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If the mechanics behind this RtD were simpler, would you join? (Only vote if you have not signed up)

Yes
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Author Topic: Exiles of the Void -- Roll 27  (Read 41844 times)

Playergamer

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Re: Exiles of the Void -- Roll 21
« Reply #315 on: August 08, 2014, 09:04:21 pm »

((I can join right now.))
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IcyTea31

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Re: Exiles of the Void -- Roll 21
« Reply #316 on: August 08, 2014, 11:16:37 pm »

"Vex, he's the captain of the pirates. I've managed to convince him not to attack directly, don't ruin it."

The Narrator has a field day as we both realize I just now learned a combat style that wasn't there before. Get a mop or a similar pole from somewhere, preferably without straying too far away from the bridge.

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.))
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Alev

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Re: Exiles of the Void -- Roll 21
« Reply #317 on: August 08, 2014, 11:32:53 pm »

Watch them, get out from behind the airlock if they turn around.

Whack n' Slash
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_DivideByZero_

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Re: Exiles of the Void -- Roll 21
« Reply #318 on: August 08, 2014, 11:40:04 pm »

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.))

The style does not apply when you're not using a proper tool or weapon (though you can have unarmed styles). You just use 'no style' and get no bonuses. Traits can increase your rolls when using an improvised weapon.



((I can join right now.))

You come to submerged below ice-cold water. Immediately woken up by the sudden onset of these conditions, you splash around until you notice something tugging at your nose. Cables. You hold off on swimming upward, realizing that you don't even need to breath at the moment. Then you remember what's going on. Someone is waking you up.

...

Or at least, someone started the process. After ten minutes of peering through the glass walls of your gel-filled chamber, you realize that there is nobody in the hall but other frozen crewpeople. And unlike yourself, none of the other crewpeople seem to be awake like you are. Something may have gone wrong.

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Playergamer

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Re: Exiles of the Void -- Roll 21
« Reply #319 on: August 09, 2014, 07:46:03 am »

Jim climbs out of his tank, and looks for some sort of intercom or something, calling out to the ship.

"Anyone else awake out there?"
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IcyTea31

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Re: Exiles of the Void -- Roll 21
« Reply #320 on: August 09, 2014, 07:59:36 am »

"Yes? Who are you?"
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Varee

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Re: Exiles of the Void -- Roll 21
« Reply #321 on: August 09, 2014, 08:00:36 am »

((just a reminder we use -"x" for radio and "x" for talking ))
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Playergamer

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Re: Exiles of the Void -- Roll 21
« Reply #322 on: August 09, 2014, 08:02:16 am »

R-"Jim Leifsson, security forces. Something woke me up. Anyway, who are you?"
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IcyTea31

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Re: Exiles of the Void -- Roll 21
« Reply #323 on: August 09, 2014, 09:13:15 am »

((just a reminder we use -"x" for radio and "x" for talking ))
((Er, when did we agree on this?))

Internal comms: "Harry Shine, Executive Hygiene Officer, current Acting Captain. Must be an error of some sort for an unscheduled wake from cold sleep, but it's good, since we do in fact need security personnel right now. Pirates are boarding our cargo bay and rifling around, but are not hostile at the moment. As long as they stay there, we are okay, but be ready to defend yourself and others."
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Varee

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Re: Exiles of the Void -- Waitlist still open -- Roll 4
« Reply #324 on: August 09, 2014, 09:39:30 am »

snip
((To clarify whether or not I'm speaking over the radio system I'll use -" " to signify radio and just " " to signify speech outside of the comm system.))
/\
Then i guess.
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_DivideByZero_

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Re: Exiles of the Void -- Roll 21
« Reply #325 on: August 09, 2014, 03:22:26 pm »

Roll 22 - Last Resort



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.))

Stealth Roll: [5+1(due to space)] (+1 mastery to Silent, but Deadly)

Since you don't quite have to worry about masking your sound, you are free to shuffle around in the darkness and keep hidden.
The invaders each have a pistol attached to an external holster. It seems fairly easy to undo the fastener keeping the weapon inside, but getting there requires speed--something which is difficult inside these suits.

Zapotec: I can't figure out how to open these. Makes you think there's something special in there, no?

The other figure reaches over to the crate and opens it single-handedly to reveal the next container. And the next one. And so on.
Eventually, they find a box. Unwrapping it, it seems to be a box of plain white teacups.

Navajo: Cap, we found some chinaware kept inside ten boxes. It doesn't look like something worth trading... but this is weird.

They replace each of the containers and set things back to what they used to be. After hours of painstaking container-unpacking and repacking, the pirates settle on the conclusion that this is a really inefficient storage method, but that there isn't anything to indicate that this is a trading ship.

Navajo: Alright, we're coming up--

At this point, the pirate turns around and sees Philbert.

Watch them, get out from behind the airlock if they turn around.

Whack n' Slash


You float out and wave hello, not expecting your radio to let you talk to them directly. You try to make no hint that there is a large knife wedged between your lifesupport backpack and your suit, [3] but it pokes out slightly. (1) The pirates don't seem to notice it.

Navajo: What's this guy doing?
Zapotec: Attacking us?
Navajo: Naw... do they even hear us? Maybe we're falling into a trap.

Both pirates look at each other and nod to each other, then grab you as they come within reach (not using their thrusters--you were within reach as they floated back toward the airlock). They toss you backward in a display of equal and opposite reaction--the pirates zoom toward the airlock, while you plunge into the sea of containers, bouncing off and floating helplessly away from the cargo bay wall (which has handles, it seems) and anything else you can hold on to.

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.

[1+1/7 = ~2] You remember the metal shop. Backtracking, you find a fresh supply of grates exactly like the floor material. However, you have a difficult time lifting some sheets off the stack after undoing the buckle--owing primarily due to the fact that steel is really heavy.

You also find some diagrams of the various ship systems and how to repair them. The floor grates have special clips which keep them attached to the wall, but they can be moved along a slot in order to accommodate for the ship's thrust, changing the contour of the floor from curved to level. You find a fresh supply of clips and power tools, but the power tools lack batteries.

((Any style?))

"Vex, he's the captain of the pirates. I've managed to convince him not to attack directly, don't ruin it."

The Narrator has a field day as we both realize I just now learned a combat style that wasn't there before. Get a mop or a similar pole from somewhere, preferably without straying too far away from the bridge.

Our hero sets out to find a weapon worthy of his presence. A mop shall do. Or some other cleaning utensil. Gotta stick to your roots.

You acquire a mop from a nearby closet and keep it with you. You wonder if you can make a sling for it later, since there is a workshop and all.

The two invading pirates seem to be snickering at something. They seem to be leaving, and you watch them head back to the launch bay and enter their ship.

Navajo: Permission to launch? We need the clamps undone.

Harry has no idea where the launch controls are. Perhaps the other gentlemen can help with that?

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

The railgun is already arming. Its capacitors are currently at 60% charge. They can fire, but at reduced effectiveness.

Through the targeting apparatus on the Systems panel, you get visual contact with the enemy ship. It looks like a small bulb separated from its engine bloc by five large, spherical tanks. It appears to have weapons mounted on the rim of the bulb, although you're not sure what type or caliber they are. The whole thing is much smaller than yours, and it appears the ship has already determined the mass and acceleration capability of their ship: 1500t and 12 m/s˛ respectively.

The launch controls are in a different room that is next to the bridge. You haven't checked it out yourself--that's just what the room's tag implies.

Jim climbs out of his tank, and looks for some sort of intercom or something, calling out to the ship.

"Anyone else awake out there?"


*This is how you got out*

[1] There doesn't seem to be a way out of the chamber. You don't have any sort of communication, so you decide the best way to make sure you're still alive at the end is to break out instead of waiting. You pull one of the cables from your nostril and don't notice any adverse effects--your lungs are saturated with the gel stuff anyway. The nozzle has a thin rim which may have a small enough surface area to punch through the glass...

[3] Hoping for the best, you slam the nozzle against the glass. Your hand goes through, and the entire tank's contents slowly start spilling out into the hall. You force yourself out of the glass bottle, sustaining some minor cuts from the sharp edges of the glass, and spit out as much of the gel from your lungs as you can when you reach fresh air. It's good to breath again.

Inside a locker beside your broken chamber you find a small radio and a uniform, which you put on.

*This is after you speak*

You hear some thudding noises reverberating through the hull. Sounds like large doors opening and closing. Each noise comes from progressively farther and farther until it stops, at which point you start looking around and assessing your surroundings. The level you are on has no gravity, and is designed with tubular halls. The cryopods are lined up across from each other, so they make up the 'sides.' The entire level you are on appears to be round, with three large halls designed for cargo movement and much smaller halls with intermittent supply closets for the cryopods. The center has a massive 2.5m-wide hatch which rolls to the side as you apply the slightest force. There is a hatch on both the 'floor' and 'ceiling'.



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)
« Last Edit: August 10, 2014, 02:47:40 am by _DivideByZero_ »
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DarkArtemisFowl

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Re: Exiles of the Void -- Roll 22
« Reply #326 on: August 09, 2014, 03:25:44 pm »

Quote
((Any style?))
((Erm.. explain a bit please? Thank you.))
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Playergamer

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Re: Exiles of the Void -- Roll 22
« Reply #327 on: August 09, 2014, 03:27:17 pm »

R- "Copy, heading to cargo bay."

Jim tries to figure out which way leads to the cargo bay. When he figures it out, he heads in that direction as fast as possible.
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Samarkand

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Re: Exiles of the Void -- Roll 22
« Reply #328 on: August 09, 2014, 03:29:27 pm »

-"Damn it! They were leaving! Keep 'em distracted... Guys, we have a situation in the cargo bay."

While Philbert distracts the pirates get behind one, take his pistol, and point at the other pirate.
« Last Edit: August 09, 2014, 04:16:47 pm by Samarkand »
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_DivideByZero_

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Re: Exiles of the Void -- Roll 22
« Reply #329 on: August 09, 2014, 04:01:15 pm »

Quote
((Any style?))
((Erm.. explain a bit please? Thank you.))

((You must have missed it. :P

Everyone gets a starting style.))

((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.

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