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Messages - Joben

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1
Roll To Dodge / Dino Arena - Round 2 Turn 19 - Denoument
« on: February 06, 2014, 11:12:29 am »
Eat reds heart, gain her power!

You do so. It's big and still twitching a little when you manage to pull it out. Very strong. You are sure it contains much power.

Eat the Sister's heart. And other meat.

Mourn the dead. Consider eating them if we have to stah here long enough.


Do this as well. Except I'll take Red's brains.

You do so with great relish, savoring the delicious evidence of your hard-won victory.

Careful examination of your fallen comrades reveals that they are quite dead. There is nothing to do but make the signs of recognition and respect common to your kind one final time.

There is so much meat around you have no need to consider consuming your fallen. So much in fact that even eating only the most choice bits from the big ones and the teno you slew earlier you are soon stuffed full.

Eventually it's time to go. The Arena begins that slow shift to freezing temperatures that inevitably drives you back to your cell.

Around this time you notice that Maxinum is gone. None of you are quite sure when he left. The only spoor you find is on the path heading back to your cell. Perhaps he returned early to sleep. But when you enter he is not there and the door closes behind you. This is no doubt distressing, but there is nothing to be done. Full bellies and exhausted limbs soon have their way and you all fall asleep. You have strange dreams from which you cannot wake. Swarms of little bugs bite you, but their stings bring no pain, only relief.

Spoiler: GM Notes (click to show/hide)

2
Roll To Dodge / Dino Arena - Round 2 Turn 18 - Victory
« on: January 28, 2014, 12:39:03 pm »
Toehook floats away, his last thoughts fluttering like...
Spoiler (click to show/hide)

(( *Sniff* Beautiful. ))

Kill the sister. Make her pay with all my Fury.

You wrestle with Sister, it isn't going well and you can feel her claws on your hide. Then she slowly goes limp.

(Attack 3+1 vs 7+1, Miss)

"told you id beat you." sighs pariah to red before staggering off exhaustedly.

Defend, move away from sister and mate if possible.

You walk, slightly unsteadily over towards where Maxinum is also resting.

(12 Vigor Recovered, nice roll!)

Maxinum continues leaning on the tree and starts licking his wounds. (+4 Vigor)

Quote from: Sister
With my last breath...

With blind rage, Sister strikes at the nearest combatant that was involved in her sister's death. Then she faints, her lifeblood seeping from an overwhelming number of small wounds.

(Attack 5+3 vs 7, dmg 4)

(Vigor deep into negative, loss of consciousness, death.)

((Ding dong, the queen is dead!))

Ironclaw smirked, or rather opened her mouth slightly, which raptors do instead of smirking. "We have defeated your queen. Run, Big Ones, run."

Intimidate. Charge at, leap at, and attack Sister's body (Lead/Fury attack. -5 Vigor.)

You fail to do damage, but she faints anway from injury and overexertion.

(Attack 9+0 vs 10+1, miss)

Sister is in no condition to pay attention to your threats. ((And OOC Mate doesn't care, at least yet. He saw Red go down, but there is no way he would consider retreat until he can inspect her and be sure she's dead.))

Quote from: Mate
Run up attack someone near Red's body. Be desperate.

He grabs hold of mastahcheese and starts tearing into him.

(Attack 9+3 vs 7+1, dmg 16)

--------------------------------

((At this point there are 4 of you that could attack Mate next turn. And he can only take 8 more damage. The odds of him surviving even one more round are very slim So...))

Mate claws Mastahcheese one more time before the rest of you regroup and tear him to bits. (Attack 5+4 vs 5+1, dmg 12)

This area of the forest is a mess. The ground torn by the scramble of clawed feet. The ferns and tree trunks splattered with blood. Six bodies, of friends and foes, predators and prey, lie here and there amongst the underbrush. You have won.

Victory at all costs, victory in spite of all terror, victory however long and hard the road may be; for without victory, there is no survival.* This is the way of The Arena.

Spoiler: GM Notes (click to show/hide)

http://tinyurl.com/DinoArenaSheets
http://tinyurl.com/DinoArenaRules

3
Roll To Dodge / Dino Arena - Round 2 Turn 17 - A Matter of Attrition
« on: January 16, 2014, 04:38:05 pm »
Action: One...more...attack...on Mate...

With spots swimming before your eyes you make one more strike against your enemy landing a successful blow.

Your chest feels strange though. As you struck him he in turn struck back. You look down just in time to see a claw as long as your snout being withdrawn from your body.

It doesn't hurt as much as it probably should. You feel yourself letting go of Mate and slumping to the ground, then the world slips away.

(Attack 6+4 vs 7+1, dmg 4)

(20 Damage taken, Death.)

Quote from: Mate
Attack

(Attack 7+1 vs 2+1, dmg 20)

------------------------

Maxinum stands some distance away from the fights gasping for breath. His muscles are twitching so he leans against a tree.

(Recovers 5 Vigor)

-------------------------


How low does Red's head's HP need to be before her brains splatter out? Or at least get damaged enough that she stops moving?

Attack Red's head if this is a possibility. If not, go for the belly if proneness negates the attack penalty. Otherwise, bite/claw the neck.

((-100% is the death threshold for head or body. So -30 in this case.))

(Attack 6+2 vs 2+1, dmg 10)

viciously maul reds head one last time.

(Attack 10+4 vs 5+1, dmg 16)

Quote from: Sister
Attack Unholy)

(Attack 8+2 vs 2+1 dmg 28)


Switch over to the sister, attack her wounded areas!

(6 vs 1+1, dmg 8, Wound inflicted)

(Cunning 4+2) Sister is very shaky on her feet and blood is pouring from her wounds. You think she is seconds from inevitable collapse.

-----------------------------------

Red struggles helplessly on the ground he neck pinned by mastahcheese. Unholy and GreatWrymGold close in and pound her vulnerable head mercilessly. Bones shatter and arteries tear. Red's body suddenly goes limp.

Sister, ferociously slams into Unholy pulling him away from his victim. Letting go of Red's lifeless neck Mastahcheese rounds on Sister. He kicks sending a foot-claw deep into her side as she mauls Unholy. Despite her fury Sister is clearly at the very end of her strength.

Mate looks up from Dwarmin's corpse and shrieks with rage.

Spoiler: GM Notes (click to show/hide)

http://tinyurl.com/DinoArenaSheets
http://tinyurl.com/DinoArenaRules

4
Action: Hit mate with everything I got!

FIRE EVERYTHING!


You leap on mate and tear with great fury, if not with great accuracy. He is severely bloodied.

The effort leaves you gasping for breath. You are seconds away from exhaustion.

(2+8 vs 3+1, dmg 12, bad roll but still solid)

Quote from: Mate
Claw and anything I can reach. Attempt to rise at end of turn against whoever is holding me.

(Attack 1 vs 1...not even going ot add the modifiers. He misses.)

(5-1) Mate struggles back to a more or less standing position at the end of the turn, despite Dwarmin's efforts to keep him down.

Quote from: Sister
Decide who to help

You're a bit panicked. (Cunning 2+1) and instead of attempting to finish of the severely wounded Hunter nearby you rush away to help your sister. You never really liked Mate anyway.

(Sister double moves and spends +2 Vigor to still attack after switching groups)

Quote from: Maxinum's Standing Orders
Follow plan...errr ok fine, Help Dwarmin finish this jerk.

Somehow you fail to do any damage, and are exhausted by the effort.

(Attack 1+6 vs 10+1)

Black spots swim before your eyes, you gasp for breath, swaying slightly. With no fight left in you for now you let go and move away so you can get your breath back.



Leap onto and otherwise attack Red's head.

You leap on Red. Your claws scrape along her skull across her left eye socket and through her jaw muscle on the same side.

(Attack 7+2 vs 4+1, dmg 8, Wound Inflicted, Impaired Vision Inflicted )

Leap onto and otherwise attack Red's head.
Assist this, don't let her get back up!

Red struggles in your grip. You tighten your hold and manage to keep her down for now.

(Attack 1+3 vs 3+1, Clash 5...that would knock her over if she wasn't already. I'm going to be generous and say that keeps her down for another turn.)

Quote from: Red
Attack Unholy with great fury.

(Attack 8+1 vs 5+3, dmg 6)

Leap onto and otherwise attack Red's head.
Assist this, don't let her get back up!
viciously assist in dogpiling

As you come in to attack Red she swipes a claw across your neck drawing blood (6 dmg taken)

You crowd in with the others tearing at her head and land a strike of your own.

(Attack 1+5 vs 2+1, dmg 6)

Quote from: Sister
((Continued from above)) Arrive at other fight. Hit whoever did most damage to my kin

You completely miss GreatWyrmGold. He doesn't even need to dodge.

(Attack 6+3 vs 10+1)

Spoiler: GM Notes (click to show/hide)


http://tinyurl.com/DinoArenaSheets
http://tinyurl.com/DinoArenaRules

5
Roll To Dodge / Dino Arena - Round 2 Turn 15 - My Beautiful Face! x2
« on: January 04, 2014, 12:30:32 pm »
Attack Red's head.

Your claws rake across her skull, nicking a vein. Blood flows down her neck.

(Attack 6+0 vs 4+1, dmg 2, Wound Inflicted)

She lunges forward pressing down on you with her weight, but you slip to the side and she hits the ground!

(Red rolls badly on a struggle check)

attack red, hold her again.

A powerful twist of her body sends you toppling from your position on her back. You stumble, wrenching an ankle, but remain standing.

(Attack 2+2 vs 8+1, Botch 6 dmg taken, no longer Holding)

Quote from: Red
Ow, my beautiful face! Make him pay!

(2+0 vs 1+1, clash 1 Red Falls prone!)

Beat Red's head in viciously and don't let go.

Red falls over greatly aiding your efforts to maul her. You grip her skull in your jaws and shake viciously, repeatedly slamming her head into the forest floor.

(Attack 7+4 vs 7+1, dmg 6)




Action: Moar wild attacks on sisters  body!

((Sorry, was away. We're likely not going to win anyway, so why not just roll out the rest of the combat in one go? I sense people dont care about a losing fight.))

You kick at Sister but she twists out of the way. She tries to bite you but you slap her away with your foreclaws.

Mate tries to tackle you but it doesn't go well, he trips and falls over, right before Maxinum leaps on him!

(Cunning 5) Mate is in a very bad position. It would take almost everything you have left, but you might be able to put him to death while he's down. ((You can get a +8 against him next turn. 15% chance of killing him outright by yourself if you spend everything. 50% with Maxinum's help too.))

(Attack 4+2 vs 6+1, miss.)

Quote from: Sister
Kill the big wounded one!

You try to bite Dwarmin but he smacks you on the nose. Ow.

(Attack 2+1 vs 9, botch, 2 dmg taken.)

Quote from: Mate
Kill the big wounded one!

(Attack 1+1 vs 2, clash 2, Mate falls prone.)

Quote from: Maxinum's Standing Orders
Try to Wound Mate. Go all out.

(Attack 5+4 vs 2+1, dmg 12, Wound inflicted, Impaired Vision Inflicted)



Red and Mate both howl in pain. Sister glances back and forth between the two in confusion. She's not sure who to help. The closer one, or her blood kin.

Spoiler: GM Notes (click to show/hide)

edit: forgot the status link.

http://tinyurl.com/DinoArenaSheets
http://tinyurl.com/DinoArenaRules

6
Roll To Dodge / Re: Dino Arena - Round 2 Turn 14 - Why do we fall?
« on: January 01, 2014, 10:21:59 am »
((I think a bull is kinda like a ceratopsian. I mean, a spineface.
Also, maybe have standing up take up a whole turn, during which you are vulnerable? Makes groups of animals big enough to knock you over more dangerous.))

((Oh right, of course there are bulls in this world. No sense us making up a fake in character name for a creature following that archetype.

Yeh something like that.

-----

Looks like Dwarmin was away too, so with at least 2/5 of the players offline we've been on hold. I suspect they'll be back soon, so *bump*


----

Edit:

Mockup of a gameplay aid for using a system like this in tabletop play. Vigor total on the left. HP total on the right. Tracked along with HP is a wound level that changes the rate at which vigor is lost per turn. You slide the paperclips up or down to indicate the current value. (Concept blatantly stolen from the water level tracker in Forbidden Island)



Thoughts? ))

7
Well, since we're ignoring values of 0 or less, I made a list of all possible combinations of 1 or higher.
Spoiler (click to show/hide)
I then put all the results into a weighted die on anydice.
By clicking Summary, I see the mean is 3.67 with a standard deviation of 2.21.
Edit: Here is the same concept, expanded wider.

Application of this method to explore how roll modifiers change the odds and affect damage per turn for an Opposed Roll combat system where damage = Attack - Defense.

Spoiler: D10 (click to show/hide)

Spoiler: D6 (click to show/hide)


man i hope I did the math right.

8
Thank you!

edit. omg fantastic.

9
I can't math.

What is the median result of 1d10-1d10 if we ignore any results below 1?

Basically I want the average degree of success of a hit in a attackdice-defensedice combat system.

I think it's about 3 when using D10, but like I said, I can't math so I want someone to confirm.

10
Roll To Dodge / Dino Arena - Round 2 Turn 14 - Why do we fall?
« on: December 16, 2013, 11:05:26 am »
Action: Wild ttack on sister once attack! Go for the body!

(5+3 vs 7+1, Clash 5, Defender Falls over!)
(Wild +2 Vigor Spend, +1 Att, -1 Def)
(24 dmg taken!)

Quote from: Sister
Get it together, listen to Mate.

(Cunning 5+1) You are no longer scared and coordinate with Mate rather than being purely reactive.

(Attack 4+2 vs 4+2, Clash 3, Errr Sister falls over...more?)

Quote from: Mate
Work with sister on her foe. Wild Attack

(7+2 vs 4-1, dmg 24)
(+2 Vigor Spent, +1 Att, -1 Def)

Huh... just thought of a chance to win this...

For now:

Wild Leap Attack Mate's Head. Hold.

(Attack 1+3 vs 6+0)

(Wild Leap +7 Vigor Spent, +2 Attack, -1 Def)


(That mess seems worthy of a unified narrative description)

Sister manages to control her momentary panic. Once again clearheaded, she and Mate call back and forth and turn their attention on Dwarmin. Before they can act, Dwarmin slams into her with a mighty shriek. Perhaps by luck or skill he trips her and she sprawls on the ground. She frantically claws at him, her feet slipping in the muddy forest floor, but her claws find no purchase.

With a roar Mate comes to his companion's aid. A vicious kick lands near the base of Dwarmin's tail sending bright flares of pain through the young Hunter's body.

Maxinum leaps high into the air aiming for Mate, but badly misjudges his position. He lands with a thump, his claws tearing furrows in the leaf litter that covers the ground.

Sister manages to get her legs working at last and rises to face her foes. She is breathing heavily from exertion, but notes with satisfaction that her opponents appear to be nearly exhausted.


Meanwhile a few yards to the East.


Attack Red's head/neck area while she's down! Try to cut an important artery.

She twists her head away from your strike causing you to miss. You almost trip over her neck but regain your footing.

(Attack 9-1 vs 9-1, Clash 6, err...Red falls over more. Well at least it wasn't you.)

tear at reds most injured bodypart, keep her held down in a way that makes it difficult to attack us.

((I assumed i was on her back for some reason.))

You try to tear more but the way she's thrashing around barely hurt her more. She tries to twist around and bite you, but is unsuccessful.

(Attack 9+4 vs 10+2, dmg 2)

Quote from: Red
Get up, kill Unholy with extreme prejudice

((Being held while prone turns rising into a non-trivial task with a possibility of failure. But it's just one of you. This is like a human standing up with a small child on their back.))

(Red Athletics check: 5) She gets up.

(Attack 1+2 vs 6) She misses pitifully.
(Fury +5 Vigor Spend)

Fury on Red's head! Keep her down!

Unfortunately she has already managed to rise, but you strike her a mighty blow across the face and hold on!

You've got the proverbial bull by the horns (What the heck is a bull?), this is either the best or worst development for you so far.

(6+2 vs 1+2, dmg 10)
(Vigor Spent +5, Att +1)

Spoiler: GM Notes (click to show/hide)

11
Roll To Dodge / Dino Arena - Round 2 Turn 13 - Red falls over.
« on: December 12, 2013, 11:53:26 am »
Wild Attack on sister!

(I picked arbitrarily between her two injured areas. You're hitting Body.)

You score a fairly good hit on her.

(Attack 7+3 vs 6+1, dmg 6)
(+2 Vigor Spent)

But she hits you back harder. (16 dmg taken)

Quote from: Sister
Fight

(Cunning 3) You are distracted and don't coordinate with your packmate.

(Attack 10+1 vs 7, dmg 16)

Quote from: Mate
Fight

(Cunning 2) You are distracted and don't coordinate with your packmate.

As Maxinum moves in you strike wildly at him.

(Wild Attack 10+2 vs 6+0, dmg 24)
(+2 Vigor, -1 Def)

(I'll just hopefully add a wound to Mate, should get their vigor down quicker, then yeah)

Wild Leap Attack Mate's Face.

Mate scores a painful hit on you as you move in. (24 dmg taken)

You respond with equal wildness, uncaring of risk. You injure his head drawing blood.

(Attack 3+2 vs 4+0, dmg 2, Wound Inflicted)
(+7 Vigor spent, -1 Def)



Looking at Vigor...if we can't end this soon, we're dead. And trying to end it sooner ruins our remaining time.

Charge at Sister Red, attacking the legs and/or climbing up.

You charge at Red, but she twists out of the way!

(8-1 vs 10+1)

Quote from: Red
Fury Strike the most injured on within reach.

(Sense 4+2) That's Unholy.

You twist around and claw frantically at him but he wriggles out of the way.

(Fury Attack 3+2 vs 6)
(+5 Vigor Spent)

Switch target to Red, flanking with whoever available!

omnomnom red in such a way as that i prevent her from attacking this turn, somehow do it as a flanking strike if mastahcheese doesnt get a partner..

((Hey joben, if we all dogpile onto a single critter with holding attacks do the deence penalties stack?
Could we prevent other small dinosaurs from moving or acting at all if there were enough of us doing so?))

Cheese attacks very clumsily from one side, and is only saved from a painful reprisal by the distraction of Unholy on the other side.

Unholy struggles against Red and she trips and falls over!

(Cheese 4 vs 9+1. Counter Averted by flank.)

(Unholy 9+1 vs 9+1, Clash! 6, Defender falls over!)

Spoiler: GM Notes (click to show/hide)

12
((@GWG, no Unholy is on Red, he explicitly attacked her back on turn 11, and for 12 said continue same. Mastahcheese was the one holding Sister.))

((Hey joben, if we all dogpile onto a single critter with holding attacks do the deence penalties stack?
Could we prevent other small dinosaurs from moving or acting at all if there were enough of us doing so?))

((Short answer:  Hold attack bonuses don't stack, but more than one hold is still valuable. If you come up with a plan that should work yes you can immobilize stuff.))

Spoiler: Elaboration (click to show/hide)

13
Roll To Dodge / Dino Arena - Round 2 Turn 12 - Between Scylla and Charybdis
« on: December 08, 2013, 10:55:17 am »
Keep biting neck, use Cunning to keep them from attacking others, if possible.

EDIT: Coordinate with Dwarmin

(Hmmm...ok I guess you can do that. At least for the two nearest you. Red is otherwise engaged.)

Action: Coordinated strike with masta on the sister! While he's biting, I flank! Go for the head!

Sister shifts to a defensive stance and calls out for help.

Cheese continues biting her but doesn't hurt her more. However (Cunning 5+2) he manages to shift positions around so that he's the Hunter most directly in front of both Sister and Mate. It's unlikely they will attack anyone else.

Dwarmin strikes at Sister's face but only scratches her.

(Cheese 9+1 vs 9+3)
(Dwarmin 6+3 vs 5+3, dmg 2)

Mate comes to her defense and leaps on Cheese freeing Sister from his grasp.
(Cheese, 24 dmg taken)

"You're going to pay for that, you know."
Attack the body! Aim for the vitals!

You catastrophically miss whoever it was that you were attacking! They swipe you with their claws in a quick counter-blow.

(Attack 2-1 vs 6+?, botch 4 dmg taken)



Quote from: Mate
Leap Attack Cheese because I wanted to get Sister loose anyway and Cheese sorta insisted. Move with Sister if she is freed.

(Attack 7+2 vs 3, dmg 24)

Quote from: Sister
I'm scared, spend for total defense. Move away if I'm freed.

(Def +2)
(+2 Vigor Spent)

Quote from: Red
Wild Attack Unholy so i can move freely. Maneuver.

(1+3 vs 9, botch 2 dmg taken)



omnomnom the one im on

You continue attacking Red, hitting the same location as last time, doing slight damage to her body.

(3+1 vs 2+1, dmg 2)

She strikes furiously at you but you dodge easily and scratch her on the nose as she tries to bite you. (2 dmg dealt, head)

Then she starts moving away from the melee and despite your resistance pulls you along with her!

Wild furious attack Mate's face. Hopefully, I can blind this one, and Sister gets beaten to a pulp and we can concentrate on the queen.

Before you can get to him Mate strikes Cheese, then moves off a little ways with Sister. You follow and try to maul his face, and do moderate damage.

(6+2 vs 4+1, dmg 6)




Mate and Sister move out from the melee then turn back the face the group of you. They squawk something unintelligible at Red.

Red does the same on the other side (3, marginal failure, lost some Vigor) finding it difficult to move with Unholy hanging onto her. But she manages to gain a little distance.

(This was their minor actions after attack/defend)

This places two moves distance between Red and the other two. The pair of smaller foes on one side, and Red on the other. Dwarmin, Mastahcheese and GreatWyrmGold are in the middle, one move from either side.

Maxinum is near Mate and Sister. Unholy is near Red.



Spoiler: GM Notes (click to show/hide)

http://tinyurl.com/DinoArenaSheets
http://tinyurl.com/DinoArenaRules

14
(My bet is I really wished I was a player here and :((
But its rather more on 'GO TEAM LIVE!')

((But if we wipe, Joben might start the real game and you could join that :P ))

((hahaha yeh. Well not BECAUSE of a wipe. But most of the stuff I ran this version to test has been tested.

We should probably start talking about restarting Roll To Raptor. ...in the old thread that's still linked in my sig, not here so it doesn't get cluttered.

Anyone who was in when I had to let it drop last year are still in if they want. I'll have some questions for returning players I'll post up later.))

((Even Red?))


Yes, she ran in and pulled Dwarmin off her sister.

15
((I think the sheets are a bit out-of-date. For instance, are we really all at Medium range from the pair except for scapheap?))

((Oops yeh i forgot to redo the distances. I think everyone is Close right now because there are characters attacking characters who are close to other characters. It's like a daisy chain of death.

Fixed))

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