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Author Topic: Fortress Mode: The RPG  (Read 8681 times)

Armok

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Re: Fortress Mode: The RPG
« Reply #180 on: March 04, 2008, 02:57:00 pm »

Is this dead?  :(
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So says Armok, God of blood.
Sszsszssoo...
Sszsszssaaayysss...
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Dark

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Re: Fortress Mode: The RPG
« Reply #181 on: March 04, 2008, 03:08:00 pm »

I think Bellyscales the Mighty Carp ate Reality_Unknown, showing that not even the mighty GM is immune to their boundless hunger.

[ March 04, 2008: Message edited by: Dark ]

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Reality_Unknown

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Re: Fortress Mode: The RPG
« Reply #182 on: March 04, 2008, 03:39:00 pm »

What? do you guys want to keep playing? i thought i had no players. I want to keep playing but not play alone i would look like some kind of dork  :D

Also happy birthday to me!

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Fenrir

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Re: Fortress Mode: The RPG
« Reply #183 on: March 04, 2008, 03:44:00 pm »

If you are going to continue RPing, then you should probably define 'sessions', or whatever roll-players call them, so we all know when everyone's going to be here, and start a new thread.

Also happy birthday to you!

[ March 04, 2008: Message edited by: Fenrir ]

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Dark

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Re: Fortress Mode: The RPG
« Reply #184 on: March 04, 2008, 05:34:00 pm »

Happy Birthday! As a present I'll join the thread if you are in desperate need of players. I'll need to come up with a character first though, so when im done browsing the rules and stuff I shall post again!

Edit: im almost done, il have it posted tomorrow. There remains only one problem: how do I meet up with the group? On top of that, if I didnt pay for the journey like the other characters, how much money can I spend on starting equipment?

Edit#2: I PMed you my character, hope everything is in order.

[ March 05, 2008: Message edited by: Dark ]

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Dark

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Re: Fortress Mode: The RPG
« Reply #185 on: March 06, 2008, 02:47:00 pm »

Bump! I think you may need to create some new interest so as to attract people and revive the thread, though at this point it may be easier just to start anew...
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Armok

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Re: Fortress Mode: The RPG
« Reply #186 on: March 06, 2008, 05:54:00 pm »

Why cant we just continue as we did?  :(

The only thing bad is the unpredictability of the GM.

What is the reroll of my throw after these new stats? What do you think of it in general? (advice/comments)

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So says Armok, God of blood.
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Reality_Unknown

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Re: Fortress Mode: The RPG
« Reply #187 on: March 06, 2008, 06:48:00 pm »

Ok i will continue and i think my problem is that need to change my outlook on the game, instead of waiting for people i will be the one to take the initiative. and LET IT BE WRITTEN I WILL POST 5 TIMES A WEEK for at least a month. Because i need closure  :)
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Dark

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Re: Fortress Mode: The RPG
« Reply #188 on: March 06, 2008, 06:57:00 pm »

~Super edit!~

As for your character stats Armok, I do think they're a bit overpowered really. But thats no reason to change em as long as the power isnt abused. Just for fun il check your total point useage!

ST 11 (+10 points)
DX 20 (+200 points)
IQ 16 (+120 points)
HT 5  (-50 points)

Move 10 (Determined by speed, should be 6)
Dodge 11 (Determined by speed, should be 9)
Speed 7 (Determined by DX and HT, should be 6.25)

Acrobatics 18 (+0 I think)
Dagger 16 (+0)
Stealth 23 (+12)
Invisibility art 12 (+0)
Escape 18 (+1)
Climb (+0)
Throwing 12 (+0)

High pain threshold (+10)
Weapon Master: daggers and imp weapons (Dunno)
Catfall (+10)
Great balance (+15 if its meant to be perfect balance, im taking all this from the GRUPS lite rules that Reality_Unknown provided us with.)
Grand jump (Not in the rulebook, use jumping skill instead.)
Stoneface (Not in the rulebook, I think this is more of a quirk than advan/disadvan)
Improved weapon finesse (Not in the rulebook looks like.)
Applied math (Not in rulebook, sounds more like a skill though.)

Anything not in the rulebook is up for Reality_Unknown to decide, as he is the all powerful GM. That excludes grand jump, cause you should use the jumping skill I think. Im probably classified as a nerd now, cause I read the rules so extensively.     :(

Edit: oh god it took me so much time to write this and Reality_Unknown posted before me! Now I sound like im talking as if Reality_Unknown isnt here?! Edited!

[ March 06, 2008: Message edited by: Dark ]

[ March 06, 2008: Message edited by: Dark ]

[ March 06, 2008: Message edited by: Dark ]

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Reality_Unknown

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Re: Fortress Mode: The RPG
« Reply #189 on: March 06, 2008, 07:16:00 pm »

Armok i dont like your rewrite because 10's in stats are human average, so your stats are relative to a human. Strenght 11 means you are stronger than a man, HT 5 means you are extremely frail and sickly (HT is not hit points those are off strength/mass), and likely to die from some microbe in no time or get exhausted in combat, intelligence 16 and DX 20 mean you are among the smartest humans in the world and can hardly fail anything you try that involves coordination.Then there is strenght , ST 11 is like benchpressing like 150 pounds or more which in my view is absurd for a kobold, i had already made you stronger than other kobolds but lesss strong than a human.

Weapon finess is not neccecary because your dex and skill combined determines your likelyhood of hitting anything so you have those covered

and applied math is also uneccecary because again skills are based off of your stats and skills and therefore if you are good at something that means you have  skill in it, not that that matters with a DX of 20

Lastly a 5 meter high jump from a standstill is superhuman. Overall the stats you gave me are godly.

So basically, you can either trust me on stats, confirm that you are godly (except that HT score), read the rules for an idea of what numbers would more accuratly define your abilities, or just play without stats and do whatever you want. I leave the choice to you since i dont know as much as you concerning your guy. I reccommend just playing without stats, because trusting me on stats will surely frustrate you at some point since i like to leave outcomes to the dice.

Oh and DARK, i checked out your character he looks good and will be found after the river. I will continue the game in like 24 hours or less and not stop wee!
anyone that used to be playing can take their carachters back over and anyone new that wants to join can take over a character too!, sorry about the people that had PM'ed me i didnt know i had any PM's (or that they existed)

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Helmaroc

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Re: Fortress Mode: The RPG
« Reply #190 on: March 06, 2008, 07:23:00 pm »

I'll return, but the excitement is gone.   :(
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Dark

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Re: Fortress Mode: The RPG
« Reply #191 on: March 06, 2008, 07:24:00 pm »

(EDITED OOC: Awesome, now I'm awake, good evening and goodluck!)

[ March 07, 2008: Message edited by: Dark ]

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Armok

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Re: Fortress Mode: The RPG
« Reply #192 on: March 07, 2008, 03:37:00 pm »

Ok, I'll play whit no stats, but for fairness I will sometimes say probabilities, and rolls for others to make.

however, I think we might have some different views of kobolds, so here racial stat modifies for them as I imagine them in this game (not the same as other places, actually)(compared to human):
ST -2 (average 8)
DX +5 (average 15)
IN +3 (etc.)
HT -1
Move: +2
Dodge: +3
Speed: +3

Racial Advantages/Disadvantages:
Catfall (reduces falling damage)
Digitigrade (the reason they are so fast, improves sneaking, and most importantly; 'for all ends and means add DX to jumping skill' (meaning that the average kobold already have 15 levels of jumping...))
no sense of ownership (the only disadvantage in this list, fairly self explanatory)

----------------

quickly he drew forth a another piece of junk -happening to be a mangled chisel- and threw it at another wolf aiming for the head again
(70% chance of success to hit for this one, 60% to kill maybe, it is not as aerodynamic, and not as carefully aimed, and the wolves are more alert)

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So says Armok, God of blood.
Sszsszssoo...
Sszsszssaaayysss...
III...

Dark

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Re: Fortress Mode: The RPG
« Reply #193 on: March 07, 2008, 04:39:00 pm »

(OOC: just a quick question, in the GURPS manual it say that after each session the GM gives players 3-4 points. So, will you be giving us points whenever we reach a new scene?     ;) )

EDIT: Ive been thinking about kobold stats in comparison to humans and I came up with this.

ST 7  (-30)
DX 12 (+40)
IQ 9  (-20)
HT 11 (+10)

Total points: balanced

Just to explain a bit, their ST is low because of their small size, which I believe restricts muscle strength. Their DX is high for the same reason, due to their small size they can do things with higher precision and speed.

IQ is low simply because they dont have the same facilities as humans. Im not saying that kobolds are less intelligent, but humans have a greater opportunity to learn in universities etc. That is to say that any kobold can be just as smart as a human if they had the proper training.

HT is higher than humans because of their generally more active life. While humans tend to lounge around in cities, kobolds are out busy roughing it in the wilderness. Thus they are more resistant to disease and have higher stamina.

But be sure to note that this would only apply to your average kobold, not to all of them, just as we can be sure not all humans have an IQ of 10.

In the rules these three stats are set by your DX and HT. But I think your 'digitigrade' could give a bonus to speed, so I'll take that into account.

Speed 6.75 (5.75 +1 for digitigrade)
Dodge 9 (Rounded down speed +3)
Move 6 (Rounded down speed)

I second these advantages/disadvantages cause they fit well.

Catfall (reduces falling damage)
Digitigrade (improves speed, sneaking and jumping)
No sense of ownership (self explanatory)

I can only ask what you think of it Armok. If you want you could base your character's stats off this, boosting ST, DX and IQ as you see fit etc.


EDIT #2: In a burst of inspiration I've come up with dwarven stats too. Silly how I based my character off human stats instead of dwarven, but there were no dwarven stats in the manual, so im putting em here.

ST 11 (+10)
DX 9  (-20)
IQ 10 (+0)
HT 11 (+10)

Total: balanced!

ST and HT are slightly higher because we all know dwarves work harder than humans, making them stronger and fitter. Though unlike kobolds their HT is gained from working with stone and metal rather than general exercise.

DX of course is lower than humans due to their stocky size. Large strong hands make them fumble more while short strong legs are great for marching up and down mines but generally leave them stuck when speed is needed.

Speed 4 (5 -1 for stubby legs)
Dodge 7 (Rounded down speed +3)
Move 4 (Rounded down speed)

Stocky (bonus to resist knockdown)
Stubby legs (lowers speed and jumping)
Low light vision (Bonus to see in low light situations, but not complete darkness.)

[ March 07, 2008: Message edited by: Dark ]

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Reality_Unknown

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Re: Fortress Mode: The RPG
« Reply #194 on: March 07, 2008, 05:55:00 pm »

quote:
Originally posted by Reality_Unknown:
<STRONG>*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...*</STRONG>

*The weary dwarves grunt and groan pulling the WAGON over the rapid's rocks.
ODDOM leads the way, with his rope around his waist, MEZBUTH, the child, seems to be enjoying himself riding on the jarring WAGON. When suddenly, the dark figure of BELLYSCALES rises up from the water and jumps over the groups of dwarves, snapping at OLIN's head along the way, but the terrified OLIN ducks it by cowering in the fetal position.*

ODDOM: "It is just as the old man from scene 1 said! It's Bellyscales! reach for your crossbows!

NISH: "NOOoo we have to hold on to the wagon! My child is in there!"

*BELLYSCALES crashes back into the water and showers everyone, he circles back just as some of the dwarves load their crossbows, some of the lesser fish jump at everyones feet mockingly.*

(I need actions!, such as fleeing, defending, attacking, or holding on to the wagon ropes)

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