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Author Topic: DemiGods RTD: Turn 62: Cave Mystery  (Read 68228 times)

wolfchild

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Re: DemiGods RTD: Turn 9: The son of Hephaestus unleashes a fire nuke.
« Reply #165 on: August 19, 2010, 06:07:47 pm »

USe shapeshifting to engulph the fires (cant burn with no oxygen), then retake a more human form
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smjjames

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Re: DemiGods RTD: Turn 9: The son of Hephaestus unleashes a fire nuke.
« Reply #166 on: August 19, 2010, 06:17:38 pm »

USe shapeshifting to engulph the fires (cant burn with no oxygen), then retake a more human form

I'm really not sure what you're trying to turn into that would engulf the flames, but I'm still willing to roll on it.
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wolfchild

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Re: DemiGods RTD: Turn 9: The son of Hephaestus unleashes a fire nuke.
« Reply #167 on: August 19, 2010, 06:35:07 pm »

id be having my flesh sourround t then compress
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smjjames

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Re: DemiGods RTD: Turn 9: The son of Hephaestus unleashes a fire nuke.
« Reply #168 on: August 19, 2010, 06:44:12 pm »

id be having my flesh sourround t then compress

Hrm, that makes sense to me.

Also, I'm thinking of making the wounds stick when you shapeshift between forms, unless maybe the forms are radically different.

I know Wolfchild has the lycanthropes in his RTD, but I don't think he has run into that kind of situation yet, dragnar has someone with the polymorph spell in his Elemental RTD, but isn't actually a shapeshifter, not sure about RNG's Arcanum Octet RTDs. Basically, I'm not sure if there is precedent for this in Bay 12s RTDs. Plus what I said above would be the simplest way of dealing with damage (with possible exceptions for extreme forms) and shapeshifting.
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dwarfguy2

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Re: DemiGods RTD: Turn 9: The son of Hephaestus unleashes a fire nuke.
« Reply #169 on: August 20, 2010, 10:54:48 am »

"well, i'm not waiting for you fools. there's a tyrant somewhere and a little minor inferno isn't going to stop me."
continue down the path
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smjjames

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Re: DemiGods RTD: Turn 9: The son of Hephaestus unleashes a fire nuke.
« Reply #170 on: August 20, 2010, 11:19:02 am »

Was wondering where you were....

ANYWAYS, rolls starting up in a min or two.
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smjjames

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Re: DemiGods RTD: Turn 10: Strange Ruins
« Reply #171 on: August 20, 2010, 12:12:41 pm »

Turn 10: Strange Ruins

Very good rolls here, the only bad roll was one that amounted to nothing. Also, you guys still should heal your wounds ASAP, just saying. I have a question for you guys though, how do you like the style of RTD/RP so far? I read some of the others and noticed that there is somewhat less GM controlling of where players go and, dunno, more freeform maybe?

If you want something done, you gotta do it yourself... go me!

Mind control the ogres into following us, they're sure to scare away any other predators.
[4] You successfully put the ogres truly under your control, since they are effectively brain dead ((The brain is still alive, but they are what we call a vegetative state. Had you rolled a one last turn, their brains would have liquified and they wouldn't even have a brain to control)) you can control their actions. However, if for example you tell them to walk forward, they will walk themselves into a wall or off a cliff. (Gain two ogre minions)


Help the wounded guys to put the fire on their clothes out. Then i retrieve my javelin and follow the other guys again.
[5] You help the wounded guys put out any fires on their clothes. Then you retrieve the javelin out of the tree.


Control Weather to make it rain and extinguish the fire.
[5] You bring in a dark thunderhead cloud and make it rain. It extinguishes the fire in the area along with anybody else who's on fire. You do go overboard a little and its now a bit muddy. Some mud never hurt anyone anyway. What it doesn't do is heal people, its normal rain.


((...boom...hehe.))

Help put out the fires by absorbing it. Be wary in case the ogres attack again.
[1+1] Not only do you completely fail, but it was unneccesary since Neberhar extinquished the flames. Yay for team effort I guess. Also, the ogres are on your side now.


Use shapeshifting to engulf the fires (cant burn with no oxygen), then retake a more human form
[4] Despite Neberhar soaking everybody, you go ahead and shapeshift amorphously to engulf the burnt areas, then shapeshift to normal human form.


"well, i'm not waiting for you fools. there's a tyrant somewhere and a little minor inferno isn't going to stop me."
continue down the path
[6] You epically continue down the path. ((Normally I wouldn't roll just for that kind of travel action, but decided to for the heck of it :) ))

After a bit of trial and error with the two ogres smacking into trees, the group makes significant headway through the mountains and soon encounter a rusting hulk of metal partially buried in the mountainside that you can't identify yet and a nearby stone hut that has clearly been abandoned for some time.

Drex, who was further ahead, thinks he saw something moving among the ruins as he was approaching at a distance.



Spoiler: dwarfguy2/Drex (click to show/hide)


Spoiler: LordInquisitor/Arngrim (click to show/hide)


Spoiler: Wolfchild/Tharin (click to show/hide)


Spoiler: MagusBlack/Torc (click to show/hide)


Spoiler: RNG/Neberhar (click to show/hide)
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dwarfguy2

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Re: DemiGods RTD: Turn 10: Strange Ruins
« Reply #172 on: August 20, 2010, 12:39:40 pm »

summon an imp with very specific orders:
"you are to scout out both of the structures. if there is a creature that would be dangerous to me, you are to report back here. if you are, for any reason, unable to return to me, you are to fire off a fireball into the sky. is this all understood?"
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Digital Hellhound

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Re: DemiGods RTD: Turn 10: Strange Ruins
« Reply #173 on: August 20, 2010, 01:25:13 pm »

Go invisible and investigate, leave the ogres with the others
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RandomNumberGenerator

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Re: DemiGods RTD: Turn 10: Strange Ruins
« Reply #174 on: August 20, 2010, 01:34:19 pm »

Heal myself and my companions.
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smjjames

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Re: DemiGods RTD: Turn 10: Strange Ruins
« Reply #175 on: August 20, 2010, 02:30:54 pm »

summon an imp with very specific orders:
"you are to scout out both of the structures. if there is a creature that would be dangerous to me, you are to report back here. if you are, for any reason, unable to return to me, you are to fire off a fireball into the sky. is this all understood?"


Now that we are getting into the summoning stuff, what do you guys think about these rules for it. I already had an idea for a while and it may be tweaked if neccesary:

The summon roll would be similar to typical rolls:
1 and 2- Fail
3- Run a luck roll, 1-3 fails, 4-6 succeeds, if you succeed, then its a normal summon.
4 and 5-normal
6-You end up summoning two creatures.

Then roll for how long the summon lasts:
What happens is that I do a d6 roll, then divide it by half. For fractions, I round up, that way it won't go below 1. For example, if you roll a summon timer of 1, it will dissapear at the end of the turn, if you roll a 3, it dissapears at the end of turn 3.

Initially I thought of putting a limit on how many you summon or maybe a cooldown period, but I decided to do a summon time limit and see how that works out. Also, to note, Alethes minions are not a summon because they weren't pulled from another plane or whatever.
« Last Edit: August 20, 2010, 02:35:36 pm by smjjames »
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Lordinquisitor

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Re: DemiGods RTD: Turn 10: Strange Ruins
« Reply #176 on: August 20, 2010, 02:49:44 pm »

Well, i think that there shouldn`t be a roll to determine how long it lasts. I think you should roll each turn whether the summon vanishes or not; Or you should tie it to the summoning roll. E.g if he rolls a 4, it stays for one turn. On a 5 it stays 2 turns and on a six 3 turns, instead of summoning two creatures.

Just my opnion, ofc.

Be Alert and stay ready.
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MagusBlack

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Re: DemiGods RTD: Turn 10: Strange Ruins
« Reply #177 on: August 20, 2010, 04:56:58 pm »

Examine the hulk of metal.
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smjjames

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Re: DemiGods RTD: Turn 10: Strange Ruins
« Reply #178 on: August 21, 2010, 12:50:21 am »

Well, i think that there shouldn`t be a roll to determine how long it lasts. I think you should roll each turn whether the summon vanishes or not; Or you should tie it to the summoning roll. E.g if he rolls a 4, it stays for one turn. On a 5 it stays 2 turns and on a six 3 turns, instead of summoning two creatures.

Just my opnion, ofc.

Be Alert and stay ready.

Opinion understood.

However, I want to try this method out for a while. If it becomes annoying or gets unwieldy to the point where someone would have to summon every turn or every other turn. Basically I want to avoid the summons getting abused, but I don't want to force players to have to do a summon every turn or every other turn.
« Last Edit: August 21, 2010, 08:21:18 am by smjjames »
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wolfchild

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Re: DemiGods RTD: Turn 10: Strange Ruins
« Reply #179 on: August 21, 2010, 09:35:45 am »

Take the form of a small bord, and scout out the ruins
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