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Messages - Aigre Excalibur

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1036
Roll To Dodge / Re: Inquisition: Twilight's Twilight (WoD rules)
« on: October 15, 2016, 12:55:34 am »
It all looks good.
Spare Duffels are good for robbing banks and storing loot.

And field rations in urban missions are good when you can't stop for tea, or if you think the locals are all out to murder you. (maybe they are)

Spoiler: Nix (click to show/hide)

1037
Roll To Dodge / Re: Inquisition: Twilight's Twilight (WoD rules)
« on: October 15, 2016, 12:25:54 am »
where's muh LMG
for that matter, where's muh RPG

Fine I'll add some

1038
Roll To Dodge / Re: Inquisition: Twilight's Twilight (WoD rules)
« on: October 14, 2016, 11:52:53 pm »
Might as well use this a sheet holder

Starring:

S34N1C as Matthew Carter
Spoiler (click to show/hide)

NRDL as Joe Nix
Spoiler (click to show/hide)

1039
Roll To Dodge / Re: Grunts
« on: October 14, 2016, 11:40:19 pm »
Quote
(4) hey, look at that, you and a small group of fellow grunts manages to kill six bugs by shooting at them together. Well done.

AIG001 gets stung repeatedly by some vengeful wasp monsters. He is maimed. Pick a limb to lose the function of. You're better off than some of the guys you teamed with to shoot the bugs, at least. that one dude's genital

Spoiler (click to show/hide)

Take maiming wound in Torso.

Yell at nearby troopers to give EVERYTHING THEY'VE GOT!

Use gum on my stings to make em feel better until medic comes or let KH006 patch me up if he gets here.

1040
Roll To Dodge / Re: Inquisition: Twilight's Twilight (WoD rules)
« on: October 14, 2016, 11:28:43 pm »
Prioritizing Social > Physical > Mental, your stats would look like this:

Then Knowledges > Skills > Talents

Reserved. Making character now


Spoiler (click to show/hide)

1041
Roll To Dodge / Re: Inquisition: Twilight's Twilight (WoD rules)
« on: October 14, 2016, 11:15:23 pm »
Finished my sheet. How'd I do?

Ah refreshed it. I thought you forgot to bring guns.

Grenade throws in Vampire the Masquerade are Dex/str+Brawl. in Hunter they are Dex/str+Athletics. Either one will do. I'll just take the higher values.

You're over., xp expenditure wise. Let me crunch an optimal distribution in a bit.

Level 2 in an attribute would cost 10, level 3, 15 level 4, 20, etc.

1042
Roll To Dodge / Re: Inquisition: Twilight's Twilight (WoD rules)
« on: October 14, 2016, 11:14:47 pm »
Logistics wise, we might pile the whole team into a couple of trucks to prevent a giant convoy from drawing attention.

At least for the first mission or so.

1043
Roll To Dodge / Re: Inquisition: Twilight's Twilight Mission 1 conclusion
« on: October 14, 2016, 02:05:39 pm »
Inquisition

Introduction:

The last Inquisition brought about the masquerade. The struggle between life and unlife withdrew to the shadows. In secret the monsters bred and organized. And in secret the inquisition hunted them.

The Inquisition of Modern Nights is a decrepit organization that clings to the warfare of the previous age: with gun and blade. While their enemies have adapted, infiltrating every layer of society, with vast wealth and influence at their disposal. It is rumored that the Lords of Night no longer any real need for arms, except to humiliate the Servants of Light.

You are freshly minted Inquisitorial cadets. Deployed as a self-sustaining Hunter cell, you roam the planet, fight the damned and live off your own crafts. Your current Base of Operations is a Truck Stop in the Middle of Nowhere, where a sympathetic bar owner has provided billets, contacts with various suppliers and traveling salesmen, and even waged employment for benched characters.

Your First Mission from the Inquisition is to visit the town of Forks, Washington - where you are to investigate rumours of Vampires and other supernatural creatures operating openly. Your inquisitorial mandate is to annihilate any monsters you find, and purge any traitors or conspirators among the human population. Government relations to the inquisition is mixed, those within the government who are aware of the supernatural are suspicious of everyone else. And others are conspiring on the side of the damned, hoping to gain unlife for themselves. In any case, discretion is advised, and even if the situation degenerates, it is best to find a way to maintain some semblance of order.

You are being paid $2000 per man upfront for this assignment, with performance bonuses and xp points for survivors.

Character Sheet:
Spoiler (click to show/hide)

Character Creation:
Attributes cost 5 x new level
Abilities cost 3 x new level
New Abilities learnt after character generation cost 7 points.

Level 2 in an attribute costs 10. Level 3 costs 15 level 4 costs 20 level 5 costs 25
1->3 costs 25 1->4 costs 45, 1->5 costs 70

For abilities
0->2 costs 9
0->3 costs 18
0->4 costs 30
0->5 costs 45

All Attributes start at 1.
Prioritize the Physical, Social and mental Mental groups according to what is most important to your character.
Distribute 55 xp into the first group
Distribute 35 xp into the second group
Distrubute 20 xp into the third group
You can't keep any leftover xp.

Then Prioritize Talents, Skills and Knowledges.
Distribute 60 xp into the first group
Distribute 30 xp  into the second group
Distrubute 18 xp into the third group
No ability can be higher than 3 initially.
You lose any leftover xp.

Equip Your character with the up-front payment of $2000 per character

Other Notes: The diversification and priority splitting in WoD prevents 1 hit wonders, like characters who can only fight or only use a support skill.

Rules:
Inquisition is based on World Of Darkness: Hunter, the Reckoning.

There are 3 basic types of rolls in WoD:

Normal - Where the sum of the related attributes are taken as dice and rolled against a difficulty level. Each Die above the difficulty is a success. A minimum of one success is needed for an action to succeed. Natural 1s negate successes and cause crit-fails if there are more 1s than successes.

Extended - Where an action needs a set number of successes to complete. This is common for team actions.

Resisted - Where 2 characters make rolls and their successes are compared to determine the victor.

A roll for a gunshot would take Dex+Firearms as the number of dice, rolled against a default difficulty of 6, and the number of successes will be counted. - With the weapon damage being applied in case of success.
The defender might take a normal roll to roll to dodge. Or he might block or parry a weapon strike.

Characters can attack or defend multiple times per turn. The formula for number of dice is (sum of attributes and traits - total number of actions - summative value of actions).
3 Attacks/Defenses with 8 dice would have 5 dice on the first attack, 4 on the second, 3 on the third.

Armor and Stamina in WoD rolls to soak damage. Mortals can't resist most damage with stamina though. But vampires can shrug off gunfire.

List of Abilities:
Spoiler (click to show/hide)

List of Common Feats:

Spoiler (click to show/hide)

List of Common Combat Moves:

Spoiler (click to show/hide)

Changes to Combat Rules from WoD

Spoiler (click to show/hide)

Item Shop:

Spoiler (click to show/hide)

1044
Roll To Dodge / Re: Grunts
« on: October 11, 2016, 09:26:39 pm »
Spoiler (click to show/hide)

Invoke Khorne, run at the last exposed bug and bludgeon it to death. Offer its innards to the blood God.

I mean, rally the nearby troopers. Fire and advance at the exposed bug as a team.

1045
Roll To Dodge / Re: Grunts
« on: October 11, 2016, 05:07:57 pm »
Get to that front line, and

GIVE EM ALL WE GOT!!!


(Shoot all the things, try not to die.)

Spoiler (click to show/hide)

1046
Roll To Dodge / Re: Grunts
« on: October 10, 2016, 04:07:25 am »
Can I plays?

Platoon: Either one
Designation: AIG001
Unit type: Grunt
Health: Healthy
status:

inventory: gun, helmet, backpack, gum.

character points:
character traits: Sadistic oh so they're achievement things.

rank:

1047
Forum Games and Roleplaying / Re: Chivalric Army Simulator Turn 1 (9/10)
« on: August 28, 2016, 10:01:01 am »
And what about the serf costs for lumber yards and quarries? The rules say that lumber yards employ laborers.

You just pay for goods that come out of lumber yards and quarries. They run on Proles.

1048
Forum Games and Roleplaying / Re: Chivalric Army Simulator Turn 1 (9/10)
« on: August 28, 2016, 08:12:57 am »
You need spare knights to go about questing. But you'll just dig up common knowledge about lore otherwise.

1049
Forum Games and Roleplaying / Re: Chivalric Army Simulator Turn 1 (9/10)
« on: August 28, 2016, 06:50:00 am »
These need to be actually be answered before I can post a turn:

Do new keeps have their own village/town costs or not? That is, if I build a village in keep 2 for 100, will a village in keep 3 cost 100 or 200?

Got my third question: How many serfs do lumber yards/quarries require in labour?

Hmm, making keeps reset the costs for new villages under them makes a lot more sense for balancing expansion. So yes, the first village in keep 2 will be 100, the first village in keep 3 will be 100.

1050
Forum Games and Roleplaying / Re: Chivalric Army Simulator Turn 1 (9/10)
« on: August 27, 2016, 11:30:59 pm »
Turn 1 up, Players PMed

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