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Topics - Aigre Excalibur

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1
Wealth Redistribution Society - A Risky Ventures Game for bank robbing terrorists

Personal Discord: https://discord.gg/aWKMjUnbtM

The desperate, the destitute, drown in an endless sea of grasping and needing. But there has always been another path for those who dare defy the masters in their ivory skyscrapers and temples of greed. That of chaos, violent robbery, illicit trades and acquisitions that run in defiance of the order imposed upon the world.

Wot this: A Risky Ventures style game for bank robbing terrorists. You start with $10,000, 1 BTC and one safehouse in a working class neighbourhood. Cash (USD) is used as spending money for everyday needs and smaller equipment. Bitcoins (BTC) are used to acquire restricted items like weapons and heavy equipment that would draw suspicion if bought normally. Safehouses are used to buy new operators.

Tag ACTACTACT for any action that the GM should notice. Maintain a list of your own assets an include it in each post. Like other Ventures game the game is lazy fairTM.

The next post will include the possible heists and the item shops. All prices are marked up severely and fluctuate wildly as the bitcoin does its roller coaster swings.

Spoiler: starter items (click to show/hide)

Game mechanics:

Spoiler: Casing and Heists (click to show/hide)




2
Roll To Dodge / Job simulator - RTD
« on: February 11, 2020, 02:47:30 pm »
EMPLOYMENT OPPORTUNITIES.

Please submit your resume with the following details:

Quote from: resume
---

Name:

About Yourself:

Position Applied for:

Education:

Skills:

Relevant Experience:

Desired Salary:

---

3
Roll To Dodge / Defend the House - RTD wave defense
« on: February 05, 2020, 02:12:09 am »
At the end of the world, when all employment has ceased, THE HOUSE offers FOOD and a chance to SERVE! If you would defend THE HOUSE. Life, shelter and a full belly could be yours!

All you need to do is sign on the dotted line. A helicopter awaits to take you to the world's last employer, Mr House, and his magnificent house. Outside are the dogs, the redundant, the hungry, where there is weeping and gnashing of teeth. But THE HOUSE is a mansion with many rooms, and your employer is a gracious father who gives good gifts to his children.

---

Character Creation:
Name:
Gender?:
Description:
Starting Weapon:

---

When you arrive at THE HOUSE. You will be issued your first toy. You will be paid in commendation tokens, where those who please THE HOUSE will be able to unlock nicer toys. A subsistence wage will also be provided for food and comfort.

Quote
First is Free, Choice of:

AR-15:
A semi-automatic carbine chambered in 5.56 NATO
30 Round Magazine

or

Remington Model 870:
A tubefed pump-action shotgun firing 12 Gauge 00 Buckshot
8 round Tube
or

PS-90:
A PDW carbine firing the FN 5.7mm round
50 round Magazine

Other Toys in the Toyshop:
Available after wave 1

Map of THE HOUSE
Spoiler (click to show/hide)

4
Roll To Dodge / Survival in a Zombie Wasteland: RTD
« on: January 22, 2020, 02:14:24 pm »
You were bored. So a helpful God picked you up and arranged a transfer to a zombie infested version of earth where you might live a more meaningful life. You arrive naked, in the middle of a highway with nothing. It is cold, and you can hear the distant howls of the hungry dead nearby. Fortunately you are not alone, for said God has also dropped naked companions for you to work with and survive together.

Sign up sheets, make subsequent posts with your sheets:

Name:
Gender:
Description:
Health: 10/10
Hunger: 10/10
Thirst: 10/10

Stat mechanics:
You lose one hunger and thirst every turn. You burn additional hunger when exposed to cold and additional thirst when exposed to heat. You burn health when out of either. Health is used for combat.



5
Forum Games and Roleplaying / SPAMCORPORATION: Literally spam inc.
« on: September 10, 2019, 08:03:12 am »
Your name is ____. Your job at microsoft service support was replaced by a smart AI. Now you are alone in your mother's basement in a brave new post-employment world. Yet you do have a computer and cellphone, you reach for these brave new tools of communication and get to making money.

1. Pick a name.

[ ] Hombre mac Gringo

[ ] Ivan von Adolf

[ ] Mohamamad Bar Abraham

[ ] George Hussein

[ ] Write in

2. Assign your first skillpoint

[ ] Computer Programming - Assists in writing scripts and automating spam, pretending to be microsoft service support.
[ ] Finance - Used for writing tax scams and investment scams
[ ] Legal Knowledge - General skill used for looking for bureaucratic loopholes, creating legal documents and contracts, and getting out of trouble.
[ ] Medicine - Used for writing pharmaceutical scams, cheap viagra sales, miracle anti-oxidents, etc...

[ ] Networking - Helps with creating multi-level-marketing chains, finding the right people for the right jobs.
[ ] Empathy - Helps in identifying and appealling to to people's needs. Makes you a good listener in phone conversations.
[ ] Persuasion - Skill at Generic manipulative techniques - "there's no obligation whatsoever...", emotional appeals, appeals to urgency, etc...
[ ] Charisma - Your likeability and personal magnetism. Helps with seduction and building your own personality cult.

3. Based on your skills, think of your first scam, here are some common ones:

[ ] This is microsoft Service support, we have detected a virus in your computer and we need your help to resolve the problem. Main Skill: Computers.
[ ] We need your help transferring money out of our country... if you help us we will give you a portion... Main skill: Finance
[ ] This is the Tax Authority, and you owe us $125,238 in unpaid taxes. The police will be notified to repossess your stuff unless you cooperate Main Skill Legal/Persuasion
[ ] Set up a social media profile pretending to be a beautiful man/woman. You are looking for love, but you need financial assistance.
[ ] You have won the Kiribati lottery, however there is an administrative fee before we can credit your account.
[ ] Write in

6
Roll To Dodge / Don't go outside. Survival Horror RTD
« on: January 05, 2019, 06:54:27 am »
You are a group of friends. You happen to be in a department store. You can get anything here from food to firearms...

But suddenly the building vibrates with the sound of sirens: https://www.youtube.com/watch?v=LI64Z7Bb4N4

Every radio and television set is hijacked by the emergency broadcast system: "All civilians are to find shelter immediately. Do not go outside. Repeat, do not go outside."

The shopping mall breaks into chaos. You have one car between all of you and 500 dollars each to spend (well if you want to transact legally that is). You reckon it would be a few minutes drive to one of your homes, or you could take your chances in a public mall, the public streets... or even try heading to a public shelter at the subway station. The group should stay together however.

Sign up Sheet:

Spoiler (click to show/hide)

Post sheets with each post.

7
Forum Games and Roleplaying / Masterwork Chef Race
« on: December 06, 2018, 10:33:52 pm »
You are cooking apprentices in the mountainhome, all aspiring to be given the opportunity to become the next legendary chef. As such, grandmaster Ramses Gorgo is holding a competition to find the best chefs in the realm to enter his esteemed chef's guild that is endowed with all the best resources so that the best chefs can cook the best meals for the best and most noble dwarves in the multiverse.

(OOC: I want an arms race/design game that's both accessible and that can be approached at professional levels. Few mortals can actually describe military engineering properly... but anyone can cook! or at least tinker about in a kitchen. The literature is also far more accessible for anyone who needs to do research into how to make a working dish.)

Game Phases:

Design Cooking Phase:

Spoiler (click to show/hide)

Dinner service

Spoiler (click to show/hide)

Acquisition and Revision Phase:

Spoiler (click to show/hide)

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

Game rounds and game start:
Spoiler (click to show/hide)

Sample Signup
Spoiler (click to show/hide)


Quick reference:
https://www.businessinsider.com/beef-cuts-chart-2014-10/?IR=T&r=SG
http://chefpedia.org/wiki/index.php?title=Fish_Cuts
https://en.wikipedia.org/wiki/Doneness
https://chefpedia.org/wiki/index.php?title=Bar_and_Beverage_Terminology
https://en.wikipedia.org/wiki/List_of_cocktails

8
Forum Games and Roleplaying / Human Race - GM faction.
« on: October 14, 2018, 10:05:55 pm »
Humans have landed. You are the spirits of this new world. You all know what those demons did to Gaia. They have come here with their mining equipment. Their intentions are obvious. You must destroy this disease before it can spread.

OP: http://www.bay12forums.com/smf/index.php?topic=172365

Current Tech: Nothing

9
Human beings are a disease, cancer of their own planet. And they have spread.

Like a virus they multiply, moving from area to area until every natural resource is consumed and they have to find new lands to exploit.

In the near future, visionary men have, against all odds, managed to lift our species out of the crab buckets of our civilizations and into the stars. Yet humanity took its greed with it. The corporations, slaves to usury, used humanity's newfound reach to grasp new worlds in their claws...

Deathworld Infectionator, human edition.
A PVE player faction vs planet 4x game

A campaign of resource exploitation with combat and R&D in an escalating conflict against a virgin planet.

You are colonists from the evil Weyland Yutani corporation. You are sent on a very long voyage across the stars to set up shop and exploit a virgin world.

Tech Level: The flavour is near-future space exploration. All the tech we have today is scaled up within foreseeable limits. Rockets are cheaper and bigger and can take our mining equipment up. Cyrogenics are working better to facilitate long distance space flight. Inter-stellar ion engines have also been scaled up and produced more cheaply. Power-suits are more practical and more common.

21st Century earth doesn't even have a practical working theory for FTL much less prototypes, so we don't get that. But everything else exists within the boundaries of existing tech and is scaled up a bit.

Resources:

Spoiler (click to show/hide)

Crew Requirements::
Crew needs are per shift. Your average technician works for 8 hours every 24 without performance drops. To staff a vehicle or facility for continuous operation, triple the crew needs are required.

Non Combatants:

Spoiler (click to show/hide)

Heavy Machinery - Mining

Mining yields: Mines will have a richness that is multiplied again a base number of 0.1% for common metal ores and 1 ppm for rare materials. A mine with 200% richness can yield 0.2% common metal ores, etc.

Spoiler (click to show/hide)
Static Facilities:

Spoiler (click to show/hide)

Light Equipment:

Spoiler (click to show/hide)

Combatants

Spoiler (click to show/hide)

Game phases after setup:

Spoiler (click to show/hide)



Player Roles

Anyone jumps in:
Designers
Logistical Planners

Specialized roles:
Chef: In charge of detailed design of food rations - I really really want someone to count potatoes come up with menus for me.

Heroes: Takes charge of a single military character to perform feats of heroism.

Opfor: Assist the GM faction in coming up with weird stuff to throw at the players.


Embark Settings:

On Rocketship landing at (0, 0):

In Cyrosleep:
3000 Technicians
1000 Horticulturalists
1000 Security Men (with standard equipment)

100,000 Human Embryos (Frozen)

Buildings:

Drills - 5
Bucket Wheel Excavators - 5
Rockbreakers/crushers - 5
Bulk Ore Sorters - 5
Smelters - 1
Leeching Plant - 2
Uranium Enrichment Plant - 1
1000MW Uranium Reactor - 1
Greenhouse, 1 Hectare - 60
Habitat (50 people) - 20

Vehicles:
Land Crawlers - 10
Mining Trucks - 50
Land Rovers - 100
Power Suits - 200


Discord: https://discord.gg/mAFUbhx

OPFOR thread: http://www.bay12forums.com/smf/index.php?topic=172366.0
(Humans keep out!)

First Turn Instructions:
It is now the scouting phase: Pick a map coordinate to send a drilling team to prospect for ore.

10
Roll To Dodge / Starship Troopers, Minimalist RTD
« on: September 30, 2018, 02:43:31 am »
"Cmon you apes, you wana live forever?"

The ramp of the dropship falls. Opening to the landscape of barren Klendathu.

Join the Mobile Infantry, they said. Service Guarantees Citizenship, they said. All you have now is your guts in your mouth and a perpetually angry sergeant bellowing in your com-bead to get the fuck out of the lander and into the dust and sand.

Quote
Character Sheet:
Name:
Bio: (The Mobile infantry typically takes young people fresh out of college. Recruits are also required to be in perfect physical and mental health, ideal character is someone who has barely began adult life and joined up to find a purpose and sense of identity)
Health: Healthy
Status: All-Good

Kills:
Related Deaths: (We'll consider all new characters to be relatives of the previous one and you get a merit point for each death)
Medals and Commendations:
Total Merit Points:
Rank: Private
Billet: Infantryman

Inventory:
Morita Mk1 Rifle, 60/60 Rounds, 600 rounds in Magazines
2 M-901 HE Grenades
Combat Rig with Combat Armor Rated at Level 3
Databox
Canteen
Rationbar

11
Forum Games and Roleplaying / Fallout Vault 69 - A social experiment SG
« on: August 30, 2018, 11:24:31 am »
Fallout Vault 69 - A social experiment SG

Author's note: The point of this story is to explore the social and moral implications of the fallout universe's vault 69. While explicit sexual descriptions will not be posted on bay12, I might upload them as textdumps on discord, if the mood takes me. Link: https://discord.gg/k8wRNTf

Edit: yes this is canon http://fallout.wikia.com/wiki/Vault_69




You awoke one morning to the sound of emergency alert sirens, the kind they use for air raids, unchanged in over a hundred years. Your thoughts come into sharp focus as you roll onto your feet. Vault-tec. You have a pass. The best shelters in the world, built to sustain life in catastrophic nuclear war. You throw on some shorts and a t-shirt left on the floor of your bedroom. Grabbing your wallet, you double check to make sure your ID is safely stowed. Your force on some socks and hastily don a comfortable pair of street shoes and run out of your appartment, out onto the sidewalk, and towards your designated Vault-tec evacuation area.

You head down into a metro tunnel. Your vault was built adjacent to the existing subway system. A feat of engineering neccessary for underground urban constructions. A sealed-off section that was "under construction" for the last few years now has its doors open. You see vault-tec security personnel, with faces hidden within thick riot gear, forming a perimeter at the entrance. A small crowd has formed at the edges of the station hallway, some distance from the vault-tec cordon. They seem anxious and disquiet, but are not yet desperate enough to attempt violence against armored security personnel.

A guard with a handheld scanner reads the id cards of anyone who approaches. You see several random people, men, women, families, try their luck. Some are allowed to pass, most are denied entry, with threats of force. But you are registered. You hold up your id, your heart racing nonetheless, and the machine gives a satisfying beep. You are ushered along through a short network of corridors until you come to the vast 2-meter high, 3-foot thick solid steel blast doors of vault 69.

A uniformed woman asks for your ID again and tells you your designated room number, where you are to wait until further notified. More armored and visored guards line the corridors and usher the evacuees towards the living quarters and the individual rooms. You can't help but notice that all the civilians you have seen are all female. But everyone is in a trancelike state, following instructions from uniformed authority figures to get to their rooms. There is no room in anyone's mind beyond the current emergency.

Your room is a small but comfortable space, a single bed, a writing desk and clean tiled floors. You sit down on your bed and recollect your life, thinking about how everything you know is about to end.

Your reverie is broken by sharp and distinct thumps that shake you through to the bone even while deep underground. The ceiling vibrates and you hear a long load constant roar that seems to last for an agonizing eternity...



Decision time, who are we? What is our sexual orientation and history?

A) Jack, a 27 year old emotional wreck of a young heterosexual male. He was bullied through school and college, spends his time escaping reality by playing video games, occassionally manages to get contract work doing office jobs, but never really stays in any place long enough to build a career. He has also never been affectionately touched or been kissed by any female he hasn't paid money to first.  Will vault 69 provide a fresh start for him to find his social and emotional identity, or will he descend into the abuse of power that his newfound situation affords?

B) James, a 27 year old homosexual man and gay rights advocate. He is very gay, so much so that he is usually repulsed by female sexuality. He would populate the world with hot gay men if it physically possible. How will he keep his sanity in such a situation? Will he be forced to make compromises for the greater good? Will his life descend into a living hell?

C) Jill, a 27 year old trans-woman. All through her life, she faced ostracism because of her body and gender-feelings. And now she is the only member of the human race stuck in a vault with a sperm-producing organ. She rightly fears that this will cause many of the other women to deliberately misgender her. She has had few friends in life, and an unsupportive conservative family that stifled all expressions of sexuality. She has also never held a stable job.

12
Dwarf Fortress

You are a bunch of disenfrenchised dwarves, leaving the mountain home to seek a new life.

To play: Player characters must be dwarved, ideally as officials with a set of responsibilities, although idle cheesemakers/common footsoldiers may be allowed within reason.

House rules:
The average plump helmet field has a density of 10-30 plants per square meter, depending of fertilizer and dampness.
Plump helmets are huge, as big as a plump helmet man head. About 20 are needed to brew a barrel of plump helmet wine.
One barrel serves 248 Pints.
A dorf drinks A LOT. As if it were water. 8 Pints a day as a rule of thumb.

Combat - I will generally decide infantry combat by rolling a D20+skill vs 10+AC, as if it were pathfinder/dnd. Irregular military units are always unarmored. Professional units will be commanded by a captain who will detail every piece of armor and equipment (including food and alchohol containers, quivers and ammunition). Weapon determines effect. Artillery combat will be determined narratively, although I might roll a dice to determine if you can hit the elephant in the distance. Player characters do not fight, but maintain beautiful inventory lists of the fighters.

Administrative:

Map-makers:
Fortress Engineers, Architects and Cartographers:
Description: The Engineers, Architects and Cartographers draw and maintain the fortress and campaign maps. They are also responsible for designing the fortress defenses, as well as industrial and living areas. The duties of mantaining maps for each section of the fortress will be divided among the Engineers, Architects and Cartographers.
Materials Required: Parchment, Ink, MS Paint, Yed Gridmaker, Grid cartographer 4, etc.

Subclass description
Fortress Engineers are generally responsible for defense design
Architects are responsible for city and civilian design
Cartographers map out the areas surrounding the fortress, and assist the GM in making maps for long distance deployments of the dwarf military.
Each subclass may also cover each others' duties as needed.

Dwarf Broker/Accountant:
Description: Responsible for all trade and external transactions. Assists the GM in audits and overall record keeping.

Appointments by election:
Fortress Mayor/Overseer: Has veto power over strategic decisions. Sets the general direction of the fortress. A temperoray position that can be renewed annually.

Dwarf Therapist/Judge: Responsible for maintaining fortress morale. Also contains or meddles with outbreaks of tantrum spirals both IC and OOC. Also has some authority over internal policing of dwarves.

Appointment by appointment:

Dwarf General: Head of all military affairs, organizes both the professional and non-professional army. Appointed by the Mayor.



Production Managers:
Description: Responsible for mantaining production orders and associated logistics for one or more industries. As industries become too massive, a manager might be assigned to a set number of production lines.
You can come up with your own names for production managers, not everything is covered here.

The Chef: Responsible for maintaining fortress rations. His duties may overlap with other food producing industries.
Subclass: Brewers: Responsible for maintaining alchohol rations to keep the dwarves hydrated and content.

Ackerdorf: Responsible for the logistics of field based farming (both above and underground). Keeps logistical records of fertiliser, seed and crop production.

Herdsdorf or Butcherdorf: Responsible for fortress livestock. Duties may overlap with the slaughterhouse and butchery stages of production.

Masters of the Hunt: Responsible for the organization and welfare of hunters. Can be used as an adhoc military unit.

Woodsdorf: Responsible for growing and cutting wood. May overlap with the carpentry stages of production as well as ashmaking. May face environmentalist pressures from tree-hugging elves to curtail activities. Can also be formed into an adhoc military unit.

Interior designers and decorators: Responsible for all furniture production and wall carvings.  The architects may plan where the furniture goes, the interior managers ensure that sufficient furniture is available for placement.

Mining Foredorfs: Responsible for maintaining all mines (and perhaps maps thereof) that deliver precious ore, stone and gems to the fortress. May also organize miners into adhoc militia.

Armourers: Maintains weapons and armor to be used by the army. May also overlap with siege weapon and trap production and maintainence.

Clothiers: Prevents sock shortages. Responsible for producing clothing, rope, bags, waterskins, bandages and cloth decorations.

Doctors: Maintain the healthcare industry, responsible for healthcare inventories and adminstering treatments including diagnosis, dressing, surgery, bonesetting and suturing. Also responsible for containing infections diseases (like vampirism or lycantrophy)

Military:

Captains: Responsible for the training and upkeep of professional soldiers, if the fortress can support them. Appointment to this role requires the approval of the administration and appropriate production managers. (every non-military leader will vote to approve or disapprove a captain creation)

Miscellaneous:

Dwarvern Childcare Specialists: Responsible for the education of dwarvern children. May run child labour apprenticeship programs and spartan projects.







Inventory at game start:

All dwarves at the launch of the expedition have some say as to how to spend 1500 credits worth of points. All dwarves are assumed to come with their own civilian clothes and socks. Production managers will have some authority for expenditure over their own industries, within some sense of proportion.

All items from vanilla dwarf fortress are permitted.

The expedition also has to decide where it will embark, and what the surroundings of the new settlement will be like. Ore and stone is assumed to be abundant. Variables will be presence of volcanoes and surfaces magma, aquifers, the biome type, and the sanity of the local wildlife and neighbours.

13
Extraterrestrial Response and Removal Agency of Native Terrans REDUX

The earth was defeated without much of a fight. Aliens puppeted the world's leaders, taking control of the organs of state and commerce to impose a totalitarian regime. The remaining humans were herded like cattle. Many were put to work, stripping the earth of its resources until their spent bodies were harvested for their organs. Countless others were consumed in the bowels of their genetics and cloning programs.

You've had enough. the last of your monthly ration was gone days ago, with days yet before the next ration allotment. That will mean long lines, guarding against thieves, avoiding the inevitable fights, and worse, seeing the desparation in the eyes of the countless men and women who wait silently for hours for their meal ticket.

But there are whispers of resistance. A last alliance of free men who stand against tyranny. It is said they have recruitment networks in every urban centre. And you are desperate enough. Once your absence from your alotted work tithe has been noticed, you will be an outlaw. If you had any family left, they would be brutally interrogated or killed. But you have nothing left to lose.

You follow rumors, carefully hidden codes in the city graffiti, until at last you come to the right alley way. You open the door and step in. A gun is pointed at your head from the side. A man is sitting by a desk with a shotgun pointing at you. "Are you ready to die for your people?" He asks. You nod a nervous affirmative, a bag is placed over your head, and you are taken away.

Discord: https://discord.gg/Yw2yrve

Combat Mechanics:

Hitting

To Hit: Roll a D6, Skill of 0 means hitting on 5s. Skill of 1 means hitting on 4s, 5s and overshoots on 6s. Skill of 2 means hitting on 3s, 4s 5s and 6s. Skill of 3 and above means hitting on D6 >=2. Skill of 4 and above allows for compensation for any penalties to the shooting.
Full Auto fire: Signficantly reduce max range, reduce skill rating by 1 and roll the D6 to test to Hit.
Explosives: Roll a D6, add skill modifiers, of +(skill rating), RTD. GM might blow you up on natural 1s if they feel like it, depending on how volatile your explosive is.

Ammo consumption: A normal hit will probably use about D6 rounds on an assault rifle. Full auto fire empties the clip. Special rules for machineguns.

Damage:
Every weapon and armor has a rating. This is used to determine capability and penetration.
If weapon rating >= total defense rating, score a hit with possible overpenetration.
If weapon rating < total defense rating, roll a d6 to determine effect on materiel.
Damage is chunky salsa.

Saves:

Cover Saves:
Prone: Saved on a 6 on the D6.
Thin Cover: eg, tables, bushes, objects that will have trouble soaking incoming fire, provide a >=5 cover save on the D6
Normal Cover: walls sufficiently thick objects, provide a >=4 cover save on the D6
Entrenched Cover: Foxholes, battlements, trenches, provide a >=3 cover save on the D6
Specialized Cover: Firing Slits, Gun loops, Portable shields that aren't penetrated, provide a >=2 cover save on the D6

THE DODGE:
IF==not in cover ->
Roll perception to notice incoming fire, -> On Success -> Roll Dexterirty -> On Success -> Roll the cover save of the nearest cover. If no cover is available the character goes prone and is saved on a 6 cover roll.
The idea is Cover > Dancing in the open. But the dodge gives you a chance to get into cover.

Stat tests:
Strength: Lifting things, not breaking your arm when firing a rocket or "recoiless" gun, control during sustained full-auto fire.
Dexterity: Contortioning, not tripping over feet, dodging
Endurance: Tested when a PC takes a wound. Used to feel no pain. Tested against poison gas, acid, recieving interrogations, not passing out when butt is penetrated by probes
Perception: Range estimation in Extreme range shooting, moving target shooting, noticing incoming fire.
Mind: Tested when recieving heavy fire, witnessing battle gore, deliberately killing friendlies/civilians, unecessary acts of cruelty.

Notes on non-combat skill tests
Mechanical: Roll to repair/build things, operate machinery, pieces of technology
Medical: Roll to fix the thing.

Turn order, fire and movement:
PCs get to move, then attack
NPCs get to move, then attack
Order will roughly be in order of posts, or arbitrarily. Players move, then aliens move is the general idea.

Character Creation:
You start with 50 xp to distribute in stats and 50xp to distribute in skills.

level 1 costs 5 xp, going from level 1 to 2 costs 10 xp for a total of 15xp, going from level 2 to 3 costs 15 xp for a total of 30 xp.

Going from level 0 to level N costs  5*(N/2)*(N+1) xp.
Going from level X to level X+1 costs (X+1)*5 xp.

You start with 10 Armory Credits to buy things. Basic pay is 1 credit a day, 5 credits per mission with bonuses for completed objectives and loot.
You also get about 5 xp per mission with bonuses for objectives, loot, roleplay, kills, etc.

Sheet:
Quote
Name:
Description/Background:

Remaining xp:

Strength:
Dexterity:
Endurance:
Perception:
Mind:

Skills:

Melee:
Ranged:
Explosives:
Mechanical:
Medical:

Armory:

All weapons come with one full magazine/battery.

Ranged Weapons

Trench Gun:
Description: 12 Gauge shotgun with a 5 round magazine capacity firing a variety of rounds.
Cost: 4
Ammo comes in:
Standard 00 Buckshot - Damage 3 - 1 credit for 5
Sabot Slugs - Damage 3 - medium range - 1 credits for 1
Electroshock - 1 credits for 1
Incendiary - Damage 3 (Fire!) - 1 credits for 1

Assault Rifle
Description: Select fire Gas-operated automatic rifle, 30 round magazine capacity
Strength Rating: 1 for controllable automatic fire
Cost: 4
Standard Ammo - Damage 3 - 1 credit for 30

Battle Rifle
Description: Semi-automatic gas-operated rifle, 20 round Magazine
Strength Rating: 1 to use standing
Cost: 5
Standard Ammo - Damage 4 - 2 Credits for 20

Medium Machine Gun:
Description: Fully-Automatic machine gun with +1 to automatic fire when used prone or with bipods deployed.
Strength Rating: 3 to use standing
Cost: 10
Ammo use: Belt fed, uses 5D10 rounds per full auto attack
Standard Ammo - Damage 4 - 10 Credits per box of 100

Anti-Materiel Rifle:
Description: Rifles firing rounds too big to be legal to be used against personnel and are hence designated as having the intention to destroy equipment only. 5 Round Magazine
Strength Rating: 3 to use standing
Cost: 10
Standard Ammo - Damage 5 - 1 Credit for 1


Melee Weapons

Shock Baton:
Description: A metal or carbon-fibre stick with electroshock delivery
Cost: 3
Battery: 1 Damage - 3 uses - 1 Credit

Combat Knife:
Description: Common short edged weapon
Cost: 1
Damage: 2

Fire Axe:
Description: An axe designed to clear obstacles in fire rescue situations. Also effective against most organics.
Strength Rating: 2
Cost: 1
Damage: 3, infinite use.

Sledgehammer:
Description: A giant hammer used for demolition. Effective against most building materials.
Strength Rating: 3
Cost: 3
Damage: 4, infnite use

Chainsaw:
Description: Gas Operated rotating chain-linked teeth blades
Strength Rating: 3 to wield, 5 to avoid endurance penalties for sustained use
Cost: 10
Ammo: 5 uses per 3.78 litre tank - 1 credit per tank

Explosives

Hand Grenades
Description: Hand thrown bombs, comes in variety of flavours
Cost: 1 for 3
Flavours:
Fragmentation: Damage 3 AOE
Concussion: AOE Stun (High Explosive)
Flashbang: Safer AOE Stun
Anti-Tank: Damage 6 to tanks/heavily armored thing/person you stuck it on
Incendiary: Damage 2 Area Denial
Smoke: Like a deployable >=5 cover save on affected area

Grenade Launcher
Description: Launches grenades through a tube
Cost: 3
Ammo: Identical and interchangeable with hand grenades, for logistical reasons.

Anti-Tank Missile
Description: HEAT warhead attached to a rocket, fire-and-forget
Cost: 5
Damage: 10

Plastic Explosives
Description: Demolition grade explosives
Cost: 1 per 10 kg Satchel - effective for breaching, as anti-personnel and anti-tank traps...
2 per 50kg Duffel Bag

Nuclear Warheads
Description: When atoms come apart... or together, depending on type of nuke
Cost: At GM's discretion

Mechanical Equipment

Thermographic Equipment:
Description: Negates penalties for fighting in the dark, can be mounted on vehicles. Increases perception bonuses for spotting hot objects
Cost: 5

Sentry Gun Computer system, gun not included, can't use shotguns
Description: A laptop attached to a gun mount providing automated fire control, target acquisition and FOF capabilities to the attached gun.
Cost: 5

Tracked autonomous robot system, gun not included, can't use shotguns
Description: Modeled after the TALON system. A simple tracked robot with a brain and gun on top. About the size as a Goliath remote controlled robot. Can also be used like Goliath, but infantry are cheaper.
Cost: 10

Autonomous Unmanned Aeriel robot system, gun not included
Description: A UAV that flies and holds a machine gun simultaneously. Flight system involves quad heliblades that can hover in place to line up shots.
Cost: 15

Insertion equipment:

Parachute
Description: Free with every pair of boots issued. Boots provide convenient container for scraping paratrooper remains out of.
Cost: Free!

Grappling hooks, 20m
Description: Projected hook on a rope propelled by pneumatics and retracted by electrical power.
Cost: 1

Jet-Propelled Wingsuit
Description: Wingsuit with rocket pods for aerial boarding actions!
Cost: 15

Armor

Bullet-proof Clothes
Description: Full body covering with bullet-resistant fabrics. Useless against rifle fire but effective against pistols and shrapnel.
Armor Rating: 2
Cost: 3

Flak Armor
Description: Heavy Fabrics reinforced with steel and metal carbides. Now comes with full body protection
Required Strength: 1
Armor rating: 3
Cost: 5

Flak Armor Mk2
Description: Flak Armor with thicker, heavier plates, same technology upscaled.
Required Strength: 2
Armor rating: 4
Cost: 6

Carapace Armor
Description: Segmented metal carbide plates forming heavy but decently mobile armor. Designed to shrug off small-arms with ease.
Required Strength: 3
Armor: 5
Cost: 20

Ballistic Shield
Description: Heavy slab of reinforced metal acting as a shield. Has a fibre-glass viewport.
Notes: Acts as Specialized Cover
Required Strength: 1
Armor rating: 4
Cost: 5

Medical

Biofoam
Description: A miracle gel with anagelsics and coagulants to plug any hole in the body.
Cost: 1 per dose

Organ Harvesting Kit
Description: Surgical kit for opening organics up in the field to requisition or replace their parts.
Cost: 5

Brain Harvesting Kit with Freezer
Description: In case of catastrophic damage, consciousness may be evacuated by putting brain in freezer.
Cost: 5

Heroin
Description: Is your body held together by only bio foam? This miracle drug will allow you to shrug off any amounts of pain, lift your mood and keep fighting.
Cost: 1 per dose

Amphetamine
Description: Provides immunity to shock, eliminates the need for sleep and rest. Gives +1 to perception and mind for a day
Cost: 1 per dose

Anabolic Steroids
Description: Gives +1 to Strength and Dexterity for a day.
Cost: 1 per dose

Special Ration
Description: Hot food with extra edible carbs. Gives +1 to Endurance for a day.
Cost: 1 per dose

14
Roll To Dodge / Chieftian: Hands of the dark lord.
« on: June 28, 2018, 04:57:57 pm »
Orcs

Fluff:
They drove you out. Cursed you yrch. And then repeatedly and unfairly beat you down whenever you tried to carve out something for yourselves. Is it any wonder that so many of your kind flocked to the Dark Lords' call when they offered vengeance against the proud beings that drove you from fertile lands and civilization to reducing you to caves and rocks.

Concept: Chieftians commanding Orc hordes to take objectives. Gameplay built around military decision making.

Chieftian Creation:

Personal Stats:

Power - determines personal physical combat and force of presence when inspiring troops in the field.

Enterprise - A measure of resourcefulness in acquiring material from both friendly and hostile sources. "Any idiot can command panzers orc hordes, but it takes a genius to supply them."

Coup d'oeil - Vision. Your ability to sense the larger picture, anticipate the enemy, or get intuitive forewarnings of intereference by wizards, unkillable ghost armies and the likes.

You have 50 xp points to distribute between the 3 stats. Each level costs N*5 points.
It takes 5 points to go from level 0 to 1, 10 points from 1 to 2, 15 from 2 to 3, 20 from 3 to 4 etc...
It takes 5*(n/2)*(n+1) to go from level 0 to level n.
You can save any leftover xp points.

Units:

Snaga - Poorly equipped newborns, grown quickly by dark magic and pressed into battle

Grunts - Common orc infantry, slightly smaller than a man, but more vicious.

Uruks - Giant orcs! Like football players. Meatier and more attrition proof.

Weaponmasters - Orcs that live long enough to be considered highly skilled at arms. If they eat right, they also grow pretty big.

Orcs grow into bigger orcs just by living long enough or by eating a lot.

Equipment:

Armor:

Light: Simple Padded cloths and leathers for long distance foot marches. They offer much more protection than civilian dress or running about naked. Many can even take repeated hits from lighter ranged weapons.

Medium: Standard chainmail stuff that provides a balance between protection and mobility.

Heavy: Munition Platemail armor for units expecting intensive combat. A pain to march in.

Masterwork: Plate armor for kings.

Weapons:

Crude: Sticks, flint weapons, wooden javelins, slingshots

Simple: Farming implements, spears, axes, hunting bows

Common: Mass produced military weapons

Advanced: Finely crafted weapons, heat treated longbows, tempered swords and the like.

Masterwork: Knightly weapons, repeating crossbows, gold-leaf embroided elven bows...

Shields:

Buckler: Small hand-shield often used by archers or skirmishers not expected to stand in a battle-line

Light-shields: Targe and Heater pattern light infantry shields designed for flexibility in personal combat while offering decent projectile protection rather than for holding formations in the front line.

Cavalry shields: Shields that offer a compromise between coverage and mobility, they often hang down to cover the legs of the cavalryman. They can be used dismounted in a shield wall.

Heavy-shields: Broad shields for heavy-infantry formations.

Pavises: Anti-Projectile shields for archers not expected to move much. The weight can be too overwhelming to be used in hand ot hand combat.

Mounts:

Wargs: giant wolves the size of a horse, they brawl better than most horses too. But eat a lot more.

War ponies: converted ponies for military use, often used as cheap light cavalry.

Rounceys: A catch-all term for common warhorses of questionable breeding.

Coursers: Horses built for speed and racing, sometimes used as chargers as well.

Destriers: Heavy charging horse bred and trained to work with a knight in battle.


Other Weapons: Artillery and such will be described on a piece by piece basis. They can also be built and dismantled during and after sieges rather than marched around with.

Fatigue:
Simulated narratively after extended fighting, or long and forced marches. Besides fatigue the other draw back of heavy equipment is that they require more material and expertise to maintain.

Supply:
1 Bushel of grain feeds about 125 people at full rations. Can be stretched. Warbands can also acquire other sources of food from forage or cannibalism.
Most infantry formations will forage wherever they go. Cavalry are used to scout out new sources of supply along a march or to simply raid for it.

Tribe creation:
You start with 100 grunts and 100 orc camp followers... You know domestic orcs (of all genders) that do the cooking and cleaning or tend to the children if you're not conscripting them straightaway. You also have 200 pieces of silver to barter with. The prices of goods and war materiel fluctuate wildly, but you can roll for it. You can designate military orcs as infantry, archers and cavalry and then equip them. Try to make relatively homogeneous units.

First Mission:
Your tribes were driven deep into the caves and hills of Morgai around castle Durthang after an alliance of men and elves razed your once proud city of Barad Dur and occupied your homes. But their unity is strained and their watch grows lax. Small orc forts grow unchallenged in the hills. Your wisemen speak of the Return of the King, and urge the collective chieftians to liberate the lands of mordor to prepare for his return.

Your first mission is to sally out through the passages of Castle Durthang, go north into the wastes beyond Ithillien, and attack the town of Gelebrin that is supplying the Gondorian garrisons around Morannon. Gondor no longer has the means to man Durthang itself, but you are warned to be ready for anything.

To play:
1. Create your orc chieftian
2. Allocate grunts into infantry, archers, cavalry
3. Make requisition orders for equipment, this will be rolled for. But you have to offer silver to barter for it on the first turn. You can just forage or loot for your equipment as well, or attempt to get your orcs to specialize into blacksmithing or various crafts. (like getting an entire steel economy going)


Turn order:
1. Make plans, do initial camp things. Break camp for day's march.
2. Execute plans, march,
3. Repitch camp, consolidate, cook dinner. Eat, breed, sleep, etc.




15
Roll To Dodge / SCP Legion of the DEAD mission 2: The Firemen
« on: February 05, 2018, 02:19:41 am »
The Firemen

The team bounces along in a big black SCP truck. The CIA has commandeered a police cordon around the target building. A biohazard team has also wrapped the building in what appears to be: plastic wrap.

The government types are all standing around looking serious.

When you arrive they make a show of you wearing gas masks, hazmat suits and scary black SCP uniforms. Presumably it draws attention away from the napalm throwers and sidearms you are carrying. A few officers make snide remarks about guinea pigs and cannon fodder.

Before you know it, you are standing in a plastic airlock. A door opens to the main lobby of the apartment. It is dark, but with your suits flashlights you can see ominous spots of blood about the floors and stairs. The building seems to have lost power. A central stairwell runs up from the lobby to the upper floors where it is flanked by 4 apartments on each floor. To the back of the ground floor there is an access to the basement where the utilities and laundry room are.




Spoiler: Oz (click to show/hide)

Spoiler: Randomgenericusername (click to show/hide)

Spoiler: Hector13 (click to show/hide)

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