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Messages - Tomasque

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3346
Roll To Dodge / Re: Necromancer
« on: July 22, 2015, 09:11:57 pm »
Turn Ten:
Delekates:
"You will become my vampire minion. That will be our blood pact.
U will get great power, or die in agony. That will be your test of being worthy.
Guess we will leave your village, next we need to get relic of mind control, i remember reading about it. With it we will start our rule.
Ofcourse we will need to get 1-2 more strong companions. Maybe you know one?
And remember, we are equal until you are with me. When you are against me i am stronger, just because i gave you vampire powers. So lets start our journey!
"
Bite goblin-shaman so he gets vampire powers.
[6]
 You drink his blood, then using unknown means, turn him into a vampire. You have completed your quest (by technicality)! "What is your will, master?" he asks.

Andres:
"I am here to prevent a trap meant to kill others like myself. You are like myself."
Convince the undead to join me in my quest.

Are all non-minion undead spellcasters?
No. Most are, and the others are still quite powerful, in other ways.
If not, I can still make use of a non-magical undead, even if it's only as another minion.
I ask where its master is.
[5-2(Generally me's bonus)-1(vonzun)+2=4]
 He looks at you rebelliously. "He's in the city... under the city."
"I am here to prevent a trap meant to kill others like myself. You are like myself."
Convince the undead to join me in my quest.
[3-2(Generally me's bonus)-1(vonzun)+2=2]
 "No. I have more important things to attend to." Suddenly, another undead enters the room. From the energy you feel inside him, he seems to be a powerful undead necromancer. "More?" says the first undead, "What are four doi-" He stops suddenly. He looks.. scared? What of? Your attention is drawn by something outside. It seems as if there is something - or someone - also pertaining to necromancy outside. Powerful, judging from the amount of energy.

Generally me:
Ask John(vonzun spell caster) about his contacts
[8-1(v)+2=9!]
 He begins to spew the information about everyone he's ever met, including you. You catch a few things, but his torrent of information distracts you too much to remember them.
Identify the ring myself again
[1+1(repeat)-1(distraction)=1]
 The ring seems pretty ordinary. In fact, you can't even find the things you could see before. You wish that damned vonzun would shut up.
Go out into the night and look for important people with my good buddy John
That's out of the question. Even if he could go up the ladder while talking, he'd draw too much attention to you.

ATHATH:
"Thank you. May I glance at your map, before I am forced to leave? I have a memory cantrip I can use; it will literally take a second."

Cast the cantrip so that I can memorize the map
[7]
 It's not a cantrip. However, you cast the spell correctly, remembering what you saw in that moment down to the creases in the paper.
transmute a plate or something else that won't be missed nearby the adventurers into gold as thanks
[3-1(gold is... difficult)+1=3]
You cover a fork on the table in gold leaf. The party's thief pockets it quickly.
then leave the town with Conein's character.
You ask him if he wants to come along. Instead of answering he runs off.
Follow this guy when I leave.
[6-1(metal)=5]
 You decide you should follow him. He is your only friend, after all. However, just on the safe side, you decide to do it silently. Your sneak is successful. Although you lose him numerous times, you always find him again. Eventually he leads you to a abandoned barn, the one you remember passing on your way to the town. You sneak slowly up to the door, and manage to catch the last snippet of a conversation. "What are four doi-" It ends suddenly. Inside you can sense a lot of necromantic energy, some of it very powerful.

conein:
I dont really know where I am going. I am supposed to steal some stuff from the king i think, but i dont know where.
The Caladrius is in the king's bedroom in the capital city.
then leave the town with Conein's character.
As the golem leaves the building, ypu sense that he is actually an undead sentient spellcaster. To your surprise, he invites you to go with him on some journey of his.
Go recover my undeads
[7] You make haste to the barn, quickly and quietly. When you arrive there, you hear a snippet of conversation. "...ings to attend to." You burst inside and see a sentient undead with it's back to you facing a more sentient and powerful undead necromancer. Behind him your undead minions lie hidden or stand unmoving in the darkness. "More? What are four doi-" The less sentient undead stops talking suddenly. He's scared. Well, scared as a weakly sentient undead can be.

Magnumcannon:
As you stand around, waiting for something to happen, you see a person run by. Your attention is drawn to him. It seems that he is a undead necromancer of some kind - and judging from the smell - the kind that you are. But that isn't the reason why you watching him. You're watching him because he's one of those you have to kill. The commotion nearby seems to have ended, but that doesn't bother you. The only thing on your mind is him.


By the way, do you want each NPC to have a unique voice color? It would make it easier to identify whose speaking, but I won't go to the trouble if you don't want it.
Spoiler: conein (click to show/hide)
Spoiler: Generally me (click to show/hide)
Spoiler: ATHATH (click to show/hide)
Spoiler: Delekates (click to show/hide)
Spoiler: Magnumcannon (click to show/hide)
Spoiler: Andres (click to show/hide)

3347
Roll To Dodge / Re: Thou Art Adventurers: An Open-World RTD
« on: July 22, 2015, 06:15:36 pm »
Spoiler: TAAAANK! (click to show/hide)
Waitlisted.

((Well, with all that cleared up and out of the way...))

"I believed that we have all lingered here long enough, let us now search for a means of egress of the catacombs before someone sees us."

Begin searching for the catacombs entrance.
Also search for the entrance.
[6+1] You find a musty stairwell behind a unmarked, heavy, wooden door.

3348
Forum Games and Roleplaying / Re: Life's No Object
« on: July 22, 2015, 06:07:35 pm »
"H-hey man, calm down. I-it was a joke, o-okay? Here.. I'll even g-give you m-my drink. I d-don't feel like it tonight, a-anyway."
Offer him the bottle.
[5] He eyes you suspiciously.
"Gimme that!" *gulp gulp*
"Here's what you owe me,"
he says, pointing to a yellowed document, "40 grand."

Look for an interesting opportunity to have fun
[5] In the suburbs? Good luck.
The most fun you can see is a parade, scheduled for tomorrow in District 4.

Well this is different.

Appear nonthreatening. Wait for someone to remove gag.
A mustachioed figure walks over to you.
"What are we gonna do with you, buddy, what are we going to do? You just had to break the rules, didn't you? What a shame. What a shame."
Suddenly, you hear the screeching of tires, and your captor turns around in panic.

"~Yeah that bastard's gonna pay, won't never see the light of day.  Shouldn't have stolen a cab from ME.  That's right, that fucker will SEE.~

Sing vague plans of revenge.  Continue towards the dam and pull into the parking lot, close to the cab.  Is the thief nearby?
Your tires screech as you enter the parking lot.
There he is, hunched over the open trunk.
He turns around when he hears you approaching.


It is now sunset.
Consequently, would anyone like to take over for GM'ing this?

3349
Roll To Dodge / Re: Thou Art Adventurers: An Open-World RTD
« on: July 22, 2015, 05:49:41 pm »
(How does my guy know nothing about magic? His ambition is to find a mage and he'd been studying it for ages.)
Sorry, when I said "Sinvara's character" I meant Andres's character."

That which I posted is the general stuff you know.
You do have a hunch, however, that the the nature of the catacombs magic is necromantic.

3350
Roll To Dodge / Re: Thou Art Adventurers: An Open-World RTD
« on: July 22, 2015, 05:46:12 pm »
((One question, what's the current state of technology? How far has it advanced?))
Gunpowder is a rare ingredient used only by inventors.

"I really advice not to steam roll through church catacombs."
You couldn't do it, anyway. Steampower hasn't been invented yet.

Note to all:
It might be of help to you that among you is Delekates, who is rumored to pass into the world of the dead for up to an hour every midnight.
((But for the purposes of balance, cannot.))
*cough cough*

3351
Roll To Dodge / Re: Thou Art Adventurers: An Open-World RTD
« on: July 22, 2015, 05:09:11 pm »
You are in the Church of the Goddess of Reliqua, whose domains are sleep, coma, and death.

Lore request on arcane magic.
Arcane magic is any magic beyond the domain of gods. (As opposed to divine magic, which is granted by gods.)
Some arcane magic is rumored, however, be under the control of demons.
You firmly believe there is no one out there nowadays who can wield magic, whether divine or arcane.

((As far as I know, a potion would count as magical healing, which is something that this game world apparently doesn't have. So I propose we all wait for the GM to tell us how much knowledge of magic our characters actually have before this gets out of hand.))
There are alchemical brews, created by the few alchemists, which use non-magical ingredients, and have a variety of weak effects.
(ex: aiding the natural process of healing)
Then, there were the rumored "potions," which no longer exist, which were magical and could have very powerful effects.
(ex: instantly healing fatal wounds)

Alchemical brews may have undesirable side-effects, but true potions did not.
You may be able to find an alchemist in this town, but there services tend to be pricey.

As for magic, unless you are Anders's character, all you know is that magic was something powerful what wizards did with almost no effort (ex: death rays, instant healing, teleportation), and was synonymous with "arcane" or "arcana."
Certain holy men are said to perform "miracle" even nowadays, but calling it "magic" would be an insult.

3352
Forum Games and Roleplaying / Re: Life's No Object
« on: July 21, 2015, 11:20:48 pm »
Sorry guys.

Update sometime tomorrow.

3353
Roll To Dodge / Re: Thou Art Adventurers: An Open-World RTD
« on: July 21, 2015, 11:17:59 pm »
Let's begin!

The predominant rumor that the party has heard, is that arcane secrets are being held, hidden, within Renethport, perhaps in the rumored catacombs.
The  priestess, Diana Tindell, believes one of the entrances to be in the Church of Itha, which is why they are assembled there.
But the party is at a dilemma, for if this were true, to enter the catacombs would be to trespass into an extension of the church, which would be illegal.
The room you are in is empty, so you may talk without being overheard.

Update sometime tomorrow.

3354
Roll To Dodge / Re: Thou Art Adventurers: An Open-World RTD (3/4)
« on: July 21, 2015, 11:12:27 pm »
-Skills with ">" cannot be used, unless listed under your modifiers. The same goes for special abilities.
What exactly does this mean? Aren't they already listed under our modifiers?
Yes, this is just to inform players looking at other people's sheets. Just to eliminate any confusion, when they cannot do the same as their companion(s).

Well, I'd like you to add a -* to Deliberate killing. Change the -1 to fire-related actions into a -2 to fire-related actions.

On the topic of the starting point idea, as I'm a Priestess of Ithyia (<-The correct name of the goddess,) would I not logically have the power to grant my friends permission to join me in the catacombs? Or is this Itha actually something of your own creation unrelated to my character's religion?

((And what's that on "Clever wording"?))
Sorry, I did not know how to spell the name correctly.

The location of the entrance to the catacombs is not public knowledge, and the priests with higher authority never told you about it, either. You only heard through rumors. Therefore, walking into the would be just as trespassing as walking into some private, fenced-off graveyard you heard about at a bar.

As for the "clever wording," I thought Ithyism was a clever pun on "Atheism." Yeah...I know.

I am amused that you wish to add more negative modifiers to your character, but as you wish

3355
Roll To Dodge / Re: Necromancer
« on: July 21, 2015, 09:10:37 pm »
I wont be able to update today. I had a D&D game today and I have to go to bed as soon as I get home.

3356
Roll To Dodge / Re: Thou Art Adventurers: An Open-World RTD (3/4)
« on: July 21, 2015, 04:22:33 pm »
Look at your modifiers. Are they correct? Last chance to change something.

Name: Delekates.(Man)
Role: Knight: Tank/Dmg/Healer
Bio: Blonde long hairs, 1.82m, right handed, pure white skin, freckled, likes domestic animals and rains, hates liars and necromancers (LOL).
Equipment: Sword, shield, helm, chain mail, leather greaves and vambraces.
Rumor: Once a day he joins the world of dead.

>+1 to sword attacks
+1 to resisting poison/disease
+2 to resisting damage (1 for ability, 1 for armor)
>+1 to healing
-1 to sneaking (armor)
-* to dishonorable actions
[Chance to block attack (shield)]
________

Name: Diana Tindall.
Role: Priestess. (Primarily a healer, she is an expert in identifying herbs and healing people with her medical knowledge, and she has skill
 in persuading people. Definitely not a fighter but useful all the same.)
Bio: A tall woman (6'1 feet tall) with long flowing black hair and jade eyes, she wears a white robe with swirling patterns of roses sewn in
 with a silvery material. She worked as a Priestess all her life, and has been satisfied with her life until recently, when she began craving
 adventure, she ultimately decided that she needed to satisfy her desire of solving the mysteries of the world and prepared herself for the
 journey of adventure. She dislikes Syringa flowers and has a great fear of fire, but she enjoys talking with people, as she likes to figure
 out what makes a person tick.
Equipment: 2 anti-inflammatory herbal poultices. 2 rolls of bandages. Holy book of Ithyism. (<-My character's religion.) 1 Leather pouch of
 ground up Sapphire Root. (It makes people that inhale it feel drowsy.) 1 Ceramic mortar and pestle. Leather satchel. (For the storage of small
 items.) 1-days ration of food and water. 1 White Priestess robe.
Rumor: Diana has heard that there are dark arcane secrets to be hidden deep within Renethport.

>+2 to herbal knowledge
>+2 to healing (+3 with preparation)
+1 to sense motive
+2 to persuading
-1 to fighting
-2 to fire-related actions
-* to unholy actions
-* to deliberate killing
________

Name:Eric Rylan
Role:Brawler (Fast damage dealer, not good for taking damage, doesn't actually use fists.)
Bio:Eric is from minor nation called Selean, where he spent several years as a mercenary, which, he decided, was too risky for the amount he
 got paid, so he made way to Renethport via trade ship, where he is going to start his new life as an adventurer or die trying.
Equipment:Two handed sword, studded leather armor, dagger, and a small pouch of gold.
Rumor:Eric heard from the sailors who worked on the ship, who regularly came to and from Renethport, that a small band of 5 vampires plagued
 the harbor, though sailors who spend most of their time drunk when in port aren't the most reliable of sources.

>+1 to sword attacks
+1 to fighting
+.5 to resisting damage (armor)(1/2 chance of getting +1)
+2 to resisting guilt/remorse (the consequence of comitting inhumane actions)(aquired during mercenary career)
+2 to resisting gore-disgust (acquired during mercenary career)
-1 to knowledge related to Alexandria
[Special Ability: Combo Attack: At will, you can try to attack twice in one turn. The first time it is done each day, it is automatically-
 successful. After that, the result must be rolled for. (no bonus)]
________

Name: Margrave Hamett
Role: Scribe (has knowledge of locations and lore, can record enemies' weakness to gain bonuses against them)
Equipment: backpack, notebook with 20 blank pages, 3 sticks of writing charcoal, shield, axe.
Bio: Margrave is a young scribe that wants to explore the world and find out how to use magic.
Rumor: Margrave has heard of a spell tome hidden in the Renethport catacombs.

>+2 to lore (mythical/historical)
>+1 to know location
>+1 to identify weakness
[Chance to block attack (shield)]
________

-Skills with ">" cannot be used, unless listed under your modifiers. The same goes for special abilities.
-You might get penalties when using certain types of items you did not start out with.
-Modifiers with an asterisk (*) vary depending on the situation.

________

Rumor: Once a day he joins the world of dead.
A rumor is not a special ability. Look at the other players' sheets.

3357
Forum Games and Roleplaying / Re: Evil Mastermind
« on: July 21, 2015, 10:42:42 am »
Choose Biology
While the advent of technology, thousand of years ago, has indeed been a blessing to the human race, it has developed one drawback.
Devolution. Degeneration. In the absence of natural threats, with ever more power to change one's environment to ones needs, humans have become soft, and will become softer still!

Thus, it is necessary, that we put a stop to this process, with the same tool that has caused it. Use science, to solve the problem it has created!
Neo-Human-Darwinism. Making a race fitter; with drugs, genetical modifications, or even cybernetics. Let humanity evolve again!

Half of them do A to earn some money, the other half do B to get test subjects. Strangelove and I will also help with A.

3358
Roll To Dodge / Re: Roll to Go to a Sixth Grade Slumber Party
« on: July 21, 2015, 08:55:00 am »
Take the blade of his tin foil sword and bend it over. If he still wants to fight, activate a smoke grenade and slip back into the room. Then, If he doesn't slam into it like a fool, tell the two beefy cultists, "He shall not be smote yet. Restrain him here, I have a plan for him when I return."

 As long as Urist is taken care of at the end of this, I'll tell my cultist to continue on with the firecrackers, and once again I'll attempt to go outside and turn off the power.

3359
Roll To Dodge / Re: Thou Art Adventurers: An Open-World RTD (3/4)
« on: July 21, 2015, 03:49:28 am »
New Addition to character sheet: equipment

Keep it simple and cheap. Your characters aren't rich.

3360
Roll To Dodge / Re: Thou Art Adventurers: An Open-World RTD (3/4)
« on: July 21, 2015, 03:47:07 am »
so healer ability is more like + to amount he heals or get healed if some items used or kind of.
Which one?

If I understand it correctly, your character is:
A fully-trained, well-educated knight.
The front-line fighter.
Better at taking hits than dealing them.
Better at attacking then heal skill.

This seems OP compared to the other players in the party. Could you perhaps be a "knight-in-training?"


In addition:
There are no potions (than you know how to acquire),
and I don't get your confusion over rumors. They are just something to start the game off with.

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