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Author Topic: DemiGods RTD: Turn 62: Cave Mystery  (Read 68343 times)

smjjames

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Re: DemiGods RTD: Turn 17: EPIC SKILL UNLOCK!!!
« Reply #255 on: September 02, 2010, 09:37:00 am »

'Goddamnit Arngrim, you are the worst bodyguard ever!' (/jk)

Invisibility off and... uhh... get Tharin here so he can shapeshift into something flying or use telekinesis to get me back up. (Make a huge illusion in the sky above us that says something like 'GUYS DAMNIT, COME HELP ME' I guess)

Tharin is at the temple, but okay :)
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RandomNumberGenerator

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Re: DemiGods RTD: Turn 17: EPIC SKILL UNLOCK!!!
« Reply #256 on: September 02, 2010, 10:42:02 am »

Hey! I actually succeeded at something!

Shift back into my normal mode, then start traveling.
It might not be a good idea to stay where I am after that flare.



Do you know what I'm going to do if I explode when I try to turn back to normal? I'm going to laugh. Because that would be hilarious.
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Digital Hellhound

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Re: DemiGods RTD: Turn 17: EPIC SKILL UNLOCK!!!
« Reply #257 on: September 02, 2010, 10:44:34 am »

Tharin is at the temple, but okay :)

Thus the giant illusion in the sky. Really now, I'll take all the help I can get.
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smjjames

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Re: DemiGods RTD: Turn 17: EPIC SKILL UNLOCK!!!
« Reply #258 on: September 02, 2010, 04:27:19 pm »

Preparing to start up rolls. I know I could have done it earlier, but hey.......

Also, I had actually rolled dwarfguys action last night just for the heck of it and he got a 5, just saying, heh :)

Edit: Kind of delayed a bit, trying to find that info stuff on 2d6 rolls....

Edit2: Meh, I think I'll just write up my own d12 rules.
« Last Edit: September 02, 2010, 05:21:17 pm by smjjames »
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HailFire

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Re: DemiGods RTD: Turn 17: EPIC SKILL UNLOCK!!!
« Reply #259 on: September 02, 2010, 05:03:51 pm »

Tharin is at the temple, but okay :)

Thus the giant illusion in the sky. Really now, I'll take all the help I can get.

It's going to be hilarious when you roll a 1 and attract a pack of zombie skeletal bears sharks.
« Last Edit: September 02, 2010, 05:05:38 pm by HailFire »
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Quote
[22:59] <apotheoseGrifter> COMMIT SUDOKU ALL NIGHT LONG FUCK YEAH
Quote
[18:14] <The_Gamemaster> I am here.
[18:14] <The_Gamemaster> I am always here.
[18:15] <The_Gamemaster> I have always been here, and I always will be here. I am the alpha and the omega, the beginning and the end.

smjjames

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DemiGods RTD: Turn 18: Jungle Antics
« Reply #260 on: September 02, 2010, 05:47:25 pm »

Turn 18: Jungle Antics

sleep.
[5] You sleep soundly and then hours later wake up refreshed.


Find the others. Try to amplify my gauntlets with alchemy.
[6] You catch up with the others very quickly, [luck:]while you fail to find Arngrim and Alethe, at least you've found the temple and Tharin. [1+4} While there, you amplify your gauntlets with alchemy and improve them significantly. In the proccess of amplifying your gauntlets, they have gained a magical flame surrounding them when fire magic is in use ((that is just a visual effect, you actually did amplify your gauntlets by 1)).


Instead of going alone as it seems my companions are idiots, meditate and commune with the natural world, to gain myself some allies before exploring furthur
[2] You meditate a while and commune with the natural world, however you apparently don't call any animals to you.Torc has arrived at your location anyway.


'Goddamnit Arngrim, you are the worst bodyguard ever!' (/jk)

Invisibility off and... uhh... get Tharin here so he can shapeshift into something flying or use telekinesis to get me back up. (Make a huge illusion in the sky above us that says something like 'GUYS DAMNIT, COME HELP ME' I guess)
You switch invisibility off and try making an illusion signal. [1]Instead of what you wanted, you just generate a chaotic mess of light, none of your allies besides Arngrim see it and if theres any enemies around, they definetly saw it.


"Bad Bodyguard? See, i can`t protect thee aginst your own feet. Also protecting someone you can`t see is rather hard. And.. Better be careful, don`t turn your invisibility off.. Maybe there`s something down there."

"Oh. You did. Great."

Find some long branch or tendril or something that might help her and try to get her out the hole again.
[1] While trying to find a good branch or vine, you accidentially slip over the edge of the hole [luck:6] and in the proccess grab a stretchy vine which launches you back out of the hole just before you hit the dirt and [4]land on your feet almost exactly where you were a moment ago.


Hey! I actually succeeded at something!

Shift back into my normal mode, then start traveling.
It might not be a good idea to stay where I am after that flare.

Do you know what I'm going to do if I explode when I try to turn back to normal? I'm going to laugh. Because that would be hilarious.
[11] You transform with such force that you launch yourself straight upwards and then start falling before realizing that you CAN fly [3] and slow yourself down enough to not crash into the ground. [2] However, you are now completely disoriented and walk eastward.

Locations:
in/near cave in the jungles: Alethe, Arngrim
Temple Ruins: Tharin, Torc
ruins in the woods: Drex
somewhere east of the ruins in the woods: Neberhar


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)
« Last Edit: September 02, 2010, 05:51:09 pm by smjjames »
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smjjames

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Re: DemiGods RTD: Turn 18: Jungle Antics
« Reply #261 on: September 02, 2010, 06:53:44 pm »

Hey guys, how is this for 2d6 rolls?

[2 or less] Godly Epic Fail: You fail so badly that there are extreme consequences for you and potentially everything around you.

[3] Critical Fail: You fail so badly with some negative consequences, potentially hurting yourself horribly.

[4] Epic Fail: You fail badly with mild negatives, usually hurting yourself in the process.

[5] Fail: You simply fail to do what you wanted to do.

[6] Meager Success: You succeed, but you do it poorly.

[7] Success: you achieve exactly what you wanted. You shoot a fireball at a door, destroying it.

[8] Epic Success: Your skills and luck have combined to ensure your success, with minor positives.

[9] Overshoot: You overdo it, with minor, if any negatives, can be with positives.

[10] Epic Overshoot: You overdo it so much with mild negatives.

[11] Critical Overshoot: You succeed with some negative consequences. You shoot a fireball at the door and blast a massive hole in the ceiling, raining debris down on everybody.

[12+] Godly Critical Overshoot: You succeed all right, with extreme negative consequences. You shoot a fireball at the door and instead create a nuke that destroys you and everything in a 10 mile radius.
« Last Edit: September 02, 2010, 07:06:38 pm by smjjames »
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MagusBlack

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Re: DemiGods RTD: Turn 18: Jungle Antics
« Reply #262 on: September 02, 2010, 07:19:56 pm »

Use fire magic to create a flare to help the others get back in a group ... and scare the shit out of any enemies nearby.

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dwarfguy2

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Re: DemiGods RTD: Turn 18: Jungle Antics
« Reply #263 on: September 02, 2010, 08:13:14 pm »

keep on goin'!
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RandomNumberGenerator

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Re: DemiGods RTD: Turn 18: Jungle Antics
« Reply #264 on: September 03, 2010, 12:09:41 am »

Hey guys, how is this for 2d6 rolls?

That depends on what you are trying to achieve. There is a much lower chance for even a standard success with how that is set up, and a much higher chance for both failures and overshots. If you are intending the 2d6 rolls to be balanced akin to a 1d6, than that system is pretty poor. If you plan to reserve the 2d6 for abilities like my avatar of storms and similar, abilities that should be insanely difficult to control, then it actually fits pretty well for what you are trying to accomplish.

Anyway, I decide that wandering off on my own is not ideal, and try to find my fellow demis.
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smjjames

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Re: DemiGods RTD: Turn 18: Jungle Antics
« Reply #265 on: September 03, 2010, 12:49:10 am »

Hey guys, how is this for 2d6 rolls?

That depends on what you are trying to achieve. There is a much lower chance for even a standard success with how that is set up, and a much higher chance for both failures and overshots. If you are intending the 2d6 rolls to be balanced akin to a 1d6, than that system is pretty poor. If you plan to reserve the 2d6 for abilities like my avatar of storms and similar, abilities that should be insanely difficult to control, then it actually fits pretty well for what you are trying to accomplish.

Yea, I was planning on using that just for abilities like your avatar of storms which would be extremely difficult to control, or in your case, extremely unstable. I was actually making it with that in mind. Not sure how to balance it akin to a 1d6 as there aren't many 2d6 or d12 rules posted.
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RandomNumberGenerator

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Re: DemiGods RTD: Turn 18: Jungle Antics
« Reply #266 on: September 03, 2010, 12:56:44 am »

Well I should probably get better at controlling it over time, but in the beginning it seems fair to have it either fail or overshoot 60-70% of the time.
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wolfchild

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Re: DemiGods RTD: Turn 18: Jungle Antics
« Reply #267 on: September 03, 2010, 02:45:13 am »

"Hi torc, want to help me investigate these ruins?

Alert torc to my presence, and change my camoflage to be more apropriate to the new surroundings, improve my nightvision

also don't be forgetting these in regard to my shapeshifting (copy pasted)
Eyes; slit eyed (i know coyotes dont have slit eyes but i think its a good identfier) with the whites having a faint rainbow of moving colours on it

Hair; all forms will have at least a lock of faintly glowing silver hair

Tail; allways has a coyotes tail, regardless of whether or not the form should have a tail of a different description
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Digital Hellhound

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Re: DemiGods RTD: Turn 18: Jungle Antics
« Reply #268 on: September 03, 2010, 07:13:35 am »

...where did my incredible luck go?

Uhh... climb up.

((And also, signalling both allies and enemies was exactly my intention, even though it came out just as enemies. What's life without a little action?))
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smjjames

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Re: DemiGods RTD: Turn 18: Jungle Antics
« Reply #269 on: September 03, 2010, 09:36:08 am »

...where did my incredible luck go?

It sort of looks like Arngrim grabbed your incredible luck, what with the bungee vine.

@Wolfchild: I was thinking either a large primate of some kind, perhaps orangutan-like, with the features you listed, or a golem-like form. However I think the monkey-like form would be better since theres more potential, and fits the trickster theme.
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