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Author Topic: Roll to be in a Hut: Turn 20  (Read 16319 times)

Sinpwn

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Re: Roll to be in a Hut: Turn 12
« Reply #135 on: January 04, 2012, 03:42:33 pm »

Retreat with the spoils and find everyone else.
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Tiruin

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Re: Roll to be in a Hut: Turn 1
« Reply #136 on: January 04, 2012, 08:34:18 pm »

Spoiler: Character Sheet! (click to show/hide)

Or...I take over Dave's character?
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cerapa

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Re: Roll to be in a Hut: Turn 1
« Reply #137 on: January 05, 2012, 06:24:16 am »

Spoiler: Character Sheet! (click to show/hide)

Or...I take over Dave's character?
I sent you a PM asking exactly that.

You answered that you do not wish Crass killed off yet.
« Last Edit: January 05, 2012, 07:45:04 am by cerapa »
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Tiruin

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Re: Roll to be in a Hut: Turn 12
« Reply #138 on: January 05, 2012, 06:29:48 am »

 :-\

I can't believe my own understanding...

Sorry, taking that back.

(and sorry if that disrupted the RTD)
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cerapa

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Re: Roll to be in a Hut: Turn 12
« Reply #139 on: January 05, 2012, 07:01:30 am »

Play with Crass for a couple of turns until I find a good place to bring your tiny kangaroo like thing in. Gonna get Crass killed somehow.

And there really hasnt been a disruption.
« Last Edit: January 05, 2012, 07:45:17 am by cerapa »
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Tiruin

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Re: Roll to be in a Hut: Turn 12
« Reply #140 on: January 05, 2012, 07:23:49 am »

Follow Smathers, prepare to take down something huge.
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cerapa

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Re: Roll to be in a Hut: Turn 13
« Reply #141 on: January 05, 2012, 01:31:16 pm »

Turn 13

WarthogDriver/The FLYING SQUIRREL [3]
The Flying Squirrel does his best to hide. Which is pretty much useless since no-one had any idea that he was up in the trees in the first place, or that he is allied with Max.

freeformschooler/Smathers [6]
Smathers manages to sucessfully convince both Crass and Drivvers to follow him. He truimphantly waltzes into the cave but bumps into the bear. Its gonna wake up in a turn now. Thus proving that you really shouldnt use a free action as your whole turn, cause you gonna get at least one roll a turn and it aint gonna have positive effects if it doesnt have anything positive to do.

Dwarmin/Drivvers [positive]
Drivvers follows Smathers, while contemplating betrayal. He comes up with a plan he believes to be quite dastardly. HehehHAHAHMWAHAHADSFSDsds*cough**cough* blargh, something got caught in my throat. Anyway, Drivvers comes up with a good plan.

*And now comes a new game mechanic. Planning. You are allowed to spend an action planning. It is basically a roll that is saved for later. You will be informed whetever the plan is positive or negative, but you dont know the specifics, it could be a crit. The plan is pretty much a general case thing, and you can apply it to anything that goes under it(in this case, betrayal), and you will act as if it was the plan all along. You are allowed to carry around only a single plan, as your feeble brains are unable to remember more.

Sinpwn/Max [2]
Max attempts to escape, but is already surrounded by a bunch of people who want their stuff back. Thus giving -1 to escape rolls for the duration of the surround.

Tiruin/Crass [negative]
Crass attempts to prepare for fighting something big, but cant come up with a good way to prepare himself.

Hunting parties [3]
The hunting parties are still staring at the exceedingly scary dog in front of them.

Bear [5]
The bear is having a very good dream. It is dreaming of flying like a bird and having huge bear wings. And somehow he is also surrounded by hot bear chicks.


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

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

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

4.Tiruin
Spoiler: Crass the Deathbringer (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)

I arent giving you the status for the bear cause you arent in combat yet. And I arent giving you stats for the hunting parties cause it would pretty much be Health: [way too much/shitton].
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WarthogDriver

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Re: Roll to be in a Hut: Turn 13
« Reply #142 on: January 05, 2012, 01:38:05 pm »

Call support telepathically also try to contact the hunting party this way, even though it will most likely fail and tell them to "Run, you fools" In a Gandalf the Gray voice. If this doesn't work, throw pine cones, chestnuts, apples, or whatever the tree I am in happens to be growing.
« Last Edit: January 05, 2012, 01:43:08 pm by WarthogDriver »
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freeformschooler

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Re: Roll to be in a Hut: Turn 13
« Reply #143 on: January 05, 2012, 01:39:16 pm »

Smathers followed along with Drivvers' plan to take down the bear and encouraged Crass to do the same.
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cerapa

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Re: Roll to be in a Hut: Turn 13
« Reply #144 on: January 05, 2012, 01:50:54 pm »

Drivvers plan was to stab you in the back.

You sure you wanna follow that?
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freeformschooler

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Re: Roll to be in a Hut: Turn 13
« Reply #145 on: January 05, 2012, 01:52:52 pm »

Oh, no, I don't.

Come up with an anti-plan that involves mutilating the bear. AND THEN FOLLOW THROUGH.

EDIT: WAIT. I HAVE A BETTER SOLUTION.

>SUMMON BIGGER BEAR
« Last Edit: January 05, 2012, 03:32:47 pm by freeformschooler »
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Sinpwn

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Re: Roll to be in a Hut: Turn 13
« Reply #146 on: January 05, 2012, 05:23:17 pm »

Bite a hunter in the family jewels and use it as a distraction to escape.
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Maxinum McDreich

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Re: Roll to be in a Hut: Turn 13
« Reply #147 on: January 05, 2012, 06:09:12 pm »

I've missed this game ^^

Skits has woken up from a long and restful dream and sees he's alone at the hollowed tree near where the ashes of the hut remain. He remembers he is no longer Skits... no... he's now Skits Tigerbane!
Or atleast, if he can convince 90% of the world that a squirrel can kill a tiger, lucky last shot or not.

ANYWAYS, Skits shall search the vicinity for a small weapon and armour. Though anything found is good. After that, if he can, he shall climb a tree like a squirrel can, and survey what he can.
Also, that DR sounds lovely :)
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Dwarmin

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Re: Roll to be in a Hut: Turn 13
« Reply #148 on: January 05, 2012, 06:16:18 pm »

Action: Drivvers prepares a shrine to his new Bear God.
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Tiruin

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Re: Roll to be in a Hut: Turn 13
« Reply #149 on: January 05, 2012, 10:16:13 pm »

Attack the bear!!

If...it does wake up.

If not:

Alchemize that Green potion and use it on self.
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