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Dog Kisser
Mar 30, 2005

But People have fears that beasts do not. Questions, too.

Time again. The DIE’s return was long expected and long feared, but you and the other Hexenfolk have been preparing your entire lives for it. Some of you even longer - your parents and grandparents were Hexen themselves, and their ancestors as well. Nearly a century ago, the DIE appeared and flooded the land, raised mountains, and trampled your cities before being driven off. The Dire Inscrutable Engine cannot be destroyed fully, only banished, and so your people have been living with its return over and over… and over. Bit by bit, age after tortuous age, you have grown better at coping. Better at rebuilding. Better at driving it off.

And now… the DIE was upon you. You heard it crying out, and you stiffened mid-stride. Time to move, Hexen. Save your lands - again.

OVERVIEW posted:

Welcome to DIE! Again! Some great distance in the past, someone created the Dire Engine to crush their foes. Over the ensuing centuries, it has returned over and over and over to fulfil some long forgotten purpose. It cannot be bargained with. It cannot be understood. It cannot even be destroyed… but it can be stopped. Driven off, forced into torpor once more. Luckily, your people have gotten very good at this. You, Hexenfolk, have trained since youth to harness fragments of its magic passed through the generations. Your ancestors, eighty years ago, drove it off at a terrible cost to the land they called home. But to do otherwise would have invited even worse! You, their descendants, must now take up the burden and drive it away once more!

First, pick a name, a portrait, a starting position (any tile in or adjacent to any City tile, including any added by the above), one of the three Weapons and any two Artifacts from the list below in the Archive. Alternately, you may pick a portrait and starting position and allow me to randomly choose your loadout - doing so will give you THREE Artifacts instead. The DIE will arise someplace on the map once you’ve positioned yourself, then you’ll have to go drive it off. It is big. Very, very large indeed. Its size means that it will shake off your piddly attacks and likely crush you by accident. No problem - if you die, hop back in immediately with the same rules. For the record, red portraits are those who perished the first time, and grey are those who passed into legend by driving off the DIE - either way, you can’t pick em’.

How, you ask, is it fair that you must contend against such a beast? Surely under my power it will kill you outright? Probably - but it’s not under my power. The Dire Inscrutable Engine is Inscrutable even to me. Each round, it will roll to select a Primary System to guide its actions, then a Subsystem within that to give specifics. From your histories, you are aware of the Systems - but the Subsystems you must encounter. The DIE may wander harmlessly through the wilderness… or immediately teleport into a city and annihilate it. You do not know, and cannot know. Drive it off, and save your families. After all, you’ve done it before. This’ll be a piece of cake!

THE WORLD posted:

The landscape has changed heavily over the years: first the Flooding, then the calm years of Reclamation. Even now, years and years later, scars of the last coming remain. All the maps had to be rewritten in the interim - and the surviving Hexen were the ones to do it! If you played last game you may put down two Tiles (including roads and Garistals (roll 1d6)) of your choice on the base map. You may use both to create a single Icon tile, instead. The tiles placed needn’t have any relationship to those beneath them either. Want to make a desert oasis? Go ahead. Big big fire in the middle of a city? Sure, go nuts. Want to just put a bandaid over the big trench in the middle of the map? Probably a good idea! The Hexen earned their right to guide the rebuilding through their grit and bravery!

RULES posted:

  • Players move on TILES. They are smaller and have colours or icons on them.
  • The DIE moves on HEXES. They are bigger and contain seven Tiles.
  • Players have 2 Wounds and can move 2 Tiles at a time.
  • Players may act and move or move twice.
  • When players end their movement on applicable Tiles, they roll 1d6. On a 6, they get a Tile Event and roll 1d6 again to select which. Some of these are visible in the Archive, but not all of them, yet!
  • When players end their movement on applicable Tiles with icons on them, they roll 2d6 instead to see if they get Tile Events - they get an Event if either is 6, but only one.
  • Each round, players act first, then the DIE.
  • The DIE will roll their Subsystem roll and act accordingly. If the Subsystem is new, it will be added to the Archive.
  • The DIE is big. Very, very large indeed. Whatever Hexes it passes through are Squashed, darkening the component Tiles visibly on the map. These Squashed Tiles require players to roll 2d6 and get 6 on BOTH to get a Tile Event. Additionally, players in its path will take 1 Wound on the outskirts of a Hex and 2 Wounds in the center Tile. Don’t get squashed.
  • After resolving, the DIE will roll their System roll to select the System for next round.

RULE CHANGES posted:

  • Several items, events and attacks have changes - pay close attention if you played last time
  • Healing on City Tiles now requires an action (can be a move action)
  • Road bonuses only apply when you’re on a road - the intent is to funnel people onto the road system to quickly move around, so no more using them as boost pads!
  • If you die, you can hop right back in in or adjacent to any city tile - as long as it’s beyond 2 Hexes away from the DIE. No more spawn killing, I’m afraid - you’ll have to hoof it!

Dog Kisser fucked around with this message at 13:36 on Apr 3, 2021

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Dog Kisser
Mar 30, 2005

But People have fears that beasts do not. Questions, too.

THE DEAD posted:

GEAR posted:

WEAPONS
    TEKKAWAND ATTACK:RANGE 1 HEX; 20d10 DAMAGE / UTILITY: TARGET AN ACTIVE SUBSYSTEM WITHIN 3 HEXES AND ROLL 1D6 - IF ROLL MATCHES TARGET NUMBER DECREASE DIFFICULTY OF SUBSYSTEM BY 1. ROLL ADDITIONAL D6 FOR EACH ADJACENT TEKKAWAND USER
    A polished, faceted rod of melded runic ironwood and Dire Engine fragments. Following certain disastrous events of the previous incursion, anti-tampering charms are laid thick into its make-up.
    DYNASTAR ATTACK: RANGE 1 TILE, 1D800 DAMAGE, RELOAD AS ACTION AFTER USE / UTILITY: ROLL 1d6 TO REVEAL SUBSYSTEM FROM ACTIVE SYSTEM, REGARDLESS OF RELOAD STATUS - IF SUBSYSTEM IS ALREADY KNOWN, DECREASE DIFFICULTY BY 1
    A great length of ironwood and steel topped by an advanced tekkanism. Disastrous terraformation saw the loss of many of the priceless Dynavoulges, but the somewhat degraded Dynastar remains a force to be reckoned with!
    GARISTALEST ATTACK: RANGE 2 TILE, [GARISTAL TIER - 1d100] DAMAGE, MUST BE LOADED WITH GARISTALS / UTILITY: RECOVER A TIER 1d6-1 GARISTAL FROM AN ADJACENT SQUASHED TILE.
    A massive cylinder of inscribed iron and glass, the Garistalest is a fearsome weapon indeed. Tekkanological advancements in Garistal studies have revealed that they can be synthesized from the DIE’s tread patterns - and Garistal weaponry has incorporated these findings.
ARTIFACTS
    TRAVEL RATIONS CONSUME AS FREE ACTION TO HEAL YOU OR ADJACENT ALLY BY 1 WOUND, RELOAD IN CITY TILES AS AN ACTION - CAN BE RELOADED AS PART OF A HEAL ACTION
    A processed, highly nutritious energy bar. Everything you need to keep you going, just a little longer. Available in most cities around the continent.
    JOKRUNNER +4 MOVE ON ROAD TILES
    A single person vehicle, long legged and sure footed. On man-made roads, nothing is faster.
    TRAKSLEDGE +2 MOVE, TAKE ADJACENT UNITS WITH YOU
    A heavy, multi-seated conveyance that makes your travel through the wilds a little more bearable. It’s a bumpy ride, however!
    TOKTOK WAVER TRANSPORT INSTANTLY BETWEEN CONTIGUOUS WATER-ADJACENT CITY TILES AS MOVE ACTION
    A portable, collapsible watercraft that allows for rapid movement between ports. Quite terrifying to ride, but commonly used since the Flooding.
    BRIKK ARMOR IMMUNE TO BEING CRUSHED
    Chunky, brutalist armor forged from the DIE’s flesh. In a pinch, it will be enough to save you from being stepped on. Probably.
    BINDING TALISMAN GAIN ANOTHER MAX WOUND
    One of your own bones, bound in a complicated weave of your own hair. It'll keep you together, in a pinch... but it won't be comfortable.
    FARCASTER WEAPON HAS DOUBLED ATTACK RANGE
    Loops and loops of runic cloth to be tightly fastened around your weapon, tied in ritual knots. Already you feel the power within seeking your foe.
    HOOKPAD NO MOVE PENALTY ON MOUNTAIN TILES
    Heavy, specialized equipment that render you surefooted as a mountain Jekk. Ensure you keep the adhesion enchantments well primed!
    PADDLEPAD NO MOVE PENALTY ON WATER TILES
    Gear enchanted to allow movement on water. Takes some getting used to, but highly effective for both infantry and vehicular use.
    GEOPOINT WHEN GAINING AN EVENT, PICK ONE OF YOUR CHOICE.
    A well-travelled Geomark, one that has seen the many strange places of this world. It blazes with contained elemental power.
    MOUNTAIN CHARM ROLL AN ADDITIONAL 1d6 TO SEE IF YOU TRIGGER EVENTS IN MOUNTAIN TILES
    Six kinds of stone, tied together in a leather pouch. Tugs towards useful things in the heights.
    DESERT CHARM ROLL AN ADDITIONAL 1d6 TO SEE IF YOU TRIGGER EVENTS IN DESERT TILES
    Rough-hewn glass, sharp and hot. Peer through it to find useful things in the desert.
    WATER CHARM ROLL AN ADDITIONAL 1d6 TO SEE IF YOU TRIGGER EVENTS IN WATER TILES
    A vial of water drawn from six different sources. Shake it up and follow the swirling particles inside.
    CITY CHARM ROLL AN ADDITIONAL 1d6 TO SEE IF YOU TRIGGER EVENTS IN CITY TILES
    A city map, smeared with some delicious smelling sauce. Is this even really a charm? Whatever it is, it works.
    FOREST CHARM ROLL AN ADDITIONAL 1d6 TO SEE IF YOU TRIGGER EVENTS IN MOUNTAIN TILES
    A green twig speared through six leaves. Let the gusting wind guide you to something useful.
    TEKKA NODE APPLY TO TEKKAWAND TO INCREASE ROLL BY 1D6 PERMANENTLY
    A strange crystal that pulls towards a Tekkawand as though by magnetism. As you bring it close, the Board pulses hungrily. Eerie.
    VOID CHARM ROLL FOR EVENTS IN DESTROYED TILES AS THOUGH THEY WERE SQUASHED TILES FOR SPECIAL EVENTS
    An ancient sliver of obsidian supposedly drawn from the blasted land from one of the first Engines. Perhaps… It will bring you luck?
    VOIDSTEPPER AGATE CONSUME ADJACENT TO A WARP MARK TO ALLOW TRANSIT BY PLAYERS
    An uncanny crystal drawn from the edge of an earlier Incursion’s warp mark, rewritten by runic magic for human use. Be careful...
    BREAKING RUNES ROLL TWICE AND CHOOSE HIGHEST WHEN ATTACKING BROKEN SECTIONS - ROLL THREE TIMES WHEN ATTACKING ON THE SAME TURN THE ARMOR BREAKS
    An eerie iron collar hammered harshly out of broken fragments of DIE armour. When affixed around your weapon, sympathetic magic causes severe backlash within the DIE systems.

TILE DATA posted:



WATER
    1 UNDINE’S DOOR TELEPORT TO ANY OTHER WATER TILE AS A FREE ACTION
    2 QUENCH THE FLAME HEX ADJACENT FIRE TILES BECOME WATER
    3 OCEAN'S BOUNTY YOU AND ADJACENT ALLIES ARE FULLY HEALED
    4 WATER WITCHERY SPAWN A GARISTAL IN A RANDOM WATER TILE WITHIN 1D6 TILES
    5 DEEP SECRETS SACRIFICE ONE OR MORE WOUNDS TO GAIN A RANDOM ITEM
    6 DISRUPTIVE WAVE ATTACK ADJACENT TILES TO DISABLE A RANDOM SUBSYSTEM AS FREE ACTION
DESERT
    1 BOUND BONES IF YOU WOULD DIE THIS TURN OR NEXT, INSTEAD SURVIVE WITH 1 WOUND IN A RANDOM CONTIGUOUS DESERT TILE
    2 HOT WIND RIDER +1 MOVE WHILE ON CONTIGUOUS DESERT TILE
    3 FOCUSED HEAT HEXEN MAY DEAL 10d20 DAMAGE TO ANY TILE IN ADJACENT HEX AS FREE ACTION, AND CONVERT TILE TO FIRE
    4 DESERT TREASURE SPAWN GARISTAL WITHIN RANGE 2
    5 ENCAMPMENT HEAL 1 WOUND, TILE BECOMES CITY
    6 ANCIENT TRACES GAIN TEKKA NODE ITEM
FOREST
    1 CHEAT DEATH FLEE TO ADJACENT TILE WITH 1 WOUND INSTEAD OF DYING IF KILLED ON CONTIGUOUS FOREST TILE
    2 SWEET BERRIES GAIN A TEMPORARY BONUS WOUND UNTIL TOUCHING A CITY TILE
    3 WOODWIND CHARM ADJACENT ALLY GAINS DOUBLE MOVE THIS TURN OR NEXT
    4 FOREST RECLAMATION CONVERT ADJACENT DESERT OR DESTROYED TILE TO FOREST
    5 FINE GAME GAIN TRAVEL RATIONS ITEM
    6 REGROWTH TILE AND ADJACENT TILES BECOME UNSQUASHED
MOUNTAIN
    1 SEEK A PATH TAKE NO MOVE PENALTY WHILE ON CONTIGUOUS MOUNTAIN TILE
    2 AMONG THE STONES GAIN TEMPORARY WOUND WHILE ON CONTIGUOUS MOUNTAIN TILE
    3 SET AN AMBUSH DOUBLE DAMAGE NEXT ATTACK WHILE ON CONTIGUOUS MOUNTAIN TILE
    4 FORAGE THE HEIGHTS HEAL SELF 1 WOUND
    5 AVALANCHE DEAL 20d10 DAMAGE TO ADJACENT NON-MOUNTAIN TILE AS FREE ACTION
    6 TREASURE OF THE EARTH FIND A GARISTAL
CITY
    1 GOOD REST GAIN A TEMPORARY WOUND
    2 GOOD CHEER +1 MOVE WHILE ON CONTIGUOUS CITY OR ROAD TILE
    3 THE FINEST SMITHS WEAPON GAINS ADDITIONAL 1D10
    4 WALK THE WAYS TELEPORT TO ANOTHER CITY TILE AS A FREE ACTION
    5 CHURCH BLESSING GAIN A REROLL
    6 GENEROUS PATRON PICK ITEM FROM STARTER LIST
FIRE TAKE ONE WOUND IF MOVING THROUGH OR ENDING TURN IN FIRE
ASH TOTALLY DESTROYED. DESOLATE ASH.
ROADS +2 MOVE WHEN INITIALLY ENTERING OR STARTING ALONG ROAD TILES, OVERWRITES MOVE PENALTIES

DIE SYSTEMS posted:

[SYSTEM1 - DETECTION]
    5 LONELY CALL [1] GENERATE A TIER I DRONE AT EACH WARP MARK
    The DIE arches its head back and calls into the sky. Nothing appears to happen… then something does.
[SYSTEM2 - AGGRESSION]
    2 CONQUERING WAVE [2] 2D6 RANGE BEAM FOR 2 WOUNDS AT ANGLE 1D6+1D6 LEAVING FIRE IN CENTER TILES, CURVING OFF THE WALLS
    A great jaw hinges open, revealing a blinding light. It’s already too late for you.
    6 ANNIHILATING SLAM [3] MOVE TO AND DESTROY ADJACENT HEX IN 1d6 DIRECTION
    The DIE rears up before slamming its full weight down. Nothing will survive.
[SYSTEM3 - DEFENSE]
    2 ROLLING SHELL [2] NEGATE HALF DAMAGE TAKEN, THEN MOVE 1D6 IN RANDOM DIRECTION
    The DIE coils into a ball, presenting armored plates, before rolling across the earth like an avalanche!
[SYSTEM4 - DRONES]
[SYSTEM5 - MOVEMENT]
    4 TWIST THE LINES [3] PLACE WARP MARK 2D6 HEXES AWAY IN 1d6+1d6 DIRECTION, THEN TELEPORT TO RANDOM MARKED POSITION
    The DIE draws a symbol in the air, causing the earth to shake and warp.
    5 AVALANCHE GALLOP [3] PLACE WARP MARK OR MOVE 2D6 HEXES TOWARDS RANDOM MARKED POSITION
    The DIE glows brightly from within, then begins to move with fierce speed.
[SYSTEM6 - UNKNOWN]

Dog Kisser fucked around with this message at 04:42 on May 1, 2021

jng2058
Jul 17, 2010

We have the tools, we have the talent!





Portrait: 46
Name: Artemis Rynn
Start: 83D
Weapon: Dynastar
Artifacts: Brikk Armor, Toktok Waver

Hex Replacements: City Center at 83D, City Center at 166A

The wheel turned and the time had come again. There were two Temples of the Song now, the Water Temple and the Fire Temple, one surrounded by ocean, the other perched over a volcano. Artemis was the Singer of the Water Song. She wondered if the Singer of the Fire Song would join her in her sacred duty. It had been a long time since the Schism of Steam in her great-grandmother's time. It pained her that matters of doctrine would separate the two sisterhoods, surely they would have been stronger together! But the wounds were too deep, so Artemis took up the sacred weapons and armor and began the Command Song. The Dance of War commenced yet again.

Junpei
Oct 4, 2015
Probation
Can't post for 11 years!
Portrait: 13
Name: Captain Daryll Drake
Start: 35F/50B
Weapon: Tekkawand
Artifacts: Paddlepad and Water Charm

Hex Replacements: Create a Road in 34E/35C connecting NE to SW, turn 111F into Water

Captain Daryll was a descendant of the practically-minded Garvin Valestein through name only. Valestein, among his many contributions as a civic administrator and mayor, funded orphanages for those who had lost their parents in the battles against the DIE. And one of Garvin's many children-Lilia, as well as her husband, an engineer named Damien Drake-had made it their mission to adopt children and teach them their ways, of reconstruction and building. Daryll's grandfather had been adopted into the family and named their heir. His uncle had built the bridge that connected New Bellwood with its sister city of Bellwater. And his father himself had managed to build a canal that would link the Outer Sea with the lake around Mount Twenty and its city.

Daryll had no such ambitions with regards to building great things. He had an older brother who could handle that perfectly well. No, Daryll preferred the life of the sea. Not delivering news via Toktok-those things were too fast and loud for him. He loved to sail, to explore, to catch fish, and if necessary, perform a little Garristal hunting on the side.

But when the DIE came tumbling back, Daryll took the call. He had his boat, the trusty Sea Serpent, a weapon, and that was all he needed.

TheNabster
Apr 26, 2014

"Today I will cause problems on purpose"
Portrait: 11
Name: The Early Johann
Start: 99D
Weapon: Garistalest
Artifact: Geomark, Farcaster

I'm here to fill space, get paid, and avoid dying as long as possible.

TheNabster fucked around with this message at 12:56 on Apr 3, 2021

Slaan
Mar 16, 2009



ASHERAH DEMANDS I FEAST, I VOTE FOR A FEAST OF FLESH
Name: Dabid Hexenborough
Portrait: 14
Starting Position: 31D
Change: 31C to City Tile, 32F to forest
Loadout: Random me!

Dabid Hexenborough was out at his documentary studio on Livestralia when the DIE hit. He was putting the finishing touches on the voiceover for his look at the last remaining crocodiele. The nature of the DIE meant archiving the flora and fauna of this world was a never ending task, but one that would benefit their progeny in the millennia to come, after the DIE was finally put down, once and for all.

Slaan fucked around with this message at 17:47 on Apr 3, 2021

WereGoat
Apr 28, 2017

Name: Salt
Portrait: 48
Starting: 138 D
Loadout: Random
Tile shift: 100D to Desert, 70D to water.

"I see... I see waves, crashing against sheer cliffs. A great destruction... We must prepare."

Theantero
Nov 6, 2011

...We danced the Mamushka while Nero fiddled, we danced the Mamushka at Waterloo. We danced the Mamushka for Jack the Ripper, and now, Fester Addams, this Mamushka is for you....
Name: Alex Smoothson
Portrait: 51
Starting: 129g
Weapon: DynaStar
Artifacts: Toktok Waver, Traksledge
Tile shift: 129g to City, 98g to Water.

"Oh boy! I might be just a freshman here at the Hans Mountain Academy of GRIT AND WILL, but I sure am excited to challenge the D.I.E.! Gee whiz, it must be destiny!"

Theantero fucked around with this message at 22:46 on Apr 3, 2021

Cloud Potato
Jan 9, 2011

"I'm... happy!"
Portrait: #49
Patrick Needle
Starting Tile: 38D
Weapon: Tekkawand
Artifacts: Paddlepad, Binding Talisman

Returning player tile changes: 24F/38B to Desert, 146E/147D gaining a Road linking up the two existing roads.

The public house in the central square of the small town of Trentotto had been in the Needle family for generations. The front room had a large portrait of Fred Needle, who had died 80-odd years ago during the last time the DIE encroached upon the world. Patrick sighed as he looked up at the stern face of his great-grandfather, his combat gear hanging awkwardly off his body. Did he feel this nervous about going out there and fighting the almost-impossible foe?, Patrick thought.

AJ_Impy
Jun 17, 2007

SWORD OF SMATTAS. CAN YOU NOT HEAR A WORLD CRY OUT FOR JUSTICE? WHEN WILL YOU DELIVER IT?
Yam Slacker
Portrait: #53
Geriontius the Young
Starting Tile: 28D
Weapon: Random!
Artifacts: Random!

Returning player tile changes: 28B to City, 28D to City. (Llyrchwednesville!)

Some thought it mad to set up a city in a volcano, perhaps it was, but the deed was done and it was a home to be defended.

Otherkinsey Scale
Jul 17, 2012

Just a little bit of sunshine!
Portrait: #59
Dame Sunset
Weapon: Random
Artifacts: Random
Tile shift: 200D to City (Icon)
Starting Location: 200G

Tumblebones had not only rebuilt, but expanded, after being flattened in the DIE's deaththroes. A small order of knights errant now called the town home, and the most skilled was Dame Sunset. She was patrolling the town's outskirst when the call to action came. The town's barracks had been supplied in a somewhat haphazard manner, but she would make do.

charms
Oct 14, 2012


Lun Shavescalp
Portrait: 55
Random Loadout
Start: 191A

"Yeah, I tried growing it out, I did the combover, did the weird lotions, nothing worked. So one day I just decided, gently caress it, razor time. And it looks fantastic! What do you think? I look great, don't I?"

Jvie
Aug 10, 2012

Old timer map change: INTO WATER: 147a + 147d

Not an intentionally made channel, but an irrigation project gone horribly wrong.


---

Face #43
Name: Casimir

Start point: 30e

Dynastar
Toktok Waver, Farcaster







"Lets go."

Lux Anima
Apr 17, 2016


Dinosaur Gum
Portrait: #56
Name: Daedalu Santeria
Starting Position: 42A
Weapon: TekkaWand
Artifacts: TrakSledge & HookPad
Terraforming: [Road/Bridge between 168B & 183B], [Road/Bridge between 184B & 199B]

The arcane tekkanic Daedalu Santeria grew up in the foothills of the great volcano Mount Boxcars within the city of Cincinero, and had - at an earlier age than most - learned to accept that his life could be ended at any moment by a great catastrophe, like by a volcanic eruption or by an unknowable entity like the Dire Inscrutable Engine. Daedalu's great aunt, the Hexen Icaru Santeria, had perished fighting the D.I.E to protect the city of Cincinero close to a century ago. Considering that Cincinero was one of the few cities that remained after the D.I.E. had finished tearing apart the continent, Daedalu felt that his great aunt must have done a good job with the tools she'd had.

When he came of age and focused his studies on the arcane arts, Daedalu took to learning the same advanced motorized tekkanics and vehicle engineering that his great aunt had. In the years leading up to the D.I.E.'s next appearance, Daedalu had unearthed Icaru's tekkanical notes and resumed the work that she'd been developing. Icaru's old passion-projects had involved combining the artifacts of the HookFoot and the TrakSledge into a road-worthy passenger vehicle that could also reliably traverse the volcanic mountaintops. According to the stories that remained of the device - the "RidgeRunner," as Icaru had called it - it had been extremely effective when the continent was mostly expansive forests and plains between mountains and desert, instead of the scattered archipelago it was today.

The world had so many more waterways nowadays compared to the geography of Icaru's era, and so Daedalu had spent years of his work developing the TrakSledge alongside novel HookPad technology to create not only a mountain, forest, road, and desert-worthy vehicle, but an amphibious one as well. When it came to making water and air seals on an amphibious, all-terrain vehicle, redundancy was always important.

Used in conjunction with TekkaWands, DynaStars and Garistalests, Daedalu suspected that his hook-wheeled, all-terrain LandMaster could be the newest generation of weaponry in taking down a monster like the D.I.E.

KittyEmpress
Dec 30, 2012

Jam Buddies

Portrait: #32
Lil Liah
Starting Tile: 138B
Weapon: Random!
Artifacts: Random!

I'm gonna be a HERO! Yay!!

Dog Kisser
Mar 30, 2005

But People have fears that beasts do not. Questions, too.

The barometric pressure increased steadily over the course of the day, the air becoming unbearably dense. The Hexen waited, and stared out to sea. A great tone rose rumbling from its depths, and the waters pulled back like a blanket to reveal its beastly mass. It heaved itself ashore, blinking multifarious eyes.

DIE MANIFEST posted:

DIE-MANIFEST: 1d207 78
No matter where they were, the Hexen felt it. The communication charm, ancient though it was, still did its job. The channel opened with a pleasant tone, and a nervous male voice spoke through it. ”Uh, hey. The Dire - DIRE INSCRUTABLE ENGINE has a-appeared in HEX79! Go, go, go!” They went, they went.

HEXEN DEPLOYING posted:


The DIE towered over them, this time vast and snakelike, its great coils crowned by six insectile limbs and an eerily humanoid face. It groaned and creaked, skin like marble and steel and coral, projecting menace. It swivelled its face over the land to survey its opposition. Did it recall this place? Did it remember its past life? Why did it return, again and again, to lash at this cursed land? None knew. Perhaps not even the DIE. It blinked slowly - then acted!

DIE SUBSYSTEM ACTION posted:

DIE-SYSTEM: 1d6 5
[SYSTEM5-MOVEMENT]
<ȶɦɛ ֆӄʏ ȶɦɛ ֆӄʏ ȶɦɛ ֆӄʏ ɦօա ɨ ɦǟʋɛ ʍɨֆֆɛɖ ʏօʊʀ ȶ-ȶ-ȶօʊƈɦ>
DIE-SUBSYSTEM: 1d6 5
    5 AVALANCHE GALLOP [3] PLACE WARP MARK OR MOVE 2D6 HEXES TOWARDS RANDOM MARKED POSITION
    The DIE glows brightly from within, then begins to move with fierce speed.
DIE-MOVEMENT: 2d6 6
The DIE moves 6 Hexes towards HEX19!

Calling out to the arcane mark made by a previous Engine, the DIE slithered through the waters of the coast. No casualties yet, but a fearsome show of power nonetheless. Go, Hexen!

DIE SYSTEM CHANGE posted:

DIE-SYSTEM: 1d6 1
[SYSTEM1-SEARCH]
<ɨ ƈǟռ ǟʟʍօֆȶ ȶօʊƈɦ->

Lux Anima
Apr 17, 2016


Dinosaur Gum

Daedalu Santeria
Weapon: TekkaWand
Artifacts: TrakSledge & HookPad: +2 Move, Drag others, ignore Mountain movement penalties

A great rumbling underneath the whole of the world grabbed the Hexen's attentions all at once.

In the city of Cincinero, at the base of the volcano called Mount Boxcars, the tekkanic Daedalu Santeria got up from a shaking rooftop lounge chair in an instinctive panic - he initially worried that the massive volcano was about to blow, but then he heard the alerts from his Hexen communication charm in his bedroom. The seismic event was coming from far to the west.

"What is it Daedalu?" the Hexen's wife asked him from the doorway, having ushered the children towards the basement. "Is it actually here?"

"Hm!" Daedalu hummed, peering through a long-range artifact spyglass at the D.I.E. slithering out of the ocean depths far to the west. "It's not the same as it was in the records, but that's certainly it: that's the D.I.E..."

They all knew what this meant. In a hurried trance, Daedalu Santeria began collecting and donning his protective travel gear and loading supplies in the LandMaster.

"I love you each, so very much." Daedalu said at last to his wife, his daughter, and his son. "I have to go."

Daedalu gave his wife a final parting kiss and his children their final words of encouragement, and far too quickly for his comfort he was suddenly riding out from his home's garage in his all-terrain TrakSledge, headed towards the D.I.E. to meet his fate.

Movement: Move 1: 42A -> [SW1, W3] -> 40D, Move 2: 40D -> [W4, NW2] -> 23D.
Event Chance: Double Desert: 2#1d6 6 5 - Event Get!
Event Choice: Desert: 1d6 3 - Focused Heat - ???

TrakSledge Transit Map (Red to Yellow to Green):

Instructions: Start or end your turn in the Green or Yellow zones and get towed to the corresponding hex(es) in the later zones for free! End your turn in the Red zone and you can get towed in the next round! Please put your final position after the towing movement in your orders!

Junpei
Oct 4, 2015
Probation
Can't post for 11 years!

Captain Daryll Drake
Weapon: TekkaWand
Artifacts: Paddlepad and Water Charm

Daryll swore under his breath. Of course, the drat thing would head right back to its mark.

He eased the Sea Serpent forward, hiding under the bridge between Bellwater and New Bellwood, and struck!

Move to 34E

TekkaWand attack: 20d10 94

Water Event Double Tile (+Water Charm): 3#1d6 3 1 2

Junpei fucked around with this message at 11:37 on Apr 5, 2021

TheNabster
Apr 26, 2014

"Today I will cause problems on purpose"

The Early Johann
Weapon: Garistalest
Artifacts: FarCaster + GeoMark:

"Oh it's over there? I have to walk now? Aw beans."

"Might as well some site seeing on the way there."

>Move 2NE to 85D
>Move 2NW, 1NE to 70B

Double Water Event. 2#1d6 = 6, 1
GeoMark Water Event. 2#1d6 = 1, 4

Selecting 1 - Undine's Door

TheNabster fucked around with this message at 12:16 on Apr 5, 2021

Theantero
Nov 6, 2011

...We danced the Mamushka while Nero fiddled, we danced the Mamushka at Waterloo. We danced the Mamushka for Jack the Ripper, and now, Fester Addams, this Mamushka is for you....

Alex Smoothson
Weapon: DynaStar
Artifacts: Toktok Waver + Traksledge

"Gee, I knew it!", Smoothson opined as he charged the leg of the D.I.E. with his boat, "I was fated to be a great hero like Hans, just like mom said!"

>Toktok to 34B (I know I'm not starting on a City tile, but that is because DK spawned me on the wrong spot)
>DynaStar attack: 1d800 512

Event Chance: City: 1d6 4 (no)

Theantero fucked around with this message at 12:35 on Apr 5, 2021

jng2058
Jul 17, 2010

We have the tools, we have the talent!






Artemis Rynn
Wounds: 0/2
Start: 83D
Weapon: Dynastar
Artifacts: Brikk Armor, Toktok Waver

Toktok Waver Move from 83D -> 34B

Dynastar Attack!


Dynastar Attack: 1d800 199

Event?: 1d6 5 - No Event

Artemis danced, the movements of her hands and legs controlling the arcane Toktok Waver that was the Water Temple's pride and joy. Truly, it was both amazing and terrifying how fast the little seacraft could go! Artemis arrived in Bellwood. The ruins of the first Guardian Temple were a little to the east, off the road in the forest that had grown out of the wreckage of East Bellwood. Her most recent predecessor, Saint Cassandra, had made her first stand against the DIE in Bellwood, and it was appropriate that Artemis did so as well. Singing the Command Song at the top of her lungs, Artemis struck!

jng2058 fucked around with this message at 15:23 on Apr 8, 2021

Otherkinsey Scale
Jul 17, 2012

Just a little bit of sunshine!

Dame Sunset
Wounds: 0/2
Start: 200G
Weapon: Tekkawand
Gear: Brikk Armour, TrakSledge, Geomark

Once again, the DIE had appeared on the other side of the world. This time, however, the Hexen of Tumblebones would not have such an easy time reaching it. Roads just weren't what they used to be, and she didn't have a Jokrunner.

Instead, she decided to camp just outside of the somewhat diminished city of Confluxx. Rumours abounded that someone had embezzled its reconstruction funds, but no one had any idea who. Still, Dame Sunset passed a quiet night polishing her armour and checking and triple-checking her gear.

Move 2E 1NE 2E 1NE 1E 2NE, ending on 189B.

Desert icon tile: 2d6 2, 4

WereGoat
Apr 28, 2017



Dynastar-Loaded
Jokrunner- +4 Move on road tiles
Toktok Waver- transport instantly between contiguous water-adjacent city tiles as a move action.
Travel rations- Free act, restore 1 sound to yourself or adjacent ally. Reload in city as part of heal act.

Move to 139D, Toktok to 34G

"It moved north! The spirits are tricky as always."

Event?: 1d6 5 No

Cloud Potato
Jan 9, 2011

"I'm... happy!"

Patrick Needle
Move: 2 | Wounds: 0/3
Weapon: Tekkawand
Artifacts: Paddlepad, Binding Talisman

Once again, the DIE began its campaign of terror by threatening Bellwood. Patrick followed the road north-west, and when the runes on his Tekkawand lit up with hacking potential, he tried to access the beast's subsystems.

Following road to 22D.
Hacking subsystem 5: 1d6 4 Nope.
Event?: 2#1d6 5 5 And nope.

Dog Kisser
Mar 30, 2005

But People have fears that beasts do not. Questions, too.
Updated this in discord earlier but reposting here for visibility:

quote:

Missing loadouts, easier to post here for now:
**Charms** TEKKAWAND; FARCASTER, HOOKPAD, DESERT CHARM
**Kitty Empress** DYNASTAR; TEKKA NODE, FOREST CHARM, CITY CHARM
**Otherkinsey Scale** TEKKAWAND; GEOMARK, BRIKK ARMOUR, TRAKSLEDGE
**AJ Impy** GARISTALEST; BINDING TALISMA, BRIKK ARMOUR, TRAVEL RATIONS
**Weregoat** DYNASTAR; JOKRUNNER, TOKTOK WAVER, TRAVEL RATIONS
**Slaan** GARISTALEST; WATER CHARM, CITY CHARM, FOREST CHARM

Jvie
Aug 10, 2012


Casimir
Dynastar, Toktok Waver, Farcaster


"The D.I.E. has appeared."


Casimir barges in to the port and steals a Toktok.


Move: Toktok to 20g
Double Range Dynastar vs DIE: 1d800 89 *Pförph*

charms
Oct 14, 2012



Lun Shavescalp ●●
Tekkawand 20d10 damage within 1 hex
Farcaster weapon has double range
Hookpad no movement penalty on mountains
Desert Charm additional roll for desert events


"Well, that happened. Let me just touch up my shave a bit, then I'll head out."

Go to 130F
Water Event? No

charms fucked around with this message at 21:54 on Apr 5, 2021

AJ_Impy
Jun 17, 2007

SWORD OF SMATTAS. CAN YOU NOT HEAR A WORLD CRY OUT FOR JUSTICE? WHEN WILL YOU DELIVER IT?
Yam Slacker

Geriontius the Young
3/3
Weapon: Garistalest
Artifacts: Binding Talisman, Brikk Armour, Travel Rations (Loaded)

Move: W to 28C

event chance (Mountain): 2#1d6 4 2

Cadge a lift with Daedalu to 9F

Final tile 9F

"Oh hey, nice sled. Let's go get the DIE."

Slaan
Mar 16, 2009



ASHERAH DEMANDS I FEAST, I VOTE FOR A FEAST OF FLESH

Dabid Hexenborough
Wounds: 0/2
Weapon: Garistalest ATTACK: RANGE 2 TILE, [GARISTAL TIER - 1d100] DAMAGE, MUST BE LOADED WITH GARISTALS / UTILITY: RECOVER A TIER 1d6-1 GARISTAL FROM AN ADJACENT SQUASHED TILE.
Loadout:
Water/City/Forest Charms (ROLL AN ADDITIONAL 1d6 TO SEE IF YOU TRIGGER EVENTS IN WATER/CITY/FOREST TILES)
3d100 Garista

Dabid had barely stepped out of his recording studio before the DIE appeared right before him. He was nearly martyred for the animals as the heroic Jade and Stebe from the last DIE incursion. The Jade Baddol & Stebe Ervin Memorial Forest has been martyred by this newer, uglier DIE. He grabbed his Garistalest and his lucky vest (festooned with souvenier patches from his adventures in the wilds, the wets and the cities of the world) and headed out to save Livestralia and all of the world's creatures from this beast.

Move 2 to 32D
Utility: Gain Garista from squashed tile 32F: Garista search: 1d6-1 3d100
Search: Water Search w/charm: 2d6 [6, 1]
Event: Event Kind: 1d6 3
3 OCEAN'S BOUNTY YOU AND TILE ADJACENT ALLIES ARE FULLY HEALED

Slaan fucked around with this message at 00:59 on Apr 6, 2021

Dog Kisser
Mar 30, 2005

But People have fears that beasts do not. Questions, too.

The Hexen mobilized, quickly making their way across the land to strike at the serpentine foe!

HEXEN REPORTS posted:

56 - Daedalu Santeria encounters a Desert Event: 3 FOCUSED HEAT HEXEN MAY DEAL 10d20 DAMAGE TO ANY TILE IN ADJACENT HEX AS FREE ACTION, AND CONVERT TILE TO FIRE
13 - Captain Daryll Drake attacks DIE-D for 94 Damage!
11 - The Early Johnson encounters a Water Event: 1 UNDINE’S DOOR TELEPORT TO ANY OTHER WATER TILE AS A FREE ACTION
51 - Alex Smoothson attacks DIE-C for 512 Damage!
46 - Artemis Rynn attacks DIE-D for 199 Damage!
49 - Patrick Needle interfaces with the DIE! Tekkawand reads [4]; DIE-SUBSYSTEM-5-5: 3d6 3, 1, 4; [CONNECTION SUCCESS - SUBSYSTEM “AVALANCHE GALLOP” DIFFICULTY REDUCED TO 2]
43 - Casimir attacks DIE-C for 89 Damage!
The DIE shook, great stone scales falling into the sea and it reacted to the blows. First blood, Hexen. Keep pushing!

DIE-AGNOSTICS posted:

The Dire Inscrutable Engine sighted upon a cluster of its foes, babbling at them in its strange, broken words. The handler came over the charm line once more. ”Well done, guys! It, uh, signals say it might Speak A Word now! It says here: ’as severe damage is taken the DIE will speak Words of power, imbuing it with enhanced capabilities’, so, you know… watch out for that.”As if on cue, the DIE shivered, then pointed a clawed finger at them and barked a command.

DIE SUBSYSTEM ACTION posted:

The Dire Inscrutable Engine is heavily wounded! It speaks a Word!
DIE-WORD: 1d6 4
    4 WORD OF MASS DESTROY CENTER TILES WHEN MOVING - FURTHER UPGRADES INCREASE AREA OF EFFECT BY 1 TILE RADIUS. ADDITIONALLY, BREAKS BRIKK ARMOR IN CENTER TILE.
    The DIE shakes with rage, then settles upon its great haunches, some greater weight pressing down upon the earth.
DIE-SYSTEM: 1d6 5
[SYSTEM1-DETECTION]
<ɮɛɢɨռռɨռɢ օքɛʀǟȶɨօռֆ - ʀɨֆɛ ǟռɖ ֆɦɨ-ǟռɖ ֆɦɨ-ǟռɖ ֆɦɨ>
    5 LONELY CALL [1] GENERATE A TIER I DRONE AT EACH WARP MARK
    The DIE arches its head back and calls into the sky. Nothing appears to happen… then something does.
Tier I Drone spawns in 19D! Tier I Drone collides with DIE! Drone takes 50 Damage and is ejected to 20D!

DRONES posted:

This iteration of the DIE has evidently brought with it subservient drone golems! They act after the DIE and are equally in peril of its attacks - and footsteps - as anyone else, but are otherwise independent. Unless otherwise stated, upon their creation 1d3 is rolled. The value of the die controls several factors:
  • Their size - they occupy 1-3 Tiles.
  • Their movement - they move 1-3 Tiles in a random direction each turn, crushing tiles like the DIE itself. Tier I Drones cannot pass through Mountain Tiles because they are comparatively little!
  • Their HP - they have 100-300 HP each, shared across the entire body regardless of size.
  • They Squash tiles like the DIE, but only deal a single Wound to Hexen trod upon. If they end their movement on you, however, you’re toast.

DRONE ACTION posted:


<ƈօʟʟɨֆɨօռ ɖɛȶɛƈȶɛɖ>
DIE-MOVEMENT: 1d6 3
Tier I Drone moves to 20E! collides with a Mountain!
Uncanny, to watch the DIE create something like itself, but so much smaller. It was difficult to tell what happened, what with the flare of arcane light, but it almost looked like it was... pulled from the very earth itself. Whatever had happened, the Hexen now had something else to contend with.

DIE SYSTEM CHANGE posted:

DIE-SYSTEM: 1d6 2
[SYSTEM2-AGGRESSION]
<ɨ ƈ-ƈ-ƈǟռ'ȶ ֆȶօք ɨȶ - - - ʀʊռռɨռɢ ɛʀʀօʀ->

Dog Kisser fucked around with this message at 04:07 on Apr 6, 2021

jng2058
Jul 17, 2010

We have the tools, we have the talent!






Artemis Rynn
Wounds: 0/2
Start: 34B
Weapon: Dynastar
Artifacts: Brikk Armor, Toktok Waver, Farcaster (new)

Toktok Waver Move from 34B -> 83D

Dynastar Reload!


Event?: 1d6 6 - Event!
Event?: 1d6 3 - No Event!

City Event: 1d6 6 - Generous Patron! Acquire Farcaster!

Artemis rode her Toktok Waver back to the Water Temple. She barged into the temple's armory and presented her Dynastar. "It isn't attacking at range, the old Farcaster is broken! Get me a new one, quickly!" A little while later, her newly Farcasted and reloaded Dynastar was ready for a renewed assault on the DIE.

charms
Oct 14, 2012



Lun Shavescalp ●●
Tekkawand 20d10 damage within 1 hex
Farcaster weapon has double range
Hookpad no movement penalty on mountains
Desert Charm additional roll for desert events


Lun takes a breather in the badlands, letting the harsh sunlight reflect off of his polished scalp.

Move to 85C
Desert Event? No

Lux Anima
Apr 17, 2016


Dinosaur Gum

Daedalu Santeria
HP: 2/2
Weapon: TekkaWand
Artifacts: TrakSledge & HookPad: +2 Move, Drag others, ignore Mountain movement penalties

"Be careful out there, Geriontius," Daedalu had said to his Hexen passenger, as he was dropping the old, heavily-armored man off within several miles of the D.I.E. "We'll need all the strength we can muster to fight this thing."

After setting camp in the mountains, the TrakSledge tekkanic fiddled with the settings on his TekkaWand, trying to remotely shut down the D.I.E.'s sub-subsystems with the help of specialized augury.

Movement: Move 1: 23D -> [W2, SW3] -> 51B.
Traksledge: #53 Geriontius the Young gets towed to 36D before the start of their turn!
Action: TekkaWand - Target Subsystem 2: 2#1d6 6 2
Event Chance: Double Mountain: 2#1d6 2 1 - no event!

Transit Map (Green to Red):

Lux Anima fucked around with this message at 17:31 on Apr 6, 2021

Junpei
Oct 4, 2015
Probation
Can't post for 11 years!

Captain Daryll Drake
Wounds: 2/2
Weapon: TekkaWand
Artifacts: Paddlepad and Water Charm

Staying close to the DIE was looking like a worse and worse move as it began to act. The captain of the Sea Serpent decided to fire and dash.

TekkaWand attack: 20d10 118

Move to 50E

Water Event (+Water Charm): 2#1d6 5 1

TheNabster
Apr 26, 2014

"Today I will cause problems on purpose"

The Early Johann
Weapon: Garistalest
Artifacts: FarCaster + GeoMark:

"So I just step in this and I'm good? It can't be that baaaaaAAAA-" Johann was cut off as the tentative foot he put into the door sucked him all the way in instantly.

"...aaaaaAAAAAH!" Hurtling out of the water and landing with a soggy thump on the shores of a forest many hexes away, Johann crawls his way out of the surf and started stumbling towards the east in land.

"And here I thought the TokkTokks were bad, I think another trip like that would kill me."

>FREE: Undine's Door Move to 78G
>Utility: Salvage a Garistal from 78F
>Move 2E to 94A

Garistal search, 1d6-1 = 0
Desert Event, 1d6 = 2

TheNabster fucked around with this message at 14:39 on Apr 6, 2021

Theantero
Nov 6, 2011

...We danced the Mamushka while Nero fiddled, we danced the Mamushka at Waterloo. We danced the Mamushka for Jack the Ripper, and now, Fester Addams, this Mamushka is for you....

Alex Smoothson
Weapon: DynaStar
Artifacts: Toktok Waver + Traksledge

"Wow, they will be so impressed with my cool moves at the Academy! I should go there and tell everyone, immediately!"

>Toktok to 129G
>Reload Dynastar

Event Chance: City: 1d6 6
City Event: 1d6 3 (THE FINEST SMITHS)

Slaan
Mar 16, 2009



ASHERAH DEMANDS I FEAST, I VOTE FOR A FEAST OF FLESH

Dabid Hexenborough
Wounds: 0/2
Weapon: Garistalest ATTACK: RANGE 2 TILE, [GARISTAL TIER - 1d100] DAMAGE, MUST BE LOADED WITH GARISTALS / UTILITY: RECOVER A TIER 1d6-1 GARISTAL FROM AN ADJACENT SQUASHED TILE.
Loadout:
Water/City/Forest Charms (ROLL AN ADDITIONAL 1d6 TO SEE IF YOU TRIGGER EVENTS IN WATER/CITY/FOREST TILES)
3d100 Garista

The new drone the DIE birthed was not natural. No creature of the wild was that big or that horrifying. Dabid couldn't get a shot on it, so he loaded his garistalest and attacked the DIE itself. He would protect the endangered species of the area or die trying.

Move to 18F
Attack Die: Attack on Side F: 3d100 134
Search: Water Search w/charm: 2#1d6 3 5

WereGoat
Apr 28, 2017



Dynastar-Loaded>Unloaded
Jokrunner- +4 Move on road tiles
Toktok Waver- transport instantly between contiguous water-adjacent city tiles as a move action.
Travel rations- Free act, restore 1 sound to yourself or adjacent ally. Reload in city as part of heal act.

Move to 33E

"Is this how new DIE are made? I must consult the spirits..."

"Outlook not so good"

"No? No matter."

Dynastar: 1d800 502

Otherkinsey Scale
Jul 17, 2012

Just a little bit of sunshine!

Dame Sunset
Wounds: 0/2
Start: 189B
Weapon: Tekkawand
Gear: Brikk Armour, TrakSledge, Geomark

On her second day of travel, Dame Sunset passed through a town whose name she didn't stop to learn. She dropped off some messages she'd picked up in Confluxx and Tumblebones bound for the little town.

Taking a break to lean on the guardrails of the highway and look out at the ocean, she thought to herself: So far this quest is a bit light on the 'knighting' and a bit heavy on the 'errantry'. Ah, well.

Move 2NE 1NW 7NE 1NW. End on 104D.

Water Tile Event Roll: 1d6 3

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Cloud Potato
Jan 9, 2011

"I'm... happy!"

Patrick Needle
Move: 2 | Wounds: 0/3
Weapon: Tekkawand
Artifacts: Paddlepad, Binding Talisman

"Keep moving", Patrick said to himself as he carried on down the road, trying to remember the advice that had been passed down from the Hexen of old. "If possible, don't stand face-on. And whatever you do, don't trust a Tekka!" He looked at his Tekkawand and chuckled. No-one had ever trusted him, growing up. Always left out, always kept apart. Someone in Trentotto probably nominated him for DIE duty just to be rid of him. That alienation was half the reason he chose the Tekkawand as his weapon.

He stopped in a forest, and set about hacking the great beast again. There were strange modified TrakSledge marks going up the nearby mountain, and Patrick's Tekkawand seeemed to throb with a more intense light than usual. Strange, Patrick thought to himself.

Moving to 35E/36C.
Hacking subsystem 2: 2#1d6 3 1
Event?: 2#1d6 1 3 No.

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