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 - Dave1004

Pages: 1 ... 17 18 [19] 20 21 ... 54
271
Roll To Dodge / Re: Roll to Tantrum Spiral!
« on: December 21, 2011, 07:17:13 pm »
Wait. Is this an RTD or a roleplay? If a roleplay...Why in the RTD forums?

272
Roll To Dodge / Re: Darkmoon RTD [Turn 12: Blood In The Water]
« on: December 21, 2011, 07:16:22 pm »
Get out of the water

Dun...dun...dun..dun..dun..dun..dun dun dun dun

273
Roll To Dodge / Re: Darkmoon RTD [Turn 12: Blood In The Water]
« on: December 21, 2011, 06:58:13 pm »
Well, the real problem is that I still haven't settled on a spell learning mechanic. Once that's in place you might not really need an unofficial spell list.

Mm-kay, I'll leave it to you :P. You should have it kind of like the old Castlevania RTD's reward system...You know, beat a boss, pick a prize. Warriors could get a HP or so boost, and Mages should be able to learn a spell. Learning a spell could make it slightly easier to cast it, rather than doing something random (Like trying to shoot a bullet of water...)

Whatever you do will be fine though. I just don't want to say something like "Bring that dead guy back to life", only to realise that it had a -6 modifier and insta-gibbs me.

274
Roll To Dodge / Re: Darkmoon RTD [Turn 12: Blood In The Water]
« on: December 21, 2011, 06:41:33 pm »
Hey, IronyOwl. Would it be all right if I made a kind of list of Necromantic spells? The problem is, I only want a list of things in my general ability to cast. Such as that darts spell. Would you be able to give me any pointers or whatnot on how it should work? Right now, it's a major pain in the ass thinking up a spell on the spot. I'm not exactly the most...Imaginative person.

Just a thought.

275
Roll To Dodge / Re: Darkmoon RTD [Turn 12: Blood In The Water]
« on: December 21, 2011, 05:52:02 pm »
Before finishing off the remaining two Frogmen, I'll ask them (Try and gesture) that I'll let them live...If they serve me. If not, kill them, and if I have any time remaining, practice raising some of them from the dead. A simple temporary resurrection, just to boost my Necromancy levels.

Finally! I got an awesome roll! Bwahaha! Can't wait for the next turn, IronyOwl.

276
Roll To Dodge / Re: Roll to Dodge a Trap
« on: December 21, 2011, 11:53:49 am »
Name: Nassir (Urist Mcinternetuser): Adventure into the WEST!

Magical dice roll lands on...[10]! The door you opened creaks ever so slightly, opening at a slow pace. Past it is inky blackness, with nary a sliver of light anywhere. You steel up and continue on...

In a flash of light, you're suddenly standing somewhere very strange! It seems to be some sort of arcade, but of the type you've never seen. Most of the "Games" are cruelly adorned with spikes of bone, and you swear that there's flesh hanging off the ceiling. In the middle of the room is a gigantic wheel, with a quiet...Man? Thing? Standing beside it. Past him is a door, that seemingly leads to the room exit. The man beckons for you to come forwards...What do you do?
Hint:
Spoiler (click to show/hide)

Name: Derm (dermonster): Tame RAT!

You slowly walk up to the strange rat, cooing in a gentle voice. It seems to be trying to think of what to do...[4-1] Difficulty modifier) But, sadly, it doesn't work. At least it's not immediately attacking you, but it's definitely still not happy. Should you continue on your way, or...?
You also hear a strange clunking noise, coming from the back of the room. The rat doesn't seem particularly interested, however.

Name: Archerin (Tiruin): Do crazy stuff!

In a sudden flash of brilliance, you spint forwards, aiming for the Skeletons sword...[5]. You barely manage to nick the blade from the Skeleton's bony grasp, and quickly re-position it to suit your fighting style. After that, you attack! (Since the enemy is "Stunned" so to speak, he gets a defensive roll, but it's -3.)

Damage: Tiruin [4]
Defence: Skeleton [1]

Tiruin lands a solid blow on the skeleton's head! He deals 3 damage. This angers the skeleton to no end, and it slowly begins to stand up! It should be ready soon...Which probably won't be fun. You never know though...

I hope that I'm doing okay...

277
Roll To Dodge / Re: Darkmoon RTD [Turn 11: Oh Shi-]
« on: December 21, 2011, 01:36:08 am »
(I suggest ripping off Spiderman's spider-sense thing.)

Athara hovered over Ochita. Oh, dear. I'm not sure what I can do for him... She landed and took off his shirt by simple virtue of ripping it into pieces, then placed one piece under his wound and wadded another up, pressing it against the hole to try and stop the bleeding. "Is anyone here skilled with healing?" she asked, looking around.

Tear Ochita's shirt into bandages and try to staunch the bleeding; call attention to the fact he's horribly injured and needs help.

Sorry, mate. Currently being poked by a bunch of frog-dudes in some weird-ass cave. Would love to help, but y'know...Just get some other Necromancer to resurrect him. Or try and summon Derm, that always works.

278
Roll To Dodge / Re: Amorphous RTD - TURN 1 - THE GAUNTLET (SPOTS OPEN!)
« on: December 21, 2011, 01:34:31 am »
Quote
hentai, Tentacle edition

Comfortable clothing

demonic rituals

Yup....
When you start seeing CoC in completely unrelated forum posts, It's a sign that maybe you've played too much...
But it's been a long time...
Perhaps it really does Corrupt. XD

Oh god. CoC is awesome. Needs more "Normal" girls though, and less...Eeeuurgh thingies.

279
Roll To Dodge / Re: UR A SOOP3R H3R0!
« on: December 21, 2011, 01:33:48 am »
Start weaving through the mess, try and find a computer and look up some cartoon porn.

280
Roll To Dodge / Re: Amorphous RTD - TURN 1 - THE GAUNTLET (SPOTS OPEN!)
« on: December 21, 2011, 12:16:58 am »
My inventory:

Well-used steel one-handed sword
Dented iron shield
Low-grade iron chain-mail
Book of h**tai, Tentacle edition, 4th volume.
Goat-skin condoms, 4 pack.
Food, booze.

281
Roll To Dodge / Re: Roll to Dodge a Trap
« on: December 20, 2011, 11:57:10 pm »
So I assume my new options, are south, east, and west?
What if we run into another player?
Also WEST!

Who knows? You could kill 'em if you really want. Or trade. Or, well, who knows? And yes, you can choose to go either NORTH/EAST/SOUTH/WEST...Thing is, even if you back-track, you'll still end up in a random room. Fiendish place, eh?

282
Roll To Dodge / Re: Survival Space: RTD; Turn 4 - This Looks Valuable
« on: December 20, 2011, 11:55:42 pm »
Also Dave what is it exactly that you dislike about the Killstreaks idea?

Hmm. I don't know, it just doesn't feel right. You're the GM though, do what you please! XD.

283
Roll To Dodge / Re: Roll to Dodge a Trap
« on: December 20, 2011, 11:53:00 pm »
Derm (dermonster): Enters the next room!

The magical dice say...

[6]! You enter what seems to be a room covered in broken chunks of rock and dirt. It's quite round, but the passageway out of it is very narrow. You can't see the ceiling, but you step forwards anyways...

MONSTER! A horrible beast steps out from the shadows! It's a...[3] Shifty Rat! It looks hungry, and probably venemous. I wouldn't let it be around for long...

Nassir (Urist Mcinternetuser): [5] Grabs the doorway! You reach out with all your might...And manage to grab ahold of it! Lucky save! You look down, and see a strange liquid seeping into the stones. Seems safe to cross now...You walk down to the end of the room. At the bottom, there's a horrible LAVA pit. You wouldn't have wanted to fall in there...Luckily, you didn't. You prepare to advance to the next room...

Archerin (Tiruin): Search for a way out! You stare at the horribly dented skeleton for a few moments, and then suddenly run past it! [6]. It tries to grab you, but fails horrible! One of it's arms seems to fall off. (-5 HP). You reach the end of the room, and there is a door. You open it and prepare to...Do what? The skeleton is on the ground, he won't be moving for a bit.

Players
Spoiler (click to show/hide)

Monsters
Spoiler (click to show/hide)

(Any tips on how I can improve this? Or do you notice any glaring flaws? Please inform me if so! :P)

284
Roll To Dodge / Re: Roll to Dodge a Trap
« on: December 20, 2011, 11:37:19 pm »
So what do I have to do to avoid slipping?

Who knows. Maybe you could try grabbing onto the wall? Maybe the floor. Maybe you could try running backwards, or falling on your butt. Or just wait it out!

285
Roll To Dodge / Re: Roll to Dodge a Trap
« on: December 20, 2011, 11:34:16 pm »
TURN TWO
Nassir (Urist Mcinternetuser): I'll skip SOUTH!

The Magical Dice Say...

[7]! You enter a dark, smelly room. The moment you step on the floor, you hear a "Schlick". Suddenly, you're sliding forwards! You have only one turn to AVOID SLIDING INTO WHATEVER'S OVER THERE. Make it count!

Derm (dermonster): I'll move NORTH!

The magical dice say...

[4]! You carefully walk into what seems to be a decently lit room. There's slits on the ground, and they don't look promising. You step over them...And a TRAP activates!

TRAPS ROLL: [7]. Defender's Roll: [3]. Derm receives 4 (7-3) damage! He's now at 36/40 HP! The good news is, he's ready to enter the next room...

Archerin (Tiruin): I'll passively move...EAST!

The magical dice say...

[5]! You enter a room that's, uh, roomy. It's square, okay. In the center lies...[2] STRONG MONSTER! Oh dear. It seems to be a Dented Skeleton. What're you going to do? It doesn't look happy...

Players
Spoiler (click to show/hide)

Monsters
Spoiler (click to show/hide)

Well, I hope that works! Just as a tip: When entering a room, I roll a 1d10. God knows what you'll get...Or, maybe even he can't see into this godforsaken place.

Pages: 1 ... 17 18 [19] 20 21 ... 54