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Author Topic: Magic RTD - Turn 9: On The Road  (Read 8520 times)

webadict

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Magic RTD - Turn 9: On The Road
« on: October 12, 2010, 07:29:15 am »

"From what we can tell, there are 16 schools of magic. Of these, we know of Earth, Fire, Air, Water - the base magicks - Metal, Sound, Electricity, Plant, Mind, and Body - the secondary magicks. Unfortunately, these are the only ones that have been discovered.

"Each of these schools has slowly and steadily migrated itself into a particular region on the continent. Water lies in the north. Earth to the northwest. Fire and Plant to the northeast. Body to the east. Mind to the south. Metal and Electricity to the southwest. Air to the west. Sound to the south east."

Feel free to do... pretty much whatever you want. You can learn magic (Usually from people that know it, otherwise, you'll have a tough and agonizing time), fight people, or... well, let's TRY to stay within reason. Besides, going insane is usually met with death.

This RTD has a few different rules:
Rolls follow this pattern:
1 - Epic Failure
2 - Failure
3 - Failure
4 - Partial Success
5 - Success
6 - Epic Success

There are no overshots, simply because it would clash with the next rule. You may use your level in a magic to add an additional die to roll. The highest result is used (You can put conditionals like, "I'll use 3 dice to defend myself if I'm attacked," but NOT like, "I'll use another dice to attack if I fail.") You are able to do this up to the level you are in in magic, but then you won't be able to until the next day.

It also doesn't really matter which magic you take, as they're all rolled the same way, but you are able to dodge and defend against magic you know better than others (Only the attacker's magic can be used to defend if you need additional dice.)

All attacks roll for initiative. Then, it follows this pattern:
Aim - Adds to or subtracts from the attack roll.
Attack - Amount of damage done.
Dodge - Adds to or subtracts from the defense roll.
Defense - Amount of damaged resisted.

Everyone has 10 HP. It can be changed using magic, but when it reaches 0, you're unconscious, and if it reaches -1, you're dead.

You'll gain experience in magic as you use, or get used by, them. Each level requires (level + 1) * 6 xp to level up.

You also start in the Air town. It's a small community of wooden buildings that have roofs slanted to one side. There are several children playing airball, something of a sport. There are a few older children watching a few mock battles between some adults.

To start post your action and put 5 points in any of these magicks (You can put all points in a magic or spread them out):
Earth
Fire
Air
Water
Electricity
Sound
Metal
Plant
Body
Mind

Limit of... 5 people. Feel free to give yourself a name, background, etc. but I'm not keeping track of them. I've learned that if I don't know who someone is, it takes about an extra hour of my life to figure it all out. So, if you use names, also use usernames.

Death Toll:
Spoiler: Dwarf Midget (click to show/hide)
« Last Edit: October 25, 2010, 06:47:14 am by webadict »
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Jetsquirrel

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Re: Magic RTD
« Reply #1 on: October 12, 2010, 07:57:58 am »

Name: Luxor
Skills: Mind 2
sound 3
Bio: none


Find some kind of instrument
« Last Edit: October 12, 2010, 11:08:18 am by Jetsquirrel »
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HmH

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Re: Magic RTD
« Reply #2 on: October 12, 2010, 08:01:22 am »

Name: HmH
Metal - 2
Body - 2
Mind - 1

Hypnotise nearby vermin into approaching me.

Frajic

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Re: Magic RTD
« Reply #3 on: October 12, 2010, 08:12:24 am »

Spoiler: Character sheet (click to show/hide)

I do believe I'm going to roleplay an evil wizard ;)

Hide in an alley, and use a Mind spell on a passing, wealthy-looking man to persuade him into giving me some pocket money.
« Last Edit: October 12, 2010, 05:03:53 pm by Dwarf Midget »
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EoS company name: Vikings Inc.

Frelock

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Re: Magic RTD
« Reply #4 on: October 12, 2010, 10:25:58 am »

Good to see you in RtD's again, Web.

Mind-1
Body-1
Fire-3

Go and find a master of air magic who would be willing to teach me.
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webadict

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Re: Magic RTD
« Reply #5 on: October 12, 2010, 10:46:41 am »

Yes. This will be my break from mafia for a bit.

And I promise to get at least 30 turns out of this.
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Ochita

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Re: Magic RTD
« Reply #6 on: October 12, 2010, 10:54:03 am »

Name: Ochita

Skills:
Water:2
Air:1
Fire:1
Earth:1

Find an area that would be a great location for a town
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Quote from: Freeform
princest zaldo of hurl kindom: the mushroom aren't going to choice itself, ochita

webadict

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Re: Magic RTD
« Reply #7 on: October 12, 2010, 11:13:34 am »

I'll get a turn up as soon as a computer becomes available.
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webadict

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Re: Magic RTD
« Reply #8 on: October 12, 2010, 01:16:32 pm »

If you want an action, Jetsquirrel, post it.
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Toaster

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Re: Magic RTD
« Reply #9 on: October 12, 2010, 01:33:30 pm »

If you're taking waiting list spots, I'll grab one.
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Jetsquirrel

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Re: Magic RTD
« Reply #10 on: October 12, 2010, 02:14:16 pm »

ehhh i posted one
Name: Luxor
Skills: Mind 2
sound 3
Bio: none


Find some kind of instrument

i edited ofcourse some time ago but still

webadict

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Re: Magic RTD
« Reply #11 on: October 12, 2010, 04:26:50 pm »

My bad. Didn't see it.
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kilakan

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Re: Magic RTD
« Reply #12 on: October 12, 2010, 06:13:56 pm »

I'd like first waiting list:
Name:Khan
1 Metal
1 Electricity
2 Sound
Bio: May be the worlds first heavy metal guitarist.... and the way he fights quite possibly the last.
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webadict

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Re: Magic RTD
« Reply #13 on: October 12, 2010, 08:45:02 pm »

Turn 1
Jetsquirrel
Find Instrument {4} - You search around town for an instrument. The best you can find is a local vendor selling cheap toys. You decide it's probably easier to make your own, as you have no money.

HmH
Hypnotize Vermin {4} - You cast some magical spells on some local vermin. They're not very big or anything, but you manage to control one of them. You quickly imprint yourself on him.

+1 Mind Magic
Rat Gained


Dwarf Midget
Hypnotize Wealthy Man {1} - You hide in a nearby alleyway, awaiting the next person to pass you by. Alas! A target! You send your magic forth upon his mind!

Unfortunately, your magic only makes the man iritated. Not only that, he's not poor. Plus, he's already sent an attack your way!

{Aim: 2}{Dodge: 3 - 2} You barely notice the change in wind direction as the man turns his hands in a rather sloppy manner. {Attack: 2 - 1}{Defense: 4 - 2} The wind blows ruffles your clothing. Slightly. Which is good, because you forgot to defend against it.

Frelock
Find Air Master {3} - You ask a nearby man where a good air mage would be to train you. He stares at you dumbfounded.

"Why don't you just try to ask the Air Master? Though, I hear she has strict guidelines for her pupils."

He points you toward the big building in the middle of town.

Ochita
Find Ideal Town Location {5} - You ask some random strangers where a good location would be to build a town. A giant conversation breaks out.

"Well, the middle of the continent is the ideal location-"
"But that place is a desert!"
"Plus, you need to master a type of magic."
"Or you could learn one of those magicks nobody has learned yet."
"Might as well just become a master of one of the magicks there already are."
"Maybe you could seperate Fire from Plant or Metal from Electricity!"
"Yeah, that could work."
"Yeah, but do you know how long is took for them to stop fighting?"
"Metal never fought Electricity!"
"I'm talking about Fire and Plant, ya nimrod!"
"Actually, I heard there was a man in the Earth country that knew an unknown magic!"
"You're crazy, old man."
"Perhaps. But, they thought the Sound Master was crazy, too!"

They continue arguing as you slip away.

Status:
Spoiler: Jetsquirrel (click to show/hide)

Spoiler: HmH (click to show/hide)

Spoiler: Dwarf Midget (click to show/hide)

Spoiler: Frelock (click to show/hide)

Spoiler: Ochita (click to show/hide)
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Frelock

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Re: Magic RTD - Turn 1: Up In the Air
« Reply #14 on: October 12, 2010, 09:05:45 pm »

Go to the air master and become his pupil
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