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 Roll to Dodge - Fantasy 
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Data Realms Elite
Data Realms Elite
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Location: Hell.
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Post Re: Roll to Dodge - Fantasy
Roll on Thursday Friday, my brother and I have our game days on tuesday and wednesday.

EDIT : Birthday I had mostly forgotten. Whoops.

EDIT EDIT : It's after twelve so therefore, it's Friday. By the gods did you guys get a bad roll.

Chat Exchange! DM NOTE : Doing this to avoid the timescale issues of putting the text into the rolls. It causes...problems with finding the correct positioning.
Ashi says to the apprentice blacksmith, "If you'd like some help, I don't mind helping out with your assignment. I could always use the extra practice."
"Nah, I need to improve myself and you are needed more elsewhere." The apprentice replied. The self-appointed leader of the group, Paladin Oaks, says to everyone, "Finished speaking to the commander. Ben Wolfheart Greyson, was his name. He's asked us to eliminate a group of cultists that have been attacking supply runs, and I hope to accomplish that as soon as possible.

Though, I don't believe we've made proper introductions. I am Amelia Oaks, paladin from the Kingdom of Terris."
With the party now realizing that they haven't been properly introduced to one another, everyone starts to take turns to talk to one another. The tall elf is next, "Amras Culnámo, "political entourage" for hire if you will.
If we are to attack these cultist I might be able to get us a way in disguised as an unarmed civilian. Although going in swords drawn isn't something I'm opposed to either."

The Paladin asks the apprentice what kind of armour he has available while the party waits for someone else to introduce themselves.
"Do you have any heavy armor I can borrow? It would help me on a mission my party is leaving for soon, and the pay should cover the cost when it is completed. And if there is not enough payment, the armor will be returned."
"The heaviest I have is chainmail over leather. There's only one suit, too. As for loaning it...I don't know, if you guys get killed that's the armour gone." replies the blacksmith, concerned at the potential loss of valuable equipment. One of the dwarves grunts and says, "Amboss Symphonian, I make things that move.
Oy, Smithies. What kinda machines COULD ye use? Both of ye, the apprentice and the one that came with us."
The apprentice smiles at the dwarf who returns nothing and says, "Well, my master always wanted to get one of those dwarven linking machines, the ones that you can use to assemble suits of chain really quickly. "

The wraith hovers towards the group, none able to tell if it is focused on the party or on anyone else. It speaks quietly, it's voice assembled from sounds it has caught in it's travels with the party. "Suggest leaving to stamp out small religion." the sound is entirely distinct, unable to mistaken by any. After a moment of thought, the Paladin asks, "What is the price of the armor?" The apprentice thinks carefully as the other members of the party speak. A small dwarf says, "Ashurbanipal III of Glinrock Mountain. Call me short and I'll tear yer head off. If ya need somethin' crafted or repaired, just ask me." with a smile on his face at the mention of crafting and repairing.

As the wraith approached the group, the other woman waves at it as it hovers past, mumbling, "That may lose us some perspective, here.", none knowing who she is speaking to. She turns her attention to the assembled party and says, "Well, I'm just a Deftdancer...", none of the others knowing what it is that she is referring to. She then asks, "Hey, so, we don't have that far to travel to get to the cultist, but, at the very least, they can be another perspective on this bewitched forest.", adding her own opinion in what the party should do. The apprentice counts on his fingers the estimate for the price and announces confidently, "Hmmm. Around five hundred stars thanks to the amount of man hours."

The party then splits up to do their own things.

Maart3n/Amras Culnámo
[5] As the others go off to do their own things, you conjure an item. A long pole arm, with a sharp blade at the end, commonly known as a Glaive. You give it a few swings and whenever it dissolves, summon it again so you may get some more practice in. This kind of weapon requires a lot of skill to wield properly, as well as being able to compensate for the weight of the blade head. But after a while of practice, you think you should be able to wield it without any issues. Though after a few minutes, your conjuration starts to become unstable, the items you summon becoming warped and bizarre. You play with the summoning to start seeing what happens each time. The blade gets increasingly warped, the pole growing spikes and becoming knobbed and horrific.

You summon one last time. Only the blade appears infront of you, with a strange engraving that you can just about make out. The script is strange and warped, as if part of a different alphabet but arranged into a way you can understand.

It says,

Run. He comes.

The metal begins to bleed black blood and dissolves into nothing in seconds. You get a very bad feeling in the centre of your stomach, instinctual, but you see nothing that could harm you.

You think to yourself that, combined with the corruption of your conjuration abilities is a bad sign. An extremely bad sign. You think it'd be a very, very good idea to get out of town. Fast.

Polearm I gained!

Race : Elf
Factions
Sikhari Elves,
Inventory
Clothes - Equipped.
2 bags of health potions.
Leather Armour - Equipped, blocks 4 to 6 damage.
Dagger - Equipped, 1 to 4 damage.
Traits
Polearm I - Polearms are a special type of weapon in that they allow you to hit enemies from a further distance than regular ones, thanks to the benefit of a long shaft. Polearm I means that you are capable of wielding the weapon properly and thus take no penalties to weapon usage. In addition, using a polearm to thrust with will reduce the armour rating of a foe wearing heavy armour by the damage of the weapon. This applies only to your attacks.
Blade Dancing I - Ignore an enemy's shield when attacking. This ability is toggled on and off. Excessive use in long bursts can result in fatigue. With time, you'll get used to the excessive demands required of it and the fatigue penalty will lessen.
Conjuration Magic II - You can summon an assortment of items. They'll remain stable for a few minutes tops, but are still as powerful as their predecessors.
Conjuration Rebind - An item you have conjured can be passed safely to someone else without the item dematerializing.
Abilities
Summon Weapon II - You can summon a weapon at any time you need. They won't be too deadly, but they'll get the job done. They'll last a minute or two.
Summon Armour II - If needed, you can summon weak armour which'll last only a few minutes. This can make a good pre-combat action to ready yourself for a fight.
Summon NPC II - Sometimes you just need a distraction. You can conjure a weak creature to fight at your side for a little while. In the heat of battle, having someone else for an enemy to focus on could be a life saver.
Conjure Duplicate I - You can conjure a simple copy of yourself. They have a fairly bad facial structure, a poor copy, but they can pass for you in low light or in the midst of a fight. They can't do much, more like a mannequin than a person.
Conjure Barricade I - If you need to, you can summon a physical barricade in front of you to stop enemies from passing a path. The barricade is weak but'll last for a minute or two, enough time to make a getaway or to prepare for a fight.
Stats
Health : Good

Kebbit/Bitter Pill the Observing
[3] You practice with your sound knowledge. It seems that sound waves bounce off objects and that they come back with unique marks, slight differences in consistency that could allow you to sense entirely through sound! You find this extremely intriguing and try again. The soundwave, a minute pulse unhearable by the biologicals spreads from your core outwards and hits the nearby blacksmith building. You learn that there are some items inside it. You pause to contemplate what is inside the structure. Perhaps it contains organs like the biologicals, specialized for a purpose? The windows allow the passage of light, perhaps they are it's eyes?

You stop contemplating when you sense something coming. Like the Abyss made physical, something is coming.

Something big. None of your best senses can tell you what it is, only that it is there. You would require visuals to see what it properly is. You send a soundwave, but whatever it is sends one back and scans...

You. A deep unease spreads throughout your essence as the wave fans across you, learning your secrets in an instant. What kind of being could do that to you, a Wraith?

Progress made on Alternative Sensory Use I, another turn required to finish. Progress will be saved if you desire to not continue at this moment in time.

Race : Wraith
Factions
Observers,
Knowledge
Sound II - The knowledge of what sound is. At Sound II, you are now capable of rough communication. You are no poet, but you can talk and understand what the others are trying to say if they speak simply.
Energy II - The entire world is comprised of energy. Some theorize even matter is energy. By tapping into the non-corporeal plane, you have infinite energy at your beck and call. You simply have to bring it into existence by using your body as a mobile fissure. By studying the transformation of energies and how energy can be generated, you have gained a more intimate knowledge of what energy is. You can now shape the bolts of energy accordingly, allowing you to project other known things.
Chemistry I - Chemistry is simply the knowledge of what the world is made out of. You can create elements that you know of and project them in a way you desire. Temperatures can be controlled via your other knowledge, otherwise they'll materialize at the temperature of the area around you.
Biological I - The biologicals around you appear to be powered by chemical reactions. They are "alive", whatever that means, but you know that they appear to be capable of thought. They are comprised of chemical components, just like everything else, very different from yourself. You have a basic understanding that they are alive, now being able to differentiate a tree from a rock, or a person from a table. Additional knowledge will allow you to apply your knowledge properly on biologicals, such as healing them.
Physics I - The understanding of the physical world that everything else is inside. The laws of physics come under this. While you are not capable of breaking or even bending the laws themselves, you can manipulate the local physical space around you thanks to your non corporeal nature. You can now teleport short distances.
Traits
Observer I - You are an Observer, a Wraith in the physical plane. You are noncorporeal and lack a physical form in the traditional sense. But you can still be harmed. You gain power and size by learning of new things. Explore the world, read books and more to gain more power. You can create the things you learn, but some things can only be learned by a greater Observer.
Form Shifting I - Whereas conjurers create items, you become them. Your power is not increased by the transition, it is just represented differently. You can hold the shifted form indefinitely, but the quality of your transition will increase as you gain power, as well as by practice.
Abilities
Become Weapon I - If desired, you can become a weapon that other people can use. At your current strength, you are quite weak but it would still be better than fighting bare handed. As your size and skill increases, so will the power of your weapon form.
Become Armour I - When you become armour, the armour is truly alive. Do not fear, though, if the armour is struck you won't take damage, instead, the stability of your armour form will decrease. For now, your armour is weak, but you can cover the entire body of a person by spreading out.
Formshift I - Whenever you want, you can turn into anything you have learnt. The power of that form is linked to your own power. Only with practice and growth will you become truly great.
Observer Projection I - Once you have learnt something, you can create it as needed. For now, the quantity is small and the quality poor...But time improves all things.
Observer Mindbreak I - By forcing yourself onto the senses of a sentient being, you can show them flashes of the true forms of things you have learnt. As you learn more things, your ability to break minds will only improve.
Stats
Integrity - Good

TorrentHKU/Amboss Symphonian
[6] You walk over to the grinding wheel and take it apart. It's rather simple, being a stone wheel powered by foot like one of those bicycles you saw some of the other, nuttier, dwarves using. It's extremely simple, actually, you could probably make this using a roof tile, some bone sinew and a turtle shell. On second thought, you dismiss that idea as ludicrous, and instead get to work on reassembling the machine and working on something else since that was so quick to do. You look at your golem.

He's a little too big for small objects, being only suitable for brute force jobs. You need something smaller. Much smaller. You look around. In one of the chests, you find some scrap metal. Not even iron, but lead like your other golem. Soft enough that you feel as though you could shape it by hand. Instead, when the Apprentice goes to the bathroom, you throw it into the furnace and rapidly shape it into a small, cup size golem. He returns from the bathroom completely unknowing that you just made a miniature golem as it makes it's first steps around. It looks at you, not even half a foot big, as if asking for some kind of order or for you to carry it for a short while. You smile at your creation. You learnt a lot in making the big one and this little guy has better movement controls and is more nimble. You even created it a little set of tools, but could use what you learnt to make a number of weapons for the little one and the big one, too. Both the big golem and the little one turn to face something in the distance, something you can't see but something that they can.

Their faces turn to horror.

Golemworks II acquired!
Create Golem II acquired!
Create Golem Item I acquired!
Affinity for Machinery II acquired!
Create/Dismantle Machine II acquired!
Knowledge Sharing I acquired!


Race : Dwarf
Factions
The Deeplands,
Inventory
Clothes, - Equipped
Axe - Equipped. 6 to 8 damage.
Leather Armour - Equipped. Blocks 4 to 6 damage.
Golems
Lead Golem I - Status : Intact, Quality : Average, Attack power - 6 to 12.
Micro-Lead Golem I - Status : Intact, Quality : Good, Attack power - 1 to 3, capable of lock picking and other small tool tasks.
Traits
Affinity for Machinery II - All dwarves have the ability to glance at a machine and guess how it works. But some are more gifted at it than others. Your natural affinity for machinery means that you can dismantle and recreate objects that you have seen. You now have the ability to dismantle fairly complex machines, like catapults or crossbows and learn how they work. In addition, more spare parts will be yielded from dismantling an object.
Golemworks II - Creating a golem, a living machine, is a difficult task. Only few are capable, and fewer still are truly great at it. You can produce golems of a variety of sizes, from as big as a man to as small as a cup and they'll be generally better. In addition, you can create items suitable for their usage.
Abilities
Create Golem II - With the proper resources at hand as well as the proper tools and with your expertise, you can create a golem. All you need is the materials and a half decent forge. They are starting to become more detailed. While they can look around and move quite well, if rigidly, they are still fairly weak by golem standards.
Create/Dismantle machine II - When glancing at an object, it can be quite clear how that object came into existence. A few screw holes here, a weld there all tell the story of how an object came to be. It also says how an object can be taken apart. You can now create copies of machines from what you know and they are less likely to have any technical faults.
Knowledge Sharing I - Sometimes you can just describe a machine to someone and they'll understand how it works. If you know what a machine does, you can describe how it works to anyone at the same knowledge level as you and they'll be able to create one. You can craft an item at the same time, and the other person can learn and craft at the same time as well.
Create Golem Item I - Golems have different needs when it comes to equipment than normal people. They are far stronger and thus can carry more weight, but are typically less dextrous, so things that require fine movement typically fall flat when used by a regular Golem, in addition to ergonomic issues brought about by metallic appendages.
Stats
Health : Good,

CaveCricket48/Paladin Amelia Oaks
[2] You walk over to the weapon racks and start taking a look at the various one handed weapons. There is quite a variety here. The racks have swords, maces, axes, spears, daggers and shields. Shields might not be considered a weapon in the normal sense, but they are still quite useful on the offense. A good shield slam could knock someone back or even kill them.

DM NOTE : I'm taking your checking of the one handers to mean that you want to see what they are specialized for. Consider this the briefing about the weapons.

The swords are the all rounders of the arsenal, in the highest number. They don't have big penalties or big bonuses, instead they become more like other weapons once you get into the more specialized versions. A rapier, for instance, like a good polearm, is good against plate armour since the force of the hit is concentrated onto a single point, but less effective up close thanks to needing to thrust the weapon for it to be effective. Pole arms suffer the same problem, just more so.

Maces are good, especially against people in medium armour as the swing can break bones beneath chainmail without having to punch through the chain. So they deal extra damage against someone in chain or other medium armours. The main problem with maces is the weight. Each swing tires you out a little bit more, so they do less damage in a sustained fight, depending on the weight of the metal this can be only minor or deal breaking.

The axe rack is quite barren. The axe is an old workhorse of warfare, existing since ancient days before the rise of any nation, though only half as old as the mace. They are exceptional against lightly armoured foes, cleaving through leather with ease. But the main problem is the lack of proper armour penetration - against plate you'll just make a gouge. They'll do double damage against light armour wearers, but half that against someone wearing plate.

Spears, on the other ha-

Your head starts to hurt as something starts reading your mind. You don't know what it is, just that it's being rather brutal in the process.

A Paladin. You seem to be in charge of this little group of "heroes", so you'll die first.

Make peace with your gods.

Whereas your Holy Reading is more passive, this...thing...does it aggressively, rapidly throwing thoughts around and sorting them, ripping it's way through your mind as it looks for something. You can't even begin to try and erect a defense as it cleaves it's way through your thoughts, your will crumbling against it's mental onslaught. Then, as suddenly as it appeared, it's gone, with only a headache left in it's wake.

Race : Human
Factions
The Kingdom of Terris,
The Order of Paladins,
Inventory
Clothes - Equipped
Paladin Surcoat - Equipped.
Leather Armour - Equipped, blocks 4 to 6 damage.
Sword - Equipped, 4 to 10 damage.
Bag of Health Potions - 3 in the bag. Each potion reduces damage status by four.
Traits
Robust I - Humans are famed across the world for their sheer survivability. Blows that would stop other species dead in their tracks will in most cases only cripple a human. All damage taken is down by one, in addition to above average injury healing and partial immunity to instant kill attacks. To improve this trait, you must train your body by being hurt.
Holy Reading I - The Order of the Paladin's has always taught the ancient art of Holy Reading, the ability to see into other people's thoughts so as to find out the truth behind their words. For those without practice, however, the thoughts can be clouded and in some cases, they can resist the reading altogether.
Abilities
Holy Reading I - Some may question the offensive usage of Holy Reading. After all, how is reading a person's mind useful in a fight? The answer is that it allows you to know what their next action will be before they do it. An early warning you can pass onto your team mates, for instance.

Offendo/Ashurbanipal III
[4] You offer to help the apprentice with his work, but he declines. Instead, you stand back and observe as the apprentice hammers his steel. He's actually quite decent. You think as though he'd have become a journeyman this time next year, moving on to start his own smithery. Though the death of his master has put an end to that. You walk over and keep your eye on him as he works the forge. "Add a little less coal, you are getting the fire too hot." The apprentice looks at you and nods. "The problem is something is wrong with the furnace. I'm losing heat somewhere, I think the furnace might be cracked somewhere or not enough air is getting in." "Your furnace is fine, boy, it's your coal most likely. Where do you get this stuff from?" "We stockpiled up on coal after the first sighting of the knight. It's from the mines outside the town."

He looks at one of your companions, the lady with the white hair and blushes. You think you've seen this before and ask, quietly, "What's up?"
He asks, quietly, "Does she, uh, like guys?"

You laugh and shrug your shoulders. The furnace dies out even after the boy shovels in more coal and drops to ice cold in an instant. "Uh...what the ♥♥♥♥? That's new..."
You reach into the furnace and grab some coal. It's cold. "You aren't kidding."

Race : Dwarf
Factions
Glinrock Mountain
Inventory
Clothes - Equipped
Glasses - Equipped
Axe - equipped, 6 to 8 damage,
Good Steel Axe, 12 to 20 damage,
Leather armor - blocks 4 to 6 damage,
Weapons Maintenance Kit - Allows you to repair weapons.
Traits
Affinity for Machinery I - All dwarves have the ability to glance at a machine and guess how it works. But some are more gifted at it than others. Your natural affinity for machinery means that you can dismantle and recreate objects that you have seen. Of course, practice makes perfect and this is no exception.
Smithing Excellence I - You have started on the long path of excellence that is metal working. You can already craft Common gear like a professional and never have to worry about a Poor piece of work. Indeed, you can create strong weapons and armour with suitable material, as well as repairing anything Uncommon or below!
Abilities
Create/Dismantle machine I - When glancing at an object, it can be quite clear how that object came into existence. A few screw holes here, a weld there all tell the story of how an object came to be. It also says how an object can be taken apart. As you practice dismantling objects, you'll get more usable parts from the dismantled ones and the created ones will be better.
Repair item I - With time, things break or wear down. Swords aren't as sharp as they used to be, armor plates become loose or other problems. With some care, it is possible to repair items in the field with simple tools. In the case of a Poor item, it is upgraded back to Normal quality. Other items when repaired will stop any quality decay.
Create Item I - The functional side of Smithing Excellence allows you to create an item if you have the materials and the tools available. As with all other things, practice makes perfect and with time you'll be able to produce truly legendary weapons and armour.
Stats
Health : Good,

Foa/Orange the Deftdancer
[1] You walk away from the group and start looking through some of the items when that voice in your mind speaks. Where as before it seemed calm and steady, now it's panicked and scared. Very, very scared.

By Gorin he's here. He's actually here!

Run you fool! RUN! RUN AS FAST AND AS FAR AS YOU CAN!

You turn to tell your comrades when your mind feels a shove. I'm taking control. You can have it back in a minute. But we need to go, now.

You feel a strange sensation as your body moves without your control, heading towards the city gates at a run. But then, it stops. We're too slow. We won't get out of here. No point running, He likes it when we run. It was fun, Deftdancer.

You sigh, your magical senses picking up an unprecedented amount of magical power closing in. More than the entire Axin race put together.

Race : Axin
Factions
Skaxin
Inventory
Clothes - Equipped,
Leather Armour - Equipped, blocks damage 4 to 6,
12 Javelins - Equipped, damage is 1 to 12 when thrown. 2 to 6 when in melee.
Traits
Mage Caste I - The caste system of the Axin is a key defining feature of their society, and you are a member of the Mage Caste. You have the natural ability to channel magical energies freely. Where as the Warriors and Hunters might be bigger, you are small, but with the ability to cast spells, just as deadly. The Mage caste tend to have small bodies and be lightly armoured, but are well suited to fighting from the rear of the party. The caste system cripples any physical development past the constraints of your caste, but each caste member comes fairly well developed. No one knows how a caste member develops... Except you, a member of that caste.
Channeling I - Whereas the other magical races create new energies, you use what is already there. At the roots of it all, every object is slightly magical. By channeling the existing magic power of an object, you can wield their power to smite your foes. For example, a humble torch on the wall of a castle is magical, but only very faintly. With it's power channeled, it can become a roaring blaze to turn your adversaries to ashes. Practice this ability well and be prepared for changing situations.
Pacts I - Be cautious, for the Pacts are truly dangerous. No one knows how the Axin learnt of them, but a few whisper of demonic sorcery and blood magic. You have the unique ability of creating one of these pacts and reaping the rewards. But remember, each pact comes with a price. Pacts are passive buffs. Accepting the pact means accepting the potential consequences of your actions. The pacts are a ladder, but how deep does the ladder go? All pacts are permanent - once you seal a deal you can not back out.
Acrobatic I - Describing an Axin as acrobatic is something of a mistake, but it's the only word we have in our language for the physical feats that a Axin is capable of. At this level, you can walk on walls and stay on them. Ceilings however, are just out of your reach. You can sprint at a high speed for a long time and can climb steep cliffs.
Abilities
Channeling I - You can take the inherent magical power of the land around you and coerce it into doing your bidding. Simply put, you can get the world to do your bidding. But at this point, it will only do a little of what you ask. You must practice and grow to be able to force the world to heed your commands.
Form Toggle - You can switch in and out of your humanoid form at any time you want. There is no cool down or other things associated with this ability.
Pacts
Pact of Blood - By sealing this pact, you gain the ability to take the life force of an enemy and redirect it to your team-mates or yourself whenever you deal damage. The price for this isn't inflicted on you, but on the people you harm who forever lose a part of themselves for all eternity.
Pact of Steel - If you seal this pact, you can with but a touch warp the items of those around you, or direct the curse from a distance. These items are a dark mirror of their normal version. Who knows what might happen when used? Those who wield this dark equipment will themselves start to warp with time, for good or ill. You have sealed this pact.
Pact of War - The Pact of War is the Pact of Steel on a large scale and more powerful. By further warping the items already cursed by the Pact of Steel, you can push their power even further beyond, at the price of the wielders sanity.
Pact of Fire - For but a single drop of blood, you can sign the Pact of Fire. You will receive the ability to hurl dark flames at will, allowing you to destroy enemies. This ability will gain power as you learn how to harness it's demonic might.
Pact of Imbuement - Pact of Steel's counterpart - by giving the soul of someone you have killed over to demons, you gain the permanent ability to imbue items with demonic power. Unlike the Pact of Steel, they won't drive their user insane, but they will take their toll on the ones who they hit. Base level imbuement is Daemonic Fire, which will increase the damage of a weapon by one quarter.
Stats
Health - Good,

Game Events
Ben Wolfheart Greyson kicks the door to the guard tower open, the Lady in hand. He yells at the top of his voice, "Screw the cultists, get in here, now! He is coming! Come on! We don't have time to waste!"

A deep voice booms from the countryside in the distance. "Run wherever you want. You can't hide from me.", glass shattering in buildings at the sound of his voice.

"By the gods he's real! Come on! Now!"

"You don't need to tell me twice!" yells the apprentice in response, running into the guard tower. Sandrew runs up to Ben and backs him up as what he is appears.

A titanic dragon. But not just any dragon. Alaris the Dragon of Death, Ender of Existence, Lord of Annihilation, Butcher of Cities and Destroyer of Nations. "Stand and fight. I dare you. I'll even drop out of my Dragon form to fight you on foot." he taunts. His skin is smooth, or appears to be smooth and absorbs the light of day. Dark red eyes look over you and understanding you in seconds. He is covered in hundreds of tons of muscle, his forearms ending in deadly claws. His tail and his wings are covered in blades and sharp edges. Across his body is metres of dark red, the only colour present on him other than bone grey or black, the red in swirls on his body or other such forms. His wings block out the sun, but he lands and brings them in, only a shadow of their true size. Even on the ground he towers above all the buildings.

Alaris Stats.


"I'll give you a five minute head start. Better get running." he says playfully as he destroys a house with his tail, shattering brick work with not even a percentage of his full power. People run through the streets and he doesn't care.

Game Maps



DM NOTE : I would've put more detail on the map but it's half three now and my concentration is starting to fail me


Mon Jan 20, 2014 11:37 pm
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Post Re: Roll to Dodge - Fantasy
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> Drop my old sword. Grab the armor, a shield, a mace, a new sword, and a spear.

"I'm borrowing these."

> Get outside, face the dragon.

"I would make peace with my gods, but, well, I don't really have to tell you anymore, do I?"




I got this handled guys. Just let me talk to it some.


Fri Jan 24, 2014 5:57 am
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Post Re: Roll to Dodge - Fantasy
"H-hell's bells..."


Fri Jan 24, 2014 6:08 am
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Post Re: Roll to Dodge - Fantasy
CaveCricket48 wrote:
> Drop my old sword. Grab the armor, a shield, a mace, a new sword, and a spear.

"I'm borrowing these."

> Get outside, face the dragon.

"I would make peace with my gods, but, well, I don't really have to tell you anymore, do I?"


I got this handled guys. Just let me talk to it some.

You grab as much of the equipment as possible from the racks and throw your old sword away.

Alaris looks you dead in the eye and you feel as though his gaze goes right through you. As though you barely register as even existing, yet alone a threat."What are you implying, Paladin? That I am a god?" He laughs, a thunderous boom that cracks stone, yet he purposefully shields you and your comrades from the damage. "I am no god. I know that for certain."

TorrentHKU wrote:
"H-hell's bells..."

"I have been to hell, dwarf. There are no bells there."

DM NOTE : There was actually a mechanic that caused him to come. A background event roll. Man, that thing needs tweaking.


Fri Jan 24, 2014 6:11 am
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Post Re: Roll to Dodge - Fantasy
"Oy. Alaris, was it? Yer the Dragon o' Death, right? Whassat exactly mean?"


Fri Jan 24, 2014 6:26 am
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Post Re: Roll to Dodge - Fantasy
"So the Dragon of Death has appeared before a rabble of a town already on the brink of destruction. To destroy it? I am not convinced of your power if you are but a scavenger, preying on the weak."

> Sheath any weapon I currently have drawn, cross my arms and give the dragon a good stare.

"What proof do you have of your might? Your words may destroy houses, but they carry no weight. Do you truly posses the strength of the true Alaris?"


Fri Jan 24, 2014 6:31 am
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Post Re: Roll to Dodge - Fantasy
TorrentHKU wrote:
"Oy. Alaris, was it? Yer the Dragon o' Death, right? Whassat exactly mean?"

"I am the Dragon of Death. I am the end of all things. For eight hundred years I have done my duty from the backgrounds of the Abyss, my power shackled by my brothers for doing my duty. To my brothers and sisters, they called me the Dragon with a Thousand Wings. I have sat and watched this world grow from the shadows of my prison in the non-corporeal realm in horror."

"I have finally broken free of that prison. By pulling the knowledge from your Paladin friend, it was the Emperor Alexander who caused my freedom."

Paladin Oaks wrote:
"So the Dragon of Death has appeared before a rabble of a town already on the brink of destruction. To destroy it? I am not convinced of your power if your are but a scavenger, preying on the weak."


Alaris laughs, but you continue. His face turns serious, his expression unwavering and his eyes unblinking.

Paladin Oaks wrote:
"What proof do you have of your might? Your words may destroy houses, but they carry no weight. Do you truly possess the strength of the true Alaris?"


"What proof? I shall demonstrate my might for you."

He drops from his Dragon form into that of a human. A large male, six and a half foot tall, covered from head to toe in titanic plate armour the likes of which has not been seen by any mortal in five hundred years. In a flash, he teleports up close.

"I haven't even begun, yet."

He keeps his weapon in it's sheath as he punches through the front of your chainmail and into your chest. You feel a deep cold spreading from within and something stop. With hardly any power used, he rips your heart out, it still beating in the air. He grabs it, throws it into the sky so hard and so fast that it sets ablaze from the heat of the air resistance. The heart disintegrates into nothing but dust, but in the time it takes for you to even fall to your feet, he takes the dust, reforms it back into a new heart and slams it into your chest. With a puff of black smoke, your wound is healed, your armour repaired and he is back where he was standing.

"Perhaps you would like me to take you to Terrisar so you may see it burn? Four minutes and thirty seconds left of our little parlay. I can raze that city in ten seconds, that is certain. Did you consider the fact that the man teleporting around outside the city was not myself, but one of my heralds? The Unexplored Lands to the west contain all sorts of mysteries."

"A pity none of you will live to see them."


Fri Jan 24, 2014 6:49 am
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Post Re: Roll to Dodge - Fantasy
"...
So ye can control 'death'.
...
So then, what IS death?"


Fri Jan 24, 2014 7:00 am
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Post Re: Roll to Dodge - Fantasy
> Poke at my chest with a finger because holy ♥♥♥♥ that hurt and was terrifying and cool at the same time.

"For one bearing the title of 'Death,' you have the power to heal as well, which somewhat strikes me as an oddity."

> Plain face now.

"And, would you really fly to Terrisar yourself? The kingdom that exists to worship the gods of the world? You cannot expect the gods to idly watch as you wreak havoc on their holy land."




MAXIMUM BLUFF


Fri Jan 24, 2014 7:00 am
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Post Re: Roll to Dodge - Fantasy
"Nah, lass. That was no heal.
He made you dead, with just normal strength.
Then I gues' he unmade you dead with his power.
...
I think the situation's unhinged me a tad, seein' as how calm I am."


Fri Jan 24, 2014 7:07 am
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Post Re: Roll to Dodge - Fantasy
"But isn't healing someone unmaking them dead as well?

Can you kill someone with healing by unmaking them alive?"


Fri Jan 24, 2014 7:09 am
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Post Re: Roll to Dodge - Fantasy
hurr too late for that.

Edit: original post was:

Quote:
> In my attempts at logical thinking, go through a fly-by of my life, the harsh farm work to the strict teachings to the feeling of betrayal, and then finally, the hope that the gods actually do exist.

Smile, then chuckle, then laugh. Maniacally.


"I know why you are here! The gods have sensed my falter in my belief, and this is but a means to reaffirm it."

Face Alaris now, with a crazed glee in my eyes.

"Show me, Alaris! Show me your might, and show me the might of my gods! Go to Terrisar "



MAXIMUM OVERBLUFF


Last edited by CaveCricket48 on Fri Jan 24, 2014 7:27 am, edited 2 times in total.



Fri Jan 24, 2014 7:21 am
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Post Re: Roll to Dodge - Fantasy
TorrentHKU wrote:
"...
So ye can control 'death'.
...
So then, what IS death?"

"I *am* death, just as I am entropy. Do you truly think that it is in the nature of life to grow old and to die?"

"The correct answer is it isn't. I am the balance in the system, the final check that maintains the cycle. Even without my existence the wounded would never die, the starving and poisoned never getting their relief."

Paladin Oaks wrote:
"For one bearing the title of 'Death,' you have the power to heal as well, which somewhat strikes me as an oddity."

You poke and rub your chest to make sure it is all as it should be. He has completely repaired your armour, too, and there is not even a scratch on you. You make a plain, average face as you look at the titanic dragon.
Paladin Oaks wrote:
"And, would you really fly to Terrisar yourself? The kingdom that exists to worship the gods of the world? You cannot expect the gods to idly watch as you wreak havoc on their holy land."

"Your gods are the same ones that watched the world be destroyed and remade a hundred times over by our wars. Together, they might be able to fight me equally. I am the last of the Elemental Dragons, the ones with *true* power. If I visit the resting site of each of the other Dragons, I would absorb their power. Death, Life, Air, Fire, Water and Earth united under one control."

"Your gods would stand little chance. As little as you do now."

MISTAKE PART I.


Last edited by caekdaemon on Fri Jan 24, 2014 11:28 pm, edited 1 time in total.



Fri Jan 24, 2014 7:21 am
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Post Re: Roll to Dodge - Fantasy
Damnit caek I was gonna go even more MAXIMUM BLUFF.

w/e

"And your terms are?"

Oaks will not be mentally broken today.


Fri Jan 24, 2014 7:24 am
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Post Re: Roll to Dodge - Fantasy
Mistake part II!


Last edited by caekdaemon on Fri Jan 24, 2014 11:29 pm, edited 1 time in total.



Fri Jan 24, 2014 7:42 am
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