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Author Topic: Magic RTD - Turn 9: On The Road  (Read 8722 times)

kilakan

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Re: Magic RTD - Turn 5: Critical Condition
« Reply #45 on: October 15, 2010, 03:13:28 pm »

come on extra dice fail, SNAKE-EYES, SNAKE-EYES, SNAKE-EYES!!!!
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webadict

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Re: Magic RTD - Turn 5: Critical Condition
« Reply #46 on: October 17, 2010, 06:34:00 pm »

Turn 6
Jetsquirrel
Eternal Nightmare {Mind: 4} - Oh, you really, really want that lute. You raise your hand and stare directly into the bard's eyes.

{Aim: 6}{Dodge: 3}{Attack: 1 + 2}{Defense: 6} The room gets darker, but before you can turn his mind into a horror land, he breaks his eyeline. He's good, you'll give him that.

He gets to his feet, dusting himself off. He's pretty mad. {Aim: 6}{Dodge: 3} He breathes in a lot of air for this atttack. {Attack: 3 + 2}{Defense: 4} He yells as loud as he can. Which is too say that he yells so high that you can't even hear it.

Oh wait. There it is. You cringe and fall to the ground.

+2 Mind XP
+1 Sound XP
-1 HP


HmH
Gain Regeneration {Body: 3, 5 = 5} - You charge your body full of magic. You suddenly feel really good.

Partial Regen: 50% chance to regain 1 HP each Turn

MechaRat
Learn Water Magic {4} - Your rat tries very hard, but mystical forces stop it from learning Magic.

Dwarf Midget
Mind Crush {Mind: 5} - You expect he's got your attacks figured out so far, so you switch it up.

{Aim: 2 + 1}{Dodge: 4} You try to get a lock on him with this spell. {Attack: 4}{Defense: 4} Curses. You're never able to get an accurate lock on his mind to attack. However, he's already preparing.

{Aim: 6}{Defense: 6} Which you were preparing for anyhow. {Attack: 4 + 2}{Defense: 1 + 2} He unleashes a blast of wind. You attempt to block it with your arms. Unfortunately for you, it seems to be highly compressed air, which highly compresses you into a wall.

Ouch. This did not turn out too well for you.

+1 Mind XP
+1 Air XP
-3 HP


Frelock
Heal Wounds {Body: 4, 1 = 4} - You try one more time to heal yourself. You feel your body resist the magic. {Aim: 2, 2 = 2}{Dodge: 3}{Attack: 5, 2 = 5 - 1}{Defense: 6} Wow. Your magic can't heal the wounds. Luckily, Ochita is there to take you to the Hospital.

+1 Body XP
Hospital: +2 HP/Turn


Ochita
Escort Frelock to Hospital {3} - You manage to get Frelock to the Hospital just fine.

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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HmH

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Re: Magic RTD - Turn 6: Luckily, You Walked
« Reply #47 on: October 18, 2010, 12:44:07 am »

Me, +1 Metal: turn my bones into metal.
Rat: find a local smithy.

Frelock

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Re: Magic RTD - Turn 6: Luckily, You Walked
« Reply #48 on: October 18, 2010, 12:57:38 am »

Thanks, Ochita, I owe you one.

Ask a nurse if the hospital has any books on body magic I can read.
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Frajic

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Re: Magic RTD - Turn 6: Luckily, You Walked
« Reply #49 on: October 18, 2010, 01:34:48 am »

Oh sod it.

I guess it's time to heal my wounds with 2 Body magick dice.
« Last Edit: October 18, 2010, 01:40:32 am by Dwarf Midget »
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Jetsquirrel

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Re: Magic RTD - Turn 6: Luckily, You Walked
« Reply #50 on: October 18, 2010, 09:38:04 am »

SONIC PUNCH! him

Ochita

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Re: Magic RTD - Turn 6: Luckily, You Walked
« Reply #51 on: October 18, 2010, 09:48:53 am »

Go confront the merchant!
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princest zaldo of hurl kindom: the mushroom aren't going to choice itself, ochita

webadict

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Re: Magic RTD - Turn 6: Luckily, You Walked
« Reply #52 on: October 18, 2010, 10:01:19 pm »

Forgot to take away Magic dice away from those who used them last turn. All fixed in this one.

Turn 6
Jetsquirrel
Sonic Punch {Sound: 5} - Now's the time, you think. Now.

You take aim. {Aim: 3 + 1}{Dodge: 1} "FAAAAAAAAALLLLLLCOOOOOOOOONNNNN..."

{Attack: 6}{Defense: 1 - 2} "PAAAAAAAAAAAAAAAAAAAWWWWWNNCH!" You're not entirely sure, but something in your screaming fury made the bard simply sit there and watch. Watch as your voice destroyed his ear drums. Watched as the sound waves reverberated in his head. Watched as his mind shut down. Watched as he was set spiralling into the wall. Watched as he smashed THROUGH the wall.

And watched as you picked up that lute. Well, would've if he were alive.

You really wanted it.

Several of the tavern's guests are staring at you. Seeing as how you just murdered and mugged a bard, it's pretty safe to say that you should probably get out of there.

+2 Sound XP
Lute Gained!

Lute: +2 to Sound Level


HmH
Turn Bones Into Metal {Metal: 6, 6 = 6} - You decide that while you're messing with nature, you might as well do it to yourself. {Aim: 1, 4 = 4 + 2}{Attack: 6, 6 = 6 + 2} Luckily, you're somehow not dead, and the operation is a complete success.

+{6} + 1 Metal XP
Ability Gained: Metal Bones - +8 HP!
Metal - 1


Dwarf Midget
Heal Wounds {Body: 4, 3 = 4} - You attempt to heal your wounds. It's risky, but it just may stop you from being killed.

{Aim: 3, 6 = 6}{Dodge: 2} You manage to get a good aim at your own wounds. {Attack: 5, 6 = 6 + 2}{Defense: 2 - 1} Luckily, your body doesn't resist the flow of magic into your body. Which is good, because that guy you tried to rob? He's still alive.

{Aim: 5}{Dodge: 6} He tries another air attack. {Attack: 4 + 1}{Defense: 3 + 2} Luckily, you roll out of the way of the giant air funnel. He's looking a little more worn out, though.

+3 Body Magic
+7 HP
-1 Body


Frelock
Obtain Body Magic Books {1} - You ask a nurse for some reading material as you wait.

"Excuse me miss?"
"Ya, whadaya want?"
"Are there any books-"
"Does this LOOK like a library?"
"Well, no, I-"
"Do I LOOK like your personal butler, either?"
"I just wanted so-"
"That's it. Why don't YOU just heal yourself, wise guy?"

He leaves. He's in a bad mood. Looks like they skipped over you, too.

No Hospital Ability this turn

Ochita
Confront Merchant {1} - You go to the merchant's stall.

"HEY YOU!" you yell, kicking over his stand. "WHY DON'T YOU STOP SELLING STOLEN GOODS, YOU FILTHY THIEF!"
He's angry and screams back at you, "You want Gregor, you moron. He's OVER THERE!"

He's pointing at a man that is now packed up and fleeing. Crap. This is why you read the file they give you first and THEN kick stalls over.

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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Jetsquirrel

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Re: Magic RTD - Turn 7: Lute Looted
« Reply #53 on: October 18, 2010, 11:14:48 pm »

Get out of there! if they start following me release a high pitching noice which will destroy their eardrums

HmH

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Re: Magic RTD - Turn 7: Lute Looted
« Reply #54 on: October 19, 2010, 12:18:15 am »

Get out of here stalker.
Travel to the city of Metal.

Frajic

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Re: Magic RTD - Turn 7: Lute Looted
« Reply #55 on: October 19, 2010, 01:28:13 am »

Mind blast. 2 dice. Do it.
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Frelock

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Re: Magic RTD - Turn 7: Lute Looted
« Reply #56 on: October 19, 2010, 02:22:26 am »

Twiddle my thumbs and think of better times.
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Ochita

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Re: Magic RTD - Turn 7: Lute Looted
« Reply #57 on: October 19, 2010, 10:31:46 am »

Use all my water dice to get that mechant and take him here, suspended in water.
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princest zaldo of hurl kindom: the mushroom aren't going to choice itself, ochita

webadict

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Re: Magic RTD - Turn 7: Lute Looted
« Reply #58 on: October 19, 2010, 08:33:20 pm »

Turn 8
Jetsquirrel
Flee Scene {2} - You book it through the new doorway to the tavern. You look back. Luckily, no one's following you.

...weee oooo... weee oooo... WEEE OOOO

Oh crap.

It's da POLICE!

HmH
Travel To Metal Country {2} - You attempt to flag down a taxi. Unfortunately, there aren't many. When you finally get in, it turns out he's going the opposite way.

Dang cab-bit.

Dwarf Midget
Mind Blast {Mind: 1, 1 = 1} - With an unfortunate turn of luck, your new healed body is rather stiff. Because of this, you can't quite make an adequate attack.

{Initiative: 2} Unfortunately, this slows you down enough for that man you planned on mugging to get the next attack in before you. {Aim: 5}{Dodge: 5} Luckily, your attacker is a bad shot. {Attack: 1 + 1}{Defense: 4 + 1} A really bad shot at that. Oh God, did he just hit that poor defenseless orphan?!?

While he's mourning over his poor markmenship/possible homocide, you decide to attack. {Aim: 1, 1 = 1 - 2}{Dodge: 5} You really shouldn't have done that. You hear the clouds rumble and lightning strike you. {Attack: 3 + 4}{Defense: 1 - 4} That's gonna leave a mark.

Oh wait. Not it's not. You're burned to a crisp.

If it makes you feel better, the poor man will be spending a fair amount of time in jail. You were just... really unlucky.

-10 HP {DEAD}
-1 Mind


Frelock
Twiddle Thumbs {5} - You twiddle your thumbs excellently. Perhaps you should consider changing your day job to it?

+2 HP

Ochita
Stop Merchant {Water: 3, 2, 6 = 6} - You unleash a torrent of water from... nowhere, I guess. Anyhow, the water rushes toward the merchant. He jumps out of the way, dodging the flood.

You make the water shoot out in a geyser. He stil manages to get further and further away.

You focus all of your energy into this last attack. Out of the water rises a giant hand. It grabs the merchant.

"Freeze," you say, before pushing back some of your hair. Several bystanders are in awe of your coolness. The merchant is trapped in a hand of ice.

Good job.

+{3} Water XP
-2 Water


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

Spoiler: HmH (click to show/hide)

Spoiler: Frelock (click to show/hide)

Spoiler: Ochita (click to show/hide)

Extra spot to be filled by Toaster or kilikan. Basically, first to post before I update.
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Frelock

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Re: Magic RTD - Turn 8: Snake Eyes... Times Two
« Reply #59 on: October 19, 2010, 09:05:18 pm »

Alright, try to use body magic to heal myself again.
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