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Author Topic: Roll to dodge — conjure and murder edition  (Read 8792 times)

100killer9

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Roll to dodge — conjure and murder edition
« on: January 20, 2010, 11:28:04 pm »

This is my first RTD, but it's not like there are open RTDs anyway  :P
The point is that you must kill everyone else in the area to win. Every player, that is. You choose to start with a weapon. I can make changes if I feel like (or twist your words around, to make improvisation necessary). You only get one weapon, no dual-sword nonsense at first. You and five or so others must try to kill each other, and normal roll to dodge rules take place. Improbable events that ruin the game like an atomic bomb fired on your enemies out of nowhere start out with ineffectiveness at higher rolls, are more likely to happen as a match drags on, and if it drags on too much everybody will overshoot at lower and lower rolls. I will roll out of 10. 1 is epic failure, 4 is sucess, 5 is super-effectiveness, 6 is over-effectiveness, and 10 means you overdid it big-time. 3 turns in, you can conjure another item, with rolling for me to determine what happens when you try to conjure it. Also, time passes little between turns, allowing you to react quickly to attacks. At the end of a round, players switch out. A round ends when one player is standing, by the way.
Spoiler (click to show/hide)
« Last Edit: February 06, 2010, 11:32:13 pm by 100killer9 »
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Just out of curiosity, what DOES Dwarf Fortress smell like?
Death, Booze, and Insanity.
Ladders are absolutely essential for one reason and one reason only:

Welcome, friends to Slaves to Armok III: Snakes and Ladders.

Flintus10

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Re: Roll to dodge — conjure and murder edition
« Reply #1 on: January 21, 2010, 07:23:42 am »

I'll join with my trust large hunk of sheet metal.
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dragnar

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Re: Roll to dodge — conjure and murder edition
« Reply #2 on: January 21, 2010, 08:48:14 am »

I'll join.
Hmm... no dual swords... I'll take one set of swordchucks!

Or, less suicidal(yet still insane), a very spiky shield.
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From this thread, I learned that video cameras have a dangerosity of 60 kiloswords per second.  Thanks again, Mad Max.

RandomNumberGenerator

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Re: Roll to dodge — conjure and murder edition
« Reply #3 on: January 21, 2010, 10:03:57 am »

Can we have any weapon?

Minigun, please!

EDIT: Elsewise I'll take a Halberd, keeping in line with the melee weapons everyone else is using.
« Last Edit: January 21, 2010, 04:24:58 pm by RandomNumberGenerator »
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The end of the world is more fun then I expected.

Virex

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Re: Roll to dodge — conjure and murder edition
« Reply #4 on: January 21, 2010, 04:23:19 pm »

I'll join, wielding a Katara

I'll join.
Hmm... no dual swords... I'll take one set of swordchucks!

Or, less suicidal(yet still insane), a very spiky shield.

something like a Lantern Shield perhaps?
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kilakan

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Re: Roll to dodge — conjure and murder edition
« Reply #5 on: January 21, 2010, 04:28:53 pm »

I'll be in, and I'll have a GUNSWORD lol, jking, I'll get aaaaaaaa crossbow w/bolts.  Hehehe good old dwarf style crossbow cheapness.
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100killer9

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Re: Roll to dodge — conjure and murder edition
« Reply #6 on: January 21, 2010, 05:41:18 pm »

Weapon choices so far:
kilakan: Crossbow with bolts. It's a shame the bolts are hardware bolts, and thus don't fit in a crossbow.
Virex: A katara it is. This one is a training one. It's too dull to really cut with and is made of wood.
dragnar: Your shield is really spiky. There's spikes on the handle side as well as the outside. Now no one will steal it! You really should have gone with the swordchucks.
RNG: Miniguns are fine. You don't have any ammo though. Makes a great melee weapon, though!
Flintus: One rusty iron hunk of sheet metal. I guess that's a weapon.
No changing. Improvise instead. I think we have enough players to start.
SCENARIO:
You five are on a grassy hill. It's also a clearing in a low forest, with a town to the north on the horizon past the small forest. There's a house too. Everything phases through it, it's just for decoration.
Logged
Just out of curiosity, what DOES Dwarf Fortress smell like?
Death, Booze, and Insanity.
Ladders are absolutely essential for one reason and one reason only:

Welcome, friends to Slaves to Armok III: Snakes and Ladders.

dragnar

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Re: Roll to dodge — conjure and murder edition
« Reply #7 on: January 21, 2010, 06:18:52 pm »

something like a Lantern Shield perhaps?
Actually I was thinking of one of the weapons in Castlevania: curse of darkness. I can't find a picture unfortunately. Also, yours looks much more awesome.

I'll run into the forest in search of a large rock I can use to remove some spikes.
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From this thread, I learned that video cameras have a dangerosity of 60 kiloswords per second.  Thanks again, Mad Max.

kilakan

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Re: Roll to dodge — conjure and murder edition
« Reply #8 on: January 21, 2010, 07:59:39 pm »

Improvise, with the bolts, and some wood to modify the crossbow to be able to shoot small stones, pebbles and the rest of the bolts.  Move away from the group first.
« Last Edit: January 21, 2010, 10:07:54 pm by kilakan »
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RandomNumberGenerator

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Re: Roll to dodge — conjure and murder edition
« Reply #9 on: January 21, 2010, 08:50:09 pm »

Grab the barrel of the gun and using it as a handle, hit the person closest to me with the bulk of the gun. If two or more people are an equal distance away, hit the person on my right.
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Flintus10

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Re: Roll to dodge — conjure and murder edition
« Reply #10 on: January 22, 2010, 04:38:43 am »

Sprint towards the town with the sheet metal protecting my back.
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Virex

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Re: Roll to dodge — conjure and murder edition
« Reply #11 on: January 22, 2010, 03:40:07 pm »

I raeg at the world in general for not getting propper equipment then run away from the maniac swinging a huge chunk of mettal.
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100killer9

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Re: Roll to dodge — conjure and murder edition
« Reply #12 on: January 22, 2010, 04:25:23 pm »

RESULTS OF TURN 1:
dragnar: 4 — You go and find a boulder, and shave off the spikes on the holding side to the point where you can pick it up by the wielding side (but not weild it, as there's a spike that you'd have to shave the handle off to get to). Well done.
Kilakan: 5 — Ypu find a rock, and bend some bolts into an elbow shape, to serve as a joint for a wider chamber. You place a piece of wood on and shazam! You've got a crossbow that can fit your bolts plus rocks of that same size. You even have a chamber to make the object spin for increased accuracy.
RNG: 6 — You swing at virex while he raegs, (4) knocking him on the floor in pain. You get excited, though, and throw your gun in a puddle of mud.
Flintus10: 9 — You run towards the town, but a few seconds into the wood you decide that having your back protected wasn't enough. You try to bend the iron into shape around your torso, then around your arms and legs. You get stuck. The rust might let the iron be broken, though.
Virex: 7 — You raeg so profoundly that RNG has time to knock you to the ground with his minigun.
Statuses:
Spoiler (click to show/hide)
2 more turns until summon
Logged
Just out of curiosity, what DOES Dwarf Fortress smell like?
Death, Booze, and Insanity.
Ladders are absolutely essential for one reason and one reason only:

Welcome, friends to Slaves to Armok III: Snakes and Ladders.

kilakan

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Re: Roll to dodge — conjure and murder edition
« Reply #13 on: January 22, 2010, 04:33:25 pm »

Sneak behind Dragnar and shoot him in the back with a rock, using the crossbow, aiming for the spine.
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RandomNumberGenerator

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Re: Roll to dodge — conjure and murder edition
« Reply #14 on: January 22, 2010, 05:26:48 pm »

Pummel Virex into a pulp.
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The end of the world is more fun then I expected.
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