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Topics - Sean Mirrsen

Pages: [1] 2 3 ... 7
1

  1943. World War Two. Madness engulfed the planet. The future was uncertain. And I was there.
  I remember a man with a harmonica, who sat numb in the ruins of his city, playing some forgotten tune, oblivious to the hell around him. It seems a sign of my own fate.
  People are afraid of war, but they will never know the true terror that lurks behind it. Now I have a new mission. A mission in the eye...of a Silent Storm.



What is Silent Storm? For those who may not be aware of this little game, it's a turn-based tactical strategy game with RPG elements, set in an alternate history during World War Two - though the "alternate" bit won't come up for a while. It's a quintessential tactical TBS, with a great engine, challenging missions, and somewhat weird voiceovers.

And I'm planning to do a Suggestion/LP of it. That is, a somewhat suggestion-driven Let's Play. While many minor decisions I will make myself, certain major ones I will let the spectators and participants decide on. Plus there will be extra characters that I'll let people decide tactics for later.

First of all, we need to select the side of the War we begin the campaign on.



The differences that come with this choice are somewhat far from cosmetic, but the game is fun either way, and one way or another you end up playing as the good guys anyway. So it's all good.

Game will be played on Hard difficulty, outlined here:


To start with, I am going to ask to provide me with the starting character.
He(or she) will need a gender, a nationality, and a profession. And a name.

Gender and nationality affect looks and voice only.
Gender is hopefully self-explanatory.
Nationality is dependent on chosen side - Axis choose from Italian, German, and Japanese. Allies choose from UK, USA, and USSR.
Professions are as follows:
Soldier: A general skirmish fighter, gains skills that help to kill stuff better and survive getting hit more. Starts with an SMG and some grenades.
Sniper: A "ranged" ranged combatant, stays away and gains skills that help shoot things more accurately, rather than more often. Starts with a scoped rifle.
Medic: A subpar combatant, but is invaluable to a team that has to patch up between engagements. Gains skills focusing on healing. Starts with basic medical gear and an SMG, rifle, or pistol.
Grenadier: Is heavy weapons guy. Specializes in all things dakka and kaboom, except mines. Starts with grenades and an SMG.
Engineer: The "rogue" of the group, this is the guy who unlocks all doors and finds all traps. And lays the traps. Turns into a cleric after encountering [REDACTED]. Starts with lockpicks, mine probes, and a pistol or SMG.
Scout: The other half of the "rogue". Gains skills that enable faster running, stealthier skulking, better spotting, and decent bonuses to melee damage.

For a pretty good reason (that being that it's game over if your main character dies), I prefer the main character to be a Sniper. But we can play anything here.

Post the campaign you'd like to see me play (Axis/Allies), the name you'd like the main character to have, his/her nationality, and profession.

I'll start once a few good options are presented.
(holycrapwhyamIstartinganLPIhavenoexperiencedoingthesethingshalp)

2
Roll To Dodge / Space Whaling Adventure RTD - CQB: Cetacean Qabab Barrage
« on: February 19, 2013, 02:55:17 am »
The year is... gods, you can't even remember what year it is after last night. Thirty... something. Or forty... blast it. Must've been a hell of an occasion to have drunk so much.. blargh.

You vaguely recall celebrating an event, something you and five of your friends have been planning and saving money for since two years ago. You force yourself to your feet and look around. Five more bodies, in similar states of hung over, litter the floor around you amidst numerous bottles, broken furniture, and combat gear. You try to find a mirror to look at yourself, but there is none. Come to think of it, the room looks strange. You don't remember renting an apartment with great big plasma conduits built into the walls. Slowly you stagger out through the nearest doorframe, and blunder through a long corridor, finding yourself in a room. A room with a downright unhealthy amount of pressable buttons, arrayed under several very much large screens, each showing nothing but the starry blackness of space. An electronic-sounding voice speaks out from nowhere in particular.

  "This automated control unit welcomes its newly registered owners. There is one message pending.

  The port authorities of Deneb Kaitos would like to remind that you still need to receive and sign transferrance papers, as well as your license. Simply hopping aboard, shooting compression lasers into the air and shouting, quote, "HAW YE MATEYS LET 'ER RIP!", end quote, does not comply with standard port departure and license assignment procedures. They would like to see you, your crew, and your ship, back in port at your earliest convenience, or else they will, quote, "blow ya sorry ass out of orbit an' tow ya carcass back themselves", end quote.
 
  This automated control unit recommends its newly registered owners to comply with above request. Coordinates for the Deneb Kaitos Whaling Port laid in.
"
   
  You blink.
 
  "Oh."
 
 

 
  Welcome, everyone, to the Space Whaling Adventure RTD.
 
  I'm not sure it's actually ready yet, give me some time to get a few final things straightened out. But you can already sign up. We'll try to hammer issues out as we go along.
 
Spoiler: Starting Information (click to show/hide)
  Bonuses add die size rather than change final result.
 
  Six players will start the game. Everyone else, should there be anyone else, go into the waiting list.
 
  Now, the ship you start with is actually a little underdeveloped, with room to improve, and you have money to spare. It has six systems. They are Control, Propulsion, Communications, Sensors, Processing, and Storage.
 
  • Control is the AI that runs the ship whenever you can't be assed to, like fending off a horde of betentacled glowing monstrosities.
  • Propulsion is what moves you in space, evading, chasing, or tearing free from the aforementioned betentacled monstrosities.
  • Communications is what allows you to call for help, either to tow an exceptionally big carcass, or bail your sorry ass out of a pinch. You can also get whale extermination requests.
  • Sensors is what finds you some space whales randomly floating around the universe. The better the sensor, the better the whales it detects - and the less chance of reporting a betentacled monstrosity as small fry.
  • Processing is what grinds betentacled monstrosities into sellable meat. The better, the higher quality meat it can process.
  • Storage defines your hold's size, no fancy rolls here. Used both for meat and for extra stuff, such as piloted armor and fancy fighters.
 
  All systems start at value [6]. If you are one of the first six to apply, select a system to permanently assign a +1 bonus to. You'll start buying things like weapons and gear once the players are all up.(no longer applies)[/spoiler]

  Bear in mind, all rules and things may be subject to change as the game finds its balance, but let's see if it actually works first.

  Also seeking replacement GMs, just in case. Me is terrible at running two games at once. -_-

Player list:
Anailater as Dr. Bruce Thomson
Borno as Mr.Lime Johnson
Lawastooshort as Colonel Yirkut
Pufferfish as Jak Spades, fighting man
Scapheap as Clair Cherry
Yoink as Nicholas "Scoot" Cirrussi, legless pilot


Waitlist:
Penguinofhonor
Unholy_Pariah
Persus13
Xantalos

Dwarmin as potential backup GM

3
This is the game thread for Multiworld Madness II. For discussion, questions and signups, as well as the current waiting list, see the discussion thread. Unless you are a player submitting an action, please refrain from posting here.


Multiworld Chronicles
Chapter 1: Multiworld Madness
(take two)


A clean, empty room. Its perfectly proportioned walls have seen no change for uncountable eons since their creation, thin angular lines faintly pressed into their surface reflecting the light of the ever-glowing ceiling and the faint red glow of the carpet on the floor. The whole room, walls, ceiling, floor and carpet, have all been created for a purpose, and have stood waiting for the right moment.

Now.

For the first time in countless millenia, the ceiling's light blinked, momentarily immersing the room in profound, impenetrable darkness. If any living being would inhabit this room, this mere fragment of a second would seem like an age of unimaginable panic to them. Though perhaps, when the darkness finally ceased, that being would take comfort in the light's reappearance.

But all things in existence are relative, slaved to the perception of such beings as are there to perceive. And thus, when the profound darkness gave way to light, and five human beings suddenly found themselves standing in a brightly lit metal room, they experienced the same onset of unimaginable panic. And for them, it would be much longer before they might again find comfort.

This story is about them.

======

The five humans are Jake Marshall, Derek Coonan, Frederick Barbarossa, Jay Kayell, and Alix Meier. They stand in the middle of the room, nearly naked save for some unfashionable grey underpants. And for Alix, a slightly fashionable tank top.

They have no memory of themselves. Oh, they know who they are, they know what they like, their personalities are untouched. Moreso, if someone would give them a "Known History Of The Known Universe" questionnaire right now, they'd probably score 100 points without so much as trying. But anything of the world that relates directly to them - where they lived, how they lived, who they knew and what they did - any memory of that sort is a complete and total blank. They know only their names, and the mysterious phrase ingrained in their minds - "You are here for a purpose. Find the nine keys and complete your task. Good luck."

They are trapped in a cubic room, ten meters to a side, with walls of dim, unreflecting metal covered in fine line patterns. The floor is mostly covered by a thick carpet with hard nap, there are meter-wide strips of bare floor along the walls. The carpet is impossible to lift or move, even a little.

Three walls of the room are bare. The fourth has a number of curious items. In the center, at roughly chest-height, is a protruding patch of shiny white metal, about the size of a postcard. Embossed upon it are nine squares, arranged as a phone's keypad and marked with deeply imprinted Roman numerals, I through IX. Pressing these "buttons" yields no effect.

Left of the keypad, the wall sports a cluster of five doors - thin doors, like those of a personal locker. Indeed, upon closer examination, each locker bears a name plate corresponding to the names of the humans.

Right of the keypad, the wall has a large black panel, some two meters long and one meter high. It looks like a screen of some kind, but the surface feels like metal, and there are no controls whatsoever anywhere near the panel.

So, now the humans have taken stock of the situation. They are nearly naked, but the lockers might provide something. They are trapped and have no idea what to do, but perhaps the keypad will start working, or the screen will show them directions. What do they do next?
==========
=== STATUS ===
(click images for status pages)
==========
Locations:

==========
Characters:

==========
This first turn, I introduce a new little mechanic called the "special action". This action is mandatory, but as a bonus, it's also complementary to any normal action.

This turn's special action is getting your character some clothes - state what you would like them to be, your character will open the locker and find... something that may or may not be what you were looking for. Best of two Luck rolls will be used to determine the contents of your locker.

=== NOTE: On Differences from the previous Madness game ===

Unlike most games of this type, and the previous game in this series where you would randomy gain powers by trying to perform them, the process of improving your character is slightly different here.

Instead of starting out butt naked and helpless, your character is simply amnesiac. This was true in the previous game also, but was not used in this quality. Your character is a person with some kind of background, which he simply does not remember. Due to this, trying out a skill and suddenly succeeding at it will mean that your character was actually proficient in this skill all along. Same with abilities. However, this will only work for skills and abilities it would be possible for your character to have (you can't know how to throw fireballs unless you're in a universe where this ability is not unheard of, no matter how rare). Also, you would be wise not to abuse this mechanic. Even disregarding the effects in the following paragraph, focusing on one or two good powers instead of trying to be a jack of all trades is a generally smart thing to do.

Also, crossing universe barriers will now come with a price. Every supernatural ability and item you've acquired in the universe you're leaving will need to pass a check, and will either be lost (if it's a power) or depowered (if it's an item) if it fails. The success rate for abilities depends on your character's proficiency with them, and for items it depends on their complexity and dependance on the universe's unique physics laws... and your luck, of course.

There, that seems to be all. Remember, questions go into the discussion thread. Let's play this thing!

4
Roll To Dodge / Multiworld Madness II. (Discussion&Signups thread)
« on: June 20, 2011, 09:04:13 am »
Roll To Dodge: Multiworld Madness II
------------------------------------
Note: This is the DISCUSSION and SIGNUPS thread. For actual game proceedings and updates, please check the GAME THREAD, but do not post in it unless you are a player.
------------------------------------


This an RTD set in my own, fictional, "Multiworlds" setting, started anew after the the original (link in my sig) has ground to a screeching halt. I'll still be working on that last update, don't worry.

Quote from: Rules of Madness
=== PROGRESSIVE ROLL RULES ===

For every Action a Player submits, the Game Master rolls a die to determine its outcome.
The number of sides on the die rolled is determined by the value of the skill or attribute assigned to performing said Action.
The outcomes are selected from a predetermined list, sorted by severity:
  • Epic Fail(EF): The intended result was not achieved, and the character suffers additional problems as a consequence.
  • Failure(F): The intended result was not achieved, but no further complications occur.
  • Partial Success(PS): The result is only partially achieved, with exact degree determined circumstantially by GM.
  • Success(S): The result is achieved, though the character may suffer unintended consequences.
  • Epic Success(ES): The result is achieved, and any consequences turn out positively for the character.
  • Overshot(OS): The result is nominally achieved, but the character suffers consequences from intentionally or unintentionally "overdoing" the action.

The table of outcomes is determined thus:
(Die Value):[Roll Value]-Outcome;

(D1):[1]-Epic Fail.
(D2):[1]-EF;[2]-Fail.
(D3):[1]-EF;[2]-F;[3]-Partial Success.
(D4):[1]-EF;[2]-F;[3]-PS;[4]-Success.
(D5):[1]-EF;[2]-F;[3]-PS;[4]-S;[5]-Overshot.
(D6):[1]-EF;[2]-F;[3]-PS;[4]-S;[5]-Epic Success;[6]-OS.

Above (D6), the outcome table is expanded by padding Success outcomes inbetween Partial and Epic Successes.
Thus, for instance, a roll of (D10) will look like this:

(D10):[1]-EF;[2]-F;[3]-PS;[4-8]-S;[9]-ES;[10]-OS.

As a rule of thumb, the severity of the overshots and epic fails will depend on the value of the die being rolled - so getting a [5] out of a (D5) is a much milder overshot than a [10] out of a (D10)

===========

=== ATTRIBUTES, SKILLS, ABILITIES ===

Attributes are generic "stats" of a character. Any action not requiring a particular skill or ability will use the corresponding Attribute value as the base die value. The base value for any Attribute is dependent on the selected Race.

Skills and Abilities are used whenever an action is not feasible without some manner of previous specialized training. Something a character can't do simply by being strong, smart, good-looking, or running really fast. Skills are used as the base value for things a character can technically do, but never did before - driving a car, firing a sniper rifle, swimming, etc. Abilities, on the other hand, are something character is physically unable to do without knowing HOW to or being physically modified. Flying, hurling fireballs, seeing in the dark, and so on. The base value for Skills is [3], and the base value for Abilities is [1] - thus demonstrating the difference between the words "unskilled" and "unable".

Sometimes, instead of providing a value of their own, skills or abilities will serve to modify other skills, abilities, or attributes, in certain circumstances. These skills, called "Passive" in contrast to the "Active" skills above, can still be trained by exposing the character to such circumstances, thus increasing the effect of the skills on whatever they affect.

=== SALVAGING AND COLLATERAL ROLLS ===

In specific cases, if a character fails a check on the primary roll - be it an ability, skill, or attribute - the GM may decide that the situation allows a "Salvage Roll". This roll uses a different, but relevant skill/attribute to somehow positively affect the otherwise negative outcome of the original action, and "salvage" the failure somehow. Overshots may warrant a similar roll if the situation allows it.

If a Salvage Roll is failed, or is not made, the GM may use a Collateral Roll to determine the severity of failure, be it an Epic Fail or an Overshot. This roll always uses the character's Luck stat.

-----------

Multiworld Madness II will allow you to pick one of the three(five) races for your character to play as.

Spoiler: The Races (picture) (click to show/hide)

The races are the adaptable Humans, the intelligent Dolean, and the felinoid Mii'Ari. The race of Mii'Ari is represented with its three distinct subspecies: the average Ayari, the large Immari, and the small and nimble Ellari.

Human: Start with all attributes at 5, allocate 6 positive and 2 negative points.

Dolean: STR, AGI, DEX, TOU, END = 4. CHA = 5. PER, INT, WIS = 8. Allocate 2 positive and 2 negative points. Start with Psi affinity.

Ayari: STR, DEX, TOU, END, CHA, INT, WIS = 5. AGI, PER = 7. Allocate 2 positive and 2 negative points.

Immari: DEX = 4. AGI, CHA, INT, WIS = 5. STR, END = 6. TOU, PER = 7. Allocate 2 positive and 2 negative points. Start with bonuses and penalties appropriate to size.

Ellari: STR, END = 4. TOU, CHA, INT, WIS = 5. DEX = 6. AGI, PER = 7. Allocate 2 positive and 2 negative points. Start with bonuses and penalties appropriate to size.


Ayari, Immari, and Ellari all have these extra abilities in common:
- Low-light vision
- Slightly quicker regeneration
- Short (2'' for an Ayari) bone claws concealed inside the wrists, unsheathed between the fingers.
- Ability to survive without oxygen for up to an half an hour.
- Ability to delay death by bleed-out or suffocation, by shutting the brain down and keeping it functional for up to an hour.

-----------

Here is the entry form.

------

>Character Name<
---
Brief description of character's appearance, including race. Don't bother with clothing.
---
Attributes:
STR:
AGI:
DEX:
TOU:
END:
PER:
CHA:
INT:
WIS:
(insert values appropriate to your race choice and point distribution)
Spoiler: Notes on appearance (click to show/hide)
Spoiler: Note on attributes (click to show/hide)

========================
Current players:

  • Zako
  • dermonster
  • Frelock
  • Jay Kayell
  • Kashyyk

========================
Waiting list:

wolfchild
Talarion
SeriousConcentrate
choobakka
Taricus
scriver
Riccto
Root Infinity
Gatleos
CrimsonEon
Tehstefan
mcclay
Person
Powder Miner
FuzzyZergling
Zebrian
Tinithraviel
Sinpwn
Draignean
Darvi
KineseN
Ahra
Baradine
Child of Armok
Tiruin
Ochita
Xantalos
Aklyon
Greenstarfanatic
TCM
Flying Dice
Someone1214

5
Other Games / And again, Toribash.
« on: June 12, 2011, 04:36:28 pm »
This game seems to spring up on this board every half a year or so, and then sinks back into obscurity. Here at Bay 12 we're people very much used to bloody murder, dismemberment, and violent wrestling, so what gives?

For the unenlighted, Toribash is a turn-based powered-ragdoll physics fighting game for two players. What this means is that instead of pushing a button to punch, you tell the torso/shoulder/elbow/hand joints which way to move, and end turn, then watch as your fighter pummels himself in the face because you forgot to reset the shoulder's move from last turn. It's pretty fun.

So, how about some fighting?

6
I'm not sure if it'll go anywhere or will exhaust itself as soon as I hit a snag, but here you go.

Multiworld Madness. The Webcomic.











Boksi will be the "default" narrator and POV provider, at least as long as he's not dead.

Expect art to degrade horrifically whenever a lot of characters are in a scene.

7
SUPER ASTROID WARS

A long time ago, in a galaxy far, far away, lived a race of intelligent humanoids. These humanoids sought to colonize the stars, and for that purpose created intelligent robots, the autonomous stellar trailblazer droids. Astroids. Sent out on starships great and small, these astroids paved the way to the expansion of the humanoids' empire. And then, suddenly as these things tend to happen, the humanoids were gone, blown to space dust as great antimatter missiles vaporized their ships around them and turned their cities into lakes of molten carbon. After the fires of the civil war died down, all that remained were colonies of Astroids, scattered around the galaxy, with none to remember them and none for them to serve.

Years passed. The astroids eventually realized that their masters were no more. Many could not cope with that, and deactivated themselves. But most chose to live on. Colony after colony of astroids began to change, no longer catering to the needs of humanoids that would never come, but instead establishing their own society. Minerals were mined. Parts were made. Starships were constructed. And soon, first trading vessels began their trips to distant planets. Society, destroyed by searing fires of antimatter explosions, slowly rebuilt itself. In steel.

On the outskirts of the galaxy, a small colony on the planet of Khelnos'Verr was eagerly awaiting its scheduled trading ship. Great pods of resources and crates of spare parts filled the colony's storage vault, ready to be traded for a shipment of heavy construction equipment. But as soon as the gray hulk of the tradeship touched down in the colony's spaceport, out of its bays streamed forth not carryalls laden with gear, but rank upon rank of marauding Raiders! Dismayed, the Colonists retreated. The Raiders flew their dropships to the Vault, intent on taking everything within, but suddenly a great ship descended upon them, painted in grey and green colors of the military. Now, it was the Raiders' time to run. Seeking to stop them from fleeing, the Colonists set in place a lockdown, forcibly mooring the Raiders' ship to the great anchorings of the Starport, and swinging shut the blastproof doors of the Vault. But strangely, the military did not pursue the Raiders. Instead, communicating to everyone on a wide band, the captain of the ship announced:


"This colony, and everything within it, now belongs to our Mercenary group. Surrender yourselves to us, or be destroyed."

Three leaders stood before great screens, each within his own domain. The Mercenary Captain smugly eyed the plain layout of the colony - all he'd need to do would be capturing the Central Control Console, and his elite engineers would irreversibly make this colony his. The Raider Leader nervously examined the bulk of the military frigate looming over the Storage Vault - if only he could get a shuttle to that building, he and his crew would have enough gear to last them three lifetimes, and there was no mooring that could hold his ship in place. And deep inside the colony control center, the Colonist Foreman anxiously scrolled through the databanks, looking for something that could save his people in this situation. And behold, so there was! High above the surface, hidden in the fluffy gas rings of Khelnos'Verr, an orbital defence system as ancient as the humanoids themselves. This remnant of the civil war was armed with powerful, but very accurate lasers, and needed only one command to activate. As long as the control console functions, every moving thing on the surface that isn't a Colonist would be instantly turned into molten slag. But the signal has to be sent from the only relay still tuned onto the frequencies of the ancient defence system - the primary comms dish, in the center of the Orbital Spaceport...

And thus, the battle for Khelnos'Verr begins.




==Preparations==

   To start the game, I will need three players. Each of these players chooses one of the three sides, first come first serve basis. Then, each player will be given a starting force of units, and an amount of starting "cash" that will be determined separately. (see above poll) Using this cash, a calculator, and the listing of Astroid models in the next post, the player will assemble an initial roster of units that will be allocated to him for the duration of the game. Destroyed units are permanently removed from this roster, so this effectively limits the total amount of units the player is allowed to lose until he is completely defeated. Limit for number of a single unit type in a roster is nine (9), so we don't see people packing full rosters of a single type. Each unit will be given a unique name, either by the player or by the GM (me). One unit in each roster will be doubly unique, in that the unit will be instantly promoted by 5 levels, unlocking its relevant abilities if it has them, and increasing its stats with rollups I will make. This unit will be the Leader, Captain, or Foreman of the side they're on, and its loss will mean the loss of that side. So be careful with it.

==Game Proceedings and Goals==

   The campaign is fought until any given side's victory condition is reached. The Colonists want to defend their home - their goal is the reactivation of the colony's derelict orbital defence system through the Orbital Spaceport. The Raiders want to plunder the colony's resources and parts - their goal is breaking into the colony's Storage Vault. The Mercenaries want to use the colony as their new base - their goal is the capture of the colony's main Control Center. The strategic portion of the game takes place on a 5x5 tile map that represents the colony - look for it further down.

   Every side must have at least one captured location in order to remain active, even if that location isn't the one they start in. If any side successfully occupies its victory goal, its game over for everyone else.

   Every turn, each side "attacks" one tile on the map. This tile can be anywhere, and doesn't need to be occupied by someone. Along with the target tile, the attacker announces the units that will be launched for the attack. Once all "attacks" are declared, each side then decides whether or not to try and interfere with the other sides' attacks. If an attack is uncontested, the tile immediately becomes an outpost for the attacking side, even if it was previously occupied. If it is contested, the defenders announce the units they send, and battle begins.

==Battle set-up==

   For each battle, each side is allowed 9 units, minus the distance to the nearest friendly occupied terrain tile (the dropship installs extra fuel tanks instead of troop pods). So, fighting on their own tile, the defending side will always be able to deploy a full 9 units (as long as they have that many left to begin with) while attackers will fight with at most 8 - if they have an outpost in the neighboring tile.

   Units are drawn from the roster assigned at the beginning of the game, or whatever is left of it by the time of the battle. After battle, surviving units are returned to the roster and repaired. Only number of units matters for deployment purposes.

   Upon deployment, each side's units are placed onto a 12x12 map of the area, in specified zones. Once this is done, players can proceed with the fight.

==Battle proceedings==

   Players take turns moving their sides' units. Moving and weapon ranges are in tiles, N/E/S/W transitions only (no diagonals!), with move distance calculated from the unit's Move stat and the terrain cost for moving.

   During a turn, a unit can perform three actions. A Move, an Attack, and a Sub-Attack. Greater actions can be replaced by lesser ones, and can be done in any order. For example, an Astroid can fire a major weapon, move, and sub-attack (i.e. melee) an enemy, or do not move but fire a major weapon twice and perform a sub-attack, or sub-attack thrice.

   There is always a clear Attacking side in a battle - this side wins if it eliminates all enemy opposition. There can also be a Defending, and a Supporting side. During attacks on neutral tiles, both non-Attacking sides are Defending - their victory goal is the elimination of the Attacking side, they do not need to eliminate each other (though they can). During attacks on owned tiles, one side can be Supporting - it has no set goal, as such it can attack either the Attacker or the Defender, and may withdraw at any time without losing anything.

   Withdrawing from battle is instantaneous, and does not require any special positioning for the retreating units - the dropship swoops in and makes off with everyone. Withdrawing is often preferable to outright losing, especially if the tile being fought for isn't of immediate strategic importance.

==Unit statistics==

   Each unit has base Size, Move, Type and Shield stats, as well as individual Health for the Torso, Left and Right Arm, Legs, and Powerpack.

Size: Affects how hard the unit is to hit.
Move: Affects how far a given unit may move, in conjunction with the move costs of terrain tiles.
Type: Affects the move cost of specific terrain types. (covered in a later section)
Shield: Affects how hard the unit is to damage.
Health: Represents the general state of each part.

Units can be equipped with Weapons and perform Special Attacks, but they do not posess offensive parameters by themselves.

Damage to different parts introduces penalties to unit parameters.

Damage to Left or Right Arm reduces the Accuracy of all weapons mounted on that arm, by 1 point for each point of damage incurred. Weapons mounted on both arms (AA) take accuracy penalties only for the least damaged of the arms.
Damage to Legs reduces the Move statistic of the unit, by 1 point for each point of damage incurred.
Damage to Powerpack reduces the Shield statistic of the unit, by 1 point for each point of damage incurred.

Destruction of Left or Right Arm disables all weapons mounted on that arm, and reduces the unit's Size statistic by 1.
Destruction of Legs reduces the Move statistic of the unit to 1, and reduces the unit's Size statistic by 2.
Destruction of Powerpack reduces the Shield statistic of the unit to 0.

==Weapon Statistics==

   Weapons can be mounted to the Left Arm(LA), Right Arm(RA), Both Arms(AA, for Any Arm) or fixed to the Torso(TO), Legs(LG), or Powerpack(PP). Weapons not mounted on Arms suffer no Accuracy penalties for incurred damage.

Every weapon has Range, Penetration, Accuracy, Damage, and can have Special weapon properties.

Range: How far, in terrain tiles, a weapon shot may reach.
Penetration: How much of the target's Shield is bypassed when an attack hits.
Accuracy: How difficult is it to hit a target with this weapon.
Damage: How much Health is deducted from the target's damaged parts on a successful hit.

Special weapon properties are split roughly into three groups:

Sub-Weapon(SW): This weapon may be used as a Sub-Attack action.
Light Weapon(LW): This weapon deals only half damage if used as a Sub-Attack action.
Heavy Weapon(HW): This weapon is used as a Move action.

Burst Fire(BF): This weapon deals only half damage if used after a Move action.
Stationery Fire(SF): This weapon may not be used after a Move action.
Charged Fire(CF): This weapon may not be used unless a Move Action was made.

Spread Attack(SA): A hit of this weapon damages all parts of the target.
Area Attack(AA): This weapon hits everything in a designated area.

==Special Attack statistics==

   Special Attacks are "moves", performed with the Astroid's intrinsic equipment, or one of the mounted Weapons. These typically have prerequisites, in form of experience levels at which they are learned. Otherwise, they follow the same principles as Weapons, and are just as affected by Arm damage. Sometimes, Special Attacks have additional "quirks", that are explained in detail in the attack's description.

==Terrain Types and Unit Types==

   Terrain is broadly divided into these categories: Clear Terrain, Obstructed Terrain, Impassable Terrain, Impassable Obstruction.

   Examples:
Clear Terrain(CT): Field, Hills, Paved Road. Movement Cost is 1 Move per tile travelled.
Obstructed Terrain(OT): Forest, Light Constructions, Deep River. Movement cost is 2 Move per tile travelled.
Impassable Terrain(IT): Acid Pool, Quicksand, Tar Pit. Movement cost is 3 Move per tile travelled, Damage may be incurred.
Impassable Obstruction(IO): High Building, Sheer Cliff, Deep Pit. Movement is prohibited.

   Obstructed and Impassable terrains can have subtypes assigned to them, such as OT/W for a water-based obstruction such as a river, or OT/O for object-based obstructions such as buildings.

   Astroid models that have special Types behave differently on some Terrain Types:

Hovering: Treats Impassable Terrain, as well as non-object Obstructed Terrain, as Clear Terrain.
Flying: Treats Obstructed Terrain, Impassable Terrain, and some Impassable Obstructions as Clear Terrain.
Amphibious: Treats water-based Obstructed Terrain as Clear Terrain.
Juggernaut: Treats object-based Obstructed Terrain, and some Impassable Obstructions, as Clear Terrain.
Resistant: Takes no damage from Impassable Terrain, and treats it as Obstructed Terrain.

==Unit Experience==

   During battle, Astroids on the field gain Experience Points(XP), which come in different forms.

  • Dealing damage to enemy unit: 1 point for every 1 point of damage dealt.
  • Receiving damage from enemy unit: 1 point for every 2 points of damage received.
  • Evading an attack of an enemy unit: 1 point.
  • Landing a killing blow on an enemy unit: 2 points.
  • Remaining on the field when victory is achieved: 3 points.
  • Fleeing from the battlefield: 1 point.
Experience is allocated at the end of every unit's turn. If sufficient XP are gained, attacked units will level out of their turn.

   Every 10 points, an Astroids gains an Experience Level. Reaching specific levels unlocks Special Attacks inherent to each Astroid. In addition, levelling improves one of the Astroid's stats, using the following rolls to select which:

-First roll: 1-4 improves a weapon, 5-6 improves a unit stat.
-Second roll: Chooses either a weapon (according to its position in unit's listing, rerolling on missing or disabled weapons) or main stat, 1-3 improving Move, 4-6 improving Shield.
-Third roll: Only if improving a weapon, 1-2 improves Accuracy, 3-4 improves Penetration, 5 improves Range, 6 improves Damage.

   The selected stat is improved by 1. This does not counteract the effects imposed by the destruction of Legs or Powerpack - despite levelling and increasing its Move stat, a unit with destroyed Legs will remain at 1 Move until it is returned to the base and repaired.

==Combat Formulae==

Attacker Roll: D6+Weapon/Attack Accuracy
Defender Roll: D6+6-Size
If AR>=DR, the attack Hits.

Hit Location determined by D6:
[1],[2]: Torso
[3]: Right Arm
[4]: Left Arm
[5]: Legs
[6]: Powerpack

Target's Shield is reduced by Attacker's weapon Penetration. Target's Shield cannot become less than 0 as a result of this.
Damage Dealt = Weapon Damage - Target Shield

If Damage Dealt is greater than the Target's part's HP, only as much damage as there was HP left is dealt, for XP gain purposes.

8
Looking over my earlier attempt at doing a game of Astroid, I realized the major drawback of using a tabletop system as-is for a play-by-post game.
Now, taking major inspiration from Super Robot Wars, I am reworking the concept so that you no longer need a calculator to see where you can go and where your guns can reach.
And I'm supplementing it all with robots of my own design.





The following is a wall-o-text that describes the game the way I think it might work. It is not yet complete.

Spoiler: Main Rules (click to show/hide)

Spoiler: Combat formulae (click to show/hide)

Astroid Models

This is a listing of all available Astroid Models for each side. Choose well.

Spoiler: Acronyms used (click to show/hide)

The Colonists

Spoiler: Adamant (click to show/hide)
Spoiler: Tornado (click to show/hide)
Spoiler: Enlighted (click to show/hide)
Spoiler: Quagmire (click to show/hide)
Spoiler: Unraveler (click to show/hide)
Spoiler: Xenopath (click to show/hide)
Spoiler: Zone (click to show/hide)

The Raiders

Spoiler: Wanderer (click to show/hide)
Spoiler: Omen (click to show/hide)
Spoiler: Heliotrope (click to show/hide)
Spoiler: Buccaneer (click to show/hide)
Spoiler: Mongoose (click to show/hide)
Spoiler: Gemstone (click to show/hide)
Spoiler: Defiant (click to show/hide)

The Mercenaries
Spoiler: Carnage (click to show/hide)
Spoiler: Loveless (click to show/hide)
Spoiler: Panacea (click to show/hide)
Spoiler: Yellowstone (click to show/hide)
Spoiler: Nadir (click to show/hide)
Spoiler: Rapier (click to show/hide)
Spoiler: Kennel (click to show/hide)

The preparations are all complete now.

See this post for the test battle.

9
DF Suggestions / Improve the whip
« on: April 07, 2010, 05:19:51 am »
I'm not sure whether to put it into bug reports or suggestions, but whatever. It can be fixed by a simple mod in the meantime.

Basically, the current whips are wimpy. An iron whip does nothing but bruising, and it's very lightweight, so it's not an improvement over punching. This isn't really what I'd expect an iron whip to do.

And there's a simple fix. Change the whip's attack from [ATTACK:BLUNT:1000:10:lash:lashes:NO_SUB:5000] to [ATTACK:EDGE:10:10:lash:lashes:NO_SUB:5000]. It may require further tuning, but this setup allows the whip to effectively strip away the outer layers of skin and any exposed tissues while still bruising the lower ones. Not sure what kind of problems might arise from that, but it at least seems plausible.

Interestingly, scourges are already using the edged attack, albeit with more penetration. So, oversight?

10
DF General Discussion / If you wanted a scenic place for a fort...
« on: February 22, 2010, 06:52:16 pm »
Consider Kolakir. You might get a different name for it, but whatever. Just LOOK at this place.

Spoiler: Rather big render (click to show/hide)

It's not the perfect dwarven site - no chasm (66-level drop in a narrow underground waterslide notwithstanding), and the fun is quite a ways off. But the sheer design potential of the place seems quite high. First of all, the highest peak is 111 levels high from ground level. The closely neighboring peaks allow any sort of constructions you might fancy inbetween, and the magmapipe is rather safely walled off until you desire to barge in. There are many trees, and the top soil layer is white sand, so glassworking should be possible. The mountain is primarily gabbro and granite, which doesn't leave much of a steelmaking possibility, but there are enough precious metals and gemstones to get anything you want through trade. In any case, you can try to get a different mineral makeup of the site by using a different history seed.

The worldgen info:
Spoiler (click to show/hide)
The site is here:


Last but not least, the mountain's lower edge is a straight 3-level rampless wall of rock covered by a thin layer of sand. If you want a 2D-like feel, that's about as close as it gets.

11
Roll To Dodge / RtB: Superhero Asylum! We have progress! Turn 1!
« on: February 14, 2010, 04:58:07 pm »
Roll Them Brains: Superhero Asylum!

Roll Them Brains (RTB) is a branch of the classic RTD, in which there is a tweest.
You don't get to choose how your character behaves. Well, for the most part.
In the end of every turn, a die is rolled for each character. Depending on the roll, that character must act differently the next turn.

[1]: Omnicidal Maniac - kill things left and right without so much as a purpose
[2]: Ax Crazy - be overly violent and sadistic
[3]: Anti Hero - do good things in an evil way, or vice versa
[4]: Heroic Neutral - be yourself
[5]: The Messiah - go out of your way to help every possible person
[6]: Destructive Savior - use excessive force in resolving any problem

You should do your best to comply to the description of your behavior. I may impose a penalty if you don't. Alternatively, I'll just alter your action to fit the behavior pattern if I think it's not fitting enough. I want this to be a slightly more deranged RTD.

Now, the intro.

========== < NEWS FLASH > ===========

  Earlier today, a mass escape of supervillains was reported from the Gradopolis Supervillain Asylum.
  Despite truly heroic efforts by the local force of superheroes, the breakout could not be contained.
  As of now, the city is under complete control of the villains, and having no other alternative to deal with the threat, the government has issued an order.
  The Gradopolis Superhero Asylum has offered parole to every Superhero in its care who would step out to defeat the villains.
  The heroes are offered free insurance in the case of their deaths. We will monitor the situation, and come back with a detailed report when the situation changes.


=================================

With that out of the way, rules.
The play will have the standard RTD proceedings, arranged for clarity. First action rolls and accompanying rolls, then Dodge if applicable, then Damage if applicable, all following standard RTD conventions.
Five players may join, by filling out the form at the bottom of the post.
No skills or powers may be gained during play, what you start with is all you get. Items are another story though.
Permadeath is in effect, of course. The waiting list, if it happens, will cycle in as the playing cast shuffles off.

The villains you will be facing are:

The Asbestor!
The Bowlerator!
The Fistula!
The Scarecrow!
The Xeros!
The Negatoeater!
The Alloyer!
The Abrasion-man!
The Fann!
and...
The Vasculator!

Ten villains, five players. Fair game. No, you don't know anything of them beside the names. Each villain supposedly occupies one part of the town.

Fill out this form to join:
------------------
Hero Alias:
Real Name:
Superpower(s):
Equipment:
Weakpoint:
------------------


Some details on the above.
Anything goes for names, funny and inventive names encouraged.
For superpowers. You're no Supermen. Choose one or two powers, none of the factors of which (attacks, etc) can exceed corresponding equipment limits below.
Equipment has the following limits:
   Ranged weapons - must be able to kill a single person in a crowd without killing those around him, or be severely limited in use and/or ammo.
   Melee weapons - cannot be longer than you are tall, must be stoppable(or at least defendable against) by a common forcefield, cannot be used as a projectile weapon unless thrown, otherwise has use limits.
   Armor - cannot increase strength more than twofold, cannot make you invulnerable, otherwise has use limits.
   Support equipment - cannot provide power to more than a city, cannot move objects heavier than one thousand tons, cannot launch things to other planets, and is generally subject to revision.
Weakpoints need not be linked to your power in any shape or form, but they need to be something that can be found within Gradopolis.

Once you submit the stuff, I'll revise it, quantify it (that is, stick bonuses/penalties to it) and have your status up.

In general, be inventive and funny. Remember, you're superheroes who were stuck in an asylum.

First five players will be accepted. Let the fun begin.

prepost-edit: As an additional deviation from my normal routine, NPC and enemy actions and rolls (heck, even their exact abilities) shall not be revealed unless absolutely unavoidable. The details about the villains will have to be collected from the world.

Aand obligatory pessimist comment - I'm not sure how the funk this will line up with my ongoing games, but I need a creative distraction. RtDX will be currently suspended, that idea proved less interesting than it promised to be.

Recap:
The limit is 5 people at once.
You need to post a hero name, a real name, superpowers, equipment, and weakpoints, if you want to join. Remember to have fun.

12
DF Modding / A Clean Slate
« on: January 07, 2010, 04:33:44 pm »
I'm not promising anything.

FortKnox has proven to be too large of an undertaking for the moment, so I've decided to start small.

With Modbase out of commission, I have decided to scrap it, and reuse as much of it as possible for a new beginning. A clean slate.

It's going to a be a mod manager retaining the most important functions of the old Modbase - compiling and fabricating raws. It will have a new interface, new syntax, and hopefully better performance. It'll also be written in C#.

It will, of course, be only for the next version of DF.

No 'shots for now. I will post progress here as it happens.

Post suggestions and encouragement here.

Help is appreciated in form of links to the preview raws of the next version that were released to date. I seem to have lost them. Bonus points for doing it before Footkerchief does.

I'd also like to ask the resident pixel art masters to come up with a program icon that would represent the "clean slate". It can be a slab of rock with the DF's slate symbol on it.

13
Other Games / Captain Forever
« on: January 05, 2010, 04:24:52 am »
I've looked through about a fifth of the games of this year's IGF entries, but this one game instantly caught my attention, being one of my prime interests. Realtime custom spaceship-building. While in combat.

This flash game was quite obviously inspired by Battleships Forever, but it does away with the complex design-centered ship editing, and replaces it with grabbing whatever stuff you can get a hold of and sticking it to your ship. I expect it'll wear out rather quickly since there's only so much stuff you can do, but you can try quite a lot of different design approaches.

This is my latest creation, moments before its swift death at the laser cannons of a massive battlecruiser I didn't quite manage to see in time. (literally, about a second after I installed the front purple block, a dozen heavy lasers pretty much rip the ship in half).
Spoiler (click to show/hide)
The game's not ASCII, this is just how the export function looks.

Share your monstrosities and battle stories!

edit: Oy. Forgot a proper link. PLAY IT HERE.

14
DF Modding / DF:DF? A mod idea/project for the next DF version
« on: December 18, 2009, 10:48:19 am »
I'm pretty sure the idea was discussed at some point, if only because of similar acronyms. Dwarf Fall or Dagger Fortress ('dagger' being 'Urist' in dwarven), call it anything you like.

It could be done this version, since the most prominent things are already possible, except magic - different species of humans and elves with their different views, khajiit, dwemer, argonians, wildlife specific to regions, weapons and armor of different metals, vast world with numerous cities and random caves.

However, next version it can all be that much bigger. Subspecies of khajiit and different fur colors, minor but important differences between high/wood/dark elves, highly custom workshop sets for races with different materials available for crafting, proper dungeon-dwelling creatures and daedric civs, et cetera.

In this thread I'd like to collect as much comprehensive and DF-relevant info about the Daggerfall's, and possibly Morrowind's creatures, races, and items. Languages would be a big plus.

15
Not the rock/paper/scissors kind of RPS. More like Rocket/Plasmagun/Swarmers.

I predict a large amount of "I'll play!" posts. Therefore, the rules are spoilered so as not to draw attention away from the main point. I'm likely going to be seeking someone else to run this game. I have enough of a wait time in my main game as it is.
Ah, hell with it. SIGNUPS OPEN! I'll try to do my best to run this smoothly - luckily, other than the hordes of PMs this will not require much processing on my part. Then again, I think I said the same about that Astroid game...

Spoiler: Rules. (click to show/hide)

This idea is a more or less direct rip-off from one of the Space Rangers text-adventures. The large amount of PM exchange required means the game will be rather slow, even not taking the sheer amount of players into account. Different modes listed at the bottom of the spoiler might spice it up. The original game used a combination of the first two options.

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