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Messages - vkiNm

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3736
Forum Games and Roleplaying / Re: Castle: Fear for your Weakness (0/6)
« on: August 09, 2015, 04:50:23 am »
Well why isn't the free pistol in the equipment list?

The Free pistol is the first item on the equipment list, the 10mm PDW. It's a big, loud, cheap and powerful pistol that does it's job. Since you have STR10, you could use it with only a little penalty. Think of it like the Desert eagle, that beast recoils like nobody's business but whatever's hit by it will have a very bad day.

And it's Free! :D

*Edit*
Also, I guess you could ask the DM if you can have a modified version of the Tactical pistol with it's weapon selection removed so you can only fire normal rounds and not the explosive rounds and have it be 5☼? That'd make sense.

3737
Forum Games and Roleplaying / Re: Castle: Fear for your Weakness (0/6)
« on: August 09, 2015, 04:48:39 am »
I don't see why I'd need torso protection. It's not like I'm getting shot, stabbed, or exploded. It'd just weigh me down.

If you stay in the middle of the party, yeah. But you could be surrounded most of the times, and a torso protection could be a life saver. But then again, I guess that'd allow you to run around much faster than the rest of the party. :P

3738
Forum Games and Roleplaying / Re: Castle: Fear for your Weakness (0/6)
« on: August 09, 2015, 04:47:08 am »
Why does the pistol cost 15* to buy? That seems ludicrously expensive. Shouldn't it be free?

The Kreuweizer Tactical Pistol .45 Cal costs 15☼ because unlike the free pistol, you can load both the AP rounds AND the HE round magazine at the same time, bringing it's effective ammunition up to 12 AP and 12 HE. Which you can select fire at will. So not only is it a pistol, it can also act as a mini HE cannon as well and will rip unarmored enemies apart, or at least rip a very good chunk of them apart from the mini explosions the .45 was able to carry and shoot.

The free pistol only has a 15 rounds mag and can't shoot explosive bullets, that's why it's free or costs only one third of the Tactical Pistol[which also comes with a free flashlight attached on it, mind you.]

3739
Forum Games and Roleplaying / Re: Castle: Fear for your Weakness (0/6)
« on: August 09, 2015, 04:42:08 am »
Spoiler: Michael (click to show/hide)

You should also get the Fragmentation Vest as well, it's free and protects your Torso.

3740
Forum Games and Roleplaying / Re: Castle: Fear for your Weakness (0/6)
« on: August 08, 2015, 07:31:27 pm »
Wait, are there classes somewhere in the rulebook?

Nope! You stat and skill your characters however you like.

3741
Forum Games and Roleplaying / Re: Castle: Fear for your Weakness (0/6)
« on: August 08, 2015, 07:30:56 pm »
This is starting to look very very complex. Are you going to do most of the complex stuff or is that our job? Right now I'm confused just trying to make a character. I want to decrease strength, but that means I can't use a weapon. As the scientist I guess thats not important. Do I need any other equipment besides the tool kits and the PDA for !!science!!?

We'll handle the complex stuff. The most complex thing you'll ever have to do is make a character. The rest is just rolling as we ask you to. :)

And as I said, you could probably ask the DM if you could spend some money on addition mods for your guns to decrease the STR required for it, like a recoil compensator or something like that. But going below 8 makes you a noodly man. Do you want to be a noodly man? :P

3742
Forum Games and Roleplaying / Re: Castle: Fear for your Weakness (0/6)
« on: August 08, 2015, 02:07:37 pm »
Alright. I'll be our sole scientist. I'll whip up a character sheet in a bit.

Someone else could also be a scientist, doubling the chance of successfully translating something. :D Although a Second scientist is probably not-needed.

3743
Forum Games and Roleplaying / Re: Castle: Fear for your Weakness (0/6)
« on: August 08, 2015, 01:37:49 pm »
It sounds fun to be the scientists  :P I'd love that job.

You should be the Scientist, our last Scientist survived and is now living a luxurious life surrounded by interesting scriptures. :D

If that's a position that I could actually play as, I would love to do that. What would I do exactly?

You'll most likely be the only person who does Xeno-Paleontology and Electronics Operation. You'll be gathering interesting in infos, map data, wall scriptures, anything new and unknown. Even enemy types! As long as you can get them on recording, and get that recording back to base, it'll be worth money for the whole party.

Everyone's money depends on you learning and studying as much as you could out there, or dragging the dead body of your party members back to Evac so their wounds can be studied and their helmet cams be watched.

You're basically going to be the party's sole source of income besides actually getting the Artifact. I'd imagine you wouldn't want to have too many ST for weapons yourself and just let the drones fight for you while you film, record and study stuff and occasionally shooting things that got a bit too close for comfort.

3744
Forum Games and Roleplaying / Re: Castle: Fear for your Weakness (0/6)
« on: August 08, 2015, 01:31:23 pm »
And yes, the 10mm Personal Defense Weapon is a free pistol.
Is it? PDWs are generally heavier than submachine guns (probably the most famous PDW is the FN-P90) You may note that it appropriately has a higher ST rating. And I'm still waiting on an explanation on how skill difficulty works exactly.
I suppose it doesn't matter. My actual problem is : I wanted to decrease ST, but there no free weapons that can be used with 8 or (any) with 9.

Well, my guess is that you could ask the GM if you could spend money on some sort of a recoil dampeners, special stocks and recoil compensators for the tip of your barrel, spending flat money to decrease the ST required to wield the weapon with extra mods. Foregrips, bipods and the likes should also help. Also, now that we're on moddings, I'm sure that putting a Bayonet at the tip of your rifle shouldn't cost you any money and give more ST addition damage for thrusts, it'd be a good idea. Because Bayonet rules.

Now, if it kept going long enough and someone managed to cook up a laser rifle, then that will most likely doesn't need ST for recoils, as laser rifles will have no recoils. But otherwise, you're going to have to spend money or points somewhere. Either to mod the gun to have lower ST requirement for recoils or buy a gun with lower recoil. Grenade launchers and stuff might not have so much recoil, though. And you don't need to aim that well with explosives anyway, as long as you don't fire at something too close to you.

3745
Forum Games and Roleplaying / Re: Castle: Fear for your Weakness (0/6)
« on: August 08, 2015, 12:38:01 pm »
It sounds fun to be the scientists  :P I'd love that job.

You should be the Scientist, our last Scientist survived and is now living a luxurious life surrounded by interesting scriptures. :D

3746
Forum Games and Roleplaying / Re: Castle: Fear for your Weakness (0/6)
« on: August 08, 2015, 12:32:43 pm »
you'd have a single pouch of ammo, which can hold somewhere between 3 - 6 magazines of ammunition for the default SMG depending on the pouch's and magazine's size.
Um... pouch? what? How do I learn if it's 3 or 6? Also, is there a free handgun and if not, what is the penalty for going under ST requirements?

Ammo Pouch. And I'd imagine that the GM will decide how many magazines does the pouch holds for the gun you'll be using.

And yes, the 10mm Personal Defense Weapon is a free pistol. The 5.56x45mm SMG and 4.73x33mm Carbine with an under-slung grenade launch and a single grenade is also free. But it's ammunition will cost money.

3747
Forum Games and Roleplaying / Re: Castle: Fear for your Weakness (0/6)
« on: August 08, 2015, 11:34:36 am »
I'm a little confused by the character sheet. You meantion secondary stats and 25 bucks to spend on coins? Which stats are secondary and how much does equipment cost? Is there a list somewhere?
Primary skills (I'm making an "educated guess") are everything except the primary DICS (and the skills, which aren't stats anyway) so
HP, Perception, Will, Vigor, Damage, Lift, Initiative, and Move, unless I missed one.
Equipment list is on pages 9 and 10. I'm a little confused why some equipment is listed as "free X*". Does that mean you get your first for free and the next for X? Or only one free from each table?

The 'Free' means that said equipment is free for you to take for your person. IE: They are default company-issued equipment that you won't have to pay money for.

Of course you can't just take like a crate of them just for the sake of taking, of course, do be reasonable. But they're easy and cheap way to arm your junior agents or NPCs that you may have gotten at some point.

Now, just because they're free doesn't mean they're bad, they're pretty good at what they do, which is killing people. They're just not as specialized as some of the paid ones, which are either more specialized, or have more utility functions such as an under-slung grenade launcher. Or that pistol that can switch between shooting normal AP rounds and HE rounds.

If you survive, regardless of actually obtaining the artifact or not, as long as you learn something new and bring back information or something for the scientists to play with, you'll usually be paid with some money and maybe some experience points to spend on your stats.


Which brings us to an interesting choice of just how far are you willing to risk it. Because normally, by default you'd have a single pouch of ammo, which can hold somewhere between 3 - 6 magazines of ammunition for the default SMG depending on the pouch's and magazine's size. While that sounds like a lot of ammo, you have to keep in mind that the castle is most likely going to be a rather long trek, and just because you got the artifact doesn't mean you win, you'll have to get to the Evac point. Fighting and shooting stuff along the way presumably.

And as our late Scout demonstrated, you do not want to get into melee with a monster that have swords the size of your whole body. While a knife, a sword or maybe even a machete will do fine against the mob that will try to grab you, sink their teeth into you and generally tear you apart if they catch up to you, which they will since they're faster than you [Unless you have a Jeep.], it probably won't do as good against melee specialized monsters. And while attacking a wyvern-like monster with your sword by channeling your inner knight is appealing, it is not advisable.

Who knows? maybe if someone manage to bring back an artifact, somebody can make something like a chainsword or a lightsaber or something.

Still, it's the guns that are the great equalizer, and you will not want to charge into a hostile squad with swords if they have assault rifles shooting armor-piercing rounds.

3748
Forum Games and Roleplaying / Re: Castle: Fear your Weakness
« on: August 08, 2015, 05:42:52 am »
Is this based on the stick figure animation?

Hello! I'm the one who came up with this Scenario some years ago and asked a good friend to stat it all out.

Yes, yes it is based on the stick figure animation. Now Athra, [The OP] here wishes to run it and I gave him permission to.

I might even help him run it! :D I've so many unused ideas left! ever since our first party got wiped out in the 2nd encounter.

It was a funny story, actually. See, the whole group came in with a blackhawk gunship of sort, they landed a way's away from the castle and walked the rest of the way there.

Nothing happened at first, not really. They made it to the castle then entered it unopposed. Went up some stairs, all was too quiet, then they got to the 2nd floor and into a sort of meeting chamber. Pretty big, filled with words.

The Group's scientist used his skill and the equipment he brought with him to translate it, and it's just 'Turn back, run, go away, flee.' on repeat that covered the whole place, pretty creepy huh? when the Scientist relayed that to the team, everyone had to make a small simple fright check. They all passed.

They spotted the door that leads to another area at the end of another flight of stairs, looking up, I had everyone do their perception check. Our scout noticed something and shone their light up to the ceiling.

Yep, the ceiling was full of mobs. And everyone started shooting, which caused them to drop and start running for the group. They're pretty slow, a little durable and aren't very scary, so the guns that everyone brought was fine and dandy enough. The Heavy weapon's guy was a great help to the team, sweeping down rows of them with his HMG.

Then things started to fuck up, a horror knight was spotted coming down the stairs, and some people lost their fright check, making them a little shaky and unnerved. Our Scout [Armed with a Katana and a machine pistol by the way,] decide that it was the best idea to charge the heavily metal-clad horror with a sword the size of his whole body.

A failed attack roll and a bad dodge attempt later, he was eviscerated. The spray of blood and guts made everyone do their fright checks again.

This is when we all know that it's all FUBAR. The Heavy machine guns guy crit-failed his fright check, so he must run. But there was no where to run to, so he fought with blind terror. Rolled for how horrible things went for him.. Critted. He ended up shooting the party's doctor 3 times. The HMG rounds easily tore through the free, standard issued flak jacket the doctor had. But he won his con-check and didn't die immediately or explode and was just left wheezing on the floor in his own pool of blood.

He was the only one who knew first aid.

So to Recap. The Scout is eviscerated, HMG guy got overwhelmed by terror, the Doctor is accidentally shot by the HMG guy and is bleeding on the floor.
That left us with the Scientist [Who had the default pistol] and Rifleman [who brought the Anti-Vehicle Gauss rifle.].

The horde is coming in fast, the Rifleman double-tap the terror knight and his big, Gauss round just explodes the horrible thing, providing some comfort to the mind. The Scientist went to heal the doctor but failed his roll so the bleeding is still going. I imagine things must have been very grim for them.

They decided to call the chopper for Evac and started to run for it, leaving the terrified HMG guy to draw attention and picking up the bleeding Doctor.
They carved through the horde blocking the door, practically fall down the stairs, shot anything that got close to them, threw some grenades down the hall behind them, out of the door to see their Savior chopper coming.

They were slower than the running horde since they had to carry the doctor, but they ran long enough for the chopper to arrive and spray the oncoming horde with it's side-mounted chaingun. Awesome things those are. Too bad the Doctor lost his final con check and bled out.

On their way back, they were pursued by a small flock of flying creatures, the rifleman and turret gunner kept them away long enough for the remaining 2 to return back out of the gate.

They were debriefed, got paid for their trouble, and that was the end of our short, bloody mission.

It was very fun to run indeed. :) who knows? Maybe you guys will be the 2nd squad that's sent in and all of what I said is all caught on helmet cameras so you know a little bit of what to expect?

3749
Mod Releases / Re: My Little Fortress - 2014 (DF 0.40.19)
« on: March 31, 2015, 05:18:15 pm »
All the Poems, books and studies from the upcoming update is going to be a nightmare to make it work with Pony mod, wouldn't it? :C

3750
DF Community Games & Stories / Re: Shadytrails (My Little Fortress)
« on: March 19, 2015, 11:56:47 am »
I was planning to just resign leadership on account of being more comfortable not giving commands and being responsible for other people's lives and preferring being a regular soldier. If being injured makes for a better story I guess that's fine.

I think resigning because he never asked to be a leader would be a great thing. He'll still live and work in the fort as a soldier, just now his life is in another pony's hooves instead of other ponies lives in his.

Perhaps he could talk to Isolde about it, but given how he haven't interacted with the other two guards much, I doubt he could be able to give either of them a commendation.

I'd still like Shooting Star to be the new commander, but as Jaxler said, it'd be nice to talk it out first.

Also, I apologize for my lack of activity, I've been sent to work away from my hometown, it's been 2 weeks and I have yet to see the person who I am here to replace until they return, return. They promised the 20th, but still nothing.

I may have to be out here indefinitely. :/

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