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After finishing his drink, Cain notices the time and retires to a couch, propping his hat over his eyes. As he drifts to sleep he ponders over today's events and wonders what is in store for tomorrow.
I'll probably be banking my PP for now, if I understand right, if we have W:5, we'd need 18 PP to upgrade it to W:6? That's how I understand it at this point.
You are correct the PP to next level would go like this
new rank - PP needed
2-6
3-9
4-12
5-15
6-19
7-21
8-24
9-27
10-30
11-33
12-36
and so on at this point there is no limit to how high a skill can go but progress will slow over time of course.
Danforth takes you to the wharf and to where his boat is docked. Again you hear the sounds of the sea and now with it being early in the morning, most of you nursing hangovers, it is a loud bustling place. Two ships have just docked and are unloading cargo. Another ship is being loaded. Danforth takes you to his ship “The Susan” and brings you aboard. “Here is the control room as some of you already know.” Gesturing to a door towards the back of the control room he states “Behind there are the captains quarters”
Going below deck after going down two flights of stairs he brings you to hallway “The three rooms on either side of you are all crew quarters, they aren’t the biggest but they are comfortable and should do you well. At the end of the hall is the head.” Opening the nearest door to the left you see a room approx 15x15 with a bunk bed, a chest at the foot of the bed, a sink with a small mirror, an armor rack, and a desk with a small computer. “The computer’s are connected to the web but ever since I got them installed the connection while in motion has been iffy at best” Danforth smiles and leads you to the bathroom it is a small bathroom with only a toilet and a small stand-up shower. “Nothing fancy here. Now to the kitchen and dining area.”
You follow him up a single flight of stairs and enter a large dining room there is a table that could seat upwards of 16 people if needed, there is also a holographic television in another part of the room with several couches around it and a set of double swinging doors towards the back wall. “Here is where you can eat and sit back and relax if you need to.”
Leading you through the doors in the back of the room you now enter the kitchen, there is an electric range, a large freezer and refrigerator, grill, microwave, toaster, and pretty much every kitchen appliance you can think of. He opens the refrigerator and freezer to show they are packed with food. “I had set up to have enough food on the ship for the next month as well as this” and he leads you to an empty spot on the back wall that he opens to your surprise from there you see a hidden passage that goes down.
After going down countless stairs you find yourself on the very bottom deck of the ship and it is filled with wines, beers, and liquors that line the walls. Danforth smiles “I also made sure this was filled while at sea feel free to help yourself to whatever you want. I would rather you return with this hold empty than to know you didn’t enjoy yourself on the way. Now lets go up to the main deck and I will see you off with a drink!” Danforth leads you back to the main deck of the ship and opens a bottle of Chromium pouring each of you a glass “Ahh it must be 9 in the morning by now, started drinking late today gonna have to get back on schedule” he says then downs a glass refills it downs it again and refills it a second time. “Do any of you have any other questions before you leave?”
Last edited by Yeahha; February 28th, 2012 at 09:00 PM.
Reason: added title
I am using elemental lightning .
I am assuming two basic spells .
Lightning Bolt (Damage )
and Lightning Shield (It gives other characters(affects only one) enhanced damage, a chance to stun on attack and a chance that enemy 's metallic hit will backfire for two turns )
that sounds fine, bolt can have a primary target if it hits it can have a secondary target at half damage. shield give an addition 5 points of damage upon a successful melee strike by the target, if the target is hit in melee there is a 50% chance (my roll) that the person who struck the target is hit for 1 to 5 points of damage, if they are they are stunned for 1 turn and can not attack, they can move, 10% chance the attacker drops their weapon and falls to the ground for 2 turns.
sound okay?
@all
I have updated post 5 with damages for weapons currently in the game and armor/AC info as well.
@karan edit
the damage amount of bolt is 10 per charge used and shield is 5 per charge used so if you put 3 charges in the lightning bolt it would be a 20 to 30 strike
Last edited by Yeahha; February 28th, 2012 at 02:05 AM.
Also I am thinking of Necromancy (level 2) as well
Options :
Dark Gift : The other character has 60 p.c chance to kill enemy in one strike (L1)(support)
spider's web : makes the entire enemy crew miss a turn (L1)(support)
Weaken : the unit loses health and armor (L1 ,offense)
.
Parasite : Enemy loses health per turn (L2)(attrition offense)
Black Spider Pair :A pair of Black spiders are summoned for three turns (L2 Summon)
@all
update your inventory in the character post for quick view ..
@marc,agentc13
Probably think of some spells since both of you are arcane fire casters before battle .
Last edited by Tresezk; February 28th, 2012 at 02:43 AM.
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@Yeahha
Sorry, this spell list is huge. Let me know what is good and what isn't. I will just list a name and you can figure out the exact mechanics (unless I specify for some)...
Fire:
Fireball (travels from one spot to another, conal type spell)
Wall of Flame
Rain of Fire (aoe)
Burning Hands
Combustion (setting something on fire)
Fire Shield
Fire Trap
Flame Blade (specify type)
Flaming Sphere
Scorch
Slow Burn (damage over time spell)
Ring of Fire
Evocation:
Battering Ram
Force Field (aoe shield/wall)
Force Shield
Force Hammer
Forceful Grasp (snare type ability)
Floating Disc
Forcewave
Magic Missle(s)
Slapping Hand
Wall of Force (movable force field?)
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@Yeahha
Abjuration:
Absorb
Alarm (like a magic security system? Area effect)
Anti-magic Shield
Arcane Lock (lock something with magic)
Break Enchantment
Resist Element (type)
Dispel Magic (type)
Counterspell (like a spell rebound type thing)
Hand of Freedom (snare removal)
Hide Path
Obscure Object
Remove Curse
Remove Fear
Spell Immunity (type)
Alteration (I saw this as like an illusion type magic, if you had other ideas please allow me to pick that instead):
Blur (sort of making people not notice details of something without realizing that they don't see them)
Change Appearance (other)
Decoy Image
Disguise Self
Mislead
Programmed Image
Project Image
Cloak of Shadows (hides one in shadows)
That should be good for now, let me know what fits and what isn't appropriate. .
Last edited by lunatic59; February 28th, 2012 at 12:06 PM.
Reason: fixed tag
Necromancy
Dark gift: Player casts spell to ready it, next turn if the player has a successful melee attack there is a 10% chance to kill the target (for each charge used the % to kill raises 10 % max 99% chance using 10 charges)
Spiders web: 1 target per charge used is disabled for 1 turn
Weaken: Target loses 1-5 health and 1AC per charge used for 1 turn per charge used.
Parasite: Target loses 1-5 health per charge used for caster gains health lost by target
Black spider pair - this would be a nature spell
Healing
Mass healing- Heals every party member 1-2 HP per charge used caster is unable to exclude party members from effects
Healing - Heals target 1-10 per charge used
Those look fair to me I made the necro a little weaker per charge but it makes you better at combat. You also have the highest damage melee weapon in the party
@AC13
Good lord man! Can you narrow it down a little I'm gonna cross a few since those would be reserved for other schools
Fire:
Fireball (travels from one spot to another, conal type spell)
Wall of Flame
Rain of Fire (aoe)
Burning Hands
Combustion (setting something on fire) (if used in a non-combat situation it would be a universal spell "create fire" if you are lighting an campfire or the like)
Fire Shield
Fire Trap
Flame Blade (specify type)
Flaming Sphere
Scorch
Slow Burn (damage over time spell)
Ring of Fire
Evocation:
Battering Ram
Force Field (aoe shield/wall)
Force Shield
Force Hammer
Forceful Grasp (snare type ability)
Floating Disc
Forcewave
Magic Missle(s)
Slapping Hand
Wall of Force (movable force field?)
Abjuration:
Absorb Alarm (like a magic security system? Area effect) Reserved for Protection for divine casters Anti-magic ShieldReserved for Protection for divine casters Arcane Lock (lock something with magic) Reserved for Protection for divine casters
Break Enchantment
Resist Element (type) provides 5 resistance to selected element per charge used for 3 turns
Dispel Magic (type)
Counterspell (like a spell rebound type thing)
Hand of Freedom (snare removal)
Hide Path
Obscure Object
Remove Curse
Remove Fear Spell Immunity (type) too close to resist magic would be too powerful you could make it Resist Magic (school) provides 5 resistance to selected element per charge used for 3 turns
Alteration (I saw this as like an illusion type magic, if you had other ideas please allow me to pick that instead): Nope I was thinking this creates temporary physical on physical objects, the "illusion" school is used for illusions. Your spell list looks like an "illusion" school spell list if you want you can change.
Blur (sort of making people not notice details of something without realizing that they don't see them)
Change Appearance (other)
Decoy Image
Disguise Self Mislead Not sure how this is an illusion if you have a good description I may take it
Programmed Image
Project Image
Cloak of Shadows (hides one in shadows)
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"Seems like a decent setup."
(Winks slyly at Danforth)
"You have any inside info on security at the director’s office?
Maybe a some credits in case we need to bribe our way in?'
@Yeahha
also I will bank my PP, are you keeping track of that, or are we?
Yeah, I will change that to illusion. You want better descriptions for the non-denied spells? I thought most were fairly self explanatory ideas. I can go into more detail though.
Last edited by agentc13; February 28th, 2012 at 11:07 AM.
Danfroth to Smith "With that letter Cain has you will be able to get into the church and Leonard will have more items for you to get into the embassy you can take this" Danforth hands you an envelope with 500 GC contained.
@AC13
Lets both keep track of it, you could put it on your character sheet I will keep it in my character sheet doc as well just in case I figured everyone would bank them for now
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@Yeahha
I revised the spell list a bit, added explanations. If you can figure numberwise what makes them balanced, it would be great . Also let me know if you think some would require a higher level magic skill. Fire: Fireball (travels from one spot to another, conal type spell, immediate damage, can affect multiple targets) Wall of Flame (self explanatory, damaged if walking through it) Rain of Fire (immediate damage to multiple targets in an area. ) Burning Hands (hands on fire, touching others causes damage. Lasts e rounds?) Create Fire (non-combat) (could this be used on an object while in combat? Not a person.) Fire Trap (set up on ground, when triggered causes fire damage) Flame Blade (creates temporary blade of fire, type of blade specified used in melee combat) Flaming Sphere (a contained ball of fire, can be used as a light, also can be thrown, when hitting an object it causes fire damage) Slow Burn (damage over time spell) Ring of Fire (like wall of fire, but in a circle, can be used as a trap, for imprisonment, damaged if walked through)
Evocation: Battering Ram (invisible force to break doors/walls/etc) Force Field (aoe shield/wall) Force Shield (individual shield of pure force) Force Hammer (like a smaller battering ram spell) Forceful Grasp (snare type ability, think of an invisible hand closing around someone) Floating Disc (self explanatory, could fit 1-5 people?) (maybe a single person version for lower level skill, higher level skill would hold more people?) Magic Missle(s) (invisible magic bullets larger caliber .50? Larger? Maybe like grenade size) Slapping Hand (basically an invisible hand slap, good for gags ) Wall of Force (movable force field?)
Abjuration: Absorb (absorbs a spells effect) Break Enchantment/Charm (self explanatory) Resist Element (type) provides 5 resistance to selected element per charge used for 3 turns Dispel Magic (dispels a magic effect, like a damage over time spell or a debuff) Counterspell (like a spell rebound type thing) Hand of Freedom (snare removal) Hide Magic (hides evidence of magic) Obscure Object (Hides an object from magical, and normal, scrutiny) Remove Curse (self explanatory) Remove Fear (self explanatory) Resist Magic (school) provides 5 resistance to selected element per charge used for 3 turns
Illusion: Blur (sort of making people not notice details of something without realizing that they don't see them) Change Appearance (on others) Decoy Image (makes a stationary decoy, can move itself a bit but not walk/travel) Disguise Self (self explanatory) Programmed Image (makes an image that repeats when triggered, or on a timer) Project Image (makes a copy of one's self that you can project in the distance, within 1 mile?) Cloak of Shadows (hides one in shadows)
Last edited by agentc13; February 28th, 2012 at 03:04 PM.
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Looking around the boat, "It is bigger than I thought it'd be," Cain says to no in particular.
Looking back at Danforth, "So, these SD cards, how many should there be? I'm a little hazy of the details - that chromium really hits the spot," Cain says with a cheap smile.
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@everyone
"Unless this thing has SONAR/RADAR we ought to stay above deck while travelling in case we run into any of those pirates. Or at least have someone set up as a lookout. I didn't drink much, I can handle the first watch after we set off."
@Yeahha
how far do we need to go by boat, I have no idea of the setting here. I know Karan was working on a map. From my character history I should have at least a vague idea. If it isn't far I will ammend my RP a bit.
Danforth to Cain "Yes it is a nice size boat but it is a little dated. I am not sure how many SD chips there will be but Leonard should have more information when you see him"
Danforth to Smith "There is sonar and a siren to alert all crew of any issues. You can see the sonar in the Control deck and set off the alarm having someone up there and awake at all times is needed"
@AC13
You know it takes between 4 to 7 days depending on the weather
@karan
yes it did and that would throw a kink in the plot I had worked out
I can't have marc log off to progress to the next part of the story I know I said 12 hours so if he doesn't log in by 2:15 or so I will post the next story part and resume when I get to work
Danforth says “Well I am off I have to look after The Spinning Beer and I’ve got a couple guys to track down that owe me some money” he exits the ship as he steps on the exit ramp he turns back and says to you “Oh and there are a couple sailors hiding on the other side of the deck, it looks like they want to scrap with you, good luck on your journey and may Frisco be with you always, see you when you return!” at that he leisurely strolls off the ship and up the dock to the wharf where he disappears into the crowd.
Coming around the far side of the captain’s quarters 3 sailors walk out one of the shout “So dey ol’ gamps saw us di’ he? Well I know wat I see ‘ere at I dun like one bit”
Another says to the first “Wat chu see Tom huh?”
Tom replies back “I see a dirty andy and a pack o’ lil andy lovers Bill”
Bill says “Oh andy lovers wat a sad sorey shame ‘at tis wouldn’t cha say Que?”
The third, Que replies “Well gents ‘ets show em wat we do to andys and they andy lovin’ mates”
The three of them then come start running towards you
@all
These guys all have a 13 AC so when you post your attack it is your roll one is running at HTC, another towards T'resezk, and the last at Zach. Danforth gave you the heads up so each of you will post your action then any post after that is null until everyone else has posted I will post 3 times an action for each of the sailors, keep questions in hide tags
@AC13
I haven't gone over all your spells yet. So use the ones you think you need, generally single target spells will have a 1-10 damage per charge, multi target affect spells will have a lower amount per charge depending on how many are being affected, if you are unsure about a specific spell ask about it I will finalize it then
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Looking from side to side, I study the targets. I notice that Smith is throwing fire spells at one, so I pull out my six shooter and take aim for the one heading towards Zach. Pulling the trigger, a loud explosion echos through the wharf.
How does this work? How many shots could I have fired, I would assume that two or three would probably be the limit, or that each extra shot would decrease accuracy or something like that.... Just for clarification.
[in response to AC13's attack]
"Oy a magic man! Ya missed me ya dirty scum" At this point he gets to T'resezk and punches at him with a set of brass knuckles
@all
AC13 rolled a 3 plus his intelligence 6 so he had a 9 total, he needed a 13 to hit.
I will edit this post to include hit/miss info
@AC13
that spell with 2 charges would have done 11-20 points of damage
This guy missed
hate to do this but it will be a few I have to get read for work, T'res hit, HTC missed, Cain hit
For now it is 1 shot per action
Last edited by Yeahha; February 28th, 2012 at 01:34 PM.
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The sailor attacking HTC says "Oh andy yer mine" and throws a punch
Edit: That misses
@all
Note on HP. Someone's HP is meta information. You (as a person) do not know how much HP you have personally. You can look at someone and tell they are hurt, close to death, or uninjured, but to look at your friend and say oh he has 17 HP left is a completely obscure thing and you couldn't justify knowing.
We are still waiting on MP to show up to attack. Then the next round will begin. Talking between characters is not an action so if you have something to say to another character you can do so (it's part of role playing) if you want to try to formulate a plan of some sort
Last edited by Yeahha; February 28th, 2012 at 03:01 PM.
Reason: outcome and notes
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The guy attacking Zach say "Yer an id'it I'm right here" and punches at you
You missed Ill edit to say if this hits or not
He hits for 7 points of damage everyone can see that Zach is rather hurt now after taking 2 punches by this guy his is injured but not too badly. The guy attacking T'res is injured but still doing fine, the guy attacking HTC is uninjured. This is a new round of actions the guy attacking T'res and the guy attacking HTC still have to go this turn. It is everyone's play again.
Last edited by Yeahha; February 28th, 2012 at 04:38 PM.
you have already gone this turn once marc, karan, AC13, and 9to5 go again you will be able to make your next action, you can yell to T'res but you can't shoot again yet
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I look around at the men and with a couple flourishes I cast a huge ball of flame at the man attacking T'res.
Triple charge fireball this time.
Yeah, seriously how do I get a 2 both times? For future reference would an aoe spell require rolling as high? or would I need to post for each person in range?
You hit for 30 points of damage, this guy is scorched but still moving.
I haven't fully figured out the mechanics for that yet but I am thinking keeping AC the same regardless or else T'res would likely be hit by this inferno