Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 12 13 [14] 15

Author Topic: Roll to be in a Hut: Turn 20  (Read 16309 times)

Sinpwn

  • Bay Watcher
  • That there guy with that face.
    • View Profile
Re: Roll to be in a Hut: Turn 18
« Reply #195 on: January 14, 2012, 03:08:59 pm »

I'm good with any side, as long as we end up with a heavily upgraded fortress on and in a living tree and one dead phoenix.
Logged

WarthogDriver

  • Bay Watcher
  • Only in death will his duty end.
    • View Profile
Re: Roll to be in a Hut: Turn 18
« Reply #196 on: January 14, 2012, 05:19:05 pm »

Sudden new action time
THE FLYING SQUIRREL got so confused by the animals crossing though processes that he forgot what he was going to do, instead he upgrades Claire with stuff from the common pool, this must include the ribbon in some fashion (Plus 1+ to surprise perhaps?) BUT SUDDENLY ANOTHER THOUGHT CROSSED HIS MIND! THE FLYING SQUIRREL USES THE LOG AND THE CUIRASS AND THE GLASSES AND THE GLUE AND THE RIBBON AND THE CLAYMORE AND Claire TO MAKE A GIANT REASONABLY SIZED MECHA SUIT POWERED BY A SMALLER SHARD OF SOUL INSIDE OF HIM ALL WHILE CHANNELLING THE SPIRITS OF MR.T AND ANGUS MACGYVER, oh and the random hermit dude, why not?. What will this epically though out plan totally not stolen from a previous post result in! Find out in the next update!    

Finally
Can I request the Upgrade bonus be replaced with a building shit bonus?

I'll chose a side depending on how this turns out.
« Last Edit: January 14, 2012, 05:32:18 pm by WarthogDriver »
Logged
Victory needs no explanation, defeat allows none.

Maxinum McDreich

  • Bay Watcher
  • Gree-diddly-tings.
    • View Profile
Re: Roll to be in a Hut: Turn 18
« Reply #197 on: January 14, 2012, 05:48:13 pm »

I'll choose a side when I ruddy well want to! :P

Skits is not taking sides, but is wishing a human victory since they have a better chance at stopping the pheonix than a bunch of walking, burnable trees, though it pains him to see mother nature dying.
Logged

cerapa

  • Bay Watcher
  • It wont bite....unless you are the sun.
    • View Profile
Re: Roll to be in a Hut: Turn 19
« Reply #198 on: January 15, 2012, 03:02:45 pm »

Building things is simply upgrading the air, just like flying is simply falling towards the ground and missing, and staying alive is just forgetting to write down the damage you took.


Turn 19

Dwarmin/Drivvers [5][+1]
Drivvers runs away during the brief respite in...well, everything. He slowly struts to where everyone else is, without a care in the world. And they simultaneously do nothing but stand still, and also do things at the same time. Hyperturns are just weird like that. And then the necklace makes a slow hum, as it runs out of power, but to be fair, it lasted a pretty long time. [Accelerated again.]

Sinpwn/Max [Negative]
Max drops all of his stuff, they would not be necessary for his plans. Hell, he himself isnt necessary for the plan, it works entirely on a meteorite crashing into one of the trees and causing the perfect hole for hijacking, which would be so perfect that he could telephatically control it. On second thought, that plan is stupid.

Maxinum McDreich/Skits [Positive]
Entirely in the realm of probabilty, Skits finally comes up with a decent plan for looting. Step one: Find a corpse. Step two: Loot corpse. Step 3: Have corpse party. Skits is uncertain whetever step 3 is a good idea, but that could be cut out depending on the circumstances. The rest is excellent though. A bit simplistic, but should work decently.

Tiruin/Feren [2]
The Flying Squirrel looks to be doing something, so Feren drops his metal shards. He then decides to look around for any loot. He really doesnt know what he is looking for, but it will be a thing he could do while trying to figure out what is going on. He thinks to himself about the nature of the Phoenix, the wizards, the walking trees and all that stuff, but his thoughts and search are interrupted by a tree. Not one of the moving ones, but walking into it hurt none the less. Feren took [1d4-1=0] damage, with his natural strength blocking all damage. Feren treats it as an attack by the tree, it was obviously conspiring against him. Feren counterattacks for [1d6=1] damage. Doing practically no damage to the sturdy oak.

freeformschooler/Smathers [3]
Smathers drops all his stuff for The Flying Squirrel, of which he has none.[Decided not to drop your armour here.] He then walks up to The Flying Squirrel and telepathically asks if he wishes for any help. The Flying Squirrel says no, so Smathers sits down and watches the show.

WarthogDriver/The FLYING SQUIRREL [1][+2][This is a...I dont even know. For realz, I havent been giving a full 4s effects for 1s, but even a 3 would become a 5, so this is like a 5.5 to a 5+1][Lets just call this a victory for bonuses.]
The Flying Squirrel gathers all he can find, and gets to work. He throws everything together, and then breaks it apart again. He then gets to the real work. He wishes to construct a mecha suit. And he shall! He starts chewing on the cuirass, and finally breaks it in 3. He then ties the exceedingly cute bowtie around on of them, and then glues the lockpicks and the metal shards onto the armour, causing a hedgehog like effect. The claymore is too heavy for the glue to hold, so he just slams it into the armour. He then puts the glasses on the front of it, giving protection even to the eyes. He then chews another piece of the cuirass in half, turning it into a gauntlet, and the he glues Claire onto it, causing a wristblade to appear. And then, he needs to make it powered. But how? How? The Flying Squirrel stops in his tracks for a moment. Souls perhaps...but he has no experience with souls, and no practical way to manipulate them. In the end he decides to just bathe the things in potions. [5] The potions have an odd effect, making the armour far lighter than it should be. Not powered, but still good.

In the end he gets an Overly Convoluted Armour[5DR][Mixed emotions: +1 confusion][Thorns: 4d6][Charge attack: 4d6+5][Heavy as all everloving fuck: -7][Floaty: +5]

Notes: Oooookay then. This is what happens when you combine the amount of stuff Skits can find, and +2 to upgrading. At least it heavy...for all of you...right now...fuck, stop abusing stuff before I even give them as an option.


The fighting has stopped for a moment, as the trees collect themselves and the humans wait for reinforcements.

Humans [1]
The humans wait. And wait. And wait. In the end another 11 people show up, but they forgot to bring any food. The humans are getting very hungry.
Trees [5]
The trees manage to collect quite a sizable amount of themselves. Even the tree that Feren ran into uproots itself and joins its brethren in battle.


1.freeformschooler
Spoiler: Smathers (click to show/hide)

2.Dwarmin
Spoiler: Drivvers (click to show/hide)

3.Maxinum McDreich
Spoiler: Skits (click to show/hide)

4.Tiruin
Spoiler: Feren (click to show/hide)

5.WarthogDriver
Spoiler: *Unknown* (click to show/hide)

6.Sinpwn
Spoiler: Max (click to show/hide)

Spoiler: Common pool (click to show/hide)

You might be wondering, "Why isnt the Armour in The Flying Squirrels inventory?" And I will simply state that its pretty heavy. The scale for heavyness being "heavy" "pretty heavy" "heavy as shit" and then at -7 comes "heavy as all everloving fuck". Anything heavy is too heavy to run around with. And heavyness in armour gives penalties for pretty much everything.
« Last Edit: January 15, 2012, 03:31:17 pm by cerapa »
Logged

Tick, tick, tick the time goes by,
tick, tick, tick the clock blows up.

Maxinum McDreich

  • Bay Watcher
  • Gree-diddly-tings.
    • View Profile
Re: Roll to be in a Hut: Turn 19
« Reply #199 on: January 15, 2012, 03:13:04 pm »

we will find a way to power that sometime! We're making an awesome team that no pheonix will beat if we're given the time!

Also, enacting the plan. Looting corpse for smaller weapons and armour that Skits can use. Course, any trinkets, soulstones, weapons of mass destruction is always welcome.
Logged

Sinpwn

  • Bay Watcher
  • That there guy with that face.
    • View Profile
Re: Roll to be in a Hut: Turn 19
« Reply #200 on: January 15, 2012, 03:43:48 pm »

use KEEN DOG SENSES to sniff out anything magical around the battlefield.
Logged

cerapa

  • Bay Watcher
  • It wont bite....unless you are the sun.
    • View Profile
Re: Roll to be in a Hut: Turn 19
« Reply #201 on: January 15, 2012, 03:48:16 pm »

Just so you know, you will be running into the middle of a battlezone that just geared up because both sides got reinforcements.

And I just realized that Drivvers rolled a hyperturn again, and thus is liable to recieve a trait.

Drivvers:
1) Speed Freak: You have speed unmatched by anyone that is not a rat, and even most rats. You are capable of completely ignoring action per turn restrictions, but a roll of 1-3 still stops further actions.
2) Mercy for All but Me: You have a tendency of making your enemies feel merciful...towards you. Should any other targets be present, the chance of them being attacked instead of you is doubled. When an attack has the potential to be a killing blow, any other potential target will be taken instead.
3) Worship is for Survivors: Your many attempts at prayer have not gone unnoticed. You have the ability to call in divine favours, if the gods can be bothered.(seperate roll for effect and whetever the prayer is heard)

Nope, no tree control. Would get silly. Maybe when you are older.
Logged

Tick, tick, tick the time goes by,
tick, tick, tick the clock blows up.

Dwarmin

  • Bay Watcher
  • Where do we go from here?
    • View Profile
Re: Roll to be in a Hut: Turn 19
« Reply #202 on: January 15, 2012, 03:55:16 pm »

Action 1: Practice Hiding-in time and space.

Action 2: Pray to the God of Scaredy Rats for guidance.


Also, choose...

Worship is for Survivors: Your many attempts at prayer have not gone unnoticed. You have the ability to call in divine favours, if the gods can be bothered. (seperate roll for effect and whetever the prayer is heard)
Logged
Dwarmin's fell gaze has fallen upon you. Sadly, Your life and your quest end here, at this sig.

"The hats never coming off."

freeformschooler

  • Bay Watcher
    • View Profile
Re: Roll to be in a Hut: Turn 19
« Reply #203 on: January 15, 2012, 04:42:09 pm »

Steal whatever magic items Max's KEEN DOG SENSES may pick up.
Logged

Tiruin

  • Bay Watcher
  • Life is too short for worries
    • View Profile
Re: Roll to be in a Hut: Turn 19
« Reply #204 on: January 15, 2012, 10:30:28 pm »

Follow Max, aid in the search by prying in any strange looking areas. Away from the humans and trees.
Logged

WarthogDriver

  • Bay Watcher
  • Only in death will his duty end.
    • View Profile
Re: Roll to be in a Hut: Turn 19
« Reply #205 on: January 16, 2012, 03:24:21 pm »

Withdraw to the mountain homes and Learn to master the use of the heavy battle armour.
So heavy as fuck -7 but floatly +5? wuuuuut
« Last Edit: January 16, 2012, 04:16:42 pm by WarthogDriver »
Logged
Victory needs no explanation, defeat allows none.

cerapa

  • Bay Watcher
  • It wont bite....unless you are the sun.
    • View Profile
Re: Roll to be in a Hut: Turn 19
« Reply #206 on: January 16, 2012, 03:51:09 pm »

Too late to update today.

Anyway, the heavyness balances out to -2.
Logged

Tick, tick, tick the time goes by,
tick, tick, tick the clock blows up.

cerapa

  • Bay Watcher
  • It wont bite....unless you are the sun.
    • View Profile
Re: Roll to be in a Hut: Turn 20
« Reply #207 on: January 17, 2012, 04:12:18 pm »

Considering the amount of times Max has used his trait(0) and the fact that it plain sucks in this world of being crushed by enemies far larger than you, I have decided that he will get KEEN DOG SENSES. Caps included and all. Possibly a new trait for Smathers as well, considering how Drivvers is getting hyperturns and Skits keeps finding shit. The Flying Squirrel just built battle armor with a claymore sticking out of it, so he can be ignored, and Feren hasnt really abused planning yet.[Hint: You have 2 actions per turn, if the first one is successful.      ...actually, thats sorta weird, with no drawbacks like that...lets say you take double damage when the 2nd action fails and even a 3 makes you take damage. There, fixed, and works nicely with planning, lets say you are just being careful if you do that.]


Turn 20

Dwarmin/Drivvers [5][+1][What? Again? Da...what the what what?][Hyperturn]
Drivvers decides he needs even more practise with warping time itself, so he runs laps around a tree. The tree is quite unamused by this display of speed and doesnt think much of it, because it is a tree. They dont think very much if they arent in a crushy mood. Or maybe its just the fact that nothing much is thinking right now, with it being Drivvers' special hypertime. Drivvers was victorious, and he now has a hyperturn combo of 2. It would get confusing, if you were to treat it as happening right before turn 19, and this is turn 20, so lets just call the MSTK3 mantra on this. [Accelerated again again.]

Maxinum McDreich/Skits [6][+1][Planned]
Skits runs into the middle of the battle that is starting up again. On the way to the corpses of the dead humans, he got shot with an arrow, that was meant for a tree. Fight wood with wood as they say. Skits took [1d6-1=4] damage from the arrow, which caught him in the back, which is likely considering the other places to hit are the far smaller legs and head. Skits still makes his way to the nearest corpse, and finds 4 things, because this is a knight corpse not a place. [3+1] Firstly, he found a dagger[2d6], which is rather useful. [6][+1] An enchanted cuirass[??? Magic effect][5 DR][Heavy as Shit: -3], [6][+1] apparently just a rag[soft? red?], [1][+1] and a bubbly potion.

Note: Stop getting crits ye bastardly squirrel. You are making make a proper loot table for this. And IT WILL BE ALL CLAYMORES.

Sinpwn/Max [4][+1]
Max follows his nose for magic. It is not very well known, but magical items sometimes have weird properties, such as smelling like crap, and literally being crap. You dont wanna hear about golems in times when resources are limited. Other times items just collect electricity and burn something when they discharge, which also isnt particularly good smelliing. He runs past the tree gathering, and into the battlefield. The trail really picks up here, and leads to a dead tree with an [4+1] enchanted dagger+2[2d8+3] in its eye. The human that put it there is nowhere to be seen. [From here on, you can only seek organic and/or smelly things, but I will tell you if you pick up a magic scent.]
[continued in freeforms turn]

Dwarmin/Drivvers [1]
Drivvers uses his normal turn to search for gods. The gods are of a particularly bad mood today, but decide they might as well do something, could be fun. They give Drivvers a nice jolt [2d1=2][Gods are accurate and bypass armour, cause gods] and then [6] decide to charge his necklace for him. Or more overcharge it. The necklace starts glowing a cool blue. The gods are pleased and decide to record the time they recharged a rats necklace. Carefully omitting the fact that they shocked him beforehand and only did it because they were bored.

freeformschooler/Smathers [5]
Smathers follows Max in the bushes and trails him until he reaches a dead tree with a dagger in its eye. Before Max can even begin to grab it, Smathers takes it, and makes a wild sprint for safety. In the blink of an eye Smathers is gone, and Max is left staring in the direction that he ran. Smathers reaches back where he started trailing Max from, safely away from the battlefield. But with a brand new magical dagger.

Tiruin/Feren [1]
Feren also follows Max. On the way he looks into every hole he can, mostly just spear stab holes and simple tunnels dug by animals. He misses one directly in front of his nose, but mostly because he fell down it. He takes [1d6-1=5] damage from the fall, leaving him at 3 HP, which isnt good at all. He then looks around. [5] He appears to have fallen into an underground treasure chamber. Looks old, so most of the stuff has most likely already rusted away, but there might still be something good here. But a question emerges, why is there a treasure chamber here of all the places?

WarthogDriver/The FLYING SQUIRREL [6-2=4]
The Flying Squirrel tries to learn to properly use the heavy armour, and manages to discover absolutely nothing. Darn thing is just heavy, and aint no style of walking gonna change that. Cept maybe if you were to kinda lean to the left and then...yeah thats way better. Waaaay better. [Can now halve heavyness penalty at the cost of only having 1 action a turn.]


Humans [6]
Trees [6]
The trees and humans gear up the fighting to a ludirous extent. 2 more groups came in as reinforcement and the trees are digging themselves out of the ground faster than ever. [2d5-1=7] humans perish, mostly by friendly fire. [3] The trees arent particularly concerned about the confusing battle. [2] They are even less concerned about the humans, the trees really have numerical superiority.

Skits [2]
Skits gets hit by another stray arrow. He takes [1d6-1=1] damage.
Max [3]
Max manages to dodge everything happening around him. Or more precisely, to stand still and not be hit.


1.freeformschooler
Spoiler: Smathers (click to show/hide)

2.Dwarmin
Spoiler: Drivvers (click to show/hide)

3.Maxinum McDreich
Spoiler: Skits (click to show/hide)

4.Tiruin
Spoiler: Feren (click to show/hide)

5.WarthogDriver
Spoiler: *Unknown* (click to show/hide)

6.Sinpwn
Spoiler: Max (click to show/hide)

Spoiler: Common pool (click to show/hide)

And now, traits. Earned by Max and Smathers for the enchanted dagger thing.

Max
1)Scary Personified: Many believe you to be a cthuluean horror. You are not though. Reputation does however matter, and looks does as well. And you make a helluva good elder god impression. This means an additional +1 to scaryness, and acceptance by the scary crowd, even though you are totally a poser...right?
2)I Eat Fear, Whats Weird About That?: You like fear, its nice. Yes, definately nice. Whenever you scare or frighten someone, you gain a bit of health back. (equal to the success -1 EG roll a 4, get 3 HP)
3)Cthuluean Rage: Perhaps a bit of insanity isnt so bad once in a while. Every 6 turns you can autoscare someone, because they happened to look into your eyes. This gives you 2 turns where you can attack someone with double the dice you normally would(basically 2 attacks, but doesnt affect enhantments)

Smathers
1)Weakness Is For The Weak: Look at those weaklings, not using claymores. You are capable of using heavy equipment, but with the cost of a tiny bit of muscle tearing. Tiny in this case meaning you get rid of every third heavyness penalty for free, but all others cost 1 HP to remove.
2)Armour Specialist: You sure like your armour a lot. You get +50% DR from armour, if you keep it nice of course. No-one likes muddy armour, not even trolls.
3)Like a Bear: Mimicking a bear is not a bad idea. You are able to maul someone with your honey badger hand for an additional 1d6 on every attack, get 1 additional DR, and you can sleep through the whole winter.
Logged

Tick, tick, tick the time goes by,
tick, tick, tick the clock blows up.

freeformschooler

  • Bay Watcher
    • View Profile
Re: Roll to be in a Hut: Turn 20
« Reply #208 on: January 17, 2012, 04:27:29 pm »

The choice is obvious. Armour Specialist! I can't go anywhere but up, and while those other abilities have an instant payoff, Armour Specialist will only become better over time.

Also, smathers attempts to strike down a stray tree for dagger practice.
« Last Edit: January 18, 2012, 07:18:35 am by freeformschooler »
Logged

WarthogDriver

  • Bay Watcher
  • Only in death will his duty end.
    • View Profile
Re: Roll to be in a Hut: Turn 20
« Reply #209 on: January 17, 2012, 06:49:09 pm »

Take my heavy armour from common pool and equip, (freeaction) go somewhere safe (freeaction) 
Plan about fusing the entirety of my soul to the suit of armour. I wanna be like Alphonse Elric
(Metaphorical cookie for reference.)   

Also, needing to abuse free actions as much as possible so sorry if listing em is annoying.

Oh also name the entire suite of armour Claire (The Claireity trait isn't very specific and I plan to abuse that :D)

So if I'm right about this (-7/2) + 5 = +1.5 bonus when using my armour and enacting the one action rule?
« Last Edit: January 21, 2012, 04:56:37 am by WarthogDriver »
Logged
Victory needs no explanation, defeat allows none.
Pages: 1 ... 12 13 [14] 15