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Author Topic: DemiGods RTD: Turn 62: Cave Mystery  (Read 68154 times)

Lordinquisitor

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Re: DemiGods RTD: Turn 53: Forming Travel Plans
« Reply #675 on: October 24, 2010, 03:29:01 pm »

"A nice plan you havve there honoured friend. Yet, i`d would make a few changes to it. You shallst take proceed as you told us. Take some carts, take some men, go to the tyrant. Discard the carts on the way, put on bloody uniforms and run to the fortress. Inside you will tell how the demigods escaped and rallied the town people."

"The town people, and other men of yours led by your demigods, will besiege the fortress. But it`s a ruse.
You will draw the attention of the psychics on you. And we will sneak into the fortress once they are distracted."

"Inside we will try to disable those weapons, golems and psychics that pose a threat- Then we will set fire to a few buildings to distract the guards. Then you`ll open the gates and the town people will enter."

"Thus we will fight the guards from within and without and soon the fortress will be in our hand. And with it the tyrant."

"I think we should also make some further preparations. Alethe i think it`s most important to shield Gurjon and his men against the mind probing of the seekers. They could spoil our plan."

"Torc, we will need weapons to combat those golems. I don`t intend to fight beings of stone with swords and my bare hands."

"Tharin, your illusions will come in handy if we want to demoralize the guards. Create more soldiers of us; Make the peasants look more impressive."

"I will prepare a few appropiate rune rituals myself. Father will be pleased by the bloodbath."


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Digital Hellhound

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Re: DemiGods RTD: Turn 53: Forming Travel Plans
« Reply #676 on: October 24, 2010, 03:38:56 pm »

' Very well, Arngrim. But for psychic shielding; I fear normal barriers would only alert them. It will be better to create psychic static, hide the thoughts we do not want them to see. This will be difficult, but I can try.'

((Edited earlier post for change in action))
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Lordinquisitor

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Re: DemiGods RTD: Turn 53: Forming Travel Plans
« Reply #677 on: October 24, 2010, 03:39:55 pm »

(This is what i meant. Ofc a shield would only alarm them.")

/Btw what happened to drexs equipment and riches?
« Last Edit: October 24, 2010, 03:43:29 pm by Lordinquisitor »
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RandomNumberGenerator

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Re: DemiGods RTD: Turn 53: Forming Travel Plans
« Reply #678 on: October 24, 2010, 05:07:33 pm »

Psychic, huh? Hrm...


Try to enhance the mind-altering effects of my Peace spell in at attempt to create some magic that can be used to block psychic or other mind-affecting attacks.
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Lordinquisitor

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Re: DemiGods RTD: Turn 53: Forming Travel Plans
« Reply #679 on: October 25, 2010, 11:05:01 am »

Try to enchant my shield with runes of protection and warding.
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Ghazkull

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Re: DemiGods RTD: Turn 53: Forming Travel Plans
« Reply #680 on: October 25, 2010, 03:35:22 pm »

Well it seems to me that we are far to few to attack an fortress...i say we get some assistance...and i already have an idea from where...

If there are any Dead People lying around(from the Uprising) revive them otherwise ask the villagers if they consent to me desecreating their graveyard for additional manpower(aka making Zombie and Skeleton Warriors...if possible retaining the personalities of their former owners)
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Zako

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Re: DemiGods RTD: Turn 53: Forming Travel Plans
« Reply #681 on: October 26, 2010, 01:34:30 am »

Screw that, make them mindless slaves without telling the villages.
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smjjames

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Re: DemiGods RTD: Turn 53: Forming Travel Plans
« Reply #682 on: October 26, 2010, 01:42:42 am »

If you're interested in joining (and you seem to be a follower of this RTD), you can always sign up for the waitlist. I have a feeling that the waitlist may be shifting upwards soon. Wolfchild hasn't been on for over a week and he normally posts every day or every other day. So I'm giving him until the 29th, maybe the 30th before I start actually trying to kill his character, unless his character is critical at that moment, but I can only leave him on AI for so long without any word from him.

@LordInquisitor: Torc actually has the cash that Drex had, but since everybody else didn't take the chance to grab something (or the RNG said otherwise) and the loot roll was a 1, so I just had Torc grab something and have the rest of it lost to looters.

Edit: Anybody know the possible time zone that Wolfchild is in (the one on the profile isn't his actual time zone)? I know he is in eastern asia somewhere, no idea where. I'm wondering if he got affected by the typhoon that hit the Phillippines. Probably not as I think the timing is off.... but still...
« Last Edit: October 26, 2010, 01:57:09 am by smjjames »
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smjjames

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Re: DemiGods RTD: Turn 53: Forming Travel Plans
« Reply #683 on: October 27, 2010, 12:04:38 am »

I'm working on the turn atm, also, does anybody know a good counter for the death element property that I gave the battleaxe?

I have this atm: Gain Plague Battleaxe: 50/50 roll to transfer necrotic poison which causes -1 to dodge death roll, incurable, does not stack.

I can't think of a good counter to balance it out.
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RandomNumberGenerator

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Re: DemiGods RTD: Turn 53: Forming Travel Plans
« Reply #684 on: October 27, 2010, 01:25:39 am »

You mean, as a downside? You could also give the user that penalty, or simply reduce their maximum health by 1 when they're using it(some of the poison effects them).
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smjjames

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Re: DemiGods RTD: Turn 53: Forming Travel Plans
« Reply #685 on: October 27, 2010, 02:23:33 pm »

No I mean a property of life element that would fit with his character, but I couldn't think of a good one that wasn't stupid or doesn't even fit the theme, or makes an enemy more powerful. The thing is that MagusBlack rolled a 6 for the luck portion of the crafting session (he got a 4 for the action itself), so I was trying to think of something pretty powerful.

It was also late last night, which wouldn't really be the best time. I actually did think of a few, but just couldn't decide on what would work.

Also, I initially gave it a bonus to damage, but removed that later as that might be too strong. May still put it back in though.
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MagusBlack

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Re: DemiGods RTD: Turn 53: Forming Travel Plans
« Reply #686 on: October 27, 2010, 04:59:32 pm »

((I seem to get pretty good rolls on average when forging stuff. :D))
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smjjames

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DemiGods RTD: Turn 54: Battle Preparations
« Reply #687 on: October 27, 2010, 08:24:43 pm »

Turn 54: Battle Preparations

Overall, its a pretty good turn. I was having a hard time thinking of a good life elemental property to use because it got imbued with elements that are opposites.

Hide in Gurjon's guards the thoughts we don't want the Tyrant's psykers to see

Ask Gurjon if there's any way to lure the Tyrant out of his citadel

[1][5]((damn, bad way to start out a turn >< ))You attempt to shield the psychics with a type of passive jamming and to reinforce their natural mental shielding and in the proccess, crack those shields wide open. Luckily you manage to reverse the effects. Although they are no better off than before, your attempt actually temporarily scrambles the mind shields frequencies*.

When asked about luring the Tyrant out of the citadel, Captian Gurjon replies "It won't be easy, but if we destroy enough of his defenses, we may force him to face us, or he may just flee."

*Their BRAINS aren't scrambled, think of the mental shields like an electromagnetic forcefield in an analogy for a minute, basically what happened is that in your repair attempt, you made the fields switch in their electromagnetic frequency all over the place for a while, which boosts the natural mental shields a bit.


Make an axe infused with Life/Death for Jorn.
[4]You start off with the beginnings of an excellent quality battleaxe, then begin to infuse it with elemental energies while the metal is still hot and malleable. [6]Going with Jorns necromancry theme, you infuse it with BOTH life and death alchemy. Entwining life and death elemental energies is one of the more dangerous to attempt, but you feel confident that you have a mastery of alchemy and strike hard with your hammer. The death elemental energies enhance the weapons lethality by giving it the necrosis poison, which makes it easier for an afflicted entity to die, and is incurable. Because of the dual infusion of life and death energies, the life elemental energies create a double edged sword with a chance to suck the life out of the enemy or to drain the life of the wielder.

(Jorn gains Plague Battleaxe: 50/50 roll to transfer necrotic poison which causes -1 to dodge death roll, incurable, does not stack. Life drain: Rolling a 6 causes x damage to enemy, rolling a 1 causes x damage to the wielder.)


"A nice plan you havve there honoured friend. Yet, i`d would make a few changes to it. You shallst take proceed as you told us. Take some carts, take some men, go to the tyrant. Discard the carts on the way, put on bloody uniforms and run to the fortress. Inside you will tell how the demigods escaped and rallied the town people."

"The town people, and other men of yours led by your demigods, will besiege the fortress. But it`s a ruse.
You will draw the attention of the psychics on you. And we will sneak into the fortress once they are distracted."

"Inside we will try to disable those weapons, golems and psychics that pose a threat- Then we will set fire to a few buildings to distract the guards. Then you`ll open the gates and the town people will enter."

"Thus we will fight the guards from within and without and soon the fortress will be in our hand. And with it the tyrant."

"I think we should also make some further preparations. Alethe i think it`s most important to shield Gurjon and his men against the mind probing of the seekers. They could spoil our plan."

"Torc, we will need weapons to combat those golems. I don`t intend to fight beings of stone with swords and my bare hands."

"Tharin, your illusions will come in handy if we want to demoralize the guards. Create more soldiers of us; Make the peasants look more impressive."

"I will prepare a few appropiate rune rituals myself. Father will be pleased by the bloodbath."

((I can certainly make a 'speech' or commanding roll, but MagusBlack will have to actually state that in his action. Digital Hellhound already did their action and  wolfchild is on AI.))
[5]You make a good commanding speech and many people agree on your plans, but it will be up to them to take action on it.


Try to enhance the mind-altering effects of my Peace spell in at attempt to create some magic that can be used to block psychic or other mind-affecting attacks.
[6]You tweak the effects of the Peace spell and through a bit of theoretical experimentation, you devise a spell that creates a shield of x strength that lasts x turns or until it gets penetrated*.

(Gain Dreamers Shield, creates a shield of x strength that lasts x turns or until it gets penetrated. Affects caster and allies, unless a specific target is asked for.)

*((This is going to be subject to change because I think psychic combat is going to end up different. What psychic combat there has been so far is mainly attempting to fry peoples brains. I've yet to actually do a combat with two psychic combatants. I will inform everybody of any changes.))


Try to enchant my shield with runes of protection and warding.
((Not sure what kind of protection you were asking for here, so....))
[6]You enchant your shield with runes of protection and warding against psychic attacks and give it the chance to reflect psychic attacks when you successfully dodge*.

*((Again, subject to change, but I will inform everybody of any changes.))


Well it seems to me that we are far to few to attack an fortress...i say we get some assistance...and i already have an idea from where...

If there are any Dead People lying around(from the Uprising) revive them otherwise ask the villagers if they consent to me desecreating their graveyard for additional manpower(aka making Zombie and Skeleton Warriors...if possible retaining the personalities of their former owners)
[1][luck:3]When you ask if it's okay to use their dead ancestors, everybody within earshot gives you an angry look, but you manage to defuse the situation. [2]You look around for any dead soldiers lying around to make undead or people to revive, but the bodies have been removed and taken elsewhere.


Quote from: wolfchild
AI
"Tharin, your illusions will come in handy if we want to demoralize the guards. Create more soldiers of us; Make the peasants look more impressive."
[1][luck:4]You try to create more soldiers and make the peasants look more impressive, but instead, you create illusions of monsters and make the peasants look even wimpier, or worse. Facepalming yourself hard, you vanish the illusions.

Quote
Move onwards to the citadel.
[5]The entire group marches towards the citadel and actually made very good time. In fact, they reach the edges of the defensive zone. However, the defenses don't appear to be visible, proceed with caution. Everybody also hears a deep rumbling, like heavy footsteps, possibly one of the 'golems'.



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)

Spoiler: Ghazkull/Jôrn (click to show/hide)

« Last Edit: October 28, 2010, 10:23:41 am by smjjames »
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MagusBlack

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Re: DemiGods RTD: Turn 54: Battle Preparations
« Reply #688 on: October 27, 2010, 08:36:58 pm »

((Do you guys think that I should attempt to make some sort of Chaos bomb to combat the golems? Also any suggestions?))
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smjjames

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Re: DemiGods RTD: Turn 54: Battle Preparations
« Reply #689 on: October 27, 2010, 08:40:30 pm »

I wasn't sure if you guys needed more preparation, so I didn't have it move forward just yet.

Hrm, I've changed my mind and I'll have everybody move forward. I'll write the actual turn in the morning though and put up the roll number now.
« Last Edit: October 28, 2010, 01:40:04 am by smjjames »
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