I present to you, Pikmin: the RtD!
The, now prospering 'Hocotate Freight & Exploration' company has enlisted the help of new captains.
You are one of those captains.
You have been sent on an expedition to a far off planet, your goal seems simple enough; 'With the aid of Captain Olimar's notes, return to the Pikmin Planet in search of Treasure.'
However, the Pikmin Planet is a dangerous place, you'll need your wits, and the aid of the Pikmin to survive...
~~~
((In true Aninimouse fashion, I've probably left out something important, but we'll cross that bridge when we come to it. If you have questions, ask away.))This game is much like your average RtD, although just a little more complex. You control a group of Pikmin (That are part of a larger, party-owned pool of Pikmin) and must use their strengths and weaknesses to overcome enemies and obstacles along your adventure.
The (first) goal is simply to work together with the other Captains, and your Pikmin to find treasure.
Non Combat Rolls are usually done like so:
[1]Utter Failure
[2]Failure
[3]Partial Failure
[4]Partial Success
[5]Success
[6]Great Success
The amount of Pikmin allowed out of their Onions at any one time is the Captain Count*50. Captains with the Micromanagement skill will give a slight bonus to the amount of Pikmin available to everyone, and in addition they'll be able to control a few extra Pikmin themselves.
This is where things get just a little complicated, so let's start with the two most important stats:
Health: (How much damage you can take before you're killed.)
Stamina: (When you are struck, or when you use special attacks/abilities you'll lose Stamina. Although it will regenerate during battle, if your Stamina falls below 0 you'll fall unconscious until it raises above 0 again.)
If you are attacked, you'll make a roll to resist the attack, based on your Defense and the Enemy's Attack. If the Enemy's attack roll is higher, damage will be dealt to you based on how much higher the attack was than your defense was.
There are four different ways to fight back, by Throwing Pikmin, 'Marching'/Swarming with Pikmin, using Ranged Weapons, or Melee. (Before you create a character, keep in mind that Melee isn't a very viable choice for your combat specialty.)
Using Throwing, you'll throw a number of Pikmin (Based on a 1d6 roll, with your Skill/Stat Bonuses.) at an enemy from outside of normal attacking distance. When the Pikmin initially land on the enemy, they will deal an amount of Stamina damage based on their weight, and then continuously attack the enemy until the enemy dies, the Pikmin die, or the Pikmin are knocked unconscious. Pikmin have their own Health, Stamina, and bonuses, determined by their colour, and whether they have a leaf, bud, or flower. Every 10 Pikmin of the same type make their own Attack and Defense Rolls against the enemy.
Using Swarming/Marching, you'll be able to order your Pikmin to move around yourself, and attack. These Pikmin won't have the advantage of landing on top of the enemy, or dealing Stamina Damage to the enemy, but they will be able to attack almost all at once, as opposed to a few at a time. You can also do things such as use your Pikmin to form a barrier around yourself, protecting you from smaller enemies.
You can whistle to call fighting Pikmin back to your side. When you do so, you'll make a Roll for your skill at Whistling, and your Pikmin will make a roll for their Speed to determine how many of them hear you, and how many of them are able to return before something bad happens.
Using Ranged Weapons won't completely replace the use of Pikmin, no matter how your skills are set up. However, using Ranged Weapons you can provide support for your Pikmin, and your fellow Captains. You're also in a much better spot if your Pikmin are killed in battle, as you'll have a weapon to defend yourself with.
Attacks with Ranged Weapons are simply an Attack Roll, against an Enemy's Defense Roll. The attack will deal damage based on how much higher the Attack Roll was when compared to the Defense Roll.
Also, unlike Pikmin, depending on your weapon you could potentially deal Elemental Damage.
The Health Damage a weapon deals is determined by the weapon itself.
Melee Attacks are similar, but require you to be within striking distance of the enemy. Most enemies are much larger than you, so this isn't usually a good idea unless you're cornered, or the enemy is weakened.
All characters get two Slots for Spacesuit Armour Upgrades, and two slots for Utility Upgrades. The number of slots available is determined by your Intelligence Stat. Their Armour and Equipment Skills increase their effectiveness.
Armour usually simply adds bonuses to rolls against certain Damage types. A 'Reinforced Suit' upgrade adds a bonus of +1 to your Defense Rolls against Physical Attacks, but against things like Fire, Electricity, or even Explosions it's useless. While a 'Fireproof Suit' will add a bonus of +1 to Defense Rolls against Fire Traps and Attacks instead.
Utility Upgrades are a bit more varied. Some items will add to your Skill Rolls, while some will do things like give Passive Bonuses to nearby Pikmin and Captains.
You can not use two of the Same Upgrade. Instead, you must use a higher tier of the same Upgrade. The second Tier of an Upgrade, while more effective, still takes up two slots. The third, takes up three Slots, etc.
Here is the currently 'Known' equipment that is available upon Character Creation:
--Armour--
-Physical-
Reinforced Suit: (+1 Physical Defense)
Heavy Reinforced Suit: (+2 Physical Defense)
-Fire-
Fireproof Suit: (+1 Fire Resistance)
Improved Fireproof Suit: (+2 Fire Resistance)
-Water- (Note that water does not deal Health Damage, but instead Stamina Damage.)
Waterproof Suit: (+1 Water Resistance)
Improved Waterproof Suit: (+2 Water Resistance)
-Electricity-
Nonconductive Suit: (+1 Electricity Resistance)
Improved Nonconductive Suit: (+2 Electricity Resistance)
-Poison- (You won't breathe in Poison Gas regardless of these upgrades, but if your suit is punctured and an enemy injects poison/venom into you, that's a different story.)
Antidote Auto-Injector: (+1 Poison Resistance)
Improved Antidote Auto-Injector: (+2 Poison Resistance)
-Utility-
Utility Belt: (+1 Utility Slot at the cost of 2 Armour Slots)
--Utility-- (You can increase the effectiveness of some Utility Upgrades for a short time by using Batteries.)
-Whistle-
Whistle Amplifier: (+1 to Whistle-Related Rolls)
-Armour-
Armour Reinforcement: (+1 Armour Slot at the cost of 2 Utility Slots)
-Speed/Movement- (Stabilizing Boots are not an Upgrade of Running Boots, they occupy separate slots.)
Running Boots: (+1 Speed)
or
Stabilizing Boots: (+1 Wind Resistance)
-Melee-
Metal Knuckles: (+1 Melee Attack Rolls)
Power Knuckles: (+2 Melee Attack Rolls)
-Healing-
Survivalist's First Aid Kit: (+2 to Healing)
Medic's Tools: (+4 to Healing)
-Radar- (Enemies)
Cheap Radar: (+1 to Enemy Detection Rolls)
Radar: (+2 to Enemy Detection Rolls)
-Radar- (Treasure)
Cheap Radar: (+1 to Treasure Detection Rolls)
Radar: (+2 to Treasure Detection Rolls)
-Storage-
Suit Pockets: (4 Inventory Slots)
Explorer's Pack: (8 Inventory Slots)
-Spray Storage- (One of the few Upgrades that can be used multiple times.)
Small Spray Tank: (Holds 4 Sprays of the Same Type)
-Inspirational Music Box (Red)-
Simple Red Music Box: (10% Chance of adding +1 to the Attack Rolls of Pikmin)
Red Music Box: (25% Chance of adding +1 to the Attack Rolls of Pikmin)
-Inspirational Music Box (Yellow)-
Simple Yellow Music Box: (10% Chance of adding +1 to the Speed Rolls of Pikmin)
Yellow Music Box: (25% Chance of adding +1 to the Speed Rolls of Pikmin)
-Inspirational Music Box (Blue)-
Simple Blue Music Box: (10% Chance of adding +1 to the Defense Rolls of Pikmin)
Blue Music Box: (25% Chance of adding +1 to the Defense Rolls of Pikmin)
-Demoralizing Music Box (Red)-
Simple Red Music Box: (10% Chance of adding a -1 Penalty to the Attack Rolls of Enemies)
Red Music Box: (25% Chance of adding a -1 Penalty to the Attack Rolls of Enemies)
-Demoralizing Music Box (Blue)-
Simple Blue Music Box: (10% Chance of adding a -1 Penalty to the Defense Rolls of Enemies)
Blue Music Box: (25% Chance of adding a -1 Penalty to the Defense Rolls of Enemies)
-Targeting-
Simple Targeting Optics: (+1 to Ranged Attack Rolls)
Targeting Optics: (+2 to Ranged Attack Rolls)
Everyone gets 4 Inventory Slots (Without Storage Upgrades that is) to store items, and One Slot to hold a weapon.
Weapons are used to... Well, attack. (What were you expecting?) And the use of items vary from Medical Kits that heal injuries, to Ammunition for Weapons, and Sprays (Similar to Potions).
Items must be Crafted, Found, or
Purchased.Some Items will degrade with use, until they break. These items can be repaired by Captains with the Mechanic Skill.
The initially 'Known' items, that are available upon Character Creation, are as follows:
-Weapons-{Flare Gun}{Prototype Monster Pump}{Prototype Electrifier}{Mini-Cannon}{Prototype Flare Cannon} (Costs two of your Initial Inventory Slots!)-Ammunition-Box of 6 Flares
Box of 6 Batteries
2 Fuel Cells
2
{Small Bomb}s
2
{Small Concussive Bomb}s
2
{Small Incendiary Bomb}s
2
{Small Toxic Gas Grenade}s
-Medical and Crafting Supplies-2
{Small First Aid Kit}s
{First Aid Kit}{Mechanic's Toolbox}{Chemist's Tools}Box of 4 Large Flares
(Not for use with Flare Guns.)Flashlight
Binoculars
Empty Tank (Holds 4 Units of a Spray Type)
--Stats--
Strength:
20 = +1 to Throwing Rolls
10 = +1 to Melee Attack Rolls
Agility:
15 = +1 to Throwing Rolls
15 = +1 to Speed/Movement Rolls
20 = +1 Stamina
Dexterity:
25 = +1 to Throwing Rolls
15 = +1 to Ranged Attack Rolls
Endurance:
25 = +1 to Resistance Rolls
10 = +1 Health
20 = +1 Stamina
Intelligence:
30 = +1 Armour and Utility Slot
20 = +1 to Healing Rolls
30 = +1 to Select Skills
Strength/Agility/Dexterity/Endurance:
40 = +1 to Select Skills
--Skills--
-Pikmin-
Throwing: (Increases the amount of Pikmin that can be thrown in quick succession.) (Agility)
Whistling: (Increases the effectiveness of your Whistling.)
Marching: (Increases the effectiveness of 'Marching' and Swarming with your Pikmin, whether offensively or defensively.)
Micromanagement: (Increases the amount of Pikmin available in the Field, and to you at once.) (Intelligence)
-Equipment-
Ranged Weapons: (Increases the effectiveness of Ranged Weapons.) (Dexterity)
Melee: (Increases the effectiveness of Melee Attacks.) (Strength)
Armour: (Increases the effectiveness, and availability of Spacesuit Armour Upgrades.) (Intelligence)
Equipment: (Increases the effectiveness, and availability of Items and Spacesuit Utility Upgrades.) (Intelligence)
-Utility-
Pilot: (Needed to Pilot Ships.) (Dexterity)
Mechanic: (Increases the Effectiveness of Weapon/Equipment/Ship Repairs, Upgrades, and Creation, among other things.) (Intelligence)
Medical: (Increases the Effectiveness of Healing Items and Tools.) (Intelligence)
Chemistry: (Used for the Creation of Sprays. (Similar to what you'd expect from Potions.)) (Intelligence)
Skills also determine what Passive and Special Abilities are available to you.
(You may want to check the skills of the other Captains that have joined before you, just to make sure your own skills aren't relatively useless. Three Doctors won't do the Expedition much good.)~General Information~Character's Name:
Character's Gender:
Character's Description: (Be sure to include the colour of your light/spacesuit.)
Character's Bio: (This doesn't need to be long.)
~Character's Stats~ (You have 100 Points to Place in the Non-Red Stats, but if you wish, you can calculate the Health and Stamina Bonuses yourself.)
Level: 1Health: 20Stamina: 20Strength: 0
Agility: 0
Dexterity: 0
Endurance: 0
Intelligence: 0
~Character's Skills~ (You have 12 Points to Place in Skills)
-Pikmin-
Throwing: 0/10
Whistling: 0/10
Marching: 0/10
Micromanagement: 0/10
-Equipment-
Ranged Weapons: 0/10
Melee: 0/10
Armour: 0/10
Equipment: 0/10
-Utility-
Pilot: 0/10
Mechanic: 0/10
Medical: 0/10
Chemistry: 0/10
~Passive Bonus~ (Some random examples are Commander, Grub-Dog Hunter, Spelunker, Overconfident, Leader. You can come up with your own bonuses, and I'll balance them as I see fit. If a bonus seems a bit large, but you don't see a way to lower it's effectiveness without making it useless, it should come with drawbacks as well.)
-
~Passive Penalty~ (Just like the Passive Bonuses, but with Negative effects.)
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~Spacesuit Upgrades~ (From 'What's this about Equipment?' Also note that the Utility Belt, and Reinforced Armour upgrades will not allow you to start with extra Upgrades. And, you may select two of any Upgrade type, not two of Each. Two Armour, Two Utility, or one of Each.)
-
-
~Starting Items~ (From 'Well How About Weapons? Or Items?' Also note that the Suit Pockets, and Explorer's Pack upgrades will not allow you to start with extra Items.)
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-
-
- Whether you just want to brush up on your Pikmin Knowledge, or you've never actually played Pikmin before:
Red Pikmin: They're good fighters, and are immune to Fire.
Blue Pikmin: They can breathe in water.
Yellow Pikmin: They can use Small Bomb Rocks, can be thrown farther than other Pikmin, and are immune to Electricity.
Purple Pikmin: They're Slow, and Heavy, but Strong. They can carry much more than your average Pikmin, and will deal a large amount of Stamina Damage to enemies they land on.
White Pikmin: They're Small, Fast, and Poisonous. They won't deal much Stamina Damage to enemies they land on, but when they're eaten they'll deal Poison Damage. They can also see objects underground.
You Haven't Read Any of Olimar's Notes Yet.
You've Kept No Notes.
(If you want to keep Notes, I'll store them here, in the main post. This will be useful if you want the group to remember something, without having to look through the thread to find your own notes, or the need to keep a text files with your notes.
-Captain Hank (Player's Name: Gatleos)
-Captain Sauna (Player's Name: IronyOwl)
-Captain Iridia (Player's Name: Tiruin)
-Captain Amasec (Player's Name: Ahra)
-?
-?
Character Sheets:Character's Gender: Female
Character's Description:
[Blue Suit/Light] Fairly tall, black-haired, blue-eyed Hocotatian with what most consider a fairly intense stare.
Character's Bio: Sauna was originally a researcher for a mining company, where she displayed a curious mix of reckless experimentation and caution regarding her personnel and equipment. Following Hocotate Freight's resurgence, it realized the importance of innovation and reckless experiments, hiring Sauna away from her former job to throw her at a planet filled with treasure.
~Character's Stats~
Level: 1
Health: 21
Stamina: 21
Strength: 0
Agility: 30
Dexterity: 0
Endurance: 10
Intelligence: 60
~Character's Skills~
-Pikmin-
Throwing: 0/10
Whistling: 4/10
Marching: 4/10
Micromanagement: 0/10
(+2)-Equipment-
Ranged Weapons: 0/10
Melee: 0/10
Armour: 0/10
(+2)Equipment: 0/10
(+2)-Utility-
Pilot: 0/10
Mechanic: 4/10
(+2)Medical: 0/10
(+2)Chemistry: 0/10
(+2)~Traits~
-
Maniacal -
Stingy ~Spacesuit Upgrades~
Armour:
-
-
-
-
Utility:
-Whistle Amplifier: (+1 to Whistle-Related Rolls)
-Cheap Radar: (+1 to Treasure Detection Rolls)
-
-
~Inventory~
-Flashlight
-Binoculars
-Mechanic's Toolkit
-First Aid Kit (Heals 10 Health Damage)
Character's Gender: M
Character's Description: A muscular Hocotatian male with broad shoulders, heavy brow, buzz-cut and lantern jaw. Wears sunglasses 24/7 despite his helmet having a built-in polarized sunlight filter.
Green Spacesuit/LightCharacter's Bio: Hank joined Hocotate Freight as a lowly delivery boy, and worked his way through the ranks to become captain of his own vessel after displaying his amazing skills as a pilot during an attack by pirates in the Quarae nebula. After Hocotate Freight nearly tanked and he was reluctantly laid off by the higher-ups, he entered the Hocotatian Dart League and garnered fame as "Dead-Eye Hank". This is how he made his living for several years, until one day he was called back. Hocotate Freight was back in business, and they had a special assignment for him...
Level: 1
Health: 23
Stamina: 22
Strength: 10
Agility: 30
Dexterity: 30
Endurance: 30
Intelligence: 0
-Pikmin-
Throwing: 3/10
Whistling: 0/10
Marching: 1/10
Micromanagement: 1/10
-Equipment-
Ranged Weapons: 2/10
Melee: 0/10
Armour: 2/10
Equipment: 1/10
-Utility-
Pilot: 2/10
Mechanic: 0/10
Medical: 0/10
Chemistry: 0/10
~Traits~
-
Dead-Eye-
Rock Stupid~Spacesuit Upgrades~
Armour:
- Reinforced Suit (+1 Physical Defense)
-
Utility:
- Suit Pockets (4 Inventory Slots)
-
~Inventory~
-
{Prototype Electrifier}- Box of 6 Batteries
- Box of 6 Batteries
- Box of 6 Batteries
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-
-
-
Character's Gender:male
Character's Description: He never removes his dark grey suit, maybe hes a germophobe? His light is
CrimsonCharacter's Bio: 25 years old, he have an reputation to be stubborn as a bull, and get stuff done before getting the hell out
maybe thats why he got this job?
~Character's Stats~
Level: 1
Health: 22
Stamina: 21
Strength: 25
Agility: 15
Dexterity: 15
Endurance: 25
Intelligence: 20
~Character's Skills~
-Pikmin-
Throwing: 0/10
Whistling: 1/10
Marching: 1/10
Micromanagement: 0/10
-Equipment-
Ranged Weapons: 0/10
Melee: 3/10
Armour: 3/10
Equipment: 0/10
-Utility-
Pilot: 2/10
Mechanic: 2/10
Medical: 0/10
Chemistry: 0/10
~Traits~
-
Why are you breaking your bones?, why are you breaking your bones?-
SHIT SHIT SHIT IM FAAAAALIIING~Spacesuit Upgrades~
- Reinforced Suit (+1 Physical Resistance)
- Antidote Auto-Injector (+1 Poison Resistance)
~Inventory~
-
{Flare Gun}- Box of 6 Flares
- Box of 6 Flares
- 2
{Small Toxic Gas Grenade}s
Character's Gender: Female
Character's Description: Iridia is a tall, lithe Hocotatian with black, flowing hair wearing a
SkyBlue Spacesuit/Light.Character's Bio: Being a Journeyman Captain, Iridia was more than lucky to be one of those enlisted to aid the company. A young Hocotatian, but adventurous and eager to show out her stuff, she is confident that her knowledge in tinkering with objects and technology would help her and those who venture alongside her in the journey ahead.
~Character's Stats~
Level: 1
Health: 21
Stamina: 22
Strength: 0
Agility: 45
Dexterity: 15
Endurance: 10
Intelligence: 30
~Character's Skills~
-Pikmin-
Throwing: 2/10
Whistling: 1/10
Marching: 1/10
Micromanagement: 2/10
-Equipment-
Ranged Weapons: 2/10
Melee: 0/10
Armour: 1/10
Equipment: 1/10
-Utility-
Pilot: 0/10
Mechanic: 2/10
Medical: 0/10
Chemistry: 0/10
~Traits~
-
Fanatical Commander-
Claustrophobic Relativity~Spacesuit Upgrades~
Armour:
- Utility Belt (+1 Utility Slot)
-
Utility Belt-
Utility:
-
-
-
-
~Inventory~
- Mechanic's Toolbox
-
{Mini-Cannon}- 2
{Small Incendiary Bomb}s
- 2
{Small Bomb}s