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Author Topic: Fortress Mode: The RPG  (Read 8684 times)

Reality_Unknown

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Re: Fortress Mode: The RPG
« Reply #165 on: January 29, 2008, 02:15:00 am »

quote:
Originally posted by Reign on your Parade:
[QB]Oddom shrugs "Ok then, let's go..." Oddom leads the party to the river, stopping to study the river as soon as they get there.

________________________


*At Oddoms command, the party travels down the river road ...*

Scene:

*The WAGON clears the foliage and before the group of dwarves lies a river .But the road leads to a set of shallow rapids that end with a small waterfall.  Fish spring about over the rapids, and the passage looks navigable but dangerous. The WAGON rolls over the rocky banks of the river and everyoen gets out to assess the situation, with NEK already pulling out some rope, sadly, there is only 10 yards worth. and a 40 yard river lies across*

If everyone grabs some rope, they can help steady the wagon in case it starts tipping over, but risk being flung aside if they fail, or you can ride in the wagon and not lose your balance, but the river might. or you can try to swim, or any other idea you can think of.

(sorry im such a procrastinator, i want to post once or twice every day except weekends, but after i skip one day it gets harder every day i skip.)

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Reality_Unknown

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Re: Fortress Mode: The RPG
« Reply #166 on: January 29, 2008, 02:28:00 am »

(hey ARMOK, to resolve battles i need to know more about your character. I already know he is like a master sneak and knifewielder with perfect agility. and if you want i can write up a sheet for you no problem. But i need to know how good you are at other things. Dont worry about the point cost. Because to penetrate a wolfs skull  it takes some hefty damage that im not shure a kobold can bring. go crazy with abilities too if you think it fits. for examplethe Cinematic ability to throw mundane objects with deadly results.
   
If you dont want me to make you a sheet then you can narrate the results against my NPC's or characters but not the dwarves. If you do want me to make you a sheet i'll need to know how intelligent or perceptive or healthy you are, along with how much you can benchpress or deadlift or lift overhead from the ground smoothly in one second. anything else i can add later as it comes up.

Also, no time warp is neccecary because the dwarves were not there to observe it. Therefore due to Quantum uncertainty principles, it could have happened at any time  :D)

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Armok

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Re: Fortress Mode: The RPG
« Reply #167 on: January 29, 2008, 12:19:00 pm »

Ok, the RPG/RP problem again.

There are three major problems:
1) I don't know GURPS well enough, whit short descriptions of what every stat does I could give it a try but knowing the scale of the numbers is hard whiteout direct experience. From what I know of DnD I could describe a bit, but I doubt everything has a counterpart anyways.
2) Everything I have left the slightest to your imagination about this kobold you have filled in whit almost the exact opposite of what I meant to be there, so I cant just leave it to you to make it. No offense intended.
3) I generally consider stat systems like these restraining, and I have a very firm image of everything abut this kobold. Even if I knew GURPS good enough I highly doubt it COULD be translated properly.

For the more specific questions:
He throws nothing like "Bullseye" in that horrible movie whit the blind superhero, he is fairly good at throwing but not supernaturally good. He cant throw very much longer or harder than anyone else but he has quite good accuracy but not more than can be trained fairly easely.
However he do specialize in throwing daggers, and also various dart like things, for example this glass shard. Also he is generally focused, he is above the wolves, the wolves cant see him, and so on, so he shuld have pretty good modifiers.
He is very intelligent, but not abnormally so, he is also very well educated, especially compared to almost everyone in this medieval world. He is very witty and charismatic. He is brave, he has a sense of duty and moral, he has a strong willpower and is determined, he is cold and calculating but compassionate and when one has awoke his anger he will hunt them to the end of the world.
He is not especially strong or thought, a bit above average and absolutely not a pansy but not very strong compared to most soldiers. However he knows very well how to compensate whit agility, skill, ingenuity and damn determination. Also when angry he can muster surprising efforts in nearly any area. He might not be as thought but he can stand pain extremely well due to personality and  determination, damage will only cause him continue fighting whit only increased furry.
The only abnormal ability is his stealth and agility, those are legendary, he can hide from anything and anyone unless he is standing in the middle of a sunny field and his jumping, dodging and so on is almost ridiculously spectacular.

Good to hear it wont require any timewarps, I thought the dwarves might hear howls and so...
Quantum uncertainty is always the perfect solution in storytelling!  :D

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So says Armok, God of blood.
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Reign on your Parade

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Re: Fortress Mode: The RPG
« Reply #168 on: January 30, 2008, 02:42:00 am »

"Hm... <insert> ride in the wagon, everyone else... PUSH!!!!!"

Nah just kidding.

I know how to make rope, could we do that?

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Reality_Unknown

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Re: Fortress Mode: The RPG
« Reply #169 on: January 30, 2008, 06:43:00 am »

(LOL i like that idea oddom!i would not even mind, but yes you CAN make rope, say the word and it will begin production. THough i imagine one person will have to go across before he can tie it to something like a tree on the other end.)
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Fenrir

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Re: Fortress Mode: The RPG
« Reply #170 on: January 30, 2008, 09:23:00 am »

"I'll help steady the wagon!"
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Reign on your Parade

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Re: Fortress Mode: The RPG
« Reply #171 on: January 30, 2008, 04:53:00 pm »

((Yes, but we'll tie it around their waste and pull them back if the need arrises.))

"MAKE ROPE!!!!!!!"

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Armok

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Re: Fortress Mode: The RPG
« Reply #172 on: January 31, 2008, 05:42:00 am »

(shouldn't it be a fight between me and the wolves? I still don't know the result of my throw.)
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Armok

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Re: Fortress Mode: The RPG
« Reply #173 on: February 06, 2008, 08:08:00 am »

*BUMP*
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So says Armok, God of blood.
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Sszsszssaaayysss...
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Reign on your Parade

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Re: Fortress Mode: The RPG
« Reply #174 on: February 07, 2008, 09:18:00 pm »

quote:
Originally posted by Armok:
<STRONG>*BUMP*</STRONG>

what he said.

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Reality_Unknown

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Re: Fortress Mode: The RPG
« Reply #175 on: February 12, 2008, 05:09:00 am »

Heya Armok, i made you a character sheet, feel free to take liberties but this is what i will be using to when the outcome is in doubt.
ST 8 (very weak)
DX 18(Perfectly agile)
IN 12(Above average)
HT 10(typical)
Move: 6(faster than a dwarf, less fast than a dog)
Dodge: 11(50% dodge chance, if you leap back its +3 though)
Speed: 7 (very quick witted)

Skills (18 means you'll almost never fail without penalties)
Acrobatics 18
dagger     18
stealth    23
invisibility art12(lets you hide in plain sight, mabe)
escape     18
climb      18
throwing   18

Advantages/Disadvantages
Berzerk (chance to go crazy when hit)
High pain threshold (will keep fighting when others give in to pain)
Weapon master:daggers and shard (more damage than STR. alone indicates
Catfall (reduces falling damage)
Great Balance (hard to fall down)

Weapons
Dagger; 1d6+1 impaling damage
Glass Shard 1d6+3 cutting

Notes; very low strength, this means low hit points, weak damage output, and if you are wounded it becomes hard to use your great dodge. be shure to go for vital areas and attack deceptively so they cant defend as easily.

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Reality_Unknown

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Re: Fortress Mode: The RPG
« Reply #176 on: February 12, 2008, 05:26:00 am »

quote:
Originally posted by Armok:
<STRONG>


After a few hours of following the dwarves in this relaxed pace Karicoths keen kobold ears picked up a faint sound of twigs snapping under paws from far behind. He stayed, letting the dwarves slowly getting in front of him, and turned his head around to see what was making the noise. A few hundred meters behind approaching the road from the side he could distinguish three quadrupled shapes similar to the dwarven hounds but much larger and clumsier. Climbs a bit higher in the tree and takes out a long, sharp shard of glass he salvaged from the ruined building. Waiting for the creatures to come closer he studied them carefully for every step they took, quite quickly recognizing them as particularly big and ferocious wolves, yet there was something strange whit their movements...

Suddenly the wind turned towards him and a wall of stench stuck him, immediately explaining the clumsy movements. ZOMBIES, that smell is impossible to forget.
His grip of the shard immediately hardened and his eyes narrowed. These dwarves were his, they would not have an easy and quick death in the fangs of the undead.
He leapt silently towards the wolves, positioning himself in a especially high oak the wolves could not reach him in and would surly pass beneath.
The dwarves was now far ahead so they would hopefully not hear anything. He held the shard as a dart and aimed it carefully, as the wolves came closer  he threw the shard in the forehead of the nearest wolf whit deadly aim in the very moment the whites of its eyes would have been visible had they not rotted away long ago, the shard flew towards the still unaware wolf and...

//////////////////////////////////////


[/of topic]</STRONG>


(Roll Vrs Throwing 18(+6 aimed -7 brain attack +1misc.-3 range= 10! Hit)

*The shard whirls throug the air and (damage roll=6!-2Dr, x4 brain injury =16) peirces the ZOMBIEWOLF1's brain! (roll Vrs HT 18 (-15major brain injury)=12!, Fail!) ZOMBIEWOLF1 is struck down!

The other 2 wolves are alerted, one picks its snout up from the trail it was following and looks around futily. The other turns around and utters a long loose throaty groan.*

(You have a few precious seconds before the zombies disperse and reaquire the trail)

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Reality_Unknown

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Re: Fortress Mode: The RPG
« Reply #177 on: February 12, 2008, 05:39:00 am »

*Scene*

*here on the banks of the river the hardworking dwarves set upon thier new task under Oddom's direction. It takes time, but a large amount of rope is made from assorted reeds, vines, ferns and other plant fibers at the impromptu Taiors workhop set up against a nearby boulder. With everyone tying ropes to the wagon, and testing thier ropes, the party is ready to ford the river. (Roll Vrs. Per. 12 +5 many dwarves -5 range= 15! Oh no!) Too busy, it seems, to notice that far out in the river BELLYSCALES, the Mighty Carp jumps up high over the streaming rapids that make up the river ford, It's favorite spot to congregate with its fellow lesser fish. The dwarves get thier feet wet, and the WAGON begins to cross into the teeming waters...*

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Armok

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Re: Fortress Mode: The RPG
« Reply #178 on: February 12, 2008, 02:48:00 pm »

quote:
Originally posted by Reality_Unknown:
<STRONG>Heya Armok, i made you a character sheet, feel free to take liberties but this is what i will be using to when the outcome is in doubt.
ST 8 (very weak)
DX 18(Perfectly agile)
IN 12(Above average)
HT 10(typical)
Move: 6(faster than a dwarf, less fast than a dog)
Dodge: 11(50% dodge chance, if you leap back its +3 though)
Speed: 7 (very quick witted)

Skills (18 means you'll almost never fail without penalties)
Acrobatics 20
dagger     18
stealth    23
invisibility art 12(lets you hide in plain sight, mabe)
escape     18
climb      18
throwing   18

Advantages/Disadvantages
Berzerk (chance to go crazy when hit)
High pain threshold (will keep fighting when others give in to pain)
Weapon master:daggers and shard (more damage than STR. alone indicates
Catfall (reduces falling damage)
Great Balance (hard to fall down)

Weapons
Dagger; 1d6+1 impaling damage
Glass Shard 1d6+3 cutting
</STRONG>



Almost right I think, are these relative other kobolds or what? a few changes I think however:

ST 11 (a little above average, relatively he is quite a bit stronger in the legs)
DX 20(Perfectly agile)
IN 16(Above average)
HT 5(He has to doge mosquitoes, but "the best way to avoid damage is not getting hit at all")
Move: 10(kobolds as I imagine them in this world re very fast)
Dodge: 11(50% dodge chance, if you leap back its +3 though)
Speed: 7 (very quick witted)

Skills (18 means you'll almost never fail without penalties)
Acrobatics 18
dagger     16
stealth    23
invisibility art 12(lets you hide in plain sight, mabe)
escape     18
climb      16 (he is a skilled climber, but mostly he jump up instead)
throwing   12


Advantages/Disadvantages
(no berserk, he's filled by a great hatred, but he's more of the cold calculating kind)
High pain threshold (will keep fighting when others give in to pain)
Weapon master:daggers and improvised weaponry (more damage than STR. alone indicates)(the shard isn't special)
Catfall (reduces falling damage)
Great Balance (hard to fall down)
Grand jump (he can jump extremely far and high, about five meters straight up from standstill as an example)
Stoneface (he can control hes emotions extremely well)
Improved Weapon finesse (one of the few I remember from DnD, here it applies to all light weapons, not just rapiers and whatever)
Applied math (can use his intelligence to improve various rolls in for example crafting skills and aiming, or his acrobatics, this takes time however, so it is only factored into aimed shoots)

Weapons
¤<<Steel>>¤+1; 1d6+1 impaling damage (masterpiece, heirloom, possibly artifact. And a cool masterwork image of burning dwarves in nightwing leather)
-various sharp junk- x50

There is sure to be something i have forgotten or misunderstood, again.

... Wait did I just undermine my successful roll?

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Sszsszssaaayysss...
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Ogren

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Re: Fortress Mode: The RPG
« Reply #179 on: February 15, 2008, 07:22:00 am »

Since I really like this thread and how the GM has handled it I must now speak up and show my support for Reality_Unknown. I really hope you plan on keeping this going for awhile longer!

I am of the opinion that there exist a limit on the freedom a player/character can take upon himself in a game like this. Too much of it undermines the authority of the GM, who probably has some sort of plan, and destroys the game (and too little of it makes the game uninteresting). In this case some people went to far and didnt really show the GM the appreciation he deserved.

my humble proposal of RPG principles:
- respect the GM:s foundation for the game (in this case the very general RPG rules).
- respect the set up time-frame. (This case: No GM posts on weekends. Try to do something contructive in pauses, whining surely wont keep up the GM:s spirit.)
- try to minimize off topic (I know this makes this whole post close to some sort of meta-contradiction)

I dont want to make blames (I know it might seem that way), just give my view and hope that helps to keep this or another thread going a bit longer. Again, I really liked Reality_Unknowns storytelling and scenesetting, I hope you keep it up.

Also, this is my first post on this forum, please keep in mind that I dont take this as seriously that it might seem.

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