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Messages - Tsuchigumo550

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3376
Roll To Dodge / Re: Roll to Hack 3 - Episode 0: Exposition
« on: May 09, 2012, 02:59:11 pm »
Ok then, fine.

Be ready to jump on top of any guards that aren't subdued by the other's attacks, going for the eyes.

3377
Roll To Dodge / Re: A Pirate's World ARRRRRRTD! [TURN 1]
« on: May 09, 2012, 02:38:36 pm »
"Aye, the man is a trader you say? No trader I ever heard of that treated his crew badly."

Foxbeard, now out of rum, follows Navarre. He hangs back a bit from the group, mostly keeping his eyes to the ground. Most people see him and ignore him because "yes he's not human", but "no he dosen't look intimidating". He's actually looking for anything someone may have dropped on the way to the pier.

Spoiler (click to show/hide)

3378
Roll To Dodge / Re: Roll to Hack 3 - Episode 0: Exposition
« on: May 09, 2012, 05:47:07 am »
Calmly give pistol guy the middle finger.

3379
Roll To Dodge / Re: A Pirate's World ARRRRRRTD! [TURN 0]
« on: May 09, 2012, 05:42:31 am »
Foxbeard gets just a little more drunk.

"Why don't we steal a ship? No use if this guy has a nice one, but it's an early start."

((I'll post my page when I'm on my laptop, cant on a 3DS.))

3380
No reason to rush into this. The remote landing eats up fuel, but it's better than losing the ship.

3381
I pilot the Scourge. I'm not really used to mech combat but battlefield tactics are my forte. I'll be heading out to get sufficiently drunk enough to think straight in probably ten minutes- come with me if you feel like it.

3382
Is it still going? If so, the fourm link you gave us is still the right place? If so, here's yet another place that I'm going to go for some fun.

I already have a character archetype set up, BTW. I hope he dosen't die -too- quickly.

3383
Drone Combat miiight get a sooner kickstart than "next month", but that all depends on how soon i can get the engine working just right.

Feel free to use E. Nightmare Room. I probably won't run that one for a while, so if anyone wants to take a shot, feel free.

In fact, another idea came to me when I was looking through my old DS games-
It may have already been done, but what about an Island Survival? The plot's cut and dry, (amount of players) people wash ashore after a criuse ship went boom, they have to survive. They can each get a small boost in certian areas at start- stats such as:
Hunting     | Increases rolls that involve sneaking, trapping, or attacking.
Survival    | Increases rolls of identifying things, finding useful materials, and living through injuries or poisons.
Strength   | Increases rolls involving lifting, pushing, pulling, etc.
Endurance | Increases resistance to negative effects- for instance, it's easier to pull off multiple actions sometimes.
Cooking     | Increases rolls for making food- anywhere from less use is more filling, or food is good enough to boost stats slightly or help healing.
Building     |Increases rolls for making things like clothes, spears, and anything else requiring crafting.

That's just a prototype. The overarching challenge was:
First Turn: Wake up, meet each other, etc.
Second to Fourth Turns: Find water, a small amount of wild food, and shelter. This should happen no matter what, but here the rails end. Small threats can show up if the ones attack.
Fifth Onwards: Survival and exploration are your main concerns. Every so often, the GM can introduce some kind of challenge- such as finding a really useful material in a snake-infested valley, freakishly strong storms, or other island-y troubles.
The ways to win are to sucessfully signal a plane or helicopter (Takes a lot of effort and a bit of luck, it's possible to do this early if it's all you try to do) or make it to a certain point on the "island"- like the spot you're in when the GM is worn out or once you've explored nearly everything- where the rescue party finds you. Note that this either starts a timer to get everyone together or only happens when everyone is together.

It's a wall of text, but that's my general idea of it. You can always modify or use this one however you wish, I doubt I'll run this any time in the near future.

3384
Roll To Dodge / Re: A Pirate's World ARRRRRRTD! [TURN 0]
« on: May 08, 2012, 07:11:12 pm »
Foxbeard downs another rum.

"Well, that's finally working. I can think straight now."
After taking in his surroundings, Foxbeard addresses his fellow adventurers.
'We could use a ship. Nice group of people here, if no one objects, we could scout out this job... Or we could try something a bit more daring."

"In the mean time, we could always learn about the town, recent events, and the like. Always good to know what's around ye.

3385
I'm Nikolai. Where's the bar?

3386
Roll To Dodge / Re: Roll to Hack 3 - Episode 0: Exposition
« on: May 08, 2012, 03:20:59 pm »
Calmly fashion a weapon of a single paperclip around my index finger- It would be good for jabbing an eye if the need be, and while flimsy, can be well hidden. Wait.

3387
Just fine, though I could really use a drink.

3388
Roll To Dodge / Re: Roll to Hack 3 - Episode 0: Exposition
« on: May 08, 2012, 05:58:27 am »
Tsuchi is a lot more concerned about the gunner. He scrawls on some paper:
"No. The armor's probably just a bulletproff vest- get someone who can aim to take him out. We have two choices, get the tazer and taze Mr Pistol, or the other way around. Starting something with the pistol guy though... We could toner him as soon as it starts?

tl;dr, use toner on gunner, then use one person's weapon on the other.

3389
I must admit this does get me excited.

3390
Not sure if it's ever been done, but why not a DF themed RtD?

Like, you start in a small little Human hamlet, you get some adventurers together, they adventure, and pretty soon you come across a giant abandoned fortress filled with loot, traps, and death. Classic in that each member faces mostly the same threats, and linear progression is possible.

Next idea of mine was Drone Combat.
This is one that I took from the ashes of my original project, Everlasting Mecha War. It's basically a watered down version where drones, not suits, fight. There's a parts bank and everything. Each "core" has the stats, and generators/weapons give specific stats and roll mods. Each player got one drone and an account, where their cash totals were kept (In a reserved-post list, maybe?) along with any spare parts they didn't want to chunk. Also comes with a "shop" post.) I do intend on launching this next month when school cuts out.

Another one was Existential Nightmare Room- like a half suggestion half RtD hybrid.
Six players are locked in a big, empty room. You don't know anything about it. You know there are things here, but what are they?

Players start by thinking of- what they're wearing, what two things they're carrying, and one object in their IMMEDIATE vicinity. These autosucceed.

After that, players describe objects.
Rolls:
1- Horrible failure capable of creating monsters the human brain cannot even comprehend. While this is lessened at the start, it can get very Lovecraftian in here.

2- Lesser Failure. The object dosen't come out the way you wanted it, it's cursed/evil, or something. It may try to kill you but it won't be super deadly.

3- General Failure- The object comes out mostly the way you imagined it, but it's evil, alive, and (not that) dangerous.

4- Meager Success- The object may lack some of the detail or power of the described object.

5- Total Success- Pretty much anything that won't break the game.

6- Overkill- Overdoing it. Such as conjuring a metal table- this one transforms and has death lasers. These rolls net mostly 2s, but the objects can always be awesome enough to become a 1.

Note that there might be some non-player activity, as in, "Random object has appeared" based on whatever people vote for the most for one day/turn.

It's a self-fueled magic dungeon!

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