Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Kadzar

Pages: [1] 2 3 ... 321
1
Other Games / Re: Free Game List
« on: October 19, 2023, 03:39:36 pm »
If you don't have it already, Cryptark is being released for free on Steam for the next 48 hours (or I guess more like 45 now) ahead of the release the sequel game.

2
DF General Discussion / Re: Future of the Fortress
« on: December 07, 2022, 02:02:42 pm »
I just got the Steam version, and I checked out the Legends mode, and I'm very impressed with how much more usable it is now. I then noticed there's some things missing from it.

What's the current priority for adding things like maps/exports for Legends mode to the Steam/itch.io release?

3
I barely even lurk these days, but I saw this when checking updated topics, and I am excited to see this come back again. Also, hello fellow old people.

4
Other Games / Re: SALES Thread [STEAM 3000 SUMMER SALE]
« on: June 25, 2022, 07:48:49 pm »
I might decide to go for more later, but so far the only game I've picked up is Slipways. I played a the demo of it early, and thought it was a fun little strategy puzzle game, and, at 30% off, it's a decent enough discount for a game that wasn't that expensive to begin with.

Otherwise, I'm kind of feeling the weight of my backlog, don't feel like picking up stuff I might not play for at least a year when there's a chance it could be discounted even more in the future and/or I could put that money to other use in the meantime.

5
Unarmed Combat is whatever. It's a thing you can take if you want, and it's not like most fighting styles are that great anyway.

The really stupid thing is taking Superior Technique with the Fighting Initiate Feat, because it only gives you one maneuver and nothing else, whereas if you took Martial Adept you could have gotten two.

6
Forum Games and Roleplaying / Re: IGYNPADCA RPG 2nd Edition
« on: November 28, 2020, 08:06:45 pm »
Al hands over the Republic Coins. "We have some other people working on this job as well; they're also on this train. I should probably take you to meet them."
The ettin handed over the coins. All of them looked legit, no tricks so far. Then they took me to go meet their associates. I felt like this was where things could get dicey, this ettin looked like a couple of trustworthy fellas. Not that I've always had the best track record for knowing who to trust.

So you lead Blones out of his office, past the panther god shrine, library, and forest, and finally make it to the sleeping car, where you find Aya-Vary-Jury passed out.

Envelop the echo leprechaun in sleep smoke
(Weedomancy 67%=73% Failure)
You fail to create a cloud large and dank enough to overcome this leprechaun.

"Halt there!" says the echo leprechaun. You hear their voice echo a few times more. "You may not have a single poppy unless you answer my questions three:

"Question the first: What has to be broken before you can use it?"

>Behead the lyre robber with my submachine gunblade, before hacking the robot so that it kills its handler.

Also, I should probably consider raising my Temperance stat.

Spoiler: Sheet (click to show/hide)
((Lord Screech Justice IV (73)=21% Success!) vs (Robber Dodge 26%=30% Failure)
You slice at the robber for (2d6 slash=11) eleven slash damage, for a total of twenty-six slash, which is reduced by their slash resistance (-8 resist) to eighteen remaining, which overcomes their normal resistance (27%/-2=-13 resist), killing them. Their head flies off in an arc.

Then go over and hack the robot ((Lord Screech Hacking 48%=26% Success!) vs (Robber Robot Handling 18%=27% Failure)), causing it to turn on its master. The robot ((Robot Punch 35%=19% Success) vs (Robber Dodge 26%=2% Success!) (35%-19%=16%) vs (26%-2%=24%) Robber Wins)) takes a swing at its master, but they successfully dodge out of the way.

The remain robber then tries to regain control of the robot, but (Basic Automation Control Override) you're locked them out for the next (1d6=2) two turns.

"So how often do you need blood, and how much do you need?"
While I'm talking I'm going to try an experiment, first I must find a rat, then I cast Polymorph other into wagon on the rat and try to turn the rat into a station wagon.
Spoiler: Sheet (click to show/hide)
"Well, I've been without blood for a quite a while, so while I don't need it very regularly, I would like some soon, and preferably as much as you can provide."

(Secret Star Sign Roll=12% Success!)
You manage to find a rat easily enough, and cast Polymorph other into a Wagon (Rat polymorph resistance 17%=14% Success!), but the rat resists, remaining a rat for now.

7
Forum Games and Roleplaying / Re: IGYNPADCA RPG 2nd Edition
« on: November 27, 2020, 04:07:10 pm »
Turn 19

Suddenly, the planet Lliolea stops being aligned with the planet Modroitov, causing the functions of taking damage to change. No longer will people roll for damage. Instead, all applicable resistances will subtract from damage as much as they can, and and if damage builds up past the point that no resistance can hold it back anymore, a person is taken out.

Al will ask Blones Mackenry which form of payment he prefers. He can hand him either 161 Elvish Silver or 149 Republic Coins. It would be possible for Blones to get both, but only if he chooses to attempt and succeed at a bartering check. (He can also make a second roll attempt on the other head, but with disadvantage if he fails the first roll)

If Blones isn't inclined to take the job after all, then Al would be willing to hire him for a lesser job of just checking for rumors around the train until getting to Dusk Mountain. This lesser job doesn't require actually leaving the train, but the pay is just a handful of coins.
(d3=2)
The ettin offered me a choice: a bit more Elvish Silver or a bit less Republic Coins. "I'll take the Republic Coins," I said, (Savvy 30%+Lowdown-Havin’ 16%=46%<d100=16% Success!) knowing that the Republic was expanding these days, and, sure, lots of shops still ask for all kinds of different currencies, but it wouldn't be long before most places switched over. Plus, the barkeep at the The Roaming Lemure hates elves, and wouldn't take their silver, no matter how I acquired it.

"So, anything else you feel like mentioning, or are we done here?"


"Thank you for the spells I'll make use of them once I'm able to learn them, now is there anything I can do for you and is there a particular place you would like to go because I'm relatively sure you wouldn't want to live in the rubble I found you in."
Spoiler: Sheet (click to show/hide)
"I'm fine to go wherever you wish to take me, but I desire blood. Fresh blood, and preferably from a sapient creature."

>End this fucking overly long encounter already with the power of ultraviolence. I refuse to believe that anyone can take that much punishment to the head and still be able to stand up straight.

Spoiler: Sheet (click to show/hide)


Spoiler: OOC (click to show/hide)

Spoiler: OOC (click to show/hide)
Spoiler: OOC (click to show/hide)

Suddenly, the revolver-wielding robber drops dead. (Prudence V (88)=88% Success!) You only just manage to remember that the Lliolea-Modroitov planetary alignment was meant to end right about now, ending the chance for people to stay alive after they've taken lots of damage.

The lyre robber is still alive, likely because they have some other ability to withstand damage, so you slash at them with the submachine gunblade (Justice IV (73)=82% Failure), but don't connect. However, you shoot at them (Firearms (56%)=79% Failure) and still miss.

They respond with violence in kind (Robber Musical Instrument 27%=58% Failure), but are no more successful than you.

The robot handler keeps trying to open the window as best they can (Robber Robot Handling 18%=25% Failure), which isn't very well, and the robot (Robot Command-Following 33%=40% Failure) is still just punching at the empty air.

Overall, no one's looking great in this room right now.

Forage for Daydream Poppy
With the hippies' directions, you easily make it to the Ruby Bluff Bridge where the Daydream Poppy can be found, but you notice it's being guarded by an Echo Leprechaun.

8
Forum Games and Roleplaying / Re: IGYNPADCA RPG 2nd Edition
« on: November 26, 2020, 11:19:49 pm »
Al responds. "Our client is willing to pay out 400 Gembricks for each participant, up to a certain limit after the job is completed. If you wanted payment in advance, I would only be able to do so via Republic Coins or Elvish Silver; and not as much of it; though  it could be in your hands right now."

Bartholomew speaks. "What we need to do is track down the Elixir of Misfortune."
The ettin gave me the lowdown on the payment situation. 400 Gembricks when the job was completed, to be paid my some mysterious client. And also some payment upfront, though not much,  just some Republic Coins or Elvish Silver, but it would be nice to have some money in hand to pay off my bills, by which I mean my various bar tabs.

Then he gave me the skinny on the job. Apparently they were after the Misfortune Elixir. (Blones Mackenry Noodle-Usin’ 23%+Lowdown-Havin’ 16%=39%>d100=95% Failure) Frankly, I never heard of the thing. But (Blones Sleuthin’ 32%+Savvy 30%=62%>d100=60% Success!) I could tell from the look on this guy's mugs that it wasn't gonna be no walk in the park. On the other hand, I really did need the money.

"Alright, I'm gonna be honest with you, fella. Something about this job don't smell too right. But I need the dough, so I'll take the job, so long as you provide money up front. And don't think about trying to double-cross me, or you'll get a taste of this hear heater," I said, flashing my trusty old 8C-XP4 "Serenity" in my shoulder holster.


Man, this fight is boring. Bring my lucid dreaming one-layer-down and kiss the invisible person.
(Power: Low (20%)=25% Failure)
You try to bring yourself down a level of dreaming, but you can't quite manage it.

And the invisible person, seeing no reason not to continue hostilities, keeps attacking you. (Invisible Person Punch 18%=79% Failure) And they still miss. But they're trying.

>Use both my revolver and submachine gunblade to shoot at the revolver robber's head until he dies. After that, use my submachine gunblade to sever numerous vital arteries inside the lyre robber's neck.

Spoiler: Sheet (click to show/hide)

((Lord Screech Firearms 56%=29% Success!) vs (Robber Dodge 26%=41% Failure))

You shoot at the robber some more with the revolver and gunblade, hitting for (Revolver 2d6 Bullet=12)(Submachine Gunblade 4d6 Bullet=18) thirty more bullet damage, for a total of sixty-four bullet damage, which is reduced by resistance (-5 Resist) to an effective fifty-nine bullet damage (59 Bullet=97% Still conscious) which still hasn't killed them.

(Justice IV (73)=74% Failure)
You attempt to cycle the revolver faster to try to kill this robber quicker, but you just can't manage it. (Base Luck roll 10%=25% Failure) Also, try as you might, you are unable to will the submachine gunblade into increasing its firerate.

(Lord Screech Justice IV (73)=9% Success!) vs (Robber Dodge 26%=86% Success!)
However, you're able to slash at the lyre-wielding robber well enough to do some damage, about (2d6 Slash=5) five slash worth, for a total of fifteen slash, which is reduced (-8 Resist) to an effective seven slash (7 slash+3 smack=10 damage=26% still conscious), which doesn't quite sever their neck.

Then the revolver robber shoots at you once more ((Robber Revolvers 23%=9% Success!) vs (Lord Screech Justice IV (73)=72% Success!) (23%-9%=14%) vs (73%-72%) Robber Wins)), hitting you for (2d6 bullet=4) four bullet damage, bringing you up to ten total bullet damage, which (-41 Resist) still doesn't even phase you.

The lyre-wielder tries to bash you again (Robber Musical Instrument 27%=39% Failure), still not having much effect.

The robot handler tries to get the robot to hit the glass again (Robber Robot Handling 18%=26% Failure), although the robot (Robot Command-Following 33%=98% Failure) might have continued its action if it had better subroutines, but, unfortunately for the robbers, it is now just punching at the air.

Spoiler: OOC (click to show/hide)

"Um, maybe you could teach me some additional wagonmancer spells or any spells."
Spoiler: Sheet (click to show/hide)
(Kolmath the Knowledgeable Genius-level intellect (75%)=71% Success!)
"I am familiar with these wagonmancer spells of which you speak," (Bubba Charisma: Not very (13%)=4% Success!) "and will teach you some."

And so Kolmath the Knowledgeable proceeds to teach you (d10=3) three wagonmancer spells, which you will need to master to be able to use.

The first spell uses wagon energy to create armor. It requires the drawing of sigils. This style of magic requires the caster to store and release magical energy.

The second spell, when performed properly, should allow the capture and control of any wagon. It requires special poems, various talismans, and careful visualization. This style of magic draws its power from the unconscious desires of the caster's species.

The third spell allows the alteration of a wagon’s form. It requires touching the target, clay for forming images, and careful visualization.

9
Forum Games and Roleplaying / Re: IGYNPADCA RPG 2nd Edition
« on: November 25, 2020, 05:00:19 pm »
Turn 18
Poik the invisible person, turning them from invisible to in-alive.
((Aya-Vary-Jury Knife Fighting 37%=8% Success!) vs (Invisible Person Dodge 15%=2% Success!) (37%-8%=29%) vs (15%-2%=13%) Aya-Vary-Jury Wins))
You slash at the invisible person and manage to connect, doing (5d6 Slash=19) nineteen slash damage with your liquid nothing blade, which is reduced by the invisible person's slash resist (-10 Resist) to an effective nine slash damage (9 slash=27% Still conscious). They're still fighting, but you can see some blood dripping down the side of their invisible body (Bleed effect).

The invisible person tries to get you back for that, (Invisible Person Punch 18%=99% Failure) and just completely whiffs. Thank goodness no one can see them, because that was just super embarrassing.

(Perspective: Great 85%=65% Success!) You realize that you can hear the sound of copious gunfire from outside your dream. Actually, about two dream levels up, at this point.

Al considered telling the lizardperson more, but considered maybe he should hold a few things back. For all he knew, the lizardperson might be lying about her intentions. Still though, he supposed he could drop an additional minor hint. He would tell something that is technically true. "I do have something else you could take, but it would probably just be a waste of your time. I sold something that belonged to the assassin at a pawn shop back in Beachhaven. It was a keychain, but with no keys attached. Frankly I think the thing is worthless but you can take the pawn slip for it if you really wanted. We won't be missing the thing."

Bartholomew chipped in. "As it turns out, there's a completely different job we have in mind which has a chance to not have deadly assassins involved, but lets be real I'd estimate maybe a 70% chance that there will be sooner or later. We are looking for something in the Mountains of Dusk you see. I'll tell you straight up though, this one's probably going to get a little kooky by the time we are done."

Al comments. "I don't think that number's based on anything."

Bartholomew comments. "Shut up!"

Neither Al nor Bartholomew were inclined to offer a huge payday for the revenge thing, so this one would be on the Lizardperson if they wanted to follow up on this.
The ettin mentioned one last clue and handed the lizardperson a pawn slip for a keychain he got off the assassin, which he had sold in Beachhaven. Didn't seem like much, but I've solved cases on less than that.

Still, I was relieved to learn that my services weren't being requested for that particular job. Sure, I was curious about the whole business, but I figure it's better to be curious and alive than well-informed and dead.

Apparently, they wanted me to help them find something in the Mountain of Dusk, which my office was currently headed towards. Also, there was some disagreement about whether or not assassins would be involved in this one, and the likelihood of such a thing happening.

"Well, since you seem to be being straight with me, and no assassins have appeared on this particular job so far, and because I do need the money, I'll take your case," I said.

The lizardperson spoke up, "Alright, well, I should get going now, but I think I'll try to find out what I can with you've given me, and I'll let you know how it went if I see you again."


"I am Bubba the zebra Wagonmancer and I found you in some rubble that used to be an abandoned building."
Spoiler: Sheet (click to show/hide)
"Ah, a wagonmancer. What purpose does a wagonmancer have for consulting Kolmath the Knowledgeable?"

>Dual wield my revolver and submachine gunblade and shoot at the revolver robber (the obvious threat) before amputating the lyre robber's head with my submachine gunblade.

Spoiler: Sheet (click to show/hide)

((Lord Screech Firearms 56%=2% Success!) vs (Robber Dodge 26%=49% Failure))
You shoot the revolver robber for (Revolver 2d6 Bullet=9)(Submachine Gunblade 4d6 Bullet=13) twenty-two bullet damage, for a total of thirty-four bullet damage, which is reduced by their Bullet Resistance to (-5 Resist) and effective twenty-nine bullet damage (29 Bullet=55% Still conscious), which still doesn't bring them down.

Then you slash at the lyre robber (Lord Screech Justice IV (73)=38% Success!) vs (Robber Dodge 26%=1% Success!) (73%-38%=35%) vs (26%-1%=25%) Lord Screech Wins) for (2d6 Slash=10) ten slash damage, which reduced by their slash resistance (-8 Resist) to two slash damage (2 Slash +3 Smack=5 damage=92% Still conscious), so it doesn't really effect them.

Then the revolver robber shoots at you (Robber Revolvers 23%=55% Failure), missing completely.

The lyre robber keeps trying to bash you with their broken lyre (Robber Musical Instrument 27%=84% Failure) and failing.

And the robot controller (Robot Handling 18%=8% Success!) finally manages to get the robot to work properly, commanding it to attack the teller booth's bullet and spell-proof windows, which it (Punch 35%=43% Failure) does not manage to do this round.

Buy a substance from the hippies to help me astrally project
The hippies refuse to take money from you, both because they like you, and because they "don't believe in that sort of thing (money)".

(Hippies Drug Procurement 35%=89% Failure)
The other reason they won't accept your money is that they just don't have the particular substance you need on hand at the moment.

(Hippies Drug Lore 79%=33% Success!)
However, they do know where you could find what you need. The plant is called Daydream Poppy, and it grows under the Ruby Bluff Bridge here in town.

10
Forum Games and Roleplaying / Re: IGYNPADCA RPG 2nd Edition
« on: November 24, 2020, 09:44:02 pm »
A deadly one, of course!
The footsteps get much closer, but you still don't see anyone. However (Perspective: Great 85%=27% Success!), listening to the sounds of them, it seems like someone is very close in front of you, so you form your Liquid Nothing into knives and hurl one in the direction of the footsteps (Knife Fighting 37%=78% Failure), missing them. But you're still pretty sure there's an invisible person right there.

(Invisible Person Punch 18%=37% Failure)
Your suspicions are likely proved correct as you feel something brush past you, likely trying to hit you but being a bit shit at it.

Al and Bartholomew start talking at the same time to two different people. "Well there's something on the Mountain of d-""Well I have one but I wouldn't rec-"

Talking over eachother is a pretty common Ettin problem, so they had a contingency in place. Al and Bartholomew play a game of rock paper scissors against eachother and both pick scissors. Not inclined to go through a potentially large amount of games over this, Al tells Bartholomew to "Go ahead".

Bartholomew then tells the Lizardperson that "We do have one lead, but its not a very good one. So one of those crystal assassin types tried to kill us because we were too close to something or other. They got too overconfident and tried to off us in the exact same way as the last guy so we saw it coming."

Al interjects. "I've already thought to include a Blood Regent from that Assassin with the previous offering, actually."
The ettin started gabbing, but I could hardly make heads or tails of it, on account of the fact that both heads decided to talk at the same time.

Eventually they settled things between them, as I suppose you'd often have to do when you're two dudes living in the same body, and they told the lizard person some yarn about an assassin who tried to "take care of" them because they got too close. Lemme tell ya, been there, done that.

Then the other head said they got some sort of Blood Regent off of the assassin. Not sure what that meant, but it sounded like trouble.

"Well, it's not much," said the lizardperson, "but I suppose I know a blood shaman in Oceanwall who might be able to make something of it. And you're sure there's nothing else you can tell me?"

"Listen, folks," I said, "This is all very interesting, but I prefer to make it my business not to get involved in jobs where I know I'm going to be dealing with deadly assassins. At least, not unless the money's real good. And even then, only when I'm real desperate. Which I am right now, but, I must emphasize, the contingency of the money being real good still stands. So, unless you're prepared to offer me a huge payday, I'm not about to put my neck on the line just on account of some sob story."


>Break out of the trance, grab the submachine gunblade, and cut the lyre's strings with it. Also punch and/or slash the revolver guy in the face

Spoiler: Sheet (click to show/hide)

Also, I could use some help with pwning some robbers.
While the robbers think you've been dispatched by the enchanting music, you (Prudence V (88)=15% Success!) easily break out of the trance, and, (Justice IV (73)=47% Success!) grabbing the submachine gunblade ((Justice IV (73)=53% Success!) vs (Robber Musical Instrument 27%=37% Failure) manage to cut the lyre's strings.

Then you (Justice IV (73)=90% Failure) try to slash the revolver guy's face, but you can't get close enough to hit.

The revolver guy then shoots at you (Robber Revolvers 23%=9% Success!) vs (Lord Screech Justice IV (73)=25% Success!) (23%-9%=16%) vs (73%-25%=48%) Lord Screech wins!), but you successfully dodge out of the way.

The lyre-robber, upset that you broke their instrument, starts trying to bash you with it (Robber Musical Instrument 27%=60% Failure) to little success.

The robot handler, meanwhile, keeps trying to break through the glass (Robot Handling 18%=38% Failure), but can't seem to operate the controls properly.

"Nice, getting all kinds of cool shit."
Grab all of the loot, and closely examine the Amulet that seems to be alive, Bracer of Wind Bolt, Brew of the Ultimate Witchery of the Hateful Chameleons, Jar of Meteoric Salve, and Forbidden Nomad's Harp, then once all that is finished try once more to talk to the station wagon and convince it to join me on my adventures.

Spoiler: Sheet (click to show/hide)
When you grab the amulet, an eye opens and looks at you.

"Who dares lay hands on Kolmath the Knowledgeable?"

11
Forum Games and Roleplaying / Re: IGYNPADCA RPG 2nd Edition
« on: November 23, 2020, 08:03:47 pm »
Play a trick on the owner of the approaching footsteps.
What kind of trick?

You hear the footsteps continue to approach.

Al and Bartholomew assume that the lizardperson knows what they are doing based on their words, and goes to see what the Goblin in the Trenchcoat in the next car is up to.
You walk into the next car.

So an ettin just walked into my office. No asking to come in, no introductions, no howdy-do, no nothing. These guys might share one body, but I could tell they were gonna be two heaping helpings of trouble.

"The name's Blones Mackenry, Private Eye. What can I do for you?" I asked, but, before they could answer, a lizardperson followed in after them.

I've had mixed dealings with lizardpeople. Sure, a lizardperson saved my ass back in the Battle of Emberfrost, but he sold me out to the Crystal Empire shortly after that.

I guess that's just one interaction with a specific person, and I really shouldn't form a worldview on an entire people based on that, but I really did not enjoy being captured by the Crystal Empire. It was not a great experience.

"Excuse me, did you have any leads on the Crystal Rose Syndicate?" the lizardperson asked, the question seeming to be pointed toward the ettin.


>Shoot the revolver robber in the head with the revolver I borrowed from him. Also, pick up the submachine gunblade if possible and slash a robber or two with it.

Spoiler: Sheet (click to show/hide)
You shoot the revolver robber with their other revolver ((Lord Screech Firearms 56%=17% Success!) vs (Robber Dodge 26%=2% Success!) (56%-17%=39%) vs (26%-2%=24%) Lord Screech Wins!) for (2d6=5) five bullet damage, for a total of twelve bullet damage, which is reduced by their resistance (-5 Reist) to an effective seven bullet damage (7 bullet=14% Still Conscious), which still isn't enough to take them out.

You then try to pick up the submachine gunblade (Justice IV (73)=76% Failure), but can't quite manage it with all these enemies getting in your way.

The revolver robber then tries to shoot you back (Robber Revolvers 23%=64% Failure), missing you completely.

The lyre robber plays again ((Robber Musical Instrument 27%=11% Success!) vs (Lord Screech Prudence V (88)=79% Success!) (27%-11%=16%) vs (88%-79%=9% Robber Wins!), this time playing an enchanting melody that has you transfixed in place. You currently feel like you can't move you body at all.

"All right, looks like the interloper is taken care of. Have the robot break through that glass," says the revolver robber.

The robot controller robber fiddles with their remote control some more (Robot Handling 18%=85% Failure), but can seem to get it to work. "Ah, I'm trying, but these controls are just really hard to handle."

Use my newly raised wagon language skill to try to recruit the station wagon, also see how much of the warehouse is still standing since the station wagon was actively destroying it when I was last here, and look around it and see if it has loot has fallen out of it during its destruction.

Spoiler: Sheet (click to show/hide)
(Wagon language 40%=70% Failure)
Although you've brushed up on your Wagon language, the books didn't really cover much about the station wagon dialect, so you're still having trouble communicating with it.

(Secret Star Sign roll=98% Failure)
Since you've been gone, it looks like the station wagon has done quite the job on this warehouse. There doesn't seem to be a wall still standing.

You look around to see if anything of value is left in the rubble (Perception: Great 76%=46% Success!). You spot some stuff. (d10=9) You see an amulet that seems to be alive, a Bracer of Wind Bolt, a Brew of the Ultimate Witchery of the Hateful Chameleons, a jar of Meteoric Salve, a Forbidden Nomad's Harp, a box of matches, bolt cutters, a portable radio, and a sports trophy.

12
Forum Games and Roleplaying / Re: IGYNPADCA RPG 2nd Edition
« on: November 22, 2020, 09:04:15 pm »
Turn 17
Al responds. "Not necessarily. Rather, what I want is for them to experience a proper retribution for their actions. After all, Rhutysus is a god of revenge and revenge is not merely a synonym for destruction."

Bartholomew adds "That being said, we wouldn't lose sleep if the entire organization were taken down."
"Well, I'm not sure if you know how this whole thing works, but we followers of Rhutysus regularly check his shrines for petitions of revenge, then seek to carry out that revenge in his name.

"But, beyond that, I happen to have a personal vendetta against the Crystal Rose Syndicate myself."

"ONE DOWN, THREE FUCKERS TO GO!"

Rush to the revolver robber, disarm him, and perhaps use his own guns against him.

Spoiler: Sheet (click to show/hide)

Also, did the hostage-taking robber actually drop anything worth noting?
(Lord Screech Justice IV (73)=28% Success!) vs (Robber Anti-Disarmament 19%=96% Failure) Revolver 1 taken
(Lord Screech Justice IV (73)=87% Failure) vs (Robber Anti-Disarmament 19%=26% Failure) Revolver 2 not taken

You easily disarm the revolvers-wielding of one of their revolvers, but they still manage to hold onto the other. However, you still have one revolver, so you shoot them ((Lord Screech Firearms 56%=34% Success!) vs (Robber Dodge 26%=94% Failure)) and hit for (2d6 Bullet=7) seven bullet damage, which (Bullet Resistance 10%/-2=-5 Resist) is reduced by their bullet resistance to an effective two bullet damage (2 bullet=77% Still Conscious), which isn't enough to take them out.

Still maintaining control of one of the revolvers, the robber tries to get you back for that, ((Robber Revolvers 23%=23% Success!) vs (Lord Screech Justice IV (73)=99% Failure) hitting your for (2d6 Bullet=6) six bullet damage, which is reduced by your Fortitude IV ((82)/-2=-41 Resist) to an effective no damage.

Then the lyre-wielding robber comes after you, (Robber Musical Instrument 27%=61% Failure) again just making a terrible sound that doesn't accomplish anything.

The one with the robot controller flicks some switches, (Robot Handling 18%=91% Failure) this time accomplishing nothing. The robot remains stationary this turn.

Scanning the first robber you killed for any possessions of note, (Prudence V (88)=29% Success!) you notice they were wielding a submachine gunblade.

Sleep the night at the inn. In the morning follow my plan to figure out where the heck I'm actually supposed to go.
You go to sleep at night at the inn, and enter a further level of dream state.

You're in a hallway, with multiple doors on either side.

On your right side, you see a metal door with no visible knob and some kind of control panel next to it. Next, there's a wooden door with an arched frame with runes around its edges. The last door on this side is a solid stone door carved with scenes of dwarves.

On the left side, there's a modern-looking white-painted wooden door. Next, there's a glowing portal that seems to be surrounded by stone carvings that resemble some sort of demon mouth. The last door on the left looks like some kind of beaded curtain.

The hallway beyond the doors is shrouded in darkness, both in front of and behind you, and behind you you hear the approach of footsteps.

What do you do?

Attempt to astrally project into the mountain of dusk to scout it out
(Spirituality 45%=48% Failure)

You try to astrally project into the Mountain of Dusk, but you can't quite manage to get into the right headspace. Maybe if you had some substance or something to aid you, you might have better luck.

Sell the three crowbars for 18 Interstellar Credits, and buy one Echo mag for 15 Interstellar Credits, then head back to that warehouse I was at earlier and see if that station wagon is still there.


Spoiler: Sheet (click to show/hide)
You sell three crowbars for 18 Interstellar Credits (-3 Crowbars) (+18 Interstellar Credits), and buy one QC-3N "Echo" magazine for 15 Interstellar Credits (+1 "Echo" Magazine) (-15 Interstellar Credits, (3 Interstellar Credits in change)).

Then you head back to the warehouse and look to see if that station wagon is still around. (Secret Star Sign Roll=27% Success!) It is!

13
Forum Games and Roleplaying / Re: IGYNPADCA RPG 2nd Edition
« on: November 21, 2020, 06:33:28 pm »
Clearly, the Crystal Rose Syndicate
A lizardperson approaches from behind you, picks up your slip of paper, and reads it. You notice they are wearing black clothes with a black leather jacket, black fingerless gloves, and carry a large sword on their back. It's hard to tell with lizardfolk, but you think they might be female.

"So you want take down the entire Crystal Rose Syndicate?" they ask.

14
Forum Games and Roleplaying / Re: IGYNPADCA RPG 2nd Edition
« on: November 21, 2020, 05:06:14 pm »
Al and Bartholomew decide to make an offering to Rhutysus on behalf of the spirit Coconut, along with an offering of 444 Spectral Doubloons and a Blood Regent of The Assassin.
Who are you targeting?

15
Forum Games and Roleplaying / Re: IGYNPADCA RPG 2nd Edition
« on: November 21, 2020, 03:08:55 pm »
Al and Bartholomew continue their previous action.
You enter the next room, and it's set up as a shrine to some sort of panther god (Al Smarts: Supreme 70%=45% Success!), which you recognize as Rhutysus, God Of Revenge. Many people have put slips of paper on the shrine, which you would know are their intended targets of revenge. There are also many offerings on the altar, such as different currencies and valuable items.

Looking in the next car, it seems to contain a desk with a goblin in a hat and trenchcoat sitting at it, smoking a cigarette and drinking some sort of liquor.

>Take one more shot at the hostage taker, before breaking stealth to run up to the robber (preferably the one that just took the hostage, but if I kill him, another one will do) and using my sniper rifle as a quarterstaff/club/improvised blunt melee weapon to kill the robber. If need be, use my fists.

Hopefully my race's massive boosts to health and defense will help me shrug off any reaction fire - my Fortitude stat of 82 helps as well. As far as the rulebook goes regarding health of creatures made of metal/stone/other non-flesh substances, I think my race is immune to bleeding if I'm not mistaken. In additon, jade is a considerably denser material than flesh and bone, which should give me an unarmed damage boost; but again I'm not sure if this will break the balance. Use your own judgement.

And yeah, since I'm in proper combat for the first time, I think it will be obvious that my role within the party will be as the tank/ranged single target burst damage guy. Hopefully I don't have to use my high defensive stats as much as I'm expecting - if I did hope to use those high defensive stats, I wouldn't be playing a ranged class.

Spoiler: Sheet (click to show/hide)
(Lord Screech Long-range combat 76%>Steady Weapon=0% Success!) vs (Train Robber Bullet Resistance 25%>34% Failure)

You make a third shot into the robber's head for (6d6 bullet=13) thirteen bullet damage, for a total of fifty-six, which is reduced to (-12) an effective forty-four, which (44 Bullet=9% Success!) finally kills them.

You then rush up to one of the other robbers and smack them in the face ((Lord Screech Justice IV (73)=1% Success!) vs (Robber Smack Resistance 15%=10% Success!) (Lord Screech 73%-1%=72%) vs (Robber 15%-10%=5%) Lord Screech Wins!)) with the butt of your rifle, doing (2d6 Smack=10) ten smack damage, which is reduced by the robber's resistance (-7) to an effective three damage (3 smack=16% Failure), which doesn't take them out right away.

The robbers, now finally noticing you since you broke your stealth, start attacking you.

One of them shoots a pair of revolvers at you (Robber Revolvers 23%=43% Failure) but seems to have been so startled by your sudden presence that you don't even have to try to dodge the shots.

The one you just hit lifts up a lyre that bears cat motifs, and begins playing (Robber Musical Instrument 27%=45%), but not very well. It sounds like a cat screeching.

The last one takes out some kind of remote control device, hits a few buttons (Robot Handling 18%=13%) and a robot appears from the next room. It wheels up to you and tries to punch you (Robot Punch 35%=59%), but misses.

"I've got this gold bracelet that aught to be worth something, and what would you give me for this diving suit and three crowbars?"
Sell the gold bracelet for 16 raven gold and buy one mag for the MP40, then see what I can get for the diving suit and three crowbars.
Spoiler: Sheet (click to show/hide)
The shopkeep readily exchanges your gold bracelet for a magazine (-Gold Bracelet) (+1 MP40 Magazine), but has to consider your offers of bartering for the rest.

(Charisma: Not very (13%)=30% Failure) he won't take the diving suit ( Charisma: Not very (13%)=13% Success!), but he will take the three crowbars for 6 Raven Gold or Interstellar Credits each.

Pages: [1] 2 3 ... 321