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Messages - Tyrant Leviathan

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211
Forum Games and Roleplaying / Re: The Tower (Sign up, then play here. 6/12)
« on: November 07, 2019, 02:57:52 pm »
: Did all pms:

Tomorrow. Everyone’s intro posts

212
Forum Games and Roleplaying / Re: The Tower (Sign up, then play here. 6/12)
« on: November 05, 2019, 06:15:07 pm »
Okay doing the pms. Hope everyone is happy. You all start with 30 for sake of deck. Max is 90. But need three schools for that and can get new cards at any time. Tomorrow going in character.

I hope you all like what you start with.

213
As for aqua stuff. Thought of a jet boost system that is sequences air jets in key armor joints. So on land get a jump boost, in water better movement.

As for the RED system. It’s guns that fire high heat energy bursts. Appears to be energy but like napalm in jet bursts or even a congealed ball of the stuff. Said ammo is bio gel that can be super heated and the stuff grows back at a rapid pace, so as long not completely depleting ammo, it will fill back up.

Keep in mind I do not vote for my own ideas. Just throwing it out there and post at a point if interested.

214
Forum Games and Roleplaying / Re: The Tower (Sign up, then play here. 6/12)
« on: November 05, 2019, 05:49:01 pm »
Oh no. As soon I get something done going on my laptop with notes and pms.

215
Revision suggestion: APA-1 Rifle Grenade Attachment

In anticipation of greater armored threats in the future, our foot soldiers will need a reliable way to engage heavily armored targets with their primary weapon. This modification should be the first step in giving us a reliable way to remove heavily armored targets from the equation, with further modifications allowing it to effectively engage light armored targets if the enemy moves down an unexpected path. Modifications to the muzzle allow a 400 mm 550 gram fin-stabilized rifle grenade to be attached to the end, with a 50-400 meter sight ladder allowing it to be effectively aimed. The grenade uses a bullet trap to propel itself to the target, allowing a standard round to be chambered for its use. It should be quick to fire, a soldier needs only to place the grenade, chamber a round, aim, and shoot. The grenade itself is a shaped charged that detonates upon nose contact, ideally allowing it to pierce through 350mm+ armor or double that penetration in concrete.

Further (not in this revision) modifications could allow for more grenade types, such as fragmentation to deal with lower-armored targets.

With power armor in the equation, weight becomes less of an issue while armor becomes a major issue. While modern rifles are basically all capable of firing rifle grenades, 40mm support/under-barrel is generally preferred. Power armor generally means we'll need heavier rounds than what a modern soldier would expect to use, we can theoretically ignore the recoil of the grenade and fire this from the shoulder, and we can have every soldier carry multiple grenades thanks to their enhanced strength. Just for a general explanation of why I picked this over a grenade launcher attachment :V

Quote from: VOTEBOX
APA-1 Rifle Grenade Attachment (2): Stirk, Tyrant Leviathan

Do not get me wrong, I love a big ass gun mk1 Rifle is honestly promising.)
But I see this as a way to get the foot in door with alternative ammo types (grenades to boot)

And it enhances our main bad ass Rifle which is already solid gold.

My own ideas on future stuff is a Attack form of our resource as acenergy gun ( deciding to try to revive red System.)

Side that just bigger and better armors.

Hmm. There is water. : Thinking Of amphibious Power armor.:

216
Forum Games and Roleplaying / Re: The Tower (Sign up, then play here. 6/12)
« on: November 05, 2019, 03:54:42 pm »
I can still join, right? If so:
Spoiler (click to show/hide)
Yep your good. I just got to get around to pming all of you.

God damn Jennifer (personal issues.)

217
Forum Games and Roleplaying / Re: The Tower (Sign up, then play here. 6/12)
« on: November 04, 2019, 04:30:33 pm »
Well getting down my notes. Aboleth is cool
If a baby one or something.

Also due to my cranky girl friend cannot post until tomorrow because I get whole house to myself for a good stretch of time

218
Forum Games and Roleplaying / Re: The Tower (Sign up, then play here. 0/12)
« on: November 03, 2019, 12:10:19 am »
I love Scryed and Hojos Bizarre Adventure, so a reference to both?

Monday will pm plot points/powers/ cards before the big game.

219
Hell yes it will be painful. Slug shots can punch through medical plate mail, like actual shredding it. The thick European grade stuff too.

Flechettes are brutal as hell too, shot that stabs.

220
As for melee, had two ideas.

Weapon: No heat rod/blade. Easy to detect and could harm user, same with Sonics/resonate/vibrio blades. So what then?

Nano machine blades and based on pressure to handle is how deadly they get. Bring a nano machine blade would have zero maintence fee and such.

Just a idea from the original Dey’s Ex game anyway ( Dragontooth Sword.)

2:

A Cyberware plant/jack in suit to let the wearer be hyper aware of surroundings while downloading fighting algorithms to survive combat situations and kill or capture or disable enemy armor as effective as possible.

221
Forum Games and Roleplaying / The Tower (Sign up, then play here. 6/12)
« on: November 01, 2019, 05:10:43 pm »
A tower, in the middle of wilds, that seems to go beyond the Heavens, what awaits those who enter?

Notes:

Character creation is easy, name, age, etc. Race, nothing kaiju or anything, humanoid to half giant size. Anything that fits that and does not destroy rules of causality/fate/op is good. Hell lesser Gods (Japanese style) or Demigods (Just no auto Heracules kinda thing.) will do.

Stats: Maxed out stat is 30. Funny, because you start with that number to spend.

Power: Adds damage total to your skill cards (Which will be handed out in pm, then spoilers.)
Will: Defense stat/take less damage.
Speed: How fast your character moves a turn, dodge and speed of attack.
Energy: Your spell/mana meter. Decides your cap.
Constitution; Your health bar.

Powers: power schools listed below. Also it's now 12, not 8. Read the notes again.

1: Mental: Mind over matter.

2: Nature: Tapping into powers of nature/elements.

3: Technology: Using high tech gadgets to make your life better.

4: Belief: Doing the Ork trick, belief fuels reality. Excuse to use mythology/religion/cleric stuff.

5: Alter: Most customizable power of bunch, pick form, and from there unique (Or trying to)  abilities. (Jojo stands basically.)

6: Ki: Typical anime/kung fu stuff.

7: Power: Throwing around raw energy. Light, heat, radioactive material, and just force waves.

8: Mutation: Able to alter/evolve self on the spot! Weird and nasty stuff here.

9: Knowledge: Instead of 'belief" fueling magic like powers. It is science law/fact that fuels the powers to do neat tricks.  Still magic, just magic that relates to science terms.

10: Conjure: Go forth my minions and attack. (Literally a summoner with this build.)

11: Words of Power: Magic ink/symbols that enhance power, or grants power, or does a cool trick. Noted that it is akin to Belief or Knowledge, it's just a great dealing casting faster.

12: Relic: Tapping into a actual device that has magic. A fusion of knowledge and technology. Just magic items doing the work now.

Power rules:

1: Decided the max schools to use at a time is 3. Recharge rate of just one active is 6. But 2 becomes 5. 3 it becomes 4. being nice, need the energy respawn stuff.

2: Starting fighting style dictates your starter abilities in pm. Close (in face)  Distant (Blast away.)  Snipe: Maximum distance, if can see target, can snipe.


Leveling up/new tricks:

There is currency in this game, when you find the Vendor, hand it over and menu will pop up.

Otherwise fill magic invisible gm xp flow bar. When maxed get options.

1: Brand new power school with starter stuff.
2: Upgrade pre existing action card.
3: Buy your own designer spells without the vendor.
4: 6 free stat points to spend in upgrading yourself.
5: Buy a new character to roleplay with.

So yeah character info, stats done, first school pick, fighting style picked. Then the pms to settle starting skills. After this, the Tower to be found and go in. All you need now is character stuff Naturegirl and will send complete move list. Not sharing them with public, it's a respect thing.

Hope you guys have fun. Weekends hardly ever on. But during the week, I will be.

222
Quote from: VOTEBOX
"Janitor" M1 General Purpose MG (0):
Contherinal Medical Biogel (2): Taricus Tyrant Leviathan
[/quote]

I like the idea of this stuff. I am never posting "RED" system again which is bio fuel energy weapons. So close enough.

Still say in future bigger suits and exotic ammo or even just go bolter on their ass. If the enhanced soldiering is adding to power suits, too good to pass up. Even if not means got generic troopers who could take on a enemy in a suit, which is scary.

Yeah honestly only designs I had in mind besides my weird gun series is a Hulk Buster sized monster of a suit and mart AI to aid. Cortana or Jarvis style. (Maybe even a floating battle rig for air support and repair suits on the go.)

223
Forum Games and Roleplaying / Re: Well well we’ll ( Spitballing ideas)
« on: November 01, 2019, 06:18:14 am »
Yep. Going to do it today depending on when I get home from class. Link and original content.

224
Forum Games and Roleplaying / Re: Brute: SG
« on: October 31, 2019, 02:53:01 pm »
Smash the tree so hard it uproots then sun toss. Screw submit.

225
Forum Games and Roleplaying / Re: Well well we’ll ( Spitballing ideas)
« on: October 31, 2019, 02:18:07 pm »
Friday is the sign up thread. That doubles as story thread.

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