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Author Topic: ≈'Modieval' The Forum RPG - (You Rebel Scum!)≈  (Read 262806 times)

Lillipad

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Re: ≈'Modieval' The Forum RPG - (Like Medieval, Now With Guns!)≈
« Reply #585 on: July 19, 2012, 02:59:58 am »

G:stand
D: walk northeast
« Last Edit: July 19, 2012, 09:08:17 pm by Lillipad »
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Phileas45

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Re: ≈'Modieval' The Forum RPG - (Like Medieval, Now With Guns!)≈
« Reply #586 on: July 19, 2012, 03:15:11 am »

Lucia tried to ignore the smell of death, an uncomfortable queasiness rising in her, as she advanced cautiously through the cavern.
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Rhundan

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Re: ≈'Modieval' The Forum RPG - (Like Medieval, Now With Guns!)≈
« Reply #587 on: July 19, 2012, 03:27:02 am »

"That's what I said, now, where is Thrathhode?"
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Sinpwn

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Re: ≈'Modieval' The Forum RPG - (Like Medieval, Now With Guns!)≈
« Reply #588 on: July 19, 2012, 03:34:26 am »

D) Crouch down to fire around the skeleton and let jim have a better shot.
G) Fire at the lower body of the dwarf skeleton directly to the east.
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Zako

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Re: ≈'Modieval' The Forum RPG - (Like Medieval, Now With Guns!)≈
« Reply #589 on: July 19, 2012, 04:45:30 am »

"Yeah, I remember them. Those orcs may not be too advanced according to our standards, but they fight well enough, especially if riled up.

76th Infantry huh? I think I remember something about those guys being in the thick of it a lot of the time, not many left after the wars but they knew their stuff alright. What made you come here after the wars?"

C) Talk as I walk over to the firing range and try to remember about the wars.
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Keepvogel

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Re: ≈'Modieval' The Forum RPG - (Like Medieval, Now With Guns!)≈
« Reply #590 on: July 19, 2012, 11:19:57 am »

Meesha turned to examine the corpses for freshness, loot and cause of death.
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Phileas: Keep wouldn't be Keep without his mildly broken English and 'an's in inappropriate places, remember?

Azthor

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Re: ≈'Modieval' The Forum RPG - (Like Medieval, Now With Guns!)≈
« Reply #591 on: July 19, 2012, 11:54:42 am »

A) Hit the cheap motel and buy some equally cheap food and drink. If it is already evening, stay there for the night. It is better to spend a few coins than to risk being mugged while sleeping on the streets.
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Aninimouse

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Re: ≈'Modieval' The Forum RPG - (Like Medieval, Now With Guns!)≈
« Reply #592 on: July 19, 2012, 12:55:40 pm »

~~~~~~~~~~Kidd~~~~~~~~~~

You hear movement through the door to your North...



Kidd: @ Level 1 (Total Experience Gained this Battle: 15 Overall Experience, 260 Pistols Experience, 130 Human Weapons Experience, 130 Dual Wielding Experience)
--Health--
Spoiler (click to show/hide)
--Energy--
[6/25]
--Available Actions--
[50 AP]
A)Fire [Pistol]s (5 / 5 Ammunition Remaining) (-10% Accuracy) [25 AP Cost]
B)Fire [Pistol] (5/12 Ammunition Remaining) (+8% Accuracy) [25 AP Cost]
C)Fire [Pistol] (5/12 Ammunition Remaining) (+8% Accuracy) [25 AP Cost]
D)Crawl 1 Tile [35 AP Cost]
E)Sprint 1 Tile (Must be Standing!) [10 AP + 2 Energy Cost]
F)Crouch (-15% Enemy Accuracy, 150% Aiming Effectiveness, -5 Recoil) [10 AP Cost]
G)Stand (-0% Enemy Accuracy, 100% Aiming Effectiveness, -0 Recoil) [20 AP Cost]
H)Take Aim (+20% Accuracy) [25 AP Cost]
I)Draw [Combat Knife] (From Security Grade Combat Vest Knife Sheath) [20 AP Cost]
J)Draw [Combat Knife] (From Back Left Pant Pocket) [25 AP Cost]
K)Use [Bandages] [25+25 AP Cost]
L)Reload [Pistol] with [Pistol Magazine] from Magazine Pouch [5+18 AP Cost]
M)Reload [Pistol] with [Pistol Magazine] from Magazine Pouch [5+18 AP Cost]

------Allies------

Mercenary Submachine Gunner: Level 2
--Health--
Spoiler (click to show/hide)
--Available Information and Known Status Effects--
Wielding a Submachinegun
Wearing Light Armour
Standing

Mercenary Rifleman: Level 1
--Health--
Spoiler (click to show/hide)
--Available Information and Known Status Effects--
Wielding a Rifle
Wearing Light Armour
Standing

Mercenary Shotgunner: Level 1
--Health--
Spoiler (click to show/hide)
--Available Information and Known Status Effects--
Wielding a Shotgun
Wearing Light Armour
Standing

Mercenary Mage: Level 1
--Health--
Spoiler (click to show/hide)
--Available Information and Known Status Effects--
Wielding a Rifle
Wearing Light Armour
Standing


------Enemies------

Security Guard: H Level 1
--Health--
Spoiler (click to show/hide)
--Available Information and Known Status Effects--
Unconscious
Wielding a Pistol
Wearing Light Armour
Prone

Security Guard: H Level 1
--Health--
Spoiler (click to show/hide)
--Available Information and Known Status Effects--
Wielding a Pistol
Wearing Light Armour
Standing



~~~~~~~~~~Sinclair~Nilnekod~~~~~~~~~~

Jim takes careful aim at one of the advancing Skeletons.

You cast Shadowbolt on the Skeletal Dwarf, dealing 13 Damage.

                           

Sinclair Nilnekod: @ Level 1
--Health--
Spoiler (click to show/hide)
--Mana--
[12/30]
--Available Actions--
[50 AP]
A)Slash with [Silver Kris] [25 AP Cost]
B)Stab with [Silver Kris] [25 AP Cost]
C)Walk 1 Tile [25 AP Cost]
D)Stand (-0% Enemy Accuracy, 100% Aiming Effectiveness, -0 Recoil) [10 AP Cost]
E)Prone (-30% Enemy Accuracy, 200% Aiming Effectiveness, -10 Recoil) [10 AP Cost]
F)Meditate (+4 Mana, +25% Damage Vulnerability) [50 AP Cost]
G)Cast Shadow Bolt (10-29 Shadow Damage) [25 AP + 8 Mana Cost]
H)Cast Raise Undead  (Raises a once living creature as an Undead Ally for 20 Turns) [30 AP + (10 * Target Level) Mana Cost]
I)Cast Blind (Blinds the Target for 6 Turns, reducing their Accuracy by 100% unless within one Tile) [25 AP + 10 Mana Cost]
J)Summon Skeleton (Summon an unarmed Skeleton to aid you for 20 Turns. It has 30 Health, and deals 8-16 Blunt/Hand-to-Hand Damage) [30 AP + 10 Mana Cost]


------Allies------

Jim the Adventurer: [Level 1 Undead Human Adventurer]
--Health--
Spoiler (click to show/hide)
--Available Information and Known Status Effects--
Wielding a Revolver in Right Hand
Wearing Light Armour
Standing

Summoned Skeleton: [Level 1 Undead Minion] (18 Turns Remaining)
--Health--
Spoiler (click to show/hide)
--Available Information and Known Status Effects--
Unarmed.

------Enemies------

Skeletal Dwarf: S [Level 1 Undead Dwarf]
--Health--
Spoiler (click to show/hide)
--Available Information and Known Status Effects--
Unarmed.

Skeletal Dwarf: S [Level 1 Undead Dwarf]
--Health--
Spoiler (click to show/hide)
--Available Information and Known Status Effects--
Unarmed.

Skeletal Dwarf: S [Level 1 Undead Dwarf]
--Health--
Spoiler (click to show/hide)
--Available Information and Known Status Effects--
Unarmed.

Skeletal Dwarf: S [Level 1 Undead Dwarf]
--Health--
Spoiler (click to show/hide)
--Available Information and Known Status Effects--
Unarmed.



~~~~~~~~~~Nathan~Dillenger~~~~~~~~~~

"This company was formed just after the end of the Territory Wars by a friend of a friend, they asked me to join and so I did... After fighting for so long, a quiet job in an office just wouldn't do well for me." The Sergeant replies.

The Territory Wars... A series of wars that started a bit over a hundred years ago. After the invention of the airship, it became feasible to explore beyond the vast oceans that surrounded the Core Territories. However, it wasn't long before wars began to break out over the newly discovered land. It even split the once united Human Race into three separate factions, though since then only two remain standing. The wars have only just ended 7 Years ago, and since then the world has been in a state of (relative) peace.

You follow the Sergeant all the way to the Firing Range, "Here we are. What were your firearms of choice?

A)<Insert Action Here>



~~~~~~~~~~Thorgen~Groundquarry~~~~~~~~~~

You make your way down to the motel, entering the small diner located there.

Glass of Water(20 Thirst)1₵
Drink(20 Thirst) (+1 Energy Regeneration for 2 Hours)2₵
Snack(10 Hunger)1₵
Sandwich(20 Hunger)2₵
Light Meal(45 Hunger)4₵
Meal(80 Hunger)6₵
Full Meal(100 Hunger)8₵
Dessert(10 Hunger) (+1 Energy Regeneration for 2 Hours)2₵

A)Buy ___
B)Nevermind the Meal, just ask about how much it costs to spend the night...



~~~~~~~~~~Meeska~Minack~~~~~~~~~~

They're just bones, hopefully not fresh. You wouldn't really want to run into the creature that could do that to someone.



Meeska Minack: @ Level 1
--Health--
Spoiler (click to show/hide)
--Energy--
[20/20]
--Available Actions--
[50 AP]
A)Swing [Flashlight] (+10% Accuracy) [25 AP Cost]
B)Swing [Torch] (+10% Accuracy) [25 AP Cost]
C)Swing Both Weapons (-10% Accuracy) [25 AP Cost]
D)Walk 1 Tile [25 AP Cost]
E)Sprint 1 Tile [10 AP + 2 Energy Cost]
F)Crouch (-15% Enemy Accuracy, 150% Aiming Effectiveness, -5 Recoil) [20 AP Cost]
G)Prone (-30% Enemy Accuracy, 200% Aiming Effectiveness, -10 Recoil) [10 AP Cost]
H)Draw [Copper Knuckle Dusters] from Left Pocket [25 AP Cost]
I)Draw [Copper Knuckle Dusters] from Right Pocket [25 AP Cost]
J)Draw [Copper Acita] from Back Left Pocket [25 AP Cost]
K)Draw [Copper Acita] from Back Right Pocket [25 AP Cost]


------Enemies------

???



~~~~~~~~~~Lucia~Azzurri~~~~~~~~~~

You move deeper into the cave, spotting a Giant Green Slime to the South, and it doesn't look like it's friendly...

         

Lucia Azzurri: @ Level 1
--Health--
Spoiler (click to show/hide)
--Energy--
[5/5]
--Available Actions--
[50 AP]
A)Slash [Copper Longsword] (+8% Accuracy) [25 AP Cost]
B)Stab [Copper Longsword] (+8% Accuracy) [25 AP Cost]
C)Walk 1 Tile [25 AP Cost]
D)Sprint 1 Tile [12 AP + 3 Energy Cost]
E)Crouch (-15% Enemy Accuracy, 150% Aiming Effectiveness, -5 Recoil) [20 AP Cost]
F)Prone (-30% Enemy Accuracy, 200% Aiming Effectiveness, -10 Recoil) [10 AP Cost]

------Neutral------

Green Slime: o Level 1
--Health--
Spoiler (click to show/hide)
--Available Information and Known Status Effects--
Wandering

Green Slime: o Level 1
--Health--
Spoiler (click to show/hide)
--Available Information and Known Status Effects--
Wandering

Green Slime: o Level 1
--Health--
Spoiler (click to show/hide)
--Available Information and Known Status Effects--
Wandering

Green Slime: o Level 1
--Health--
Spoiler (click to show/hide)
--Available Information and Known Status Effects--
Wandering

Green Slime: o Level 1
--Health--
Spoiler (click to show/hide)
--Available Information and Known Status Effects--
Wandering

Green Slime: o Level 1
--Health--
Spoiler (click to show/hide)
--Available Information and Known Status Effects--
Wandering

Green Slime: o Level 1
--Health--
Spoiler (click to show/hide)
--Available Information and Known Status Effects--
Wandering

Green Slime: o Level 1
--Health--
Spoiler (click to show/hide)
--Available Information and Known Status Effects--
Wandering

Green Slime: o Level 1
--Health--
Spoiler (click to show/hide)
--Available Information and Known Status Effects--
Wandering

Green Slime: o Level 1
--Health--
Spoiler (click to show/hide)
--Available Information and Known Status Effects--
Wandering

Green Slime: o Level 1
--Health--
Spoiler (click to show/hide)
--Available Information and Known Status Effects--
Wandering

------Enemies------

Giant Green Slime: O Level 1
--Health--
Spoiler (click to show/hide)
--Available Information and Known Status Effects--
Hunting

A)<Insert Action Here>



~~~~~~~~~~Sonim~Sendshal~~~~~~~~~~

"It's only a short bus ride away, and there's a bus terminus on the west side of town." She replies.

A)<Insert Action Here>
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He'd killed a man before one time, with his bare hands, and he could do it again, if he put something in his bare hands like a knife or a gun or something that he could kill somebody with.

Phileas45

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Re: ≈'Modieval' The Forum RPG - (Like Medieval, Now With Guns!)≈
« Reply #593 on: July 19, 2012, 12:59:01 pm »

Lucia backed away slightly, her hand on the hilt of her sword, waiting for the slime to make the first move so that she could be sure.
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Zako

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Re: ≈'Modieval' The Forum RPG - (Like Medieval, Now With Guns!)≈
« Reply #594 on: July 19, 2012, 01:07:27 pm »

"Pistols and rifles of all calibers, ranges and firing types. It helps to be a bit flexible in terms of weapons, especially nowadays. For my personal choices, I prefer weapons that can aim properly in a variety of ranges, but if you don't have anything like that on hand then medium will do fine. Short to medium only for the pistol though, since that makes proper sense to me."

A) Answer honestly and when given a test weapon, begin with the test on the proper que.
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Keepvogel

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Re: ≈'Modieval' The Forum RPG - (Like Medieval, Now With Guns!)≈
« Reply #595 on: July 19, 2012, 01:11:15 pm »

Meeska crouched and readied his aceta, and walked further into the cave.
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Aninimouse

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Re: ≈'Modieval' The Forum RPG - (Like Medieval, Now With Guns!)≈
« Reply #596 on: July 19, 2012, 02:09:37 pm »

~~~~~~~~~~Lucia~Azzurri~~~~~~~~~~

You take a step back as the Giant Green Slime begins to make its way forward, absorbing a smaller slime into itself along the way and growing even larger.

         

Lucia Azzurri: @ Level 1
--Health--
Spoiler (click to show/hide)
--Energy--
[5/5]
--Available Actions--
[50 AP]
A)Slash [Copper Longsword] (+8% Accuracy) [25 AP Cost]
B)Stab [Copper Longsword] (+8% Accuracy) [25 AP Cost]
C)Walk 1 Tile [25 AP Cost]
D)Sprint 1 Tile [12 AP + 3 Energy Cost]
E)Crouch (-15% Enemy Accuracy, 150% Aiming Effectiveness, -5 Recoil) [20 AP Cost]
F)Prone (-30% Enemy Accuracy, 200% Aiming Effectiveness, -10 Recoil) [10 AP Cost]

------Neutral------

Green Slime: o Level 1
--Health--
Spoiler (click to show/hide)
--Available Information and Known Status Effects--
Wandering

Green Slime: o Level 1
--Health--
Spoiler (click to show/hide)
--Available Information and Known Status Effects--
Wandering

Green Slime: o Level 1
--Health--
Spoiler (click to show/hide)
--Available Information and Known Status Effects--
Wandering

Green Slime: o Level 1
--Health--
Spoiler (click to show/hide)
--Available Information and Known Status Effects--
Wandering

Green Slime: o Level 1
--Health--
Spoiler (click to show/hide)
--Available Information and Known Status Effects--
Wandering

Green Slime: o Level 1
--Health--
Spoiler (click to show/hide)
--Available Information and Known Status Effects--
Wandering

Green Slime: o Level 1
--Health--
Spoiler (click to show/hide)
--Available Information and Known Status Effects--
Wandering

Green Slime: o Level 1
--Health--
Spoiler (click to show/hide)
--Available Information and Known Status Effects--
Wandering

Green Slime: o Level 1
--Health--
Spoiler (click to show/hide)
--Available Information and Known Status Effects--
Wandering

Green Slime: o Level 1
--Health--
Spoiler (click to show/hide)
--Available Information and Known Status Effects--
Wandering

------Enemies------

Giant Green Slime: O Level 1
--Health--
Spoiler (click to show/hide)
--Available Information and Known Status Effects--
Hunting

A)<Insert Action Here>



~~~~~~~~~~Nathan~Dillenger~~~~~~~~~~

"Let's start with a pistol; Yoxall's 'Kawe' pistol, currently in widespread use by both Law Enforcement and Security Personnel. Uses a somewhat weak round, but is a very reliable weapon." He continues, gesturing towards the targets spaced around the firing range. "You will have twelve seconds to make the most out of a single, 12 Round Clip while focusing on a single target."

He hands you the pistol and a magazine.

[Yoxall 'Kawe']
[Yoxall .35 LG Magazine]

((Seeing as the current combat system isn't quite as straightforward as it used to be: This'll be a good opportunity for a quick little tutorial. You must make multiple actions in the same turn until the combined AP cost of said actions reaches (Or comes as close as possible) to your AP Limit, which is usually only 50. When attacking with a firearm, you have to specify which target, and which part of their body you're aiming at. (Your Chance to Hit for each body part is listed next to their Health) Your weapon's firing speed is done a bit oddly. When it's at, or below 100, you can only fire a single shot. But any number above 100 will represent a percentage chance of firing multiple times in the same action. 150 Firing Speed, would be a 50% Chance of firing a second shot, 135 Speed, 35% Chance, 250% Chance would be a guaranteed two shots, with a 50% chance for a third. Etc. A weapon's Recoil Rating is the amount your accuracy will be reduced directly after a shot. This penalty will go away on its own if you don't fire another shot, but the effect will stack for every consecutive shot you fire, which includes extra shots gained through Firing Speed. You're free to specify that you only want to fire a single shot with most weapons, if either ammo or recoil are a concern. Crouching and going Prone will reduce enemy accuracy, reduce weapon recoil, and increase the effectiveness of your Aiming ability (Though you need to be standing during this test): The Aim Ability will increase your accuracy against the specified body part of a single enemy/target until they either die, or move behind cover. If you have questions, ask away in the OOC Thread. And we've actually just started using this system, so things are likely to change around a bit once I see how it actually works out in practice.))

Nathan Dillenger: Level 1
--Health--
Spoiler (click to show/hide)
--Energy--
[25/25]
--Available Actions--
[200 AP]
A)Fire [Yoxall 'Kawe'] (12/12 Ammunition Remaining) (+40% Accuracy) [25 AP Cost]
B)Take Aim At... (+10% Accuracy towards Single Target) [25 AP Cost]


------"Enemies"------

Firing Range Target
--Health--
Spoiler (click to show/hide)
--Available Information and Known Status Effects--




~~~~~~~~~~Meeska~Minack~~~~~~~~~~

Skeletons! Why is it always Skeletons?



Meeska Minack: @ Level 1
--Health--
Spoiler (click to show/hide)
--Energy--
[20/20]
--Available Actions--
[50 AP]
A)Slash with [Copper Acita] (+20% Accuracy) [25 AP Cost]
A)Stab with [Copper Acita] (+20% Accuracy) [25 AP Cost]
C)Swing [Torch] (+20% Accuracy) [25 AP Cost]
D)Swing Both Weapons (+0% Accuracy) [25 AP Cost]
E)Walk 1 Tile [25 AP Cost]
F)Sprint 1 Tile [10 AP + 2 Energy Cost]
G)Crouch (-15% Enemy Accuracy, 150% Aiming Effectiveness, -5 Recoil) [20 AP Cost]
H)Prone (-30% Enemy Accuracy, 200% Aiming Effectiveness, -10 Recoil) [10 AP Cost]
I)Draw [Copper Knuckle Dusters] from Left Pocket [25 AP Cost]
J)Draw [Copper Knuckle Dusters] from Right Pocket [25 AP Cost]
K)Draw [Flashlight] (+10% Accuracy) [25 AP Cost] from Back Left Pocket [25 AP Cost]
L)Draw [Copper Acita] from Back Right Pocket [25 AP Cost]


------Enemies------

Skeleton: S [Level 1 Undead Human]
--Health--
Spoiler (click to show/hide)
--Available Information and Known Status Effects--
Unarmed.

Skeleton: S [Level 1 Undead Human]
--Health--
Spoiler (click to show/hide)
--Available Information and Known Status Effects--
Unarmed.
« Last Edit: July 19, 2012, 02:13:16 pm by Aninimouse »
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He'd killed a man before one time, with his bare hands, and he could do it again, if he put something in his bare hands like a knife or a gun or something that he could kill somebody with.

Azthor

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Re: ≈'Modieval' The Forum RPG - (Like Medieval, Now With Guns!)≈
« Reply #597 on: July 19, 2012, 02:29:45 pm »

A) Buy a meal and two glasses of water, then consume them.
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Zako

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Re: ≈'Modieval' The Forum RPG - (Like Medieval, Now With Guns!)≈
« Reply #598 on: July 19, 2012, 02:38:59 pm »

(How can I tell what my current stats are in terms of firing speed/recoil?)

Aim at the chest, then fire 3 rounds at the chest, then aim at the head and fire 3 more rounds at the head.
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Keepvogel

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Re: ≈'Modieval' The Forum RPG - (Like Medieval, Now With Guns!)≈
« Reply #599 on: July 19, 2012, 02:42:42 pm »

Meesha trows the torch on the ground to keep the place lit, and takes his other acita out. He waits for a moment, in order to get first strike.
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Phileas: Keep wouldn't be Keep without his mildly broken English and 'an's in inappropriate places, remember?
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