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Author Topic: You Are a Flame Unit: Goblins SUCK  (Read 7538 times)

Parsely

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You Are a Flame Unit: Goblins SUCK
« on: June 24, 2013, 10:26:56 pm »

This is a roll to dodge! :D

I roll 1d6 for all your actions, add in modifiers, and the result indicates how successful you were at the action!

1 Critical Failure - You fail the action, and cause some bonus harm in the process.
2 Failure - You fail the action.
3 Partial Success - You succeed partially or temporarily in some way.
4 Success - You did it!
5 Critical Success - You succeed, and gain something else while you're at it!
6 Overshoot - You succeed in the most literal sense, and cause some form of damage along the way.



Race
Human (+15 Fuel)
Orc (+2 Power, -1 Heat, -3 Fuel)
Dwarf (-1 Power, +1 Heat)
Elf (-1 Encumbrance)

Flamethrower
Add your race bonuses to the standard stats below:
Fuel - 30
This value indicates how much fuel your flame unit is capable of containing. It will start the game full, and when it runs out completely, you'll have to replace it. If your fuel tank has a lot of fuel in it, its much more likely to explode when damaged. Careful, those things are pretty fragile! If the amount of fuel left in your tank doesn't meet the consumption value, the next firing will be at half power, rounded up. The process of removing a fuel tank and attaching a new one unassisted takes an entire turn if you're in a combat situation.

Consumption - 3
This is how much fuel your flame unit will drain from the tanks each time its used. This is the base value based upon the usage of standard fuel in an unupgraded flame unit. Different kinds of fuel might have varying consumption values.

Encumbrance - 5
Indicates how much your flame unit will slow you down. At the standard rating, rolls involving quick movement or agility receive a -1 modifier. An encumbrance value of (3) would grant a +1 modifier, up to a maximum of +4 if your value is (0). If your fuel tank is currently removed or completely empty you receive a -1 modifier to the encumbrance value until a new one with any amount of fuel in it is attached. You can perform a purge of your fuel tanks in an emergency and empty the contents onto the ground, either to create a trap or if you are in a tough situation.

Power - 2
This is how much damage your flames will do. Different kinds of fuel will have different power ratings, and sometimes special effects! At the standard rating (2), flames will scorch bare flesh on contact and most metals are unaffected. Ask the GM if you're confused about how much damage your current power rating will inflict!

Heat - 5
Standard fuel in an unupgraded flame unit generates 1 heat per use, and it will lose 1 heat per turn. This value indicates how much heat your flame unit can stand before malfunctioning. If the flame unit's heat goes one point over this value, there is a 10% chance it will not work the next time you try to use it. If it goes two points over this value, there is a 50% chance the flame unit will permanently break. If it goes three points over this value, there is a 100% chance that it will explode. Different fuels might generate more heat, so be careful!

Rune Slots - 1
This indicates how many runes your flame unit can be fitted with. Runes can only be changed outside of combat. If you can equip more than one rune, you can also link them to combine their individual effects into a single more powerful one, though you won't know what it is until you've discovered it for yourself!

Choose one upgrade for your flamer:
Light Material -1 Encumbrance
Advanced Tanks +10 Fuel
Improved Propellant +1 Range
Extra Nozzle +1 Power, +1 Consumption
Cooling Enchantment +1 Heat

Choose one rune for your flamer:
Burst - Widens your jet of flame into a massive wave with increased range. Uses (5) fuel. Cooldown (1) turn.
Meteor - Condenses your fuel into compact balls that explode on impact, throwing flames in each direction. Active (2) turns. Cooldown (3) turns. Consumption is (1) while this is active.
Imp - When standing flames are created while this rune is active, small demons made of flame will emerge from them and attack your enemies. Cooldown (6) turns.
Harden - Causes your flames to freeze instead of burn. Uses (5) fuel. Cooldown (1) turn.

Code: (Character Sheet) [Select]
[b]Race[/b]
Human
Orc
Dwarf
Elf

[b]Upgrade[/b]
Light Material
Advanced Tanks
Improved Propellant
Extra Nozzle
Cooling Enchantment

[b]Rune[/b]
Burst
Meteor
Imp
Harden

[b]Flamer Stats[/b]
Fuel - 30
Consumption - 3
Encumbrance - 5
Power - 2
Heat - 5
Rune Slots - 1



Players! (5): Xantolos, killerhellhound, GreatWyrmGold, kj1225, Flying Dice
Waitlisters!: MastahCheese, Fr0stByt3
« Last Edit: July 15, 2013, 05:15:53 am by GUNINANRUNIN »
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kj1225

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Re: You Are a Flame Unit
« Reply #1 on: June 24, 2013, 10:28:36 pm »

Modern!
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Xantalos

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Re: You Are a Flame Unit
« Reply #2 on: June 24, 2013, 10:29:05 pm »

!!FANTASY!!

Everything else is too done.
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Krath

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Re: You Are a Flame Unit
« Reply #3 on: June 24, 2013, 10:35:08 pm »

!!FANTASY!!

Everything else is too done.
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Like a quasar or something~

Scelly9

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Re: You Are a Flame Unit
« Reply #4 on: June 24, 2013, 10:36:37 pm »

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flabort

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Re: You Are a Flame Unit
« Reply #5 on: June 24, 2013, 10:41:21 pm »

!!Fantasy AND Future!!
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GreatWyrmGold

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Re: You Are a Flame Unit
« Reply #6 on: June 24, 2013, 10:41:51 pm »

My vote:

Yes.
((I believe that the term for what I'm looking for is urban fantasy with a sprinkling of sci-fi tech, but "Yes" is more concise. Also, darn idea-stealing ninja...))
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[GreatWyrmGold] gets a little crown. May it forever be his mark of Cain; let no one argue pointless subjects with him lest they receive the same.

flabort

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Re: You Are a Flame Unit
« Reply #7 on: June 24, 2013, 10:49:12 pm »

Great minds think alike?  :P Remember what we have in common...
Also, that gives me a great idea for a character, whichever of these is chosen in the end.
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The Cyan Menace

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GreatWyrmGold

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Re: You Are a Flame Unit
« Reply #8 on: June 24, 2013, 10:50:50 pm »

Twins of some kind?
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[GreatWyrmGold] gets a little crown. May it forever be his mark of Cain; let no one argue pointless subjects with him lest they receive the same.

Parsely

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Re: You Are a Flame Unit
« Reply #9 on: June 24, 2013, 11:11:13 pm »

Fantasy wins! Yay! :D I'll post again when I have the main post up! :)
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mastahcheese

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Re: You Are a Flame Unit
« Reply #10 on: June 25, 2013, 12:39:43 am »

Race
Elf

Upgrade
Light Material

Rune
Harden

Flamer Stats
Fuel - 30
Consumption - 3
Encumbrance - 3
Power - 2
Heat - 5
Rune Slots - 1
« Last Edit: June 25, 2013, 01:57:40 am by mastahcheese »
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Oh look, I have a steam account.
Might as well chalk it up to Pathos.
As this point we might as well invoke interpretive dance and call it a day.
The Derail Thread

Parsely

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Re: You Are a Flame Unit
« Reply #11 on: June 25, 2013, 12:46:12 am »

This isn't done yet so DON'T make a sheet! :O

EDIT: I'm just having trouble thinking of runes. :P
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freeformschooler

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Re: You Are a Flame Unit
« Reply #12 on: June 25, 2013, 01:14:28 am »

What if you concurrently ran You are a Sea Unit as a tactical RPG, You are an Air Unit as a suggestion game and You are an Earth Unit as a free RP on a separate forum?
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killerhellhound

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Re: You Are a Flame Unit
« Reply #13 on: June 25, 2013, 01:29:24 am »

is this a roll to dodge or a suggestion game I'm a bit confused  ???
If its a Roll to dodge than I will request a slot for me
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Parsely

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Re: You Are a Flame Unit
« Reply #14 on: June 25, 2013, 01:51:51 am »

Done! Make yo sheets! And yep, its an RTD. :3

EDIT: Also, five players.

EDIT: EDIT: Also, also, ask me questions! Its gonna be confusing somewhere along the line!
« Last Edit: June 25, 2013, 01:53:59 am by GUNINANRUNIN »
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