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Author Topic: 3008 AD: The Guild Chronicles - Guild Home Base - Theorycrafting!  (Read 72128 times)

Happy Demon

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Re: 3008 AD: The Guild Chronicles - Guild Home Base - Roll 20
« Reply #510 on: January 21, 2015, 12:57:17 am »

((There are several types of air-tight masks.))
((You can have only the eyes have visor (makes it look like a gas mask), the entire faceplate, or one piece for each eye (looks like an older gas mask).))
((Some sci-fi universes have faceplate visors everywhere, while others have lots of the ones with eyes. You have faceplate ones at places, but I'd think that it makes sense for it to vary depending on purpose.))

((Heck, even the coverage of the faceplate can vary.))
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_DivideByZero_

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Re: 3008 AD: The Guild Chronicles - Guild Home Base - Roll 20
« Reply #511 on: January 21, 2015, 01:26:19 am »

((A full faceplate is more resistant to internal pressure and is thus less likely to fail.

I suppose the main advantage of a mask that sticks close to the face like a gas mask is that it would turn with your head and thus give you better combat awareness. It would also keep your head from bouncing around your helmet when you are hit. So that's probably ideal for a combat suit.))
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Happy Demon

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Re: 3008 AD: The Guild Chronicles - Guild Home Base - Roll 20
« Reply #512 on: January 21, 2015, 11:56:52 am »

((That, and you wont have people cracking it open all the time *looks at Orion*, though I guess his was a cheap version. Since it's one thing to hit the face-sized front, and another to hit something the size of an eye.))
((Anyway, fluff.))
Spoiler (click to show/hide)
Edit: ((Fluff... in SPACE.))
Spoiler (click to show/hide)
((I think I'm going to do the mutant empire itself soon.))
« Last Edit: January 23, 2015, 03:57:48 pm by Happy Demon »
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Happy Demon

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Re: 3008 AD: The Guild Chronicles - Guild Home Base - Roll 20
« Reply #513 on: January 22, 2015, 11:50:53 am »

((Fluff.))
Spoiler (click to show/hide)
Edit: ((More fluff.))
Spoiler (click to show/hide)
Edit 2: ((Even more fluff.))
Spoiler (click to show/hide)
Edit 3: ((Fluff!))
Spoiler (click to show/hide)
« Last Edit: January 23, 2015, 03:58:20 pm by Happy Demon »
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Happy Demon

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Re: 3008 AD: The Guild Chronicles - Guild Home Base - Roll 20
« Reply #514 on: January 23, 2015, 03:53:02 pm »

((Fluff post.))
Spoiler (click to show/hide)
Edit: ((More fluff.))
Spoiler (click to show/hide)
Edit 2: ((Fluff mobile.))
Spoiler (click to show/hide)
« Last Edit: January 23, 2015, 04:45:28 pm by Happy Demon »
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_DivideByZero_

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Re: 3008 AD: The Guild Chronicles - Guild Home Base - Roll 20
« Reply #515 on: January 23, 2015, 05:23:49 pm »

Mini-roll for now.

Salute him, grab the cylinder and head back to base, pausing to thank the engineers along the way.

The wind continues to blow. Man, the trees are swaying wildly right now. They're probably made of some artificial material anyway, since outdoor plants don't grow well on the city ships. Most of the true forests die off when the ship leaves the local star's habitable zone, which is why the ship stopped over Askarian rather than the much more wealthy and prestigious Georgian moons.

[5] One of the engineers salutes, while the other simply states "All good."

You leave the site, wrapping your arm around the cylinder and hauling it with you. Now, you can take it to the workshop to figure out what it is, or you could just store it somewhere and perhaps go to hear what HQ is planning for their next moves. You wonder if the infiltration team is doing okay. Maybe they'll send you in as backup.

As you walk down the street, you take note that the wind isn't blowing all that noticeably. Perhaps the trees are shaking so much because of some physics effect due to their latitude on a rotating station. Maybe.

((Random pointless question: Does the Puma Mobile suit have a see through visor, or does it hide the face?))

My equipment is gonna be a pain in gravity, need to get rid of some of it. I know!

"Hammer time!"

Smack the crewman with the power hammer, and use the corpse as cover, it even has a handle (spear).

Initiative:
[2] Vax
[2] Alice
[1] Red Guy
[6] Flying Crewman

(3) vs [6] The crewman struggles against your spear. The fast-acting cement won't budge, however, keeping him firmly lodged at a safe distance on the spear.

[1+4-1] vs (2) You swing the crewman into the wall using your augmented strength, then bat him with the power hammer as he bounces off. The device is cordless, but is only designed to give a few small bursts before running out of power. Regardless, those bursts are incredibly powerful. As you slam it into the target's space suit, the hammer oscillates like a jackhammer, ripping apart the Crewman's life support module and providing enough force to dislodge him from your spear, although there's still a few chips of Vacuum Cement still attached to the weapon.

The Crewman resumes flying as his oxygen tank depressurizes, shooting him like a rocket across the enclosure.

(1) vs (3+2) Alice continues to suppress the Red Guy, but its accuracy is so low that the Red Guy is still able to peek out and take a few potshots before hanging back behind the plasma conduit.

(3) vs [6+2] Sludges are tough! The shotgun pellets hit a metal part of Alice's suit, dealing inconsequential damage. You are glad to have an aggro tank closely available.


Event: You don't hear it, but you can tell from the radio chatter that something just happened. The walls shake slightly.

"We got a shot from the spinal mount, over."
"It hit the boarding ship. Won't matter. Keep moving."
"It will be a problem if it keeps getting hit. Most of the pods haven't launched yet."

New Objective: Find and disable the Jolly Roger's spinal railgun.

A spinal railgun is a powerful weapon, capable of matching nuclear yields at similar cost. While nukes are better up front, railguns can cause more destruction in a package that is much harder (but not impossible) to intercept. Such a weapon typically requires massive cooling banks to keep the rails from expiring, and tremendous capacitors fed by plasma conduits. Sabotaging either will spell the end of its operation.
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Gamerlord

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Re: 3008 AD: The Guild Chronicles - Guild Home Base - Roll 20
« Reply #516 on: January 24, 2015, 12:37:43 am »

((What's happening with the mission anyway?))

Skedaddle back to base!

_DivideByZero_

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Re: 3008 AD: The Guild Chronicles - Guild Home Base - Roll 20
« Reply #517 on: January 24, 2015, 01:12:12 am »

((What's happening with the mission anyway?))

Skedaddle back to base!

((Potential biological plague outbreak :P

Also, what are you going to do at the base? Which base are you going to?))
« Last Edit: January 24, 2015, 01:37:24 am by _DivideByZero_ »
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Happy Demon

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Re: 3008 AD: The Guild Chronicles - Guild Home Base - Roll 20
« Reply #518 on: January 24, 2015, 01:23:06 am »

Damn, I wanted a shishkebab, ah well.

Discard the hammer, try flanking the red guy, and shoot him with the assault rifle.
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Happy Demon

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Re: 3008 AD: The Guild Chronicles - Guild Home Base - Roll 20
« Reply #519 on: January 24, 2015, 02:09:53 am »

((It's that time again... but let's make something ridiculous.))
Spoiler (click to show/hide)
Edit: ((Fluff.))
Spoiler (click to show/hide)
« Last Edit: January 24, 2015, 03:33:32 am by Happy Demon »
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_DivideByZero_

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Re: 3008 AD: The Guild Chronicles - Guild Home Base - Roll 20
« Reply #520 on: January 24, 2015, 03:14:57 am »

((Ship mounted weapons would blow a moderately sized crater in the ground, so either that armor is not actually capable of tanking it or it really is that good.

I'd go with quantum entanglement nonsense since it's supposed to be expensive. And since a lot of the BS physics in this setting revolve around tachyon physics, how about the atoms in the armor are metastable baryon-tachyon pairs which create bonds that are heavily influenced by quantum mechanics. The result is that it doesn't deform like regular materials do, but rather breaks all at once when a specific energy threshold is reached. That energy threshold is only present for a very short period of time during impacts, and the armor's reaction force typically sends off impacting material in the opposite direction, preventing the energy from spreading beyond the impact point. The result is an almost inconsequential crater in the armor.

The armor is weakest against pulsed laser weapons which deliver high-energy pulses at a fast rate, drilling through the armor much more quickly than traditional firearms, particle, or plasma weapons. This effect is not enough to make lasers a true counter, since the rate of ablation is still very low, and the laser must hit perpendicular to the surface due to the material's high critical angle.


Of course, this is just a suggestion for the technobabble physics behind exotic armor. This sort of thing would be very effective on a ship, now that I think of it... but since it's so hard to make, that restricts it to small craft.))
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Happy Demon

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Re: 3008 AD: The Guild Chronicles - Guild Home Base - Roll 20
« Reply #521 on: January 24, 2015, 03:30:10 am »

((Well, being resistant to powerful weapons doesn't mean unaffected, if they're hit, they'll still go flying because of the sheer force behind it.))
((Also, being a movable object allows for better dispersion of force.))
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Happy Demon

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Re: 3008 AD: The Guild Chronicles - Guild Home Base - Roll 20
« Reply #522 on: January 24, 2015, 05:13:09 am »

((Let's do even more super equipment.))
Spoiler (click to show/hide)
Edit: ((Speartail Soldier: "Sir, we've recovered this infected mutant, the Evil Fluff made him attack our forces."
Dragon Sergeant: "Good work soldier, throw the mutant into... the Wagon."
*The APC's door opens, and the infected mutant is thrown into the group of naked Fluff Dragons*
Infected Speartail: "Noo!"
*The Fluff Wagon's door closes*))
Spoiler (click to show/hide)
((I'm just gonna call the planet Bob from now on.))
Edit 2: ((*The Fluff Wagon's door opens, revealing a cleansed Speartail cuddling a Fluff Dragon's tail*
*One of the Fluff dragons points at one who has a patch of Evil Fluff on her back, and the other Fluff Dragons strokes her back with their fluffy tails, until the Evil Fluff is gone*
Dragon Sergeant: "Another day, another cleansed Speartail. Get to questioning him about who infected him."
Speartail Soldier: "Yes sir."))
Spoiler (click to show/hide)
Edit 3: ((Fluff.))
Spoiler (click to show/hide)
« Last Edit: January 24, 2015, 08:42:01 am by Happy Demon »
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Happy Demon

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Re: 3008 AD: The Guild Chronicles - Guild Home Base - Roll 20
« Reply #523 on: January 24, 2015, 09:55:33 am »

((Minor fluff.))
Spoiler (click to show/hide)
Edit: ((Pointy fluff.))
Spoiler (click to show/hide)
Edit 2: ((More pointy fluff.))
Spoiler (click to show/hide)
Edit 3: ((More super equipment.))
Spoiler (click to show/hide)
« Last Edit: January 24, 2015, 02:14:30 pm by Happy Demon »
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_DivideByZero_

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Re: 3008 AD: The Guild Chronicles - Guild Home Base - Roll 20
« Reply #524 on: January 24, 2015, 01:16:28 pm »

((Well, being resistant to powerful weapons doesn't mean unaffected, if they're hit, they'll still go flying because of the sheer force behind it.))
((Also, being a movable object allows for better dispersion of force.))

((Actually, being a movable object means no dispersion of force. You take a hit and you are sent flying, spinning, or whatever. A person in armor that can tank artillery would probably be forced into the ground by artillery fire, but if the armor is as strong as stated, it should be able to just redirect it into the ground.))
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