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Author Topic: Roll to Go Mad: Turn 44 - The Markets  (Read 132430 times)

BFEL

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Re: Roll to Go Mad: Turn 5 - More Green?
« Reply #105 on: November 24, 2013, 10:12:45 am »

"Let's see. One Mage is down. While the other is holding down the Hulk, let's all leave!" You guys are the best team ever.
We sure are :P
also:
Attempt to undue the damage to my hand/arm.

I'm wondering if you guys think I've done more harm or good at this point? I mean if I wasn't the healer that guy would be bleeding out, but then I suppose that never would have happened if I hadn't made the hulk in the first place.

Also I vote that we keep the hulk as a pet.
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Harry Baldman

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Re: Roll to Go Mad: Turn 5 - More Green?
« Reply #106 on: November 24, 2013, 10:12:49 am »

"Let's see. One Mage is down. While the other is holding down the Hulk, let's all leave!" You guys are the best team ever.

((Hey, we literally gain nothing if we do this aside from some sailor loot. In addition, Lyu values his bones, not to mention he obviously doesn't feel like fighting anything right now.))
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BFEL

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Re: Roll to Go Mad: Turn 5 - More Green?
« Reply #107 on: November 24, 2013, 10:16:21 am »

"Let's see. One Mage is down. While the other is holding down the Hulk, let's all leave!" You guys are the best team ever.

((Hey, we literally gain nothing if we do this aside from some sailor loot. In addition, Lyu values his bones, not to mention he obviously doesn't feel like fighting anything right now.))
We gain a pet Hulk.
I mean hell, it worked for The Avengers, why not us? XD
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USEC_OFFICER

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Re: Roll to Go Mad: Turn 5 - More Green?
« Reply #108 on: November 24, 2013, 10:23:22 am »

Baldur shakily stands up. "Damn it. The guards always show up right before things get interesting." Follow everyone else as best I'm able.

EDIT: ((As a Cylenian, my +1 to Endurance should cancel out the penalty from the broken ribs, right?))
« Last Edit: November 24, 2013, 10:52:49 am by USEC_OFFICER »
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GreatWyrmGold

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Re: Roll to Go Mad: Turn 5 - More Green?
« Reply #109 on: November 24, 2013, 10:49:47 am »

You raise your right hand, filling it with a miniature star of viridian light. The entire bar is filled with Life magic emanating from the wisp that coalesces in your hand. The wisp takes flight and begins to hover around your head.
A small pot plant in the corner begins to rapidly grow, flowers the size of your head opening and filling the room with their scent. A small patch of moss on the outside stone wall of the bar begins to grow as well, covering the entire tavern in a thick green layer in a matter of seconds.
(1) (Shit!) The force of that much magic leaving your body is enough to shatter every bone in your right arm and hand. Your hand is a bloody, pulpy mess. Your arm immediately swells up - just enough to stop the bleeding - but the residual magic in the air can't seem to be able to touch the wound. You're in a lot of pain. And in case you can't tell, your right arm is entirely useless.
Perfect casting! +1 exp!
We need to work on our definition of "perfect," methinks.



Mutter swear words. Determine if the hulk is calming down, and if the bonds will hold even if I vacate the area.
If the hulk is calm or his bonds will hold, exit with the others.
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Niccolo

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Re: Roll to Go Mad: Turn 5 - More Green?
« Reply #110 on: November 24, 2013, 10:57:51 am »

We need to work on our definition of "perfect," methinks.

Well, perfect just means you rolled a 5 or 6. And the spell did go according to plan! But I don't think anybody was expecting his arm to implode like that.

So it's not actually perfect, but he did it right and that's what counts.

Wait, has everyone posted?! Turn'll be up in a couple of hours! (Dinner fiiiiirst)
« Last Edit: November 24, 2013, 11:05:39 am by Niccolo »
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What's wrong with using magma? That's almost always the easiest method.
I have issues channeling it properly to do that method. I end up flooding the fortress with magma.
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Niccolo

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Re: Roll to Go Mad: Turn 6 - Karma
« Reply #111 on: November 24, 2013, 02:31:13 pm »

I'm not going to make a habit of this, but there was a minor GM intervention vis a vis the dislocated arm. Only because everyone involved rolled a string of ones, which would have resulted in all of Felis' joints being dislocated. Seriously. All of them.


- Turn 6: Karma -

The beast is down, but at quite a cost. One of you has a pulpy, fleshy sack instead of an arm. But thanks to some creative magic, the hulkified brute is trapped.

Attempt to undo the damage to my hand/arm.
It won't work. You know it won't. Magical kickback creates wounds which simply can't be healed by more magic! There's no way it will wor--(6) Your arm is suddenly in peak physical condition. (1) Your magic disrupts your wisp spell! The little green wisp explodes, putting out two windows. You'll probably have to pay for that.

(2) The force of the sudden conversion from bone-based powder back into bone creates tremendous physical pain! (Make a will save on doing anything strenuous for five turns) Muscles spasm and your hand curls into a fist, a very painful fist, before a second spasm makes you sock yourself across the jaw. You don't think you can speak very well... Or at all until the pain subsides. (Can't speak intelligibly for three turns)

The effort of casting this much magic in such a short time has worn you out. You don't think you can cast any more magic for a while - plus, the pain is quite substantial! (Can't cast magic for three turns)


You broke the laws of nature! +1 experience to Life magic!


Try to access my inner savage, like I did with the shin-breaking episode. Bash the fellow on the head repeatedly! On second thought, vacate the premises. This battle is about as pointless as it gets - we're sure as hell not getting paid, after all.
EDIT: Help the sailorman with the dislocated elbow if it does not interfere with running the hell away.

(1) You trip and fall flat on your face. You're not entirely sure what you tripped on.


Mutter swear words. Determine if the hulk is calming down, and if the bonds will hold even if I vacate the area.
If the hulk is calm or his bonds will hold, exit with the others.

(4) The Hulk looks... calmer. It would appear that his mind has returned now that the magic has been completely drained from his system. Sure he's still seven feet tall and built like an elephant  and can probably bench-press a building, but at least he's not going to tear your head off now.

You hope.

So you release the spell and feel the headache set in. Sighing, you help the fallen priest to his feet and exit the building.


Baldur shakily stands up. "Damn it. The guards always show up right before things get interesting." Follow everyone else as best I'm able.
(5) "Damn it. The guards always show up right before things get interesting." You saunter out of the building, leaving it empty save for the Hulkified brute and Lao Thuun. The four of you gather on the far side of the street from the tavern.

Note: You don't have the Enduring feat. When I rolled up your skills, you got a personal trait (mercenary) rather than a racial trait. HarryBFEL/Lao got Enduring... But let's face it, the way he's going he'll probably need it more.

"Well, shit, I don't think I'll be able to help anymore.""Hey! Uh, Lyu was it? Care to give me a hand with resetting my elbow?" Follow the priest, attempt to reset the elbow. Let Lyu help if he so pleases.
"Sure, but I can't guarantee it'll help!"
"Well, shit, I don't think I'll be able to help anymore." You follow everyone but Lao out of the building and cross the path. On the way, you steel yourself against the pain and try to reseat your arm once more. (1) You pull your shoulder out of your socket as well! Well done, your arm is now fully dislocated. Twice. You rock.

"Hey! Uh, Lyu was it? Care to give me a hand with resetting my elbow?" You ask the priest. His face looks a little flat for some reason. "Sure, but I can't guarantee it'll help!" he responds. You're not sure why, but it unnerves you slightly. (3+1) he grabs your shoulder and tugs it forwards. You faint!

You wake up a minute later. Your arm is completely fixed... But a bit tender. You should probably rest it for a bit. (-1 to strenuous rolls with your left hand for three turns)


OUTSIDE:
The innkeeper returns! You see him leading a large group of guards into the tavern. About ten of them break off and surround you. "You four are under arrest for property damage and improper magic usage!" One of them barks.

The crowd looking on begin to whisper. You don't know what they're saying, but it doesn't sound pleasant.

INSIDE:
Twenty guards file into the building. The captain seems a bit shocked to see the hulking brute on the floor. He storms over to Lao. "What exactly took place here?" He demands, one hand on his sword. "Why is the mayor in this condition?"



Spoiler: The Players (click to show/hide)
« Last Edit: November 24, 2013, 03:59:11 pm by Niccolo »
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What's wrong with using magma? That's almost always the easiest method.
I have issues channeling it properly to do that method. I end up flooding the fortress with magma.
Check out my RtD!

Harry Baldman

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Re: Roll to Go Mad: Turn 6 - Karma
« Reply #112 on: November 24, 2013, 02:47:39 pm »

"Why arrest me, though? I did not use any magic. Or damage any property. I swear it on my honor as a holy man."

Hope that works.
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Pancaek

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Re: Roll to Go Mad: Turn 6 - Karma
« Reply #113 on: November 24, 2013, 02:53:00 pm »

I'm not going to make a habit of this, but there was a minor GM intervention vis a vis the dislocated arm. Only because everyone involved rolled a string of ones, which would have resulted in all of Felis' joints being dislocated. Seriously. All of them.


Note: You don't have the Enduring feat. When I rolled up your skills, you got a personal trait (mercenary) rather than a racial trait. Harry/Lao got Enduring... But let's face it, the way he's going he'll probably need it more.
((And thanks for that, It seems to have become my personal RtD curse, to be stuck with injuries that prevent me from actually doing anything for long stretches of time.

Also, does this mean I don't have that +1 to rolls on boats perk? What the heck do non-magic users use will for anyway?))
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GreatWyrmGold

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Re: Roll to Go Mad: Turn 6 - Karma
« Reply #114 on: November 24, 2013, 03:00:26 pm »

"Why arrest me, though? I did not use any magic. Or damage any property. I swear it on my honor as a holy man."
Hope that works.
"I did not damage property, either, nor was my magic used improperly. I merely attempted to undo my comrade's mistake and restrain the mayor before he could hurt himself or others further."
Hope that works, too.
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[GreatWyrmGold] gets a little crown. May it forever be his mark of Cain; let no one argue pointless subjects with him lest they receive the same.

Niccolo

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Re: Roll to Go Mad: Turn 6 - Karma
« Reply #115 on: November 24, 2013, 03:53:56 pm »

I'm not going to make a habit of this, but there was a minor GM intervention vis a vis the dislocated arm. Only because everyone involved rolled a string of ones, which would have resulted in all of Felis' joints being dislocated. Seriously. All of them.


Note: You don't have the Enduring feat. When I rolled up your skills, you got a personal trait (mercenary) rather than a racial trait. Harry/Lao got Enduring... But let's face it, the way he's going he'll probably need it more.
((And thanks for that, It seems to have become my personal RtD curse, to be stuck with injuries that prevent me from actually doing anything for long stretches of time.

Also, does this mean I don't have that +1 to rolls on boats perk? What the heck do non-magic users use will for anyway?))
No, you got the Fearless racial trait, +1 to rolls vs. panic and whatnot. The other racial traits are still taken into account, but... Silently. I'm not sure how yet. Maybe I should include all the racial traits for each person anyway... Probably a bit late now. Damn. Yeah, you can tell it's my first time running one of these, I keep forgetting things!

Willpower is for resisting mental attacks, curses, massive amounts of pain attempting to make you pass out, that kind of thing. It'll also become reasonably important whenever you face a chance of losing your mind.

If I've forgotten to apply a save, do tell me. The abbreviation text doesn't show up on my ipad, so I occasionally forget about them.
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What's wrong with using magma? That's almost always the easiest method.
I have issues channeling it properly to do that method. I end up flooding the fortress with magma.
Check out my RtD!

Harry Baldman

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Re: Roll to Go Mad: Turn 6 - Karma
« Reply #116 on: November 24, 2013, 03:54:45 pm »

((I just now remembered - the GM seems to keep confusing me with BFEL, at least in terms of referring to him.

Also, I got the most useless positive trait I can imagine.))
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Niccolo

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Re: Roll to Go Mad: Turn 6 - Karma
« Reply #117 on: November 24, 2013, 03:58:31 pm »

((I just now remembered - the GM seems to keep confusing me with BFEL, at least in terms of referring to him.

Also, I got the most useless positive trait I can imagine.))
O.o I do? Oops, my bad.
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What's wrong with using magma? That's almost always the easiest method.
I have issues channeling it properly to do that method. I end up flooding the fortress with magma.
Check out my RtD!

USEC_OFFICER

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Re: Roll to Go Mad: Turn 6 - Karma
« Reply #118 on: November 24, 2013, 03:58:47 pm »

Baldur shrugs. "Last I checked I got a set of broken ribs trying to stop a patron from running amuck. Not my fault if I couldn't stop him from smashing up the place a bit."
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Pancaek

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Re: Roll to Go Mad: Turn 6 - Karma
« Reply #119 on: November 24, 2013, 04:21:43 pm »

Felice stands somewhat hunched over, nursing his sore arm.

"Honestly, officers, I was just doing my job as a bouncer. I had just gently but firmly escorted a troublemaker out of the door when the one who is still inside threw my into a table, dislocating my arm."

Look all meek and defenceless, say above to guards.
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