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 RTD: Serious Theology 
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Post Re: RTD: Serious Theology
Nighthawk, 5. > Learn that spell I used to break my ring's barrier.

Now that you're trapped in the one of the most horrifying planes of the multiverse, you realize you're going to need some metaphorically heavier arcane firepower. Remembering the incantation that busted you out of your accidental entrapment, you flip back to the scribbled rune and touch it.

You feel a faint static fuzz around your hands as the spell is absorbed, and blink to clear your slightly distorted vision.

You have gained the destructive spell Warp-Shock. With blasts of kinetic force, you can pulp flesh and smash armor to pieces.

Name: Reynard Heinson
Equipment: Arcane Bulwark, Rune-Knife, "Most Holy is His Wrath".
Inventory (0/10):
Passive Abilities:
Active Abilities:
Warp-Shock: powerful kinetic spell.
Conditions:
Bruised and Battered: -1 to physical activity rolls for one turn.


Izen, 3. >Reload, ask Bob (caekdemon) if I can have the ritual paper.

You lock in another dented drum of bullets and walk over to Bob, who is currently in the process of eviscerating the demon/eldritch horror thing. He makes one final chop with the Reaver and holds up a scrap of paper covered in Machinae icons.

"Do you mind if I take a look at that?" you say. "I'd like to see what it does."
"Sure," he replies. "But I'd like to make sure we are not about to be horribly murdered first."

Bob hands over the paper and glances around warily, watching for whatever next godsawful monstrosity will try to rip the party limb from limb.

Name: Agrath
Equipment: Mark 5 Steelwarden Suit (IR+Targeting), Popper LMG (80/80), "Strength Through the Iron".
Inventory (1/10): Activation Ritual
Passive Abilities:
Hammer-Novice: maintain gear, forge basic stuff + ammo.
Cog-Devout: temporary gear blessings.
Active Abilities:
Iron Blight: weakens enemy equipment.
Conditions:


caekdaemon, 6. Rip the sword vertically through its chest, then be ready for another attack.

You rend the abomination's torso with the Reaver, and hear a bizarre tinkly noise. Opening up its chest further, you find the shards of some sort of crystal or hard growth, connected to hundreds of little tubes going through the rest of the creature.

The tubes fall slack and what is left of its corpse disintegrates into a thick sludge.

Agrath sees the Activation Ritual in your posession and respectfully asks if he can have it. You hand it over, and begin to scan the surroundings for whatever next screaming horror will try to devour the party.

Name: Bob Of the House Of Jones
Equipment: Reaver, Armor of Woe, "INCANTATIONS FOR THE WISE".
Inventory (0/10):
Passive Abilities:
Divine Favor: positive effects upon prayer.
Active Abilities:
Conditions:
Arcane Might: 1 turn.
Sanctified Reaver: 1 turn.
Alien Perception: 1 turn.


Asklar, 6. >Get out of here.

You can't take it anymore. This place is suffocating, and the last thing the Divine Pact needs is for its agents to be marooned in a soul-sucking hellpit. YOU ARE GOING TO GET OUT.

Your gaze turns to the bleak fortress some distance away. Thick iron chains and railing extend up as far as you can see.

That's it, you think. This could be our escape.

You rifle through the pockets of your Spymaster's Vestment until you feel the metal spikes of a grappling piton, and hurl it at the rock outcropping that leads to the keep. It bites into the rock with a spray of dust, and you affix a climbing rope to the stone you're standing on.

"Come on, we've got to move!"

Name: Charles Cross
Equipment: Promethean Dagger (4/4), Spymaster's Vestment, "Glory to the Perfect Human".
Inventory (3/10): Promethean Fang Blueprints, Bunch of Caltrops, Paralysis Poison
Passive Abilities:
Active Abilities:
Conditions:


Ociamarru, 3. Carefully manipulate my Warpknife so that it's a little less, ah...self-mutilating, so to speak. Regroup with the others.

Taking care not to clench your hand, you fiddle with the knife in an attempt to undo the warp effect. There is a quiet pop and a whoosh of air flowing back.

Your brush a few grains of silver sand off your Symbiotic Armor, then walk over to the rest of the group (minus Charles, who is off somewhere).

Name: Damien Grimmhilde
Equipment: Warpknife (Four), Symbiotic Armor, "BEYOND THE MIND".
Inventory (0/10):
Passive Abilities:
Stranger: demoralizes, less human.
Active Abilities:
Nightmare: coma, damage.
Conditions:


nicolasx, 2. if there is no enemies around try to read around that piece of the parchment around where I found flash see if there is an upgraded version, then if possible rest

You focus on the microscopic lettering again and start reading. It's several hundred words worth of

"NEVER CATCH ME NEVERNEVERNEVER"

written in a smudged black fluid, possibly your standard normal-type ink. Possibly. This document sure is proving to be helpful, eh?

You mutter a curse and slump against a rock, just beginning to fall asleep when you're woken up by Charles' yelling.

Name: David Roffellon
Equipment: Entropic Katanas, Planewalker's Robe, "OUTSIDE".
Inventory (0/10):
Passive Abilities:
Active Abilities:
Flash: short teleport. Can be used passively or actively.
Spatial Withdrawal: teleport to silver sands. Risky.
Conditions:
Weary: -1 to physical activity rolls until you take a rest.


EVENTS:
Caekdaemon puts an end to the monster (for real this time, srs) and Asklar has found a potential way out (see his roll). He shouts for everyone to get over to him.


Last edited by TheKebbit on Fri Dec 23, 2011 1:57 am, edited 1 time in total.



Thu Dec 22, 2011 10:31 pm
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Post Re: RTD: Serious Theology
"Ok guys, let's get out of this place."
>Help the guys on getting outta here.


Thu Dec 22, 2011 10:54 pm
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Post Re: RTD: Serious Theology
"One second. Just want to inspect that things corpse."
The crystal thing in the ex-monster. Loot it.


Thu Dec 22, 2011 10:57 pm
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Post Re: RTD: Serious Theology
>Read the paper. Wait for everyone else to climb the rope so the weight of my armor doesn't bring the whole thing down.


Thu Dec 22, 2011 10:58 pm
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Post Re: RTD: Serious Theology
Hey guys... I don't think I am going to be able to climb that rope right now

Recieve help, if carried, try to sleep to regain my strength.


Last edited by nicolasx on Thu Dec 22, 2011 11:20 pm, edited 1 time in total.



Thu Dec 22, 2011 11:16 pm
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Post Re: RTD: Serious Theology
Asklar's already set his action to helping people up.


Thu Dec 22, 2011 11:17 pm
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Post Re: RTD: Serious Theology
Edited


Thu Dec 22, 2011 11:19 pm
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Post Re: RTD: Serious Theology
> Mumble magic technobabble to self while walking over to the rope and searching for a flight spell in my book. Or at least something along those lines that would help me get out of this hellhole.


Last edited by Nighthawk on Fri Dec 23, 2011 4:43 pm, edited 2 times in total.



Fri Dec 23, 2011 12:48 am
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Post Re: RTD: Serious Theology
Head on with the others, after looking again at my scrap of paper. Pay special attention to anything involving "a strange sort of life". Self-corruption is a plus.


Last edited by Ociamarru on Fri Dec 23, 2011 7:56 pm, edited 3 times in total.



Fri Dec 23, 2011 12:50 am
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Post Re: RTD: Serious Theology
JEHORA JEHEYU THINKS HEALING SPELLS ARE FOR THE WEAK

but it might be worth a try, idunno


Fri Dec 23, 2011 12:57 am
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Post Re: RTD: Serious Theology
TheKebbit wrote:
JEHORA JEHEYU THINKS HEALING SPELLS ARE FOR THE WEAK

but it might be worth a try, idunno


Ah. That's unfortunate. As an RtD player, I would say I don't give a damn what JEHORA JEHEYU thinks, but as my character, I would politely apologize and do something else.

... Dammit. Altering move.


Fri Dec 23, 2011 4:42 pm
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Post Re: RTD: Serious Theology
Surprisingly, healing spells are actually more Impar's domain. You can have a medic Machina worshipper though, and Caecus has a few healing spells.

But mostly Jehora is about pulping enemies/the surrounding area with destructive magic.

And also I can't imagine how a Jehora healing spell would work. Would it just keep your body in one piece through physical force?


Fri Dec 23, 2011 5:54 pm
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Post Re: RTD: Serious Theology
Yeah, didn't you say I'm on that Impar path? I'm guessing I'll be able to heal you pretty damn well, and the areas that I've affected will be corrupted in some sort of mixed blessing of sorts. Like, I'll fix your arm, and it'll be some freakish insectoid limb that makes it hard to find compatible armor (and makes you look like a freak), but it'll be stronger/faster/etc.


Fri Dec 23, 2011 5:58 pm
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Post Re: RTD: Serious Theology
You're on the path of the Invader: a combination of destructive eldritch magic and bizarre eldritch creature summoning/healing.

Mutations/"improvements" are voluntary: wouldn't make much sense to permanently warp a player if they had a busted ankle. However, if you fail the rolls on the other hand...


Fri Dec 23, 2011 6:40 pm
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Post Re: RTD: Serious Theology
How confined to these paths are we? I'm not exactly a big fan of relying on other entities to keep me alive, so I've always tended to keep my distance from summoning 'classes', so to speak.


Fri Dec 23, 2011 7:00 pm
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