, 08:39:30 pm »

Wait for the dwarf to whackus a toy soldier, and then finish the same one off with a dagger stab.

((What happens if I use Clonk on an enemy that is also a machine?))

Spoiler (click to show/hide)
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