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Author Topic: Exiles of the Void -- Roll 27  (Read 41827 times)

IcyTea31

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Re: Exiles of the Void -- Roll 20
« Reply #300 on: August 08, 2014, 11:55:51 am »

Try to get comms up with the boarding pirates. If successful, speak to them: "Welcome on board the Anaxagoras. I'd heavily recommend you keep your weapons holstered or I will take it as a sign of hostile intention and react accordingly."

Homeworld: Terra United 1.
((You might want to elaborate on this a bit once you return, just the name doesn't tell us a lot.))
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_DivideByZero_

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Re: Exiles of the Void -- Roll 20
« Reply #301 on: August 08, 2014, 01:56:51 pm »

Name: Jim Leifsson
Appearance: A tall, lean man, with blond hair and blue eyes. He has a few scars on his cheek, but otherwise looks normal.
Homeworld: Terra United 1.
Background: A young boy, Jim always wanted to be a police officer, or a security guard. He wanted to be someone who carried a gun, those looked awesome. So, one day, he snuck away from his family and job and joined the Terran Security Forces at the age of 20.
Attributes: (Put a number by each.)
Diplomacy: 1
Force: 3
Intrigue: 0
Wisdom: 1
Traits:
Crack Shot
Military Mind

Bound by Law
Expendable


((Still on vacation, but I managed to steal someone's laptop for a bit. Is this good enough? I left the crunch for the GM to fill in, since I'm not sure what is too much of a bonus or too little a malus.))

((I prefer for characters not to have combat traits, since combat skill will be governed by a 'Style' system which I will introduce as combat starts occurring (which may be now!). The idea is that characters will have a particular doctrine toward fighting and gain bonuses when the situation fits their doctrine. A character who refuses to fight outside of self defense, for example, need not have a general combat bonus.

If you still want to keep that character archetype, would you mind if I introduce the style system just now?))

vex go look over the now repaired brunt console
((i guess we can like unfreeze new char from the cryo or something))

This is the Systems panel, which Harry is already using. It operates weapons and various mechanisms that can be used to seal off portions of the ship, control life support, or vent people into space.
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Playergamer

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Re: Exiles of the Void -- Roll 20
« Reply #302 on: August 08, 2014, 02:02:57 pm »

((I wouldn't mind.))
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IcyTea31

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Re: Exiles of the Void -- Roll 20
« Reply #303 on: August 08, 2014, 02:04:57 pm »

((It'd be nice if you explained this stuff in advance, so we could take it into account before it's absolutely necessary and plan ahead. The same applies for any other mechanics that haven't been introduced yet.))
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Alev

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Re: Exiles of the Void -- Roll 20
« Reply #304 on: August 08, 2014, 02:18:34 pm »

((It'd be nice if you explained this stuff in advance, so we could take it into account before it's absolutely necessary and plan ahead. The same applies for any other mechanics that haven't been introduced yet.))
((What stuff? Sealing off the ship doesn't really matter, as they will think we are hiding something and fire on us, and same for shooting people into space.))
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_DivideByZero_

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Re: Exiles of the Void -- Roll 20
« Reply #305 on: August 08, 2014, 02:42:15 pm »

((It'd be nice if you explained this stuff in advance, so we could take it into account before it's absolutely necessary and plan ahead. The same applies for any other mechanics that haven't been introduced yet.))

((True perhaps. I can never predict what happens well in advance, though. The stuff about sealing off the ship and opening airlocks is located in the 'Systems Panel' spoiler at the bottom of the rolls))



Styles are your character's doctrine if fighting. Few people, if any, fight without any reason to. That's called being a psychopath. On the other hand, many people maintain philosophies as to when it's okay to use force, if lethal. You can have multiple styles, but they cannot contradict each other in philosophy (no 'Self Defense Only' type style along with a style that favors offensive combat) and you can learn them as the game goes on. If you attack without a style, you will gain an opportunity to learn a style if you roll a 5.

Styles act like a levelable trait. Styles have a 'mastery level,' which is increased through practice and luck, and determines how effective you are in combat.
When you attack, you specify what style to attack with, unless you don't want to use any.

The style description is usually integral to explaining what it does, however. Certain styles favor hitting certain body parts, life 'One Shot, One Kill' which favors lethal shots such as the heart and chest. If you aim instead for, say, the arm or leg to incapacitate someone, you are going against your doctrine of removing threats as fast as possible and therefore that style won't apply.
Styles furthermore can favor certain weapons. One Shot, One Kill only works for accurate weapons such as rifles, for example, and for weapons with no decent accuracy past a certain distance the style won't count. Marksman rifles get a bonus to rolls.

These are some example styles. Everyone can start off with a style.

Stopping Power [3]
Pacifist [2]
Flowing River [4]
Suppression Fire [1]



Combat is when you attack someone.

-Combat begins with an initiative roll, in which all participants roll a dice and attack in order of their rolls. If two characters roll the same value, then both characters get their attacks in at the same time.
-Afterward, characters will Roll to Dodge an attack aimed at them. All characters have 1 innate Dodge (basically a 1/6th chance), but traits can add to your value and allow you to dodge more often, or even all the time. Having 6 Dodge means that you can dodge any attack unless otherwise debilitated! Additionally, if you have any bonuses or penalties to agility, these will also affect your Dodge. You can only dodge once per turn, but you can have traits that let you dodge more than once per turn, such as Elusive.
-Finally, damage is dealt. Damage is Chunky Salsa, wherein weapons apply a Status Effect that may result in debilitation or death, but values are not normalized back to 6. Bonuses to the damage roll increase the number of sides on the die but don't apply additively. So for example, a 1d6 becomes a 1d8 with a bonus of 2. If you roll a 7 or 8 on a weapon, your weapon will do a lot more damage than a weapon that rolled a 6. Your opponent can perform a reaction roll, which can mitigate or nullify the damage done.

Your style's mastery level gives you bonuses to both your initiative roll and to your damage roll by default.
« Last Edit: August 08, 2014, 02:50:31 pm by _DivideByZero_ »
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IcyTea31

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Re: Exiles of the Void -- Roll 20
« Reply #306 on: August 08, 2014, 03:13:24 pm »

((How about this for my style?))

The Sweeper

((Yup, it's pretty cliché for a janitor, but my character thrives upon things to lampshade.))

EDIT: ((What about situations where a style doesn't apply? Say, if Harry, with only this style, tries to shoot someone with a handgun? You can't exactly sweep a person's legs with a bullet.))
« Last Edit: August 08, 2014, 03:20:10 pm by IcyTea31 »
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_DivideByZero_

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Re: Exiles of the Void
« Reply #307 on: August 08, 2014, 03:20:49 pm »

((How about this for my style?))

The Sweeper

((Yup, it's pretty cliché for a janitor, but my character thrives upon things to lampshade.))

((I like it!))

Roll 21 - Matryoshka Dept. of Storage



"Well, as long as they're friendly and not too violent, I guess. I'm gonna go repair that lousy pipe now."

Head back to where that leak was found and attempt to seal the pipe back together, or at least patch it up for now.

You walk back to the leak, and examine the situation. Vex had apparently tried to fix the pipe himself, but the floor collapsed on him as well. That explains why he was wet. The leak appears fixed with nothing coming out. However, two full sections of the floor are now in the water, making this hall particularly difficult to cross. You take note of the rooms further down the hall... a 'Planetarium', a custodial closet, two unmarked rooms, and a room labelled 'Oxygen.'

Hide around the airlock.

You take up a position behind the airlock. If the pirates turn around, they will surely see you, but for now they won't.

Look for anything valuable and hide it! With my mad skills.

-"When we're done with this I'm outfitting this ship with smuggling compartments."

[6] You discover that some of the containers are, in fact, slightly smaller than others. You realize the potential for some fun here.

Placing container inside container, you are able to stack up to ten inside the other, placing single items inside each. In opening the container, you sum up the contents of the cargo bay:

-Small boxes wrapped in tape. They are labelled by what is inside, such as cutlery, radios, power tools, light bulbs, clothes, and batteries, to name a few.
-Large boxes containing spare appliances. These include driers, small freezers, washing machines, and ovens.
-Space probe modules wrapped in reflective foil. You peek inside one and find a large sensor boom inside.

Nothing valuable to speak of. However, if you can hide and watch, it'll be good for a laugh--

It turns out you've been busy for a little too long. Without the warning that sound normally gives you, the two pirates seem to have entered the room already, although you are currently far enough back behind some crates that they might not have seen you, yet.

Try to get comms up with the boarding pirates. If successful, speak to them: "Welcome on board the Anaxagoras. I'd heavily recommend you keep your weapons holstered or I will take it as a sign of hostile intention and react accordingly."

"Oh, um... here I've got the recording. Let me play it back to them...

I'll set them up the comms."


*heavy breathing*

Navajo: We're in the cargo bay. Cap, you hear this?
Zapotec: Hey, I hear static...

*Message Playback*

Navajo: Alright alright. We'll just look around. Care to give us any pointers?
Zapotec: How do I open these crates...



Characters

Spoiler: Varee, AKA Vex (click to show/hide)







Bridge Modules Installed:
-Dashboard
-Systems Panel
-Navigation Board
-Sensor Control
-Damage Report

Spoiler: Ship Dashboard (click to show/hide)

Spoiler: Systems Panel (click to show/hide)

Spoiler: Navigation Table (click to show/hide)

Spoiler: Sensor Control (click to show/hide)

Spoiler: Damage Report (click to show/hide)
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Samarkand

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Re: Exiles of the Void -- Roll 20
« Reply #308 on: August 08, 2014, 03:23:36 pm »

Hide and enjoy! Look them over for anything I can steal easily.

((My style will be Silent but Deadly. Priority is on staying unseen and unheard, secondary objective is quick kills.))
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Playergamer

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Re: Exiles of the Void -- Roll 20
« Reply #309 on: August 08, 2014, 03:30:10 pm »

((I decided to edit out my combat trait, then, if you're okay with that.))
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DarkArtemisFowl

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Re: Exiles of the Void -- Roll 20
« Reply #310 on: August 08, 2014, 03:44:45 pm »

Try to search around the ship for some Engineering supplies and see if that will contain any materials. I'm not jumping across that gap, unless my life depends on it.
« Last Edit: August 08, 2014, 05:27:31 pm by DarkArtemisFowl »
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_DivideByZero_

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Re: Exiles of the Void -- Roll 20
« Reply #311 on: August 08, 2014, 03:59:02 pm »

Check the custodial closet for any materials I can use to patch up or completely replace the floor tiles. If there are none, try to search around the ship for some Engineering supplies and see if that will contain any materials.

The custodial closet is across the hall and cannot be accessed without fixing the floor--unless you want to jump, of course.
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DarkArtemisFowl

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Re: Exiles of the Void -- Roll 20
« Reply #312 on: August 08, 2014, 05:27:42 pm »


The custodial closet is across the hall and cannot be accessed without fixing the floor--unless you want to jump, of course.
Modified action.
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Varee

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Re: Exiles of the Void -- Roll 21
« Reply #313 on: August 08, 2014, 07:03:59 pm »

Vex get on the radio and start talking with the other ship
R:-" Hey you who the hell are you and what do you want. Better leave us alone as i dont want to ram this thing into you to get you to leave!"
He also figure out a way to tuen the railgun online
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_DivideByZero_

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Re: Exiles of the Void -- Roll 20
« Reply #314 on: August 08, 2014, 07:15:06 pm »

((I decided to edit out my combat trait, then, if you're okay with that.))

Perfect!
[6] Being a soldier, you managed to sneak in a weapon aboard the ship, just in case you ever need it.


Do you wish to enter the game ASAP, or do you have tenuous access to that computer?
« Last Edit: August 08, 2014, 07:22:25 pm by _DivideByZero_ »
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