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Author Topic: Wheel of time RTD - Turn 14 on the road again...  (Read 14148 times)

dragnar

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Re: Wheel of time RTD - Turn 11 Ready to go.
« Reply #135 on: July 12, 2010, 08:02:08 am »

Three actions? Time for overly dangerous experimentation!

I try out several new weaves:
1. earth manipulation(make platforms, spikes, etc. rise from the ground)
2. a scrying ability of some sort
3. a bright light I can direct(like a controllable will-o-the-wisp)
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wolfchild

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Re: Wheel of time RTD - Turn 11 Ready to go.
« Reply #136 on: July 12, 2010, 08:58:55 am »

Three actions? Time for overly dangerous experimentation!


3. a bright light I can direct(like a controllable will-o-the-wisp)


I think thats called "guiding light" and the male ones dont get access to it, i may be wrong though

now for my acions


1: Attempt to sooth flintus's pain, not exactly healing, trying to offshoot here
2: Attempt to controll two weaves at once, use air tools and guiding light for this pourpose
3: Create a weave that generates a static charge
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USEC_OFFICER

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Re: Wheel of time RTD - Turn 11 Ready to go.
« Reply #137 on: July 12, 2010, 09:03:27 am »

Continue to catch up. Keep watch. Keep more watch.
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dragnar

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Re: Wheel of time RTD - Turn 11 Ready to go.
« Reply #138 on: July 12, 2010, 09:18:27 am »

Three actions? Time for overly dangerous experimentation!


3. a bright light I can direct(like a controllable will-o-the-wisp)


I think thats called "guiding light" and the male ones dont get access to it, i may be wrong though
I can make a small fire in the palm of my hand for light. How much harder can controlling it be?
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Frelock

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Re: Wheel of time RTD - Turn 11 Ready to go.
« Reply #139 on: July 12, 2010, 02:10:27 pm »

Drivers just have to drive, right?  Traveling is always boring if you're the one driving.

Continue on.
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Typoman

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Re: Wheel of time RTD - Turn 11 Ready to go.
« Reply #140 on: July 12, 2010, 07:57:01 pm »

cool just flint to go, i've written up most of the turn, you guys had horrible source control rolls this turn, wolfchild blew something up, dragnar didn't get all that much done, you are all in one group now which is nice.

Drivers just have to drive, right?  Traveling is always boring if you're the one driving.

Continue on.
yeah drivers kinda get a short stick, but it'd be kinda weird to have them excersizing or something while driving. they do gat an automatic keep watch roll though
« Last Edit: July 12, 2010, 08:02:47 pm by Typoman »
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dragnar

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Re: Wheel of time RTD - Turn 11 Ready to go.
« Reply #141 on: July 12, 2010, 07:59:23 pm »

dragnar didn't get all that much done
That seems to sum up all my attempts at magic in RTDs. I never cause catastrophic failures, but things rarely get done in a timely manner. Oh well.
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Typoman

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Re: Wheel of time RTD - Turn 11 Ready to go.
« Reply #142 on: July 12, 2010, 08:04:29 pm »

dragnar didn't get all that much done
That seems to sum up all my attempts at magic in RTDs. I never cause catastrophic failures, but things rarely get done in a timely manner. Oh well.
by the way what exactly do you mean by scrying in this case, finding objects? people? neither are really possible in this world(using channeling anyway). a success on that action will give you the warding weave. if you want to change it i'm happy to rewrite that part of the turn (you'd keep the same rolls of course)
« Last Edit: July 12, 2010, 08:10:13 pm by Typoman »
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dragnar

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Re: Wheel of time RTD - Turn 11 Ready to go.
« Reply #143 on: July 12, 2010, 08:09:04 pm »

dragnar didn't get all that much done
That seems to sum up all my attempts at magic in RTDs. I never cause catastrophic failures, but things rarely get done in a timely manner. Oh well.
by the way what exactly do you mean by scrying in this case, finding objects? people? neither are really possible in this world(using channeling anyway). a success on that action will give you the warding weave. if you want to change it i'm happy to rewrite that part of the turn (you'd keep the same rolls of course
I meant something more along the lines of viewing a known location from a distance. To get a birds eye view of an area or check whats going on somewhere before arriving.
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Typoman

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Re: Wheel of time RTD - Turn 11 Ready to go.
« Reply #144 on: July 12, 2010, 08:11:13 pm »

oh, well that is definitly possible, but beyond your power level, you'd make a modified gateway doesn't let matter through just light (unless i think of a less power hungry way to do it)
« Last Edit: July 12, 2010, 08:15:38 pm by Typoman »
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dragnar

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Re: Wheel of time RTD - Turn 11 Ready to go.
« Reply #145 on: July 12, 2010, 08:16:12 pm »

Ah. Well, if I can't do that yet, could I change it to practicing with spirit weaves in general?
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Typoman

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Re: Wheel of time RTD - Turn 11 Ready to go.
« Reply #146 on: July 12, 2010, 08:17:47 pm »

Ah. Well, if I can't do that yet, could I change it to practicing with spirit weaves in general?
definitly

edit: ok made the change, i think you'll like the result
« Last Edit: July 12, 2010, 08:22:28 pm by Typoman »
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Flintus10

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Re: Wheel of time RTD - Turn 11 Ready to go.
« Reply #147 on: July 13, 2010, 06:41:17 pm »

Kick back and wait.
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Typoman

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Re: Wheel of time RTD - Turn 12 ZAP!
« Reply #148 on: July 13, 2010, 10:23:18 pm »

Turn 12

Actions:
Players:

Quote from: Bleddin (wolfchild)
1: Attempt to sooth flintus's pain, not exactly healing, trying to offshoot here
1+2 the source grows out of control! 16 you force it into submission 12 you try to do a partial healing of flint, however you can't seem to manage to get the flows right, so you try a different tack, you weave spirit around the nociceptors in flint's body, disabling them temporarily, however you are not sure exactly how to do it again.(xp in source damage control)
2: Attempt to controll two weaves at once, use air tools and guiding light for this pourpose
2 you momentarily lose control of the source, which swells untill the sweetness becomes pain 7(0.0 so close to a burnout) you manage to close off the source but are dazed (-1 mental -1 dodge)
3: Create a weave that generates a static charge
14-1 you manage to get hold of the source again 10-1 the hold the source well enough to use it 16-1 you weave a lace of air then weave through it with water then pull it tight, you feel a huge static charge buld up in the air around you, everyone's hair is standing on end, you look out the window and 14 direct it in one blast at a nearby tree. a huge bolt of lightning stabs horizontally from the weave to the tree 2 which explodes in shrapnel, which falls short of the carriage. the weave starts building static again. (a+1 w+1 lightning charge gained)
Quote from: Drangar
1. earth manipulation(make platforms, spikes, etc. rise from the ground)
4 you cannot grasp the source no matter how hard you try
2. a scrying ability of some sort
15 this time you manage to sieze the source 15 and controll it well 12+3 you weave spirit aimlessly suddenly you get an idea, you weave a know of spirit, you knwo that if you were to weave it about someone's head they would fall asleep, and stay asleep as long as the weave was being applied to them. (xp in spirit gained, sleep weave gained)
3. a bright light I can direct(like a controllable will-o-the-wisp)
3 the source surges! you try to fight it down 9 you fling it away but are dazed (-1 dodge, -1 mental)
Quote from: Frelock
Continue on.
10 you continue for the rest of the day at an even pace, you find yourself in the middle of a forest.
4 you don't notice shinobe when he comes up, only when lief starts talking to him.
Quote from: Shinobe, the Silver Dawn. (USEC_OFFICER)
Continue to catch up. Keep watch. Keep more watch.
14 you catch up with the coach, and keep pace with it
4 you're too busy talking to lief to keep a look out
10 your scratches heal somewhat, leaving only light pain
Quote from:  Flint (Flintus10)
Kick back and wait.
Autosuccess, you sit there and do nothing, at one popint wolfchild does something to you and you cannot feel pain in your ankle anymore, it still moves stiffly, so you know it is still injured.
NPCS:
Quote from: Lief Goddard
keep watch
13 he gets up on top of the carriage and watches for problems, nothing much happening
Keep watch
10 he sees shinobe catch up, they hae a brief chat
keep watch
5 he doesn't keep much of a watch he's too busy taling to shinobe
18 his headache subsides

Statuses:
Spoiler: Players: (click to show/hide)
Spoiler: NPCS: (click to show/hide)
Spoiler: Places: (click to show/hide)
Spoiler: Vehicles and items (click to show/hide)
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wolfchild

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Re: Wheel of time RTD - Turn 11 Ready to go.
« Reply #149 on: July 13, 2010, 10:39:29 pm »

1)hold onto the charge, if lief spots anything similar to a highwayman, I launch a lightning bolt at it/them, also attempt to weave healing on Flintus at the same time

2)hold onto the charge, if lief spots anything similar to a highwayman, I launch a lightning bolt at it/them, figure out how to heal without incapacitating
3)hold onto the charge, if lief spots anything similar to a highwayman, I launch a lightning bolt at it/them, attempt to create a weave that leaches heat(if I have figured out how to hold onto two weaves, if not attempt that by creating a guiding light)
« Last Edit: July 14, 2010, 12:59:00 am by wolfchild »
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But... That would break the laws of sigging! We can't have everyone running around with the same quotes. IT MAKES THEM UNFUNNY FASTER!
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