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Author Topic: RTD - Multiworld 2 - Turn 33 - Free at last!  (Read 30503 times)

Agamemnon

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Re: RTD - Multiworld 2 - Turn 16 - Medicine is NOT easy (Part 2)
« Reply #270 on: June 22, 2010, 07:32:44 pm »

I see that the Status section is becoming cluttered quite fast. I think, next turn I will make an overhaul of the display and while I am at it, include some rule modifications, for example: seperating skills (which require a skill roll every turn when used) from abilities (which grant bonuses and disadvantages over several turns) that can or cannot be toggled on and off at will.

For instance: Regeneration, Void blades and magic light are abilities, while Breakdancing, TK Healing and Roundhouse Kicking are skills.

I hope this leads to a better gaming experience. =)
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Glossary #52
Execution shaft aka. dwarven wormhole

Works as follows: Things enter one end, emerge at the other and then get eaten by worms.

Toaster

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Re: RTD - Multiworld 2 - Turn 16 - Medicine is NOT easy (Part 2)
« Reply #271 on: June 22, 2010, 07:59:17 pm »

Woo, snake with three eyes?  I love those 1 in 216 chances!


I sit in the shadows and attempt to bind my ankle with my shirt so I can at least move without making it worse.
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HMR stands for Hazardous Materials Requisition, not Horrible Massive Ruination, though I can understand how one could get confused.
God help us if we have to agree on pizza toppings at some point. There will be no survivors.

nuker w

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Re: RTD - Multiworld 2 - Turn 16 - Medicine is NOT easy (Part 2)
« Reply #272 on: June 22, 2010, 11:22:43 pm »

Try to wake up AND DO THE BREAKDANCE HEAL MOVE.
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maxicaxi

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Re: RTD - Multiworld 2 - Turn 16 - Medicine is NOT easy (Part 2)
« Reply #273 on: June 22, 2010, 11:29:34 pm »

charge
« Last Edit: June 23, 2010, 01:26:12 am by maxicaxi »
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I have absolutely no idea what's going on in this fort any more. Migrants arrive, they die for some reason, the fort is flooded for another reason, then dwarves go mad, more dwarves die and I'm just laughing in my distress.
you cannot defeat the potato.

Ochita

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Re: RTD - Multiworld 2 - Turn 16 - Medicine is NOT easy (Part 2)
« Reply #274 on: June 23, 2010, 01:18:22 am »

Heal him again
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Quote from: Freeform
princest zaldo of hurl kindom: the mushroom aren't going to choice itself, ochita

wolfchild

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Re: RTD - Multiworld 2 - Turn 16 - Medicine is NOT easy (Part 2)
« Reply #275 on: June 23, 2010, 01:35:00 am »

Try to wake up AND DO THE BREAKDANCE HEAL MOVE.

im assuming u dont want me to try to heal you then?

ok Agammemmnon go with the other action
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You really can both sig it.
But... That would break the laws of sigging! We can't have everyone running around with the same quotes. IT MAKES THEM UNFUNNY FASTER!

Paranatural

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Re: RTD - Multiworld 2 - Turn 16 - Medicine is NOT easy (Part 2)
« Reply #276 on: June 23, 2010, 08:32:23 am »

Sneak back into the shadows, creep up behind the hammerite Frelock is fighting, and attack him from behind.
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The corpses appear to be primarily concentrated under the dead cat.  - Untelligent
Mental Health 6/6. You easily comfort yourself knowing that Paranatural's Hot Stubble And Deliciously Unwashed Armpits will be  waiting for you whatever happens.

maxicaxi

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Re: RTD - Multiworld 2 - Turn 16 - Medicine is NOT easy (Part 2)
« Reply #277 on: June 24, 2010, 03:14:48 am »

BUMP?
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I have absolutely no idea what's going on in this fort any more. Migrants arrive, they die for some reason, the fort is flooded for another reason, then dwarves go mad, more dwarves die and I'm just laughing in my distress.
you cannot defeat the potato.

wolfchild

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Re: RTD - Multiworld 2 - Turn 16 - Medicine is NOT easy (Part 2)
« Reply #278 on: June 24, 2010, 03:31:38 am »

Hello

hello

hello

hello

hello
« Last Edit: June 24, 2010, 03:40:19 am by wolfchild »
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You really can both sig it.
But... That would break the laws of sigging! We can't have everyone running around with the same quotes. IT MAKES THEM UNFUNNY FASTER!

nuker w

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Re: RTD - Multiworld 2 - Turn 16 - Medicine is NOT easy (Part 2)
« Reply #279 on: June 24, 2010, 03:39:12 am »

Stuffed up the last one, thats a tad embaresing...  :-[
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wolfchild

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Re: RTD - Multiworld 2 - Turn 16 - Medicine is NOT easy (Part 2)
« Reply #280 on: June 24, 2010, 03:39:59 am »

um oops
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You really can both sig it.
But... That would break the laws of sigging! We can't have everyone running around with the same quotes. IT MAKES THEM UNFUNNY FASTER!

maxicaxi

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Re: RTD - Multiworld 2 - Turn 16 - Medicine is NOT easy (Part 2)
« Reply #281 on: June 24, 2010, 05:00:51 am »

bombstm
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I have absolutely no idea what's going on in this fort any more. Migrants arrive, they die for some reason, the fort is flooded for another reason, then dwarves go mad, more dwarves die and I'm just laughing in my distress.
you cannot defeat the potato.

Agamemnon

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Re: RTD - Multiworld 2 - Turn 16 - Medicine is NOT easy (Part 2)
« Reply #282 on: June 24, 2010, 05:12:35 am »

rolls coming in an hour...
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Glossary #52
Execution shaft aka. dwarven wormhole

Works as follows: Things enter one end, emerge at the other and then get eaten by worms.

Agamemnon

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Re: RTD - Multiworld 2 - Turn 17 - If you want it done, do it yourself...
« Reply #283 on: June 24, 2010, 06:35:01 am »

Warning: Storm of 2s coming in...

Turn 17

Quote from: Toaster
I sit in the shadows and attempt to bind my ankle with my shirt so I can at least move without making it worse.
| You are already sitting and tending to your ankle. You can't manage to put in a splint, but at least the pain slowly subsides.

Quote from: jozilla
i finish the bombs, climb over the gate and continue serching a hideout for 2 of my bombs
| You assemble the bombs, not without spilling some of the gunpowder, though. You look for a suitable hideout in the garden, but decide, that this location is not accessible enough. You turn your attention to the gate again and try to squeeze your makeshift explosives through the bars. Unfortunately, they are too big, so you throw them over the wall instead. You hear three loud *CLANK*s as they hit the street on the other side and roll a small distance away.

Quote from: maxicaxi
charge
| You charge your batteries... Wait, do you have batteries? No, you are just confused. But you "charge" something, or try to. Nothing happens. (You can be a little bit more specific with your actions, really)

Quote from: Nimitz
[AI 6-4] I try to make friends with the Hammerite bowman
| You run further down the street and quickly reach the entrance to the cathedral. The two guards are surprised to see you running at them, flailing your arms and screaming like a madman. The bowman readies an arrow and takes aim.

Quote from: Frelock
Finish that Hammerite
| You stab the Hammerite with your dagger right in the guts. | He cannot evade your blow, because he was standing too close. | You hit no vital organs, but he suddenly gets pale, then falls to the floor, cringing in pain in a fetal position.

Quote from: nuker w
Try to wake up AND DO THE BREAKDANCE HEAL MOVE.
| You do wake up and concentrate on healing your wounds. You don't know any Breakdance moves, that would heal you, though, so you use your telekinetic healing instead. You quickly resore your mangled leg, mending the bone and tissues that got smashed by that warhammer and even heal your various cuts and bruises on your chest. Ochita is in shock, as he sees you raise from the (almost) dead. You feel more competent with your healing skills.

Quote from: wolfchild
do a jumping stand up and attempt to kick a hammerite with my uber legs
| You jump to your feet, but that is it. The Hammerite is not in reach for another kick. However, you are in reach of his warhammer and anticipate his next move.

Quote from: Paranatural
Sneak back into the shadows, creep up behind the hammerite Frelock is fighting, and attack him from behind.
| You move as silently as possible and sneak after Hammerite #5. Frelock managed to drop him on the ground, | so you proceed to finish the deed by strangling him with your bare hands from behind! He loses consciousness quickly.

Quote from: Ochita
Heal him again
| You try again to heal Nuker. Somehow, this is not your lucky day, as you can't produce any meaningful result with your telekinetic healing. As you sit by Nuker trying in vain to mend him together, he suddenly wakes up and just heals himself.

===

NPC actions:

Quote from: Hammerite paladin #1
unconscious and probably a broken nose

Quote from: Hammerite paladin #2
[1]He witnesses the sudden healing of nuker and forgets to make another attack. Horrified by this display of rogue magic, he turns to flee.

Quote from: Hammerite paladin #3
Dead as a doornail, his corpse lying in a puddle of blood

Quote from: Hammerite paladin #4
[5] You don't know where he is and what he is doing

Quote from: Hammerite paladin #5
Lying on the ground, unconscious and being strangled by Paranatural.

=====

Status after Turn:

Quote from: Toaster
Location: Main street, near clothing shop, hiding in shadows, sitting on the ground
Health: sprained ankle
Possessions: Generic underwear, grey pinstripe suit pants, dark blue shirt, metal bracket
Skills: Novice item enchanter

Quote from: jozilla
Location: Alchemy store garden, standing upright, in shadows
Health: uninjured
Possessions: Generic underwear, brown leather pants
Skills: Novice climber, basic telekinesis
Abilities: King of Nowhere, magic light (off)

Quote from: Paranatural
Location: Main street, kneeling down
Health: uninjured
Possessions: Generic underwear, hessian pants, red shirt
Skills: Basic shadow manipulation

Quote from: maxicaxi
Location: Main street, near weapon shop, standing upright
Health: uninjured
Possessions: Generic underwear, baggy pants
Skills: Basic Telepathy
Abilities: Summon void blades (on)

Quote from: Ochita
Location: Main street, near weapon shop, standing upright
Health: uninjured
Possessions: Generic underwear, white cargo-shorts, crude lead lockpick, iron knife, steel warhammer
Skills:Novice Dreamwalker, Basic TK healing

Quote from: Nimitz
Location: Main street, standing upright
Health: uninjured, terminal inactivity disease (x5)
Possessions: Generic underwear, worn desert camouflage pants
Skills: Basic healing touch

Quote from: Frelock
Location: Main street, standing upright
Health: uninjured
Possessions: Generic underwear, blue jeans, blue vest, <<small dagger>>, 40 silver coins
Skills: Roundhouse kick (granted by items), Basic sneaking

Quote from: nuker w
Location: Main street, near weapon shop, standing upright
Health: uninjured
Possessions: Generic underwear, scottish kilt, 2 silver and 5 copper coins
Skills: Skilled Breakdancer, Skilled TK healer

Quote from: wolfchild
Location: Main street, near weapon shop, standing upright
Health: scratches and bruises on chest and legs
Possessions: Generic underwear, dark blue stretchy pants
Abilities: regeneration (off), reinforced ribcage, long rat tail, long legs, fur, ears of a rat

=====

Environment: A medieval steampunk city. It is night. The streetlights do not illuminate the streets completely, many doorways and alleys remain unlit.

World rules:
+2 to sneaking. (can be negated by type of surface)
+2 to hiding. (can be negated by lightsources)
+2 to attacks when the victim is unaware of your presence.
Fumbling a cooperation action will never cause both participants to be spotted.

=====

Locations:
Side street: A small street branching out from the main street. The walls of the neighboring houses are made from rough stone, reinforced by steel girders. Your exit is here.
Main street: A market street, devoid of people but crowded with crates and wagons. There are several shops here: An armor shop, a clothing store, a bakery, an alchemy store, a weapon store and possibly more. 4 Hammerites patrol along the street.
Clothes shop: This two story building contains a shop selling high quality clothing. The inside is unlit. The side window on the ground floor is open.
Weapon shop: This two story building houses a weapon shop. There is an open window on the backside, 1st floor. A pile of shirts is nearby as well as, a free steel warhammer, the top half of another warhammer, one dead hammerite paladin, an unconscious one and two alive ones.
Guardhouse: A small office for the city watch. Contains a cell and two beds for the guards.
Tavern: A big building right next to the bridge and the guardhouse.
Cathedral: The Hammerite cathedral proudly presents a new relic: A mysterious gemstone called "The Eye". The front gate is watched by 2 hammerite guards, a paladin and a bowman.
Cathedral street: This street lies parallel to the main street and leads to the cathedral, too.
Alchemy store: This shop is accompanied by a small, walled off herbal garden. It lies exactly between the main street and Cathedral street.
Hammerite building: A building only 1 story high but with walls of steel. Humming noise coming from inside.

=====

Background: [4] The fight is almost over. You get the impression that a couple of people woke up by all that noise you made and are now watching you through various windows, but you can't directly see anyone.

=====

Explanation of the new statuses:

Skills can be earned or upgraded through perfect use. Skills that are granted by items are not upgradeable.

1. Novice/Basic: Skill granted (action using it succeed on a 4, too)
2. Skilled: +1 on rolls with that skill
3. Master: Overshoot protection
More upgrades can only be earned by expanding the scope of the skill.

Abilities can be toggleable at will. (The status will be shown in brackets)
Abilities can also be static, which is the standard case with body modifications.
Abilities will not get automatic skill increase when used - because they are not skills.
« Last Edit: June 24, 2010, 06:45:50 am by Agamemnon »
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Glossary #52
Execution shaft aka. dwarven wormhole

Works as follows: Things enter one end, emerge at the other and then get eaten by worms.

Ochita

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Re: RTD - Multiworld 2 - Turn 17 - If you want it done, do it yourself...
« Reply #284 on: June 24, 2010, 09:33:15 am »

Take down the last hammerite
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Quote from: Freeform
princest zaldo of hurl kindom: the mushroom aren't going to choice itself, ochita
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