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Topics - Tomasque

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46
Roll To Dodge / Flip Side: Detective vs Psychopath
« on: February 25, 2015, 10:51:58 am »
Welcome to Flip Side. The premise of the game is that a detective has to catch or kill a psychopath who is loose in the city. The detective will post on the main thread while the psychopath will PM me his actions. I will do the same to both. This is not a game of large guns and bottomless clips but rather one of cunning and stealth. Nor is it a game where the killer can only try to survive as long as he can. If the detective is killed or fired because of his incompetence, the psychopath wins. Along the way, the killer can choose to take risks and commit crimes/murder to increase his score when he wins. The detective's score, however, is only affected by how quickly he can catch the psychopath, and gains a bonus if he arrests him instead of killing him.

Note: I will be using a 2d6 for most rolls. Not being proficient in a skill gives -1. Being specialized gives +1)

Character sheet
Name:
Role:
Description:
Equipment:
Skills (2 Proficient, and 1 specialized):
Virtue (no bonus to skills):
Weakness(not a skill penalty):

47
Forum Games and Roleplaying / Autocorrect: A game of true evil
« on: December 28, 2014, 09:50:06 pm »
 The way this game works is that the person who posts replaces some words the sentence above with different (but similar) words. The result should be a something twisted and horrible, nothing a kind and loving person would say. Then the he/she will write their own sentence, preferably something kind or neutral, so it won't spoil the fun for the next person. Remember to be creative!

 Since I am the first person, I'll make the first sentence.

"Remember to wear your jersey for soccer, so that they won't throw you off of the team."

48
Roll To Dodge / Roll to GM OOC thread
« on: December 17, 2014, 03:45:37 pm »
Well, this is pretty self explanatory. This is where anything out of character will go, notably discussions on a classes/magic items powers and votes to change such stuff.

49
Roll To Dodge / Roll to GM
« on: December 16, 2014, 12:18:21 pm »
 This RTD is different from most in a few ways:
1. There is no lasting GM. Every 3 turns, the GM will rotate to the next person on the list.
2. I'm serious, there really is nothing I can do to stop you from doing what you want as GM, except all of us agree you're doing something wrong. All I really have power to do is update the OP.

 There are rules youll have to follow, though:
-You must give up your GMship when your time is up. That means that after posting your 3rd turn's results, you have to announce that you're giving it up to the next person.
-You must give up your power only to the next person. You cannot choose who to give it to.
-You can only affect what's happening in the game world. You can't kick players or increase the length of your GM time.
-Don't cheat or fudge the rolls.
-Don't for force people to take certain actions, or bunny hop their characters.
-You cannot change these rules unless everyone agrees.

 Character Sheet:
Name:
Class (choose any medieval fantasy one):
Strength:
Dexterity:
Constitution:
Intelligence:
Wisdom:
Charisma:
Perception:
Description:
Bio (optional):

 You can add 16 points into your 7 ability scores, with a maximum of 5 points in a score.  You already have 1 point in all scores, so in the end they should all add up to 23. Three points in a score is considered average. The number that you have in your score is the amount of dice rolled when that applicable ability score is used. Sometimes an average of two different ability scores may be used if both are applicable. The dice rolled will be a d6, and the number of succeses needed and the number that you have to roll above will change depending on the situation. A person's max HP is determined by rolling a bunch of d6's equal to his constitution score. His HP is the total number. Some classes, like barbarian, may get a modifier to HP or a ability score, whether positive or negative.
 
 Fighting/spells:
Whenever a wizard wants to cast a spell, he can actually make something up, and the GM will decide what how hard it will be to pull off. The roll for a spell to hit and for the casting of the spell are the same roll. Roll low enough and the spell may fizzle or back fire, while a moderately low roll will just have the spell miss, with the chance of hitting another target. Wizards will use intelligence for their rolls, while clerics will use wisdom. Remember what type of spell aster you are when you cast a spell. A cleric casting magic missile is just... wrong. Fighting will be determined by one person trying to get more succeses than his opponent's armor class (by which I mean exceed his armor class, not that the armorclass will roll a counter roll). No armor is a 0 armor class, hide is 1 , leather is 2, chainmail is 3 and plate is 4. Any non-standard armor has the armor class of whatever the person who was the GM at the time decides. Certain classes like monk will have abilities to cancel out opponent's succeses with dexterity rolls of there own. All attack rolls with melee or ranged weapons will be with Dexterity unless stated otherwise. There are three type of damage: slashing, piercing, and blunt. Some classes are restricted to certain types of weapons, like clerics. Slashing weapons do an extra d3 damage on anything with an armor class of 0. Piercing weapons treat anything of armor class 2 or less as an armor of one armor class less (2 turns into 1, 1 turns into 0, 0 stays as 0). Blunt weapons will permenently knock an armor down one armor class if you make more than double the armor class number of succeses. All these will be modified by the size of the weapon. Small piercing weapons will only ignore an armor class of 1, small slashing weapons will only do 1 extra damage, and small blunt weapons will have to get more than triple the armor class. Medium weapons are not modified. Large piercing weapons will bring down any armor at all down one point, large slashing weapons will do an extra d6, and large blunt weapons only need to get 1 more success than needed for hitting the target to lower the armor class. All small weapons deal a d4 damage, all medium a d8, and large a 2d6. All ranged weapons are considered to act as firing a small piercing weapon. Arrows cannot be used as melee weapons.

 Last but not least:
   When a GM is the first to be presented with a new class from a player or in an adventure, once he decides it's bonuses and special abilities, there will be no changing of its abilities by other GMs unless everyone agrees (except for that one GM who made it in the first place). Also, when a person is given the GM title, his character disappears and the last GMs character appears. Therefore, a GMs character cannot be harmed or interacted with in any way, and will be able to resume as his normal character when he passes his GMhood to some one else. No NPC will freak out about this, for some reason. When a new player joins, he/she will appear in the party. The current GM will be the one who decides what inventory a person starts out with.

There is a maximum of 6 players, and there is no wait list:
1. Tomasque
2. Salsacookies
3. taat
4. NAV
5. Kingbodz

 

 Anyway, let's start the story: The party has been give a quest to go into the abandoned wizard's tower, and slay the evil lich Xyron there. It is rumored to be somewhere in the Dark Forest in the west side of the town. Eager to adventure, they set out.

50
Roll To Dodge / Roll to Villain
« on: December 07, 2014, 07:38:42 pm »
Hello. This is a hopefully light-hearted RTD, just in time for the holidays. You are a supervillain, and your job is to survive and thrive and eventually achieve some sort of self-imposed goal (gain control over the supreme court, mind control the president, etc.). When you make a character sheet, all you need to write down is:

 Real Name:

 Supervillain Name:

 Superpowers:

 Goal:

 Bio (optional):


 I will roll a d6 to see how close your power is to the one you wanted, and then I'll give you your beginning situatuion and you can begin. I'll be using a d6 for this, as I have tons of them just lying around my house. Every once in a while I might randomly give someone some OP superpower just to see what'll happen. Also, there is no rule against PvP, and you can do anything you want unless I say you can't. Yeah.

 There will be a max of 6 players in the beginning, and I might add more when I feel like it. If When you die, you can respawn next turn if there is no one on the waitlist, or the top person on the waitlist will be put in the game.


  Player List:
-wipeout1024/Disco Diva
-Sarrak/Hacktech
-NAV/(not so) CEO of Evil Incorporated
-Yourmaster/Larxus the Conquerer
-Vivalas/Dwarfanator
-Playergamer/Rattrap

  Waitlist:
-SaberToothTiger/Kaboom!
-Froggy Ninja/Impossible Thief
-SalsaCookies/Dark Lord SalsaCookies

51
Roll To Dodge / ChronoMouse
« on: October 29, 2014, 11:01:57 pm »
     Welcome to ChronoMouse, the time-travelling, interdimensional game of Cat and Mouse!

 This 1-Player RTD is about time/dimensional-travelling. It will use a d100 instead of the usual d6. You will be playing as a man with a wrist-worn time/dimension travel machine, on the run from many, many people who want you dead. The point is to try and survive until you get saved, something that has a very small chance of happening each time you travel between dimensions. What I mean is: Every time you travel, I roll up some random place. There is an extremely small chance that you will - in fact - get to the place you want and win. If you want to join, just say so below. No standardized character sheet needed. On the other hand, you can give as much information as you want on the guy (or girl) you are playing, and as long as it isn't really.. absurd.. I'll happily accept it. (Note: You won't get any bonuses to your roles because of your background, though you might possess knowledge a "basic" character would not)

 Here is how the ChronoMouse (your time/dimension machine) works: When you choose to go to a new place, say some random, three-digit number, and that dimension will be "assigned" that number. Then I will roll a bunch of dice to decide what place it is. From then on, whenever you choose to change dimensions again, you can instead choose to go to that dimension instead by punching in its number (that means that you will not have that chance of winning on that "jump" since you are going to a previsited location). The time-traveling aspect is a little different, and much easier, to use. You type in the time you want to go to, and it will send you there then (plus or minus a few seconds - or minutes if you're really unlucky). Every time you use the ChronoMouse's dimension traveling capabilities, you will be unable to travel through dimensions for 30-60 minutes (you can still travel through time). After that period, though, you will still have to expose the ChronoMouse to sunlight so that it can be used again. When you travel through time, you will have to wait an equal time to that you have traveled divided by 2 (ex: You travel 5 minutes into the past or future, and you will have to wait 2 minutes and 30 seconds before you time-travel again). Your "time-travel" cooldown will in no way affect your dimension-traveling ( and visa versa). Your ChronoMouse also acts as a world clock, telling you the time, date, and year to which you travel. There is also a little readout which will tell you how much time you have remaining until you can time-travel or dimension-travel. Your Chronomouse is bound to you and cannot be taken from you unless you are dead. There are other functions yet to be discovered.

 Now to the rules: I will not have a waitlist, as I do not believe that by the time it gets to a person, he will be interested (it will take a while). Also, please post often. If you are going to be unable to post for a while, please tell me in advance, and I will wait until you return.

 That's all I have to say. Just dive in and prepare to have fun!

52
Roll To Dodge / The Bunker
« on: October 22, 2014, 10:59:59 pm »
Hello everyone! I present to you "The Bunker." It takes place in a huge bunker, with each player playing a survivor of a nuclear apocalypse. Except there's a problem. These guys have no idea of the bunker's layout, nor the amount of people needed to staff it. Oh yah, there are some places that don't even have power...

 I will be using a d100 system instead of the usual d6 when making your rolls. Also, when you sign up, a character will be given to you instead of you requesting one. Not only is it much simpler to sign up, but its also more realistic. You will be given your character's class (policeman, survivor, etc), personality trait (insomniac, selfish, etc), equipment, and possibly a goal. Then you just start.

 Now, here come the rules: You will post your join request like normal, but after that, you will PM all your actions to me, and I will PM the results back. There is one exception to this rule. If you are asking a question that you believe will benefit everyone and does not make it overly obvious what situation someone may be in, you can ask me by PM and I will post it along with the answer. Have fun!

Current Players:

NAV
Yoink
Sarrak
Beirus
blazing glory
SaberToothTiger
Nidilap

These are all the players...for now.

Waitlist (in order of Application):

Xvareon
Kingbodz
werty892
Fniff
Worldmaster27
Ozarck
Playergamer

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