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Author Topic: CvRTD: End Of The Line  (Read 199447 times)

SeriousConcentrate

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Re: Roll to Castlevania: Turn 30 [In which holy implements are useful]
« Reply #405 on: March 18, 2011, 07:15:59 am »

Any character can choose to cover others for a round, and you can block to add a bonus to your defense instead of attacking. Let me think about the skill.

---

Mmm, I'll let the dice decide. Odd it's possible, even it ain't.

...

You're lucky today. :P So yes, +5 HP and +5 MP is possible, will update relevant counts during next turn.
« Last Edit: March 18, 2011, 07:22:40 am by SeriousConcentrate »
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SerCon Shorts: This Is How You Do It - Twenty-three one minute or less videos of random stupidity in AC:U, Bloodborne, DS2:SotFS, Salt & Sanctuary, and The Witcher 3.

Talarion

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Re: Roll to Castlevania: Turn 30 [In which holy implements are useful]
« Reply #406 on: March 18, 2011, 07:21:17 am »

Get some Holy Water on Ghost 3.
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Fate/Stay Night: OOC thread - Serious talk about the canon characters' bisexuality, gravity rape, Noble Phantasm balance, Tiruin's character level of dumbness versus naivete, how sick and tainted my mind is, linguistics and much more.

What more do you need?

Krath

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Re: Roll to Castlevania: Turn 30 [In which holy implements are useful]
« Reply #407 on: March 18, 2011, 07:26:06 am »

Take out one of my throwing knives and toss it at a Fleaman...in style.
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Jizzar sounds some kinda celestial object made of jizz~
Like a quasar or something~

Darvi

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Re: Roll to Castlevania: Turn 30 [In which holy implements are useful]
« Reply #408 on: March 18, 2011, 08:01:57 am »

Keep nuking the effing specter
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Ze Spy

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Re: Roll to Castlevania: Turn 30 [In which holy implements are useful]
« Reply #409 on: March 18, 2011, 08:50:34 am »

Hammer Ghost 2
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Ahra

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Re: Roll to Castlevania: Turn 30 [In which holy implements are useful]
« Reply #410 on: March 18, 2011, 08:53:55 am »

keep cross punching.
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And then the horror hits: This was just spring.
We are SOooooooooooooooooooooooooooooo fucked.
Quite fucked indeed.

Darvi

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Re: Roll to Castlevania: Turn 30 [In which holy implements are useful]
« Reply #411 on: March 18, 2011, 09:05:49 am »

Hammer Ghost 2
You can't touch this!

Also, why the half-selfloathing? :P
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Dwarmin

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Re: Roll to Castlevania: Turn 30 [In which holy implements are useful]
« Reply #412 on: March 18, 2011, 09:15:53 am »

Thinking about it, I think we should set up some sort of system...form up battle phalanx!

We're gonna need some tactics guys.
See-Draignean, me, and Darvi do alot of specialized damage, but die in like two attacks...it would be nice if you guys tried to keep us alive. :)

I'd like to propose the following battle parings-said player would defend the other, and both would concentrate attacks on a SINGLE enemy, unless you could kill it one hit, like me vs ghost enemies.

Ahra-->Dwarmin (Technically Ahra is the best tank :P)
Krath-->Darvi (Krath has the most health!)
Talarion-->Draignean (Meh)

Bad idea? Good idea? Eh?
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Dwarmin's fell gaze has fallen upon you. Sadly, Your life and your quest end here, at this sig.

"The hats never coming off."

Darvi

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Re: Roll to Castlevania: Turn 30 [In which holy implements are useful]
« Reply #413 on: March 18, 2011, 09:18:07 am »

Thing is we're surrounded apparently.
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Dwarmin

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Re: Roll to Castlevania: Turn 30 [In which holy implements are useful]
« Reply #414 on: March 18, 2011, 09:19:58 am »

Thing is we're surrounded apparently.

Then we form a battle ring!
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Dwarmin's fell gaze has fallen upon you. Sadly, Your life and your quest end here, at this sig.

"The hats never coming off."

Ahra

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Re: Roll to Castlevania: Turn 30 [In which holy implements are useful]
« Reply #415 on: March 18, 2011, 09:21:10 am »

okay keep punching with the cross and take hits instead of i block friar.
« Last Edit: March 18, 2011, 09:30:45 am by Ahra »
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And then the horror hits: This was just spring.
We are SOooooooooooooooooooooooooooooo fucked.
Quite fucked indeed.

Dwarmin

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Re: Roll to Castlevania: Turn 30 [In which holy implements are useful]
« Reply #416 on: March 18, 2011, 10:09:30 am »

Hmm, I hope we can attack as well as block in a turn, or my whole plan ist kaput.

:(
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Dwarmin's fell gaze has fallen upon you. Sadly, Your life and your quest end here, at this sig.

"The hats never coming off."

Ze Spy

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Re: Roll to Castlevania: Turn 30 [In which holy implements are useful]
« Reply #417 on: March 18, 2011, 11:03:03 am »

Totally disagree, AOE attacks could easily hit two people and if they were lucky, everyone, oh, and the fact that, from what i've seen, monsters spread out and attack everyone, it'd suck for somebody to get hit two times
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Draignean

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Re: Roll to Castlevania: Turn 30 [In which holy implements are useful]
« Reply #418 on: March 18, 2011, 11:12:13 am »

Blast some new holes in fleaman 2 with spears of ice.


Tactics are good.
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I have a degree in Computer Seance, that means I'm officially qualified to tell you that the problem with your system is that it's possessed by Satan.
---
Q: "Do you have any idea what you're doing?"
A: "No, not particularly."

SeriousConcentrate

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Re: Roll to Castlevania: Turn 30 [In which holy implements are useful]
« Reply #419 on: March 18, 2011, 02:15:37 pm »

Ze Spy's observations are accurate. ^^ Just a quick reminder to Darvi/Ahra they have a skill-up.

Spoiler: INITIATIVE (click to show/hide)

MALAKAI RITT

(7 vs 1. -2 MP, Massive Success, Effect added. 2d4x2, 12 damage, frozen for two rounds) Now that your adrenaline is pumping, you unleash a far more powerful spell than before. Four large icicles appear before you and launch themselves in succession at the fleaman; each hits and impales him. The last even freezes him solid!

MALLEUS RAULAT

You place yourself in such a manner as to defend Friar Greenmoore. (Minor Fail, no bonus to defense)

FLEAMAN 1

The fleaman skitters around, quick as a rat, and goes for Wymar's ankles. (2 vs 3-1, 3 vs 8-1) The fortune teller backs away cautiously, and the fleaman abandons the attack.

PIERRE Dé GRASSE

You draw a throwing knife, toss it in the air, catch it by the blade, and pitch it underhanded at (2) Fleaman 2. (Autohit, Major Success, 2d4. 7, kill) The knife strikes the frozen fleaman in the forehead and it falls over, still frozen but clearly deceased.

NAZARA

You take out your warhammer and go for Ghost 2. (3 vs 7) But the ghost vanishes as you approach it!

GHOST 2

The ghost reappears behind Pierre. (1 vs 1, 3 vs 4) Somehow he senses it and dodges forward, avoiding its spectral claws.

WYMAR SANE

You go for another light spell at Ghost 2. (5 vs 4. -2 MP, Minor Success, 1d6. 5 damage) It misses Pierre, giving you the perfect opportunity to strike it with a beam of light. The ghost shrieks in pain, but is still in the fight.

MARCUS RAUST

You go for the holy water again. It hasn't let you down yet. (3+1 vs 3. -1 MP, Massive Fail, ghost counters. Major fail, nothing happens) But you fumble the vial as you pull it out, and it shatters on the ground!

GHOST 3

(5 vs 5, 6 vs 2. Minor Fail, Marcus evades) It swoops in to attack, but the hunter easily ducks its dive.

ECTOPLASM 1

The quivering sphere of protoplasm drifts towards Malakai, exuding malice. (5 vs 4-1. Minor Success, 1d4 damage, effect applied. 2 damage, Malakai is cursed for two rounds and can't use MP!) Suddenly it lunges forward and bashed into the magician, stumbling him back as a strange, sickly yellow aura overtakes him, locking his mana away...

ECTOPLASM 2

This one goes for Greenmoore, but is intercepted by Malleus! (3 vs 1+2, 6 vs 5+2) The knight bashes it back with the haft of his axe, preventing it from getting to the friar.

FRIAR GREENMOORE

You toss some holy water Ghost 3's way. (7+1 vs 7. Massive Success, 2d6x2+1d6x2 damage. 30 damage total and kill) The water envelopes the ghost completely and burns it away in purifying blue flame!

Spoiler: HP/MP (click to show/hide)

----------------------------

And Draignean has one this turn too.
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SerCon Shorts: This Is How You Do It - Twenty-three one minute or less videos of random stupidity in AC:U, Bloodborne, DS2:SotFS, Salt & Sanctuary, and The Witcher 3.
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