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Messages - Megggas

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616
"....this looks like something the professor needs to see."

Put the deer corpse down.  Reduce the wolf's sense of touch to 10% and lift up the wolf and carry it back to the camp.  If I can't carry the wolf, then try to make it follow me back to the camp, if possible.


Jon Goldbloom action:
If Phil needs assistance moving the wolf, then assist with that.  Otherwise, attempt to drag the deer corpse.  If I haven't already, slit the deer's throat using a knife or sharp instrument, so that the body bleeds out while it's being dragged. 

(These black goo creatures might be attracted to blood, so we might be able to lure them to us with a trail of deer blood.)

617
Roll To Dodge / Re: [Experimental] Question: Angry panda
« on: August 28, 2015, 08:02:04 am »
Continue to wait.

618
Roll To Dodge / Re: Roll to spend points
« on: August 28, 2015, 08:01:17 am »
Take Whiskers for a walk around the wasteland.

619
Roll To Dodge / Re: Event horizon: still acepting new players
« on: August 27, 2015, 09:35:47 pm »
Go to the armory.  Look for first aid equipment.

620
Roll To Dodge / Re: [Experimental] Question: Angry panda
« on: August 27, 2015, 09:32:23 pm »
"Maybe I should wait here until it's safe..."

Stay and watch the monk continue forward from a distance.  Hide if danger approaches.

621
Was gonna tell Tomasque to use the communicator, when I realized he can't speak. Can you put a luck roll to see if any friendly guards find him?

Well, there are indeed friendly guards near his position who heard the gunfire.  However, I would roll for each of these NPCs to determine if any of them rush to Kusil's position and find him, then roll to determine if any of these people have first aid equipment, then roll to determine if those people react fast enough to try to help Kusil, and then finally roll to determine if their application of first aid was successful.  And that's all assuming that Kusil's endurance roll is high enough for him to stay alive until the very end of the turn.  So...his odds aren't looking good.

622
Roll To Dodge / Re: Roll to Vigilante Heroes: Invasion
« on: August 27, 2015, 05:19:18 pm »
It seems the Heimlich alone won't be enough.  I'll have to innovate!

Simultaneously perform the Heimlich maneuver and a power-slam on the creature.

623
"Great!  I've learned a lot.  Before we head back, we might as well do some hunting.  Would you like the honor, Jon?"

Look around for the biggest animal nearby that might provide a decent meal.  If I find one, point to it and then reduce both its sense of hearing and sight to 10% while Jon fries it.  Afterward, return to base with the animal corpse and prepare it into a meal.

Jon Goldbloom Action:
Go along with Phil.  When he points to an animal, generate and fire electricity at that animal to kill it.  Then help Phil carry the animal back to base.

(Only posted another Jon action since it didn't seem like anyone else was going to)

624
Roll To Dodge / Re: Wikipedia Article Warfare Revive x3.5 (Estimated)
« on: August 27, 2015, 12:36:54 am »
I'll post the next turn on friday, maybe earlier.  H4zardZ1 and NAV still have time to post an action until then.

625
"Ok, I now know I can use my power on multiple targets at the same time, including even myself.  That could be useful, right Jon?"

Ok, now for phase two of experimentation.  Focus on a single animal and attempt to decrease both its sense of smell and its sense of hearing to 95%.  If successful, attempt to decrease both senses to 10%.  If still successful, attempt to keep the animal's sense of hearing at 10%, but amplify its sense of smell to 200%.  Observe the results.  This time, if I start to feel tired, continue on regardless.  Knowing the side effects of overstretching myself would be good to know, and this is a pretty safe place to find out.

Jon Goldbloom Action:
Continue watching Phil.  If he collapses or starts suffering horrible side effects, then rush back to our supplies and grab first aid equipment.  Try to apply first aid to Phil.

((I know I'm hogging Jon, but I will finish my experimentation this turn and won't need him after that.  He'll be available to whoever wants to submit actions for him afterward))

626
Roll To Dodge / Re: Special People: Everybody Lies
« on: August 27, 2015, 12:21:54 am »

Staging Area

"No fairies? Fairies die. Clap your hands!" *caw* "Fairies are tasty. Better to be eaten!"
"Nah, no worries man. Just asking because it makes things easier. Tell a man who accepts magic that 'A wizard did it!' and it makes the explanation much more simpler, you know?"
It's a small walk to the town, the first buildings appearing a minute or so after you begin your walk. It doesn't look inhabited though. It's like everyone suddenly disappeared from it, leaving everything orderly behind them, as if they expected to return from vacation a week later.
"Anyway, let's start with the simple things. You are currently in what is called 'The Staging Area'. And the Staging Area is like a pocket of reality created and maintained by two very powerful beings. And those two beings enforce certain rules here. One being, nobody may get hurt or die, physically or mentally, as long as they are here. I believe you experienced that during your fall from the waterfall?"
"On slippery rocks the human slipped. Much fun!" *caw*
"Another thing is that you may attempt to change anything in here, as long as it doesn't violate the first rule. So, if you are thirsty, you may chose to wish for food and the two will work to grant you this request. If you are bored, you may chose to invert gravity. And so on."
You continue following the main road, moving towards a central plaza. It has a fountain with a statue in its centre. There's also a man there, you think, as well as a few broken terracotta statues.
"Do you have any questions on the 'where' or should I move on to the 'why' part of your question?"
As George listens, his expression changes to one of shock and awe.  This is far beyond anything he would have imagined.
"Wow...all-powerful beings, pocket dimensions, wish granting....and I can really change anything here?  Hmm...."

Wish for a can of diet soda to appear in my hand.  Afterward, say:

"Ok, I now have twice as many questions as I did before, but first, why was I brought here?"

627
EDIT: So did I just kill one and incapacitate two actual players?
   Also, reserving a spot for a new guard character sheet.

Maybe, maybe not.  I try to describe some of the NPCs so that they might seem like players.  You'll only know the actual goon players when the game ends.

Also, reservation accepted.  Now that I think about it, I'm still waiting for Spiderking50 to submit a character.  Hm, if he doesn't post a character sheet before the next turn, then his reservation will expire.

628
Roll To Dodge / Re: Event horizon: still acepting new players
« on: August 26, 2015, 10:22:21 pm »
Carefully analyze the situation and determine what I should do, then do that.

629

Turn 2


Kusil (Tomasque)

1. Pull out my flashlight.
2. Walk forward and kick the guy on the ground in the face.
3. Step to the right while bringing my flashlight down in an arc to the top of the standing guy's head.
4. If my flashlight breaks, take one of theirs that isn't also broken and turn it on.
5a. If one of them is incapacitated and the other is not (but isn't much of a threat anymore), drag the conscious one into the rec room and lock the door and question him           about the location of the hidden prisoner, Argon.
5b. If both are incapacitated, I'll go to the Armory and gear up.
5c. If anything else is true, take the chair and hit them with it until one of the above is true, then do the corresponding action.

<Agility=5>
<Awareness=6+2 vs Enemy 3 Stealth=2+1>
<Recognition=4>
As you quickly reach for your flashlight, you hear someone breathing nearby.  Since the blond-haired man's flashlight is on, there is now just enough light for you to make out the figure of someone hiding at the beginning of the interior hallway located across from the break room.  Apparently he's been here the whole time.  Your eyes adjust to the darkness, and you can see that this hidden man is wearing night vision goggles and holding some sort of submachine gun, pointing it directly at you.  There's not enough light for you to discern anything else about the man.  Considering that he's holding a weapon that regular guards don't have access to, you're pretty sure he's not a good guy.  He seems to be waiting, so for now, he's not the most imminent threat.  The fallen man is rushing to grab his weapon.

<Enemy 1 Agility=5+1>
<Enemy 2 Agility=1-1>
<Enemy 1 Aim=1-1>
<Enemy 1 Endurance=3>
You pull out your flashlight and rush toward the fallen man wearing the eye patch.  The man is clearly panicking at this point, but he quickly manages to grab his pistol before you can reach him.  However, as the man raises his pistol toward you, it starts slipping out of his hands.  He fumbles with the weapon as he tries to get a better grip, but he accidentally pulls the trigger.  While the gun is pointed toward himself.  As the gun releases a bullet into his head, the expression on his face is one of pure shock.  He falls down dead.  The man carrying the flashlight seems to be frozen in terror.  You turn to move toward the blonde-haired man, when you suddenly hear a loud voice:

"Hey, ya gaddemn spook! Say goodbye!"

<1-3:Take cover, 4-6:Throw flashlight, [5]>
It's the man with the submachine gun.  This isn't good.  No time to think, just act.  You make the split second decision to throw your flashlight at the man as fast as you can.  You'll aim for his face.  He might be caught off guard and not get the chance to fire.

<Aim=6+2>
<Strength=4+2>
<Enemy 3 Reaction=4+1>
<Enemy 3 Dodge=1-1>
<Enemy 3 Endurance=1>
<Enemy 3 Aim=6+1-1>
<Enemy 2 Injuries=3>
<Enemy 2 Endurance=1>
<Reaction=3+2>

You throw your flashlight with incredible speed and accuracy.  A second after the flashlight leaves your grip, you hear the submachine gun start firing.  No time to wait for the flashlight to hit.  You've got to evade the incoming bullets!

<Dodge=3+2-2>
<Hit (3D6-1D6) -> Hit (10-6) times>
<Injuries=[1,6,4,1]>

You make your best effort to dodge, but the bullets are coming too fast to evade all of them.  Fortunately, the gunfire is cut short as you see your flashlight impact the shooter.  Unfortunately, you feel several parts of your body be pierced by the high speed projectiles.

<Endurance (4D6)/4 -> (5+1,3+1,5+1,6+1)/4 = 6>
So much pain, and so much blood.  There is blood rushing out of the holes in your chest, left arm, and throat.  You can no longer breathe or talk.  Yet, somehow you remain standing, enduring the pain and staying conscious like some sort of superhuman.  However, you won't live long.

<Awareness=5+2-2>
Despite your rapidly failing senses, you manage to look around.  You notice that the man that was holding the flashlight is wounded, and has collapsed into unconsciousness.  Apparently, he was hit by a stray bullet.  The gunner is also lying on the floor.  There are shards and broken pieces near his body.  It looks like his night vision goggles were destroyed by the flashlight you threw.  You can't see exactly what injuries he suffered, but he doesn't seem to be moving.
As your senses grow weaker, you hear several people start screaming, south of your position.  It sounds like they are near the entrance.  There is also someone yelling something, but that person seems to be north of your position, near the armory.  You glance at your communicator, noticing that it has received 3 messages.

<You will be dead by the end of next turn>

Attributes:
[Terrifying]  Your displays of physical prowess frighten your enemies.  If your total roll for any combative action is 6 or higher, all nearby enemies receive a -1 penalty to any combative actions directed at you during the next turn.
Status: Fatal wound to throat (Severe bleeding; trouble breathing; Unable to speak; Dead by the end of next turn), Fatal wound to chest (Severe bleeding), Major wound to left arm (Unusable; Severe bleeding), Dying (-2 penalty to all rolls)
Inventory: Guard Uniform, Communicator(Silent, 3 messages)



Harold (FallacyofUrist)

"Hallo thar! Might I be excused for trying to go past ye?"

Harold moves past the guard in his way and checks the cell block door to see if it's still shut.
As you approach the corner, you begin hearing quite a commotion up ahead.
"This is Aria, do not be alarmed!"
"Relax Aria.  It's me, Tim.  This is Dina, remember?"
"Aria!  What was that about!?  Are you trying to give me a heart attack!?"
You turn the corner and see three people with their flashlights on, standing outside the cell block door.  One man, and two women, all dressed as guards.  One of the women is holding a stun baton.

<Recognition=3-1,3-1,3-1>
Nope.  Don't remember if you know these people.  You heard them say their names, but you can't match up the names with the faces. 
Even though your flashlight is on, they are too distracted with each other to notice you trying to pass by, so you say:
"Hallo thar! Might I be excused for trying to go past ye?"

<Observation=4+1>
The three of them turn to look at you.  One of the women immediately looks down and covers her face with her hands.  You hear her whisper to herself, in a pessimistic tone, "Oh no, not him...."
The man sighs, and says "Oh, hi...Harold."  You can tell he's barely managing to hide his contempt for you.
You move around the three, and look at the steel door.  It's currently closed, tightly shut and bolted down.  It resembles the door to a bank safe, though lacking any sort of features that could be used to open it.  It's more like a retracting steel wall than a door.  The mechanisms that keep this door tightly shut can only be disabled electronically from the control room, where all the surveillance monitors are.  Without power, opening these doors isn't possible without some tools and a lot of time to spare.
You look back toward the three guards, and notice someone with a flashlight approaching from the east.  Suddenly, the taller of the two women starts blurting out random nonsense.  You and the other two guards really can't make out what she's talking about and just stare at her.  She quickly takes out her communicator and starts yelling her conspiracy theories into it.  Wow, so this is what it's like to be the person embarrassed by your coworker, instead of the other way around.  That's a new feeling.
As the woman finishes talking, you notice that the fourth person has arrived.  He's wearing a guard uniform and has his flashlight on.  He's smiling and has a visible gold tooth.

<Recognition=3-1>
Still nothing.  Wow, you are not good with faces.  Two of the other three guards also clearly have no idea, though the tall girl is eying the new person suspiciously.

Attributes:
[Excellent Aim] +1 dynamic bonus to firing a Ranged Weapon.  Gain a +1 to your roll if your total roll is 4 or less, +0 if 5, and -1 if 6 or more.
[Loathed] All allies hate you for being such an obnoxious actor wannabe.  Any action toward allies requiring their trust or cooperation suffers a -1 penalty.  Some allies might even be eager to betray you.  Don't expect them to help much.
Status: Normal
Inventory: Guard Uniform, Communicator(Silent, 3 messages), Flashlight(Held, On), Dazzler (100 uses), Paintball Gun (12 pepperspray pellets), Taser (11 uses), Tranquilizer Gun (4 darts), Pistol (6 Rubber Bullets)



Gilbert (Ruludos)

Gilbert reaches into one of his uniform's pockets and pulls out a flashlight, using it to light the way.

"Hey, you guys!" he calls out to the other group of people. ""You have any idea what's going on?"

Continue towards the entrance.
<Agility=3>
<Ally Agility=4,3,3,3+1>
You yell to the group of people east of you.  Several of them direct their flashlights in your direction and the group starts slowly approaching.  Your group continues forward, meeting the other group halfway to the center of the cell blocks.  As you meet them, you notice your communicator emit several quiet rapid beeps.

<Awareness=5>
There are four people in this group, all dressed as guards.  Three men and one woman.  One of the men is holding a Taser defensively, looking over your group carefully.  He possesses grayish black hair and appears to be about 50 years old.  One of the other men has brown hair and is wearing glasses.  The third man is somewhat shorter than the others and has a shaved head.  He appears to be holding a can of pepper spray.  The woman has a short brown ponytail, is wearing a blue headband, and is holding a rubber baton.  All of them look tense and nervous.

<Recognition=1>
<Ally Recognition=6,1,6,1>
Oh, hey!  It's Bill, Will, Phil, and Jill!  You remember them from high school.  They used to perform at the school talent show as a barbershop quartet.  They even did a little tap dance at the end.  It was amazing.  So good to see them again.  Wow, it looks like Phil lost quite a bit of weight too.  Good for him.  Not sure how Bill aged so quickly though.  He must be stressed.

The older guard lets out a sigh of relief and places his taser back onto his person.  He looks back at his companions, and says:
"It's alright everyone.  It's just Gilbert, Tony, Mike, Henson, and Joe.  All employed here.  Not a threat."
The people with him start relaxing and let down their guard.  Several of them lower their weapons.  The short guard withdraws his communicator, and starts whispering into it.  The man wearing glasses looks toward you, and starts speaking:
"Sorry Gilbert, we don't know what's going on right now.  Waiting for a word from the Warden."
"Where is the Warden, anyway?  Do you know, Tim?", asks Tony.
"It's Tom, and no, none of us know where he is."
You walk a few more steps to the east, and notice something odd in the distance. The very end of this hallway seems to be dimly lit.  You can't see the source of light, but the light appears to be a lime green color.

Attributes:
[Self Doubt]Your mistakes and failures continue to haunt your mind and cloud your judgment.  If you roll a 1 or less on any action and experience catastrophic results, then during the next turn all actions you take will receive a -1 penalty.
Status: Normal
Inventory: Guard Uniform, Communicator(Silent, 3 messages), Flashlight(Held, On), Paintball Gun (9 pepperspray pellets), Riot Shield, Rubber Baton



Aria (The Moonlit Shadow)

"Huh? Who are you again?"
Shine the flashlight into the woman's face, temporarily blinding her.
If she looks suspicious subdue her by ducking behind her and holding the stun baton in front of her face. Stun her if she resists.
If she's familiar and not a threat, tell her that I think that some people might be trying to bust out a prisoner, and attempt to enlist her help. Inform the other guards of whatever happens.
Then continue with previous action, while asking her for a suggestion.(if she's helping me).

Also inform Harold that I'm at the bottom most cell block.
So there isn't a moment of surprise when he sees me.
<Agiliy=4+2>
You speak before turning around.
"Huh? Who are you again?"
Before the woman can respond, you quickly turn around and start shining the flashlight into her face.

<Awareness=6-1>
<Woman Reaction=1>
<Man Reaction=4>
The woman stumbles backward, yelling in surprise.  She nearly falls backwards onto the ground, but the man standing beside her is able to catch her before she does.  You are now able to get a good look at these people.  Both are wearing guard uniforms.  The woman has short hair that has been dyed blue, has a silver nose ring, and is wearing black lipstick.  The man is stocky and quite muscled.  He has brown curly hair and a thin scar on the side of his face.

<Recognition=2+1,1>
You still don't quite remember the woman, though she seems familiar.  For a moment, you think the man is an anime character, but then you realize that's ridiculous.
As the two recover from your surprise flashlight maneuver, you hear someone approaching from the north.  You also notice another man east of you with his flashlight on, casually coming toward you, though he's still several steps away. 

<Speech=2>
Since you don't want anyone to be surprised when they run into you, you yell:
"This is Aria, do not be alarmed!"
The man and woman both speak up:
"Relax Aria.  It's me, Tim.  This is Dina, remember?"
"Aria!  What was that about!?  Are you trying to give me a heart attack!?"
Wow, Dina looks mad.  Hopefully, she'll be able to-
"Hallo thar! Might I be excused for trying to go past ye?"

<Recognition=3+2>
<Restraint=4>
That goofy way of speaking....could it be?  You look to your left and see another guard.  Yep, it's Harold.  Dina and Tim are just as happy to see him as you are.  He impolitely walks by you to look at the cell block door, but you resist the urge to immediately stun him with your baton.  That would be foolish.  After all, he could be a decent meat shield when the bullets start flying.

Oh, right!  You haven't told your buddies (and Harold) that you believe a prison break is occurring.  This power outage has already lasted too long to be a mere accident.  Now you just have to calmly explain your suspicions.

<Speech=1>
"OMGGUYSWEAREUNDERATTACKBADPEOPLEWANTARGONOUTWEHAVETOSTOPTHEM!!!"
Shockingly, the other guards are not convinced by your sudden fast-paced yelling.  They appear confused, but you can't afford to waste any time repeating yourself.  Every guard in the prison needs to know what's happening!  You quickly grab your communicator, hold the transmit button and start talking.

<Speech=2>
"Uh, hello?  Is this thing on?  Um, we are all in danger!  Argon has escaped!  No wait, I mean, someone is trying to help Argon escape!  Tell the Warden!"

After you finish speaking, you notice another person walking up to your group.  He's dressed like a guard and holding a flashlight.  He has a creepy smile, which looks even worse because of his gold tooth.

<Recognition=5>
You are certain that you have never met this guy once in your entire life.

Attributes:
[Bored] Wow, you wish your job was more exciting.  You can barely stay focused.  Your Awareness receives a -1 penalty, but after you first enter combat, this penalty is permanently removed.
Status: Normal
Inventory: Guard Uniform, Communicator(Silent, 3 messages), Flashlight(Held, On), Dazzler (100 uses), Stun Baton (Held, 11 charges), Swiss Army Knife


Map


K = Kusil
H = Harold
G = Gilbert
A = Aria
There is no ceiling above the hallways separating each room, so there is some slight illumination coming from the moon and stars.  Most of the room interiors are completely pitch black.  Each of your characters know the layout of the prison pretty well.  That knowledge might be helpful for identifying where Argon is hidden.

Spoiler: Criminal Turns (click to show/hide)

630
Roll To Dodge / Re: Special People: Everybody Lies
« on: August 26, 2015, 02:16:41 pm »
I vote for Stellar.

(If I don't post by the next time you update the staging area people, just assume George wanted to hear the "Why?" answers)

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