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Author Topic: Space Wizards 4: Now with more rocketpunk. Turn 14 (Mar 25)  (Read 21233 times)

TheBiggerFish

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Re: Space Wizards 4: Now with more rocketpunk (Sign-ups closed, waitlist open)
« Reply #30 on: February 01, 2016, 08:26:14 pm »

It's just today.  Deadlines for Really Important Stuff.

It's the writing of the backstory that's the problem.  Can't do that concurrently with essay-y stuff.
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Sigtext

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_DivideByZero_

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Re: Space Wizards 4: Now with more rocketpunk (Sign-ups closed, waitlist open)
« Reply #31 on: February 01, 2016, 09:18:02 pm »

It's just today.  Deadlines for Really Important Stuff.

It's the writing of the backstory that's the problem.  Can't do that concurrently with essay-y stuff.

Alright then, I'll give it one more day.
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Have I now become your enemy by telling you the truth? (Gal 4:16)

WunderKatze

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Re: Space Wizards 4: Now with more rocketpunk (Sign-ups closed, waitlist open)
« Reply #32 on: February 02, 2016, 06:43:11 pm »

I rewrote the bio and artifact sections of my sheet.

Nothing in my old sheet was contradicted so there should be no need to revise any plot (might want to check just in case).

I rewrote the bio to be more concise and hopefully give a better idea of what kind of character Raioyris is. I also rewrote the artifact section so that it conforms more to the content under the 'Wizardry terms explained' or whatever it was called section of the main post. I made sure to layout the artifact's abilities more clearly in terms of mechanics to ensure that I don't give the GM a huge headache while he tries to figure out how it should play out.
« Last Edit: February 03, 2016, 12:02:40 am by WunderKatze »
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Sigh, they always said that junk food was bad for you. I guess that leaves us with canabalism.

HEAVY DAMAGE
OPERATION MARKET STORM

_DivideByZero_

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Re: Space Wizards 4: Now with more rocketpunk (Sign-ups closed, waitlist open)
« Reply #33 on: February 03, 2016, 12:21:02 am »

Does anyone mind if I adopt AoshimaMichio's dice queue system? I've been reading through that thread and thoroughly enjoying it, and I figure it can be a solution to the projected issue of fishing for 1's for skillpoints in a solution that's more elegant than just "only your first rolls count."

Everyone gets a queue of dice, like so, and a number of free picks, which you can use to pick a die out of your queue for your next action.

14 20 15 12 7 4
Free picks: 3/3

To get a skillpoint, you spend a 20 using a free pick.
To get a miniquest, you roll a 20 using a free pick.

You can also add dice to add up to 20 (or more) but you only get an extra die for rolling one, meaning your number of dice will drop. One way to get new dice is to split your existing ones, but you'll get some low dice that you have to roll eventually. Since you can only get skillpoints and miniquests using free picks, you can save your free picks for good luck or for skills, and there's actual gameplay involved.


Of course, this system has its drawbacks. It's experimental, for one, but if it flops I can just revert to the standard system. Plus it looks like fun.

I'm going to post the first turn tonight. If TheBiggerFish doesn't have a sheet up, Yourmaster will be in by default.

EDIT: Also, for convenience to everyone except Wunderkatze (who explicitly mentions magnitude in his artifact), spellcasting is now one roll for simplicity. You can make your spells more powerful by combining die, just like in AoshimaMichio's game.
« Last Edit: February 03, 2016, 12:47:12 am by _DivideByZero_ »
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WunderKatze

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Re: Space Wizards 4: Now with more rocketpunk (Sign-ups closed, waitlist open)
« Reply #34 on: February 03, 2016, 12:48:58 am »

Sounds fine. I'm assuming that enemy defense rolls won't be pulled from the attackers dice queue, that way combat won't be completely predictable.
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Sigh, they always said that junk food was bad for you. I guess that leaves us with canabalism.

HEAVY DAMAGE
OPERATION MARKET STORM

_DivideByZero_

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Turn 0!
« Reply #35 on: February 03, 2016, 01:23:43 am »

You've been here a while, so you've more or less understood the general rhythm of prison. You get three meals a day (the lights have a day/night cycle), as you and the other prisoners are herded off into a cafeteria. When you're done you need to turn in your metal tray and all the utensils on it. If you don't turn those in they search you. You also get to shower once a day, and prisoners are regularly cycled in groups of six for an hour of exercise each day.

During lunch there's only a handful of guards. You count eight unique faces. They have at least two Centauri needle rifles and all of them have high-capacitance stun pistols, which can knock a man to the floor in a single shot.
You encounter a guard walking by your cell once on the order of a few hours. There are a lot of cells clustered in what looks to be an old cargo container re-pressurized and re-purposed. Cells are located in 2x3 blocs (all 6 of you share a block) scattered around, unevenly, and the cells themselves only seem to be attached to each other, not bolted to the floor. The cell complex itself is about four stories high and features a single catwalk a fair distance above the cells, reached by a ladder on either side. There is always a guard with a rifle here during non-cafeteria hours, although he comes to the cafeteria during lunch and he is also the one who does headcounts.

There is a section on the end of the cafeteria opposite the entrance to the cell block. A guy in a lab coat was once sighted heading through the double glass doors, but a guard quickly escorted him back inside. Your artifacts are more likely there than back in the cell bloc.
The whole setup is linear: <Restrooms><Showers><Fitness><Cells><Hallway/Clinic><Cafeteria><Unknown block>

...

The bell in the cell block rings. It's an old electric bell connected to the security room by a wire trailed along the ceiling. The hammering noise alerts nigh-everyone, signalling it's time for lunch.

In groups of six, other prisoners are led through the hallway into the cafeteria by two guards at a time, one with a rifle. The other guards seem to be stationed in the cafeteria.

After guiding the last group, the pair heads to your six cells, and unlocks the doors...



Your cell is specially-made. Not only is the ceiling somewhat higher than the others, but the floor is made of eight-inch deep compost, fertilized every couple of days and treated with a smell-suppressing agent to avoid driving the other prisoners (and more importantly the guards) insane.

Once you caught sight of the canisters they use to spray the agent. There was a big fire-hazard sign printed on each can.

Dice queue (3 free picks): [-] [-] [-] [-] [-] 20

Spoiler: Arthur, AKA ATHATH (click to show/hide)


You're the only one who sees regular contact with the labcoats. That is, they take you into the glass-doors section every few days, mostly for research purposes.
The labcoats seem to have learned of the nature of your abilities, and so they've fitted you with a suit of padded armor that protects you from any and all impacts, and even provides reasonable protection against bullets and high-velocity projectiles. The armor will lock up if hit by a powerful impact, leaving you unable to move but maintaining its absolute protection.

Dice queue (3 free picks): 1 16 14 10 8 20



Your cell is fairly standard. There isn't much to note, other than the fact that you can see some of the other cell groups and perhaps signal to them. The guy behind you, the Violaceous fellow, is in a similar position.

Dice queue (3 free picks): 4 20 12 13 14 10



After you whisper with the other prisoners, it seems it's time for lunch. The guards come, drawing your conversations to a close for a bit.

Dice queue (3 free picks): 5 12 20 12 4 6



The labcoats tried to study you when you were first brought aboard. They haven't brought you back there since.
You think you saw where they took your orb, a room about two hallways in from the glass doors in the cafeterias.

Dice queue (3 free picks): 3 16 20 20 3 6



You were taken into the hallway before the others, left to stand in a long hallway while the other prisoners line up. You're not wearing handcuffs or anything that would restrict your movement, but you don't have your pendant and all you have is a foam tray and a plastic spork.
A rather pleasant smell comes from the cafeteria. It's artificial steak this morning, algae grown in vats and saturated with artificial flavors. It's rather messy, although it does taste good. Once you got a foot-long strand stuck in your teeth.

Dice queue (3 free picks): 15 8 20 9 6 3



The time is 12:30 pm. The murmurs among the crowd are making it rather hard to listen to any quiet noises or eavesdrop on conversations (-3).
« Last Edit: February 03, 2016, 04:05:49 pm by _DivideByZero_ »
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WunderKatze

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Re: Space Wizards 4: Now with more rocketpunk. TURN 0!
« Reply #36 on: February 03, 2016, 01:58:34 am »

I’ll use my free action to trade my queued 20 for a skill point.  +1 Crit.

Might as well put this 1 I got queued to use.

Befriend meanest looking prisoner. "So, how has your day been?" Raioyris asks timidly.
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Sigh, they always said that junk food was bad for you. I guess that leaves us with canabalism.

HEAVY DAMAGE
OPERATION MARKET STORM

TheBiggerFish

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Re: Space Wizards 4: Now with more rocketpunk. TURN 0!
« Reply #37 on: February 03, 2016, 06:04:02 am »

((Flarble.  Darn.  I'll keep working, waitlist me.))
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Dustan Hache

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Re: Space Wizards 4: Now with more rocketpunk. TURN 0!
« Reply #38 on: February 03, 2016, 09:20:04 am »

(split my 16.)
Archibald would look around for anything he could use. they already had a plan, but he needed a way to start it effectively.
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I figure at some point, you're just gonna run outta fucks to give and just off yourself whenever you get hurt at all. It's not like there's any downsides to it. Hangover? Suicide will fix that. Stubbed your toe? Suicide. Headache? Suicide. Papercut? Suicide.

ATHATH

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Re: Space Wizards 4: Now with more rocketpunk. TURN 0!
« Reply #39 on: February 03, 2016, 11:46:57 am »

UGH. I hate dice queue systems. They've been tried before, and every one of them has failed to be better than the normal system, and all of them have "bugs". I'm nearly tempted to leave the game now, but your writing has kept me in.

I haven't read my queue yet, by the way, and I think I'm going to ignore it.

Earlier today, I filled the room with "Sleepy" spores. As soon as the guards open the door, they should be flooded with spores and get knocked out. Take their guns and ammo, sacrifice them to my altar (it's in this building, so that should be close enough to be "nearby", right?), and hide (take their bodies with me).
« Last Edit: February 03, 2016, 01:42:31 pm by ATHATH »
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Seriously, ATHATH, we need to have an intervention about your death mug problem.
Quote
*slow clap* Well ATHATH congratulations. You managed to give the MC a mental breakdown before we even finished the first arc.
I didn't even read it first, I just saw it was ATHATH and noped it. Now that I read it x3 to noping

_DivideByZero_

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Re: Space Wizards 4: Now with more rocketpunk. TURN 0!
« Reply #40 on: February 03, 2016, 01:47:57 pm »

UGH. I hate dice queue systems. They've been tried before, and every one of them has failed to be better than the normal system, and all of them have "bugs". I'm nearly tempted to leave the game now, but your writing has kept me in.

I haven't read my queue yet, by the way, and I think I'm going to ignore it.

Earlier today, I filled the room with "Sleepy" spores. As soon as the guards open the door, they should be flooded with spores and get knocked out. Take their guns and ammo, sacrifice them to my altar (it's in this building, so that should be close enough to be "nearby", right?), and hide (take their bodies with me).

You can ask me to hide it if you want. I'll just give you a counter of how many 20's you have. EDIT: Or I'll hide everything except 20's.
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Have I now become your enemy by telling you the truth? (Gal 4:16)

WunderKatze

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Re: Space Wizards 4: Now with more rocketpunk. TURN 0!
« Reply #41 on: February 03, 2016, 02:15:10 pm »

I think you gave me an extra point in Appearance.

My character is good looking I suppose, I just had no idea he was that good looking :P
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Sigh, they always said that junk food was bad for you. I guess that leaves us with canabalism.

HEAVY DAMAGE
OPERATION MARKET STORM

_DivideByZero_

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Re: Space Wizards 4: Now with more rocketpunk. TURN 0!
« Reply #42 on: February 03, 2016, 02:46:54 pm »

I think you gave me an extra point in Appearance.

My character is good looking I suppose, I just had no idea he was that good looking :P

Fixed. Waiting on inaluct, Yourmaster, and HighEndNoob.
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inaluct

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Re: Space Wizards 4: Now with more rocketpunk. TURN 0!
« Reply #43 on: February 03, 2016, 03:11:38 pm »

If some kind of horribly distracting thing happens that draws all of the guard shifts attention, Violaceous Turaco slips away, heading in the direction of the unknown block past the cafeteria, attempting to remain undetected amidst the chaos. Combining: 5 12 20 12 4 6

If nothing particularly unusual happens, Violaceous Turaco allows himself to be escorted to the cafeteria as normal.

Also, just in case I'm the meanest looking prisoner:
I’ll use my free action to trade my queued 20 for a skill point.  +1 Crit.

Might as well put this 1 I got queued to use.

Befriend meanest looking prisoner. "So, how has your day been?" Raioyris asks timidly.
Violaceous Turaco continues staring suspiciously at Raioyris, and then does that thing where he points at his own eyes and then points at Raioyris, and then starts walking away while frowning angrily, occasionally glancing back.
« Last Edit: February 03, 2016, 03:18:13 pm by inaluct »
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ATHATH

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Re: Space Wizards 4: Now with more rocketpunk. TURN 0!
« Reply #44 on: February 03, 2016, 03:23:56 pm »

UGH. I hate dice queue systems. They've been tried before, and every one of them has failed to be better than the normal system, and all of them have "bugs". I'm nearly tempted to leave the game now, but your writing has kept me in.

I haven't read my queue yet, by the way, and I think I'm going to ignore it.

Earlier today, I filled the room with "Sleepy" spores. As soon as the guards open the door, they should be flooded with spores and get knocked out. Take their guns and ammo, sacrifice them to my altar (it's in this building, so that should be close enough to be "nearby", right?), and hide (take their bodies with me).

You can ask me to hide it if you want. I'll just give you a counter of how many 20's you have. EDIT: Or I'll hide everything except 20's.
I think a counter would be nice. How long is the queue, by the way?
Logged
Seriously, ATHATH, we need to have an intervention about your death mug problem.
Quote
*slow clap* Well ATHATH congratulations. You managed to give the MC a mental breakdown before we even finished the first arc.
I didn't even read it first, I just saw it was ATHATH and noped it. Now that I read it x3 to noping
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