Non Sequitur: The Campaign

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Re: Non Sequitur: The Campaign

Post  Manbacon97 on Sat May 10, 2014 2:07 pm

Red looks up to watch half-heartedly, still not noticing anything amiss or questioning the appearance of the wagon.
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Re: Non Sequitur: The Campaign

Post  Crystalite on Sat May 10, 2014 7:40 pm

"Eshelen,"the zebra said around the handle as he started hauling it upwards...

((Just gonna take a 20 on that, if you don't mind.))

...and after much huffing and puffing, they reach the top of the hill. Whereupon Zacharias let go as the wagon started rolling towards the loop!
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Re: Non Sequitur: The Campaign

Post  Copper Rose on Sat May 10, 2014 9:40 pm

The wagon (and everypony in it) rolls down the hill at high speeds, going around the loop in a dizzying flash and rocketing down the path, eventually hitting Ghoul and sending him flying forward a few yards. Ahead of them the group on the wagon sees a large chasm stretching far to either direction, no end in sight.
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Re: Non Sequitur: The Campaign

Post  Clockeye on Sun May 11, 2014 7:51 am

Runeheart rolls down the hill after the wagon.
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Re: Non Sequitur: The Campaign

Post  Crystalite on Sun May 11, 2014 12:01 pm

((You do know "the group on the wagon" consists pretty much of just Taffy, right? It is a little red wagon, after all.))

Zacharias watched with glee as the wagon hit the loopty loop, cackling in joy as it crashed into Ghoul. "Now, hownto bring it back... Because I don't think I can just walk over and get it without falling into the flowers... The wagon can't be that heavy. Navi? Can you get it, please?"
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Re: Non Sequitur: The Campaign

Post  Quietkal on Sun May 11, 2014 1:46 pm

Ghoul continues lying on the ground for a few moments, whimpering slightly, before slowly standing back up and stumbling a few steps toward the cliff.
Meta:
He's also crying a little if anyone wants to laugh at that as well.
How far is the crevasse across? Could I use Crazy Contraption to build an unfolding bridge to cross it?
I mean, assuming the campaign isn't just going to devolve into riding a wagon down a hill being chosen over a story.
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Re: Non Sequitur: The Campaign

Post  Xel Unknown on Sun May 11, 2014 2:01 pm

Maddie cartwheels after the red wagon as fast as she could move...

skill check:
1D20+13(or +12) => [ 18 ] +13(or +12) = 31(or 30) +5(HoC) = 36(or 35) total Athletics (or Acrobatics) check
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Re: Non Sequitur: The Campaign

Post  Copper Rose on Sun May 11, 2014 4:19 pm

Runeheart makes it about a yard or two down the hill before just stopping, his limbs getting in the way. Maddie, however, goes nearly as fast as the little red wagon did, and catches up with Ghoul and Taffy.

"Why not just make yourself a new one? Besides, last time I checked I couldn't fly."

The ravine is really far across, so building a bridge machine might not cut it. Besides, more than half the group is still a good way away from the ravine, far enough that it might disappear or break before they could finish crossing.
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Re: Non Sequitur: The Campaign

Post  Loud Taffy on Sun May 11, 2014 4:25 pm

Taffy waves her front hooves in the air "Ya! Woo! Faster, faster!"
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Re: Non Sequitur: The Campaign

Post  Crystalite on Sun May 11, 2014 5:02 pm

The zebra facehoofed upon hearing the muffled voice inside his fez. "Right. How silly of me... Ahem."

"Heeeeey,
Get a rhythm!
When you get the blues,
Get a rhythm!
When you feel you can't move,
Get a rhythm!
When you get the blues,
There's a little blue fairy sittin' here on my head
If I didn't know better I'd have took her for dead
She ain't flittin' about like she used to do
She's just hangin' around moanin' through the blues
Well I'm tellin' her now, 'Hey, listen to me!'
There's a loop to cross on this flowered street,
I can't do alone, I could use your help now
But you're just sittin' there asking me how,
Get a rhythm!
When you get the blues, come on
Get a rhythm!
When you feel like you can't move,
Get a rhythm!
When you get the blues..."


Spoiler:
I really need to double check the prep time bonuses on Magecraft...

Result: Words of Wisdom [9, 10, 7] + Arcana [18] = 28

Down to three WoWs now, I believe.
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Re: Non Sequitur: The Campaign

Post  Copper Rose on Sun May 11, 2014 5:25 pm

Navi does seem to get her flight back, as she flits out of Zach's hat with a huge gasp at the fresh air, but she still doesn't seem... right. She keeps on changing color, like strobe lights, and her size is changing too. One moment she's her normal size, the next she's the size of a normal pony, the next she's a speck of dust, and her size is changing is rhythm with her colors. "Fine, I'll get your wagon!" She (somehow) makes her way all the way down the path by wing, and a few minutes later she returns with a slightly dented little red wagon. "Happy?"
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Re: Non Sequitur: The Campaign

Post  Clockeye on Mon May 12, 2014 4:15 am

"...Can I get some help?" Runeheart asks, looking up at the rest of the party.

EDIT: "Wait... Actually I have an Idea!" Runeheart says, His horn sparking out magic before he stretches one of his legs to a higher spot on the hill and tries to stick it there, repeating the process to effectively try to climb up.

Rolls and how he can climb.:
I'm expending a use of enchant, using spider climb. Roll: Crap, 5, + 10 (Spider climb) + Whichever stat I should use = 15 so far.
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Re: Non Sequitur: The Campaign

Post  Crystalite on Mon May 12, 2014 10:13 am

"Hmmm..." Zach said as he watched the somewhat unexpected results. "Is the glass half full, or half empty? Is Navi twenty percent cooler, or twenty percent worse? I'm not really sure... Oh! Thank you for the wagon though," he said, waitingnfor her to hit a "big" moment to throw a hoof around her in a hug...

((Making sure I don't get horribly burned or something before I continue.))
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Re: Non Sequitur: The Campaign

Post  Copper Rose on Mon May 12, 2014 8:59 pm

Navi's size/color changes are too fast for Zach to give her a hug, so he just wraps his front legs around empty air.

Runeheart manages to climb to the top of the hill.
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Re: Non Sequitur: The Campaign

Post  Crystalite on Tue May 13, 2014 9:11 am

The zebra's ears droop as he realises he can't hug the fairy. He had secretly hoped it would annoy the hell ot of her... No matter. He climbed into the wagon, failing to notice or care if anypony was in the way as he pushed off, with only one foalish word...

"WWHEEEEEEEEEEEEEEEEEEEE-"
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Re: Non Sequitur: The Campaign

Post  Clockeye on Tue May 13, 2014 10:37 am

As Zach pushed off, Runeheart quickly stuck his forelegs to the back of the cart, joining in with Zachs 'Wheeeeeeee'.
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Re: Non Sequitur: The Campaign

Post  Xel Unknown on Thu May 15, 2014 2:51 am

Maddie looks over the seemingly endless pit that seems to be quite the impass. She waits a few seconds, hoping to see something or somebody do something to make her think her reasoning was wrong... But nothing happens. Therefore by Mad Nopony's crazy joker logic, this pit must be mainland version of a jungle monster.... Having to deal with possible Jungle Monsters would explain why this path was labled the one with the most danger in her mind.

"I ATTACK THE DARKNESS!" Maddie declares as she throws a bomb of hers.

(OOC: I'll make a magecraft check if Copper wants me too, but I kinda don't wanta because well the goal is an attack of some kind that might do damage to the pit itself (cause in maddie's mind it's a legal target to be killed) Also I kinda hope that Copper can use this as an opening to start some combat with us... I wanta see some REAL danger on this "most dangerous and fastest" route Which so far had only just some poison joke. Which yeah, that is some danger... But kinda weak danger overall.)
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Re: Non Sequitur: The Campaign

Post  Copper Rose on Thu May 15, 2014 3:15 am

A deep rumbling shakes the cliff, causing Zach to come to a less violent halt not far from the others at the chasm. A giant claw comes up and slams on the edge of the cliff, then a tentacle, then a hand. Whatever it is Maddie just woke up, it's big and taking its time to get up. (roll Initiative)
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Re: Non Sequitur: The Campaign

Post  Xel Unknown on Thu May 15, 2014 3:31 am

Maddie grins huge and said quietly to herself. "Called it..."

(Initiative roll: 10)

(got spellbook so I don't need to pick talents for the combat, nor feel like posting everything I got here at the moment.)
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Re: Non Sequitur: The Campaign

Post  Loud Taffy on Thu May 15, 2014 3:45 am

"Dang it Maddie!"

(initiative 6)

Combat Talents:

[+1] Dual Vinyl (Knife in the Dark) - Standard Attack
Choose One:
A) Deal 6 damage to one target creature
B) Deal 4 damage to two target creatures.


[+1] Strobe Light (Radiant Blade) – Standard Attack
Deal 1d8 damage to target creature. If you roll a 6 or higher, that creature is blinded until the end of your next turn.

[+1]  Free Glow Stick (Wild Power) - Standard Utility
A random ally gains 2 energy

[+1] Mindfray - Standard Attack
Deal 1d8 damage to target creature, and that creature suffers a -2 penalty to damage until the end of your next turn.

[-2] Feedback Wave – Standard Attack
Deal 1d12+X damage to target creature, where X equals the number of pips that creature has.


[-7] Wub Master (Flametongue) – Minor Utility
You conjure Turntables. You can dismiss the turntables as a free action. While you are running a set, you cannot use your other combat talents. Instead you may use the combat talents below.

Ongoing rhythm (Searing Heat )- Trait
Whenever you trigger one of your Special Moves, target creature suffers 5 ongoing damage (save ends).

[+3] Down Beet (Fireslash) – Standard Attack
Deal 1d10 damage to target creature.

[+1] Nosebleed (Burning Wound) – Standard Attack
Roll a d8. Deal that much damage to target creature, and it suffers that much ongoing damage (save ends).

[-1] LFO (Scorched Earth) – Standard Utility
up to six enemies suffer 5 ongoing damage (save ends)

[-2] Flashy Lights (Blazing Blade) - Standard Attack
Deal 2d10 damage to up to six enemies.

[-4] Bass Cannon (Cremate) – Standard Attack
Deal 4d8 damage to target creature and your next attack single target attack can target up to 4 creatures instead. The Turntables vanish.





Last edited by Loud Taffy on Fri May 30, 2014 7:45 pm; edited 3 times in total
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Re: Non Sequitur: The Campaign

Post  Crystalite on Thu May 15, 2014 5:06 am

Initiative:
Result: 1d20 [3] + Bracers of Speed [4] = 7

...I've been getting some truly crappy initiative rolls lately... Like Xel/Maddie, I also have a spellbook, but I am re-posting my talents here for my own convenience.

Talents:
[+3] Sanctity of Faith - Standard Utility
You gain regeneration 2 (save ends).

[+1] Gather Energy - Standard Utility
On your next turn, you may take 2 standard actions. You cannot use this talent two turns in a row.

[+1] Kindle Pain - Standard Utility
If target enemy is suffering ongoing damage, increase that damage by 5.

[+1] Invigorating Strike - Standard Attack
Deal 1d8 damage to target creature and target ally gains 5 temporary hit points.

[-X] Faith Ward - Minor Utility
You or target ally gains resist X+1 until the end of your next turn. X cannot be less that 1.

[-1] Haunting Melody - Standard Attack
Roll a d10. Based on the roll, target creature suffers the following.
1-4 The target suffers 4 ongoing damage (save ends).
5-7 The target is dazed (save ends).
8-9 The target suffers vulnerability 2 (save ends).
10 The target is stunned (save ends).

[-2] Enfeebling Curse - Standard Attack
The target is weakened and suffers 5 ongoing damage (save ends both).

[-2] Conjure Warden - Standard Utility
Conjure an allied Spectral Warden. It has the following stat-block.
Spectral Warden - 1 HP

- [0] Warden’s Boon - Standard Utility
The Spectral Warden grants you or target ally 1d8 HP.
- [0] Warden’s Duty - Interrupt Utility
Trigger – An ally is targeted by an attack.
Effect - The triggering attack hits the Spectral Warden instead.

Traits and Items:
Level 2: Healer’s Blessing
You may use the following combat talent.
- [0] Healer’s Blessing - Reaction Utility
Trigger - You use a talent that results in an ally gaining temporary hp.
Effect - You gain the same amount of temporary hp.

Level 3: Wicked Grin
Whenever you subject an enemy to a (save ends) effect, you gain 1d6 temporary hp.

Training Certificate: Persistent Hex
Enemies suffer a -3 penalty to saving throws against (save ends) effects that you bestow.


Spellbook - 500 Gold
Weapon
When you start a battle with this weapon equipped, you may bring all of your combat talents into battle (instead of choosing 5).

Bracers of Speed - 1000 Gold
Trinket
You gain a +4 bonus to initiative.

Energizing Amulet - 2000 Gold
Trinket
At the start of your turn, if you have less than 4 energy, you may gain 1 energy.

Training Certificate - 2000 Gold
Trinket
When you purchase this item, choose a trait that you meet the prerequisites for. While you have the Training Certificate equipped, you are considered to have the chosen trait.

Zacharias slowly stepped out of the wagon as the monster slowly came into view. He could feel the dramatic tension increasing around him. He glanced at his various allies, some of whom he had started to know, some of whom were newer than he was. He looked back. A slight grin came onto his face. "This is gonna be fun."

History:
Any chance the zebra knows what this thing might be?

Result: 1d20 [12] + History [13] = 25

Not bad. Not bad at all...

Status:
HP: 30
Energy: 4
Status: Ready To Go
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Re: Non Sequitur: The Campaign

Post  Clockeye on Thu May 15, 2014 12:04 pm

"...I wonder what would happen if I made friends with that?"

Roll and combat stats:
Initiative: 17! Yes! Talents: Brought spellbook so I can bring 'em all. Health: 30, Energy: 4. Let's get ready to rumble!
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Re: Non Sequitur: The Campaign

Post  Quietkal on Thu May 15, 2014 4:13 pm

Ghoul scrambles back from the ledge and slams on his mask with frightening speed.
Combat:
Initiative: 16 (roll)
I'll do a History on the thing as well.
24 = 8 (roll) +11 (skill) +5 (FK Magical Predators)

Start of Combat trigger, gains 30 temporary hit points.
Talents:
[+3] Ooga Booga! (Blood Slash) - Standard Attack
Deal 2 damage to target creature. You suffer 2 ongoing damage (save ends)
[+1] Menacing Stare (Mindfray) - Standard Attack
Deal 1d8 damage to target creature, and that creature suffers a -2 penalty to damage until the end of your next turn.
[-X] Steal Confidence (Drain Blood) - Minor Attack
Deal X damage to target creature. Target creature gains X+2 life. X cannot be less than 1.
[-2] Roar of Challenge - Minor Utility
Target creature and all creatures adjacent to it are subjected to your “Roar of Challenge” until the end of your next turn. A creature subjected to your “Roar of Challenge” deals half damage on attacks that do not include you as a target.
[-7] Eldritch Impersonation (Frostfall)  - Standard Attack
Deal 2d12 to target creature and 1d12 to creatures adjacent to the target. The primary target is stunned until the end of its next turn.
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Re: Non Sequitur: The Campaign

Post  deonte9109 on Fri May 23, 2014 12:17 am

"Madwy I wanna attack the darkness too!"
Combat:
[+3] Accelerated Healing (Sanctity of Faith) - Standard Utility
You gain regeneration 2 (save ends).
[+2] Lightning Flash (Arcing Bolt) - Standard Attack
Deal 1d6 damage to up to three target creatures.
[+1] Espresso Shot (Gather Energy) - Standard Utility
On your next turn, you may take 2 standard actions. You cannot use this talent two turns in a row.
[-2] Let’s Play Tag (Chain Lightning) - Standard Attack
Deal 1d10 to target creature. If you roll a 6 or higher you may make this attack again without pay its energy cost, except you must choose a new target.
[-9] Lightning Strike (Call Lightning) - Standard Attack
Deal 3d12 damage to target creature, and 1d12 damage to each creature adjacent to it.

Quickblade - 2000 Gold
Weapon
You gain a +5 bonus to initiative. You may use the following combat talent.

[-3] Fast-Strike - Minor Attack [1/Battle]
Deal 2d10 damage to target creature

Initiative Roll: 11(roll)+5(bonus)
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Re: Non Sequitur: The Campaign

Post  Clockeye on Fri May 23, 2014 1:52 pm

"Now now now, let's see what's going on in that head..." Runeheart says, putting on his twisted smile.

Combat stats::
Using Deathwatch, Let's see your HP you giant bugger!
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