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Author Topic: Airship Combat: Rocket man.  (Read 73922 times)

piecewise

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Re: Airship Combat: Grid-based man-shoots and People Stabs.
« Reply #555 on: August 10, 2013, 05:30:39 pm »

Raalup

Stats:
Agi: 5
Dex: 1
End: 2

Melee 1
Slashing and Cutting 3
Ranged 1
Rifle 3

Items:
Assault Rifle
Longsword

This better then?
Perfect.

Octobomb

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Re: Airship Combat: Grid-based man-shoots and People Stabs.
« Reply #556 on: August 10, 2013, 05:43:59 pm »

Consider it fixed. Possibly.
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Re: Airship Combat: Grid-based man-shoots and People Stabs.
« Reply #557 on: August 10, 2013, 05:51:48 pm »

Consider it fixed. Possibly.
Yep yep. Out of curiosity, why did you put a point in melee if you have no melee weapons? Unless you intend to use your ranged weapons as clubs; which would make them strength weapons. Because shooting in melee still uses the ranged skills.

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Re: Airship Combat: Grid-based man-shoots and People Stabs.
« Reply #558 on: August 10, 2013, 06:11:50 pm »

General flexibility, really. Because I WILL be in melee range at some point due to my dumb tactics, so a better chance of blocking or simply inserting shotgun butt into guts before a shot to the head is useful n stuff. That said, I'll just change my stats...

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mastahcheese

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Re: Airship Combat: Grid-based man-shoots and People Stabs.
« Reply #559 on: August 10, 2013, 06:27:24 pm »

Cromwell Jackson

Stats:
Dex: 3
Agi: 2
Str: 3

Melee 1
-Crushing/Hacking 1
Ranged 1
-Sprayers/Explosives 3
Fighting Opposites 2

Items:
Halberd
Rocket Launcher
« Last Edit: August 10, 2013, 06:55:37 pm by mastahcheese »
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The Derail Thread

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Re: Airship Combat: Grid-based man-shoots and People Stabs.
« Reply #560 on: August 10, 2013, 06:52:28 pm »

Cromwell Jackson

Stats:
Dex: 3
Agi: 2
Str: 3

Melee 1
-Crushing/Hacking 1
Ranged 1
-Sprayers/Explosives 1
Gunnery 1
-Missiles/Rockets 1
Fighting Opposites 2

Items:
Halberd
Rocket Launcher

Is this good?
You might want to move stuff out of gunnery, since that applies only to ship based weapons. You can stick them in sprayers and explosives instead. Also, keep in mind that rocket launchers are gonna have minimum attack dice, since they're big and slow. But they do damage over an area and use the explosive wound chart, so they're kinda awesome when it comes to using them against fleshy targets.

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Re: Airship Combat: Grid-based man-shoots and People Stabs.
« Reply #561 on: August 10, 2013, 06:56:28 pm »

Changed it, is that looking better?

But they do damage over an area and use the explosive wound chart, so they're kinda awesome when it comes to using them against fleshy targets.
My thoughts exactly.
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Re: Airship Combat: Grid-based man-shoots and People Stabs.
« Reply #562 on: August 10, 2013, 08:21:10 pm »

I've been putting it off a while, mostly for fun, but I'll tell ya about the Fleshers now.


 They're the alternative to clockwork or steam ships, living airships and flying mounts. They're kinda neat in that you actually grow them; raising them from an egg and effecting their stats and physical characteristics using injected chemicals and proteins as they grow.

The fleshers themselves are a faction within the game, a secretive and almost cult-like organization that makes use of esoteric surface tech and reveres the planet encompassing meta-organism they call "The Worm". They're responsible for archiving what broken bits of knowledge remain from the days when man dwelt on the surface of the earth, and for keeping the floating machine city that the game takes place on airborne. They are often feared by the lower classes and ignored by the higher, but their influence is wide reaching and their effects on society are great. Players who start as one of them in the final game will find themselves playing very differently then players who decide to start from a more normal point; they have a lot of resources, but they're also very strict. You may find yourself doing patrols of the outer shell for a while before you manage to get hold of an Egg of the Worm and start raising your future mount.

Changed it, is that looking better?

But they do damage over an area and use the explosive wound chart, so they're kinda awesome when it comes to using them against fleshy targets.
My thoughts exactly.
Looks fine to me. Gonna give people a few more hours and then I will randomly select our fighters.

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Re: Airship Combat: Grid-based man-shoots and People Stabs.
« Reply #563 on: August 10, 2013, 08:49:53 pm »

Sounds neat, flying worms and all.
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Re: Airship Combat: Grid-based man-shoots and People Stabs.
« Reply #564 on: August 10, 2013, 09:02:17 pm »

Sounds neat, flying worms and all.
If you'd like a preview of what raising them will be like, I recommend Horse Master.

It's very different from what you think. Try it.

GreatWyrmGold

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Re: Airship Combat: Grid-based man-shoots and People Stabs.
« Reply #565 on: August 10, 2013, 09:02:28 pm »

I'd best get to work...
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Re: Airship Combat: Grid-based man-shoots and People Stabs.
« Reply #566 on: August 10, 2013, 09:10:33 pm »

Wow. That is a pretty complete rulebook.

Spoiler: Pilate the Pilot (click to show/hide)
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Re: Airship Combat: Grid-based man-shoots and People Stabs.
« Reply #567 on: August 10, 2013, 10:22:02 pm »

Wow. That is a pretty complete rulebook.

Spoiler: Pilate the Pilot (click to show/hide)
This is the pvp test :P.

Thearpox

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Re: Airship Combat: Grid-based man-shoots and People Stabs.
« Reply #568 on: August 11, 2013, 01:12:08 am »

I've been putting it off a while, mostly for fun, but I'll tell ya about the Fleshers now.


 They're the alternative to clockwork or steam ships, living airships and flying mounts. They're kinda neat in that you actually grow them; raising them from an egg and effecting their stats and physical characteristics using injected chemicals and proteins as they grow.

The fleshers themselves are a faction within the game, a secretive and almost cult-like organization that makes use of esoteric surface tech and reveres the planet encompassing meta-organism they call "The Worm". They're responsible for archiving what broken bits of knowledge remain from the days when man dwelt on the surface of the earth, and for keeping the floating machine city that the game takes place on airborne. They are often feared by the lower classes and ignored by the higher, but their influence is wide reaching and their effects on society are great. Players who start as one of them in the final game will find themselves playing very differently then players who decide to start from a more normal point; they have a lot of resources, but they're also very strict. You may find yourself doing patrols of the outer shell for a while before you manage to get hold of an Egg of the Worm and start raising your future mount.
((Oh god. Way to hype this up, Mr. Molyneux. Was ER your first DM'ed game? Because I think we will see a definite progression as you become more experienced. I so want to try out the different options and character builds now, a shame we will only have a single game going at once, with each of us playing a single character.))
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List of links to charts and graphs here. Work in progress. Check it out?

mastahcheese

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Re: Airship Combat: Grid-based man-shoots and People Stabs.
« Reply #569 on: August 11, 2013, 01:14:16 am »

At least until some indie game developer contacts piecewise for the right to his ideas.
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The Derail Thread
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