Looking for 4 to 6 players for a Sci-fi RP.
Setting:Welcome to the metropolitan world Granixa.
It acts as a port for the trade routes that pass through the system. Its high traffic makes policing the populace difficult, and undeclared Weapons and equipment results in many Law enforcement deaths, both on and off duty.
A new arm of the Police was created, made up of a hundred individual units that act independently, and policing their own sectors. You are Unit 52, of Sector 52.
A group of heretics will be meeting at sunset.
Still tweaking the rules, but I think I have enough for the first run through. I'm going for a Mission by Mission style. I currently have two and a half missions written already, but my impatience is getting on my nerves :P
If people are interested, I'll post up the rules and character creation stuff.Character CreationEach character starts with the following stats:
Melee Skill: 5
Range Skill: 5
Strength: 5
Resilience: 5
Mental: 5
You may dudeuct one point from each stats and relocate it to another stat. No stat may go below 4. In addition, you have 5pts to allocate to your stats.
All members are equipped with:
- a Combat Shotgun
- & a Combat Blade
Armour is taken into consideration in the Resilience stat.
Here is how Combat will work. I think I got the confusionand bugs out, but do point out if I'm wrong. It'll be three rounds rapid, so hopefully we'll avoid the failure of my previous RP :P
Spoiler
Melee & Ranged attacks rolled on a D12, with the score required for a hit being 12 minus the character Skill. Ranged attack may have additional hit modifiers
Damage for both combat and shooting is the Strength of the hit (either character or weapon) +D6 minus the targets' Resilience. If the total is less than 1, no serious damage is inflicted, and the target shrugs off the blow. A natural 6 means it is a fatal hit, and the target is killed or at least severely injured, and cannot fight anymore.
Enemy forces will regularly be able to take cover from attacks at range and it is advised the Player Characters do the same. They must pass a Cover test using their Mental characteristic on a D6.
The "Mental" characterstic is also used to activate and de-activate equipment, and for any test of the mind, such as code breaking, or Interrogation. You may also take a Mental test to aim at a specific part of a Target. A failed Mental test means the shot will miss entirely, while a pass means your shot will only hit the limb chosen. Any Mental test that is not for Cover, is rolled on a D10, and must be below the Characters' Mental stat.
Activation Tests are used to see if the character activates their weapon to use it. If the test is failed, and they still want to use it, they must test again. Weapons are easily Deactivated through quick-kill switches, so do not require a test to deactivate.
That said, you should still take the time to deactivate your gear. Weapons that are not activated cannot be fired. A weapon that is active but not used builds up excess energy that can harm the equipped character. On a D12 the GM tries to roll under the number of rounds (Player Posts and Combat Rounds) the weapon has remained active and unused. If it releases the energy, the strength of the hit is equal to the number of turns it was active for.
When in combat, you may swap weapons. This however takes up a full round of combat, and does not deactivate active weaponry.
And here are the weapons I currently have in mind that will feature in this RP :P except one. That one is just too OP.
Weapons
Yeah, im up for it.
There will be an option for a Squad Leader and a Special Weapons guy, but I'm going to wait until we have at least four people in ;)
I'll go update the OP with the rules and Character Creation Stuff.
Character Listing:WaaaghPower - KnightSpoiler
Andrew Knightley
Shooting 4
Melee 5
Strength 5
Resilience 12
Mental 4
Andy is... A big guy. A really, really big guy. At just above seven feet, and almost 350 pounds, very few people can say they tower over him. He makes his money as a boxer in various local circuits, and usually wins by merely outlasting his opponents. For him, fighting as an enforcer was merely a way to make more money doing the same thing.
(For reference, he looks something like Dalip Singh.)
TMTC-Jayne - KingSpoiler
Gary King
Melee Skill: 4
Range Skill: 10
Strength: 4
Resilience: 5
Mental: 7
Gary is an aging chap who is rapidly approaching 40. This distresses him somewhat. He dreams of great accomplishment and acts somewhat impulsively. Once he sets his mind on a goal, he will do anything to complete it, even at great personal risk and probably against better judgement, which he lacks. . .
Pilum - JeffSpoiler
Jeff Bibby
Melee: 6
Shooting: 7
Strength: 5
Resilience: 5
Mental: 7
Railgun Convention - JaxSpoiler
Jack X. Mason
Melee: 4
Shooting: 7
Strength: 5
Resilience: 7
Mental: 7
pretty solid sort of guy. He's played the part of cynical sergeant for the better part of a decade. He knows his way around most mission sites by experience - they all look the same after this long - and he's had plenty of time to get acquainted with his equipment. He's acted as mentor to three recruits so far, and none of them have died yet, which he considers a great success.
Mabbz - RenSpoiler
Name: Saracen Rue
Melee: 6
Shooting: 5
Strength: 6
Resilience: 5
Mental: 8
Saracen Rue is a fairly likable guy, and competent in combat and always calm and rational. His main skill appears to be an uncanny ability to know something relevant to whatever situation he finds himself in. Whether it's engine repair, interrogation, first aid or the fact that someone's sneaking up behind him with a handgun, he usually has some idea about it.
Tybalt Defet - WolfSpoiler
Black Wolf
Melee: 4
Ranged: 7
Strenght: 6
Resilience: 5
Mental: 8
Black Wolf was a no nonsense Sergeant, a veteran of more heists, murders, gang fights and car chases then he cares to remember. When the hundred units were announced, he knew he shouldn't volunteer, being one of the few members on the force getting close to retirement age but he wanted to be part of the action.
Dragon-DAC - AceSpoiler
Richard Schweickert
Melee: 8
Range: 4
Strength: 5
Resilience: 6
Mental: 7
Richard got his start as an undercover narcotics agent, often being adept with sneaking and bluffing. Thankfully these are habits that tend to endear him to mob bosses and the like, as well as his ability to 'work with his hands' so to speak, much to their eventual detriment.
Cool, big gun me.
Character Creation is in the OP ;)
I'm definitely be interested.
Does a natural 6 roll still kill, even if your resilience and armor is equal or greater than the weapon's maximum damage? (Also, how do you count wounds?)
Also, how come a shotgun decreases your accuracy?
I think I'll play as a heavy tank.
Natural Six is an instantly kill to enemy NPCs. Vs PCs, It just does max damage ;)
As for player HP. I'm thinking Resilience plus the second Max stat, and the total Doubled. I reckon thats somewhere between 20 to 30 HP per player?
Lower Accuracy ont he weapons is mostly to take into account how a real weapon would act (shots going wide, Shotgun spraying rather than aving bullets) or in the case of the Spec Weapons, just generally being slightly unpredictable when used. Flamers get a bonus due to them just filling the room with holy hellfire death :P
Make sense?
Well, okay, but how come the scattershot weapon (With a hit area of about a foot in radius) is less accurate than most other weapons, regardless of range?
I'm also tempted to go with this as my character's build...
Melee 4
Range 4
Strength 4
Endurance 14
Mental 4
Then I'll invest in some good armor...
Edit: Food for thought... Any completely minmaxed stat (Such as mine) will have 36 wounds, even if you invest entirely in Mental...
Its Resilience, not Endurance, and it accounts for armour also. :P
I think you're going to need a Combat Herring if you're serious about using that for a character :P
Quote from: Narric on February 13, 2014, 09:21:11 PM
Its Resilience, not Endurance, and it accounts for armour also. :P
I think you're going to need a Combat Herring if you're serious about using that for a character :P
So a high Resilience *includes* my gear in the base stat? What happens if I lose my armor, or get better gear?
(What's a Combat Herring?)
You're wearing a uniform, that is only slightly individualized compared to your squad-mates, and better gear will probably just be a Battleshield:
Spoiler
If you're serious about being a meatshield, go right ahead Mr Thrillseeker :P
Melee Skill: 4
Range Skill: 10
Strength: 4
Resilience: 5
Mental: 7
And can I drop my combat shotgun for the assault rifle, and take the melta gun as a special weapon?
Is it possible to 'Level up' later on and increase my other skills? Or am I stuck with whatever I choose at the beginning?
(And I'm still wondering what a Combat Herring is... Just a body shield/tank for everyone else?)
Quote from: The Man They Call Jayne on February 13, 2014, 09:30:01 PM
Melee Skill: 4
Range Skill: 10
Strength: 4
Resilience: 5
Mental: 7
And can I drop my combat shotgun for the assault rifle, and take the melta gun as a special weapon?
No swapping gear yet dude ^_^;; and the Assault Rifle wasn't meant to be an option. You're also part of a Government organisation, so its Uniforms and Set Gear
for now.
I'm liking the fact you're both going for Shooters :P
stop it, bad GMQuote from: Waaaghpower on February 13, 2014, 09:38:38 PM
Is it possible to 'Level up' later on and increase my other skills? Or am I stuck with whatever I choose at the beginning?
(And I'm still wondering what a Combat Herring is... Just a body shield/tank for everyone else?)
There will be a Lvl Up chance. I'm still figuring out How many extra points to give. Maybe I'll just roll it :P
Why did you say we're both going for shooters? I'm going mainly melee, 'cause with a combat shotgun I'll need a 2 to hit... With Melee, I need a 4. A little better. (I guess that with shooting I'll get twice as many chances to hit, but whatevs.)
I suppose you could argue that I'm not going for a combat build at all...
Then again, if I do go super-tank, I'll be immune to every weapon except the door melting gun...
No option for a sniper so far I see. Is that an oversight, or does the setting you have in mind not suit them?
Quote from: Scout Sergeant Mkoll on February 13, 2014, 09:50:05 PM
No option for a sniper so far I see. Is that an oversight, or does the setting you have in mind not suit them?
Seeing as there are no ranges listed, you could probably snipe pretty well with any of the weapons. You won't get a choice of weapon right away, but it looks like the melta-gun-thing will be a pretty good sniping option since it has high damage and minimal penalty to hit.
Quote from: Waaaghpower on February 13, 2014, 09:47:32 PM
Why did you say we're both going for shooters? I'm going mainly melee, 'cause with a combat shotgun I'll need a 2 to hit... With Melee, I need a 4. A little better. (I guess that with shooting I'll get twice as many chances to hit, but whatevs.)
You would need an 8 before midfiers, an the Hit modifiers mean you'd need a 10 to hit anything with your Range Skill :P In combat is the same.
Jayne on the other hand is 2+ to hit, and with the Combat Shotgun that would be 4+, with the Assault Rifle (fi I let him have it) would be 6+. In combat he'd be the same as you.
Keep in mind these are on a D12 ;) So Waagh, you're not gonna hit much :P
Quote from: Scout Sergeant Mkoll on February 13, 2014, 09:50:05 PM
No option for a sniper so far I see. Is that an oversight, or does the setting you have in mind not suit them?
In my mind, the setting doesn't suit them, as I currently have no plans that involve Sniping targets.
Quote from: Waaaghpower on February 13, 2014, 10:06:30 PM
Seeing as there are no ranges listed, you could probably snipe pretty well with any of the weapons. You won't get a choice of weapon right away, but it looks like the melta-gun-thing will be a pretty good sniping option since it has high damage and minimal penalty to hit.
No ranges is becuase you'd essentially be fighting in areas where highest destance is going to be equivalent to ~12-18" on a regular 40k board. Hence why the Plasma Rifle has two shots.
I had the scales inverted (I was thinking low rolls were good and high rolls were bad) but my point still stands. No matter what, I've got a 1/3 chance of getting one hit per turn. (Well, either 1/3rd in close combat, or two 1/6 chances.)
Good thing I don't care about hitting much. Once again, I'm nigh impervious: I can keep fighting all day, nobody's going to kill me.
(Also, those'll officially be my stats, just for fun. I'll taunt all the enemies and try to get them all to shoot at me...)
I suppose a min-maxed enemy with S14 would cause D6 damage per hit, assuming he hits me... But then again, I'll do the same to him, assuming we're the same level, so it really turns into a luck-of-the-dice game since we'd have the same chance at hitting and stuff.
If you're going with it, write a bio about your character :P
I think to pull pre-existing material as reference, the Units are roughly what you'd get if you crossed Judge Dredd (http://tvtropes.org/pmwiki/pmwiki.php/Film/JudgeDredd) with Section 9 (http://tvtropes.org/pmwiki/pmwiki.php/Anime/GhostInTheShellStandAloneComplex?from=Main.GhostInTheShellStandAloneComplex), with a fair amount of 40k sprinkled in for flavour and such wat :P
Each unit is independant of the others. There are no transfers.
Depending on what kind of Bio you guys come up with, may influence where I go with the story. ;)
Quote from: Waaaghpower on February 13, 2014, 10:27:13 PM
I suppose a min-maxed enemy with S14 would cause D6 damage per hit, assuming he hits me... But then again, I'll do the same to him, assuming we're the same level, so it really turns into a luck-of-the-dice game since we'd have the same chance at hitting and stuff.
If the enemy rolls a Natural 6 when rolling damage, you're still going to take damage. I'm thinking an extra D4 in your case :P
There shall be no immortal characters in this RP ;)
I'll jump in if you've still got room - and you don't mind, of course!
Melee: 6
Shooting: 7
Strength: 5
Resilience: 5
Mental: 7
A bit "average joe" but hopefully won't suck too much! Just a thought though narric; any options for pistols (purely as backup) or batons (to arrest rather than stab)?
Plus I have to join in asking - is a combat herring a misprint, and if not is there an option for a battle salmon? ;)
Edit----
Bio: Jeff Bibby, ex-Customs agent, assigned to unit following citations for several successful anti-smuggling operations. Still a bit more comfortable with desk work and research than high-intensity fieldwork, but he's not got this gig for no reason.
Feel free to play with the above if you need to narric. I wasn't sure how to interpret "no transfers"; I assumed you meant no "moved across from unit 75" rather than a "congrats son, here's your promotion to a better way of being shot at" as I figured these guys have to come from somewhere unless you are going for the "fresh off the hotdog run" approach..?
Quote from: Narric on February 13, 2014, 10:32:33 PM
If you're going with it, write a bio about your character :P
I think to pull pre-existing material as reference, the Units are roughly what you'd get if you crossed Judge Dredd (http://tvtropes.org/pmwiki/pmwiki.php/Film/JudgeDredd) with Section 9 (http://tvtropes.org/pmwiki/pmwiki.php/Anime/GhostInTheShellStandAloneComplex?from=Main.GhostInTheShellStandAloneComplex), with a fair amount of 40k sprinkled in for flavour and such wat :P
Each unit is independant of the others. There are no transfers.
Depending on what kind of Bio you guys come up with, may influence where I go with the story. ;)
Quote from: Waaaghpower on February 13, 2014, 10:27:13 PM
I suppose a min-maxed enemy with S14 would cause D6 damage per hit, assuming he hits me... But then again, I'll do the same to him, assuming we're the same level, so it really turns into a luck-of-the-dice game since we'd have the same chance at hitting and stuff.
If the enemy rolls a Natural 6 when rolling damage, you're still going to take damage. I'm thinking an extra D4 in your case :P
There shall be no immortal characters in this RP ;)
Wait, what? When I asked about the whole instant-kill thing, you said that a '6' would just result in maximum damage. Does this maximum damage somehow bypass any and all armor?
Quote from: Pilum on February 13, 2014, 10:34:38 PM
I'll jump in if you've still got room - and you don't mind, of course!
Melee: 6
Shooting: 7
Strength: 5
Resilience: 5
Mental: 7
A bit "average joe" but hopefully won't suck too much! Just a thought though narric; any options for pistols (purely as backup) or batons (to arrest rather than stab)?
Plus I have to join in asking - is a combat herring a misprint, and if not is there an option for a battle salmon? ;)
You're currently dude number three :P
Quote from: Waaaghpower on February 13, 2014, 10:39:20 PM
Quote from: Narric on February 13, 2014, 10:32:33 PM
If you're going with it, write a bio about your character :P
I think to pull pre-existing material as reference, the Units are roughly what you'd get if you crossed Judge Dredd (http://tvtropes.org/pmwiki/pmwiki.php/Film/JudgeDredd) with Section 9 (http://tvtropes.org/pmwiki/pmwiki.php/Anime/GhostInTheShellStandAloneComplex?from=Main.GhostInTheShellStandAloneComplex), with a fair amount of 40k sprinkled in for flavour and such wat :P
Each unit is independant of the others. There are no transfers.
Depending on what kind of Bio you guys come up with, may influence where I go with the story. ;)
Quote from: Waaaghpower on February 13, 2014, 10:27:13 PM
I suppose a min-maxed enemy with S14 would cause D6 damage per hit, assuming he hits me... But then again, I'll do the same to him, assuming we're the same level, so it really turns into a luck-of-the-dice game since we'd have the same chance at hitting and stuff.
If the enemy rolls a Natural 6 when rolling damage, you're still going to take damage. I'm thinking an extra D4 in your case :P
There shall be no immortal characters in this RP ;)
Wait, what? When I asked about the whole instant-kill thing, you said that a '6' would just result in maximum damage. Does this maximum damage somehow bypass any and all armor?
I realized when I made my previus post that their is no set Max Damage. I'm actually thumbling over it myself to figure out how to phrase it better. As currently nothing can actually harm you, and Natural Max of any dice often means a serious amount of damage, I'm trying to jar in Hmm.. I hate thinking as I type :P Lets keep this simple.
If you can only be wounded on a Natural roll of 6, then you take the Strenght of the hit against you as damage (so 4 from a shotgun for each successful hit & Nat 6)
For characters with "Normal" levels of Resilience, a Natural 6 means 6 damage.
Does that seem ok to everyone?
In that case, I might go with a stat-line more like this, to avoid being completely worthless:
Melee: 4
Shooting: 8
Strength: 4
Resilience: 10
Mental: 4
Or possibly, 8 Mental and 4 Shooting.
You wouldn't be worthless. You'd be freakin difficult to kill, definately, you just wouldn't rack up as high a kill count as everybody else.
Awkwardly Pilum has a profile I was expecting :P I perhaps should have put some restiction of stat limits, but oh well. I overlooked that aspect, and now I'm having to find work arounds that don't kill off the game but ensure nobody is a walking god :P
We've had plenty of that from you Jayne ;)
Just to clarify: A natural '6' from a shotgun would cause 10 damage?
Seeing as at 10 Toughness I'm impervious to all but anti-tank weaponry anyways, I think it's fine. 'Sides, I can slways add a couple more points later.
We're going to put you in the category of only being wounded on a Nat-6, so only 4 damage ;)
Also, going by my first draft for HP calculation, your HP would be 36, so I doubt you'd be taken out that quickly. Jayne has 30hp, and Pilum has 24hp
I almost want to go assassiny, but with flamethrowers and shotguns being the norm, that doesn't seem smart. In that case, offtank:
Melee: 4
Shooting: 7
Strength: 5
Resilience: 7
Mental: 7
Sounds good :)
Will you guys be making up Codenames/Nicknames/ or any kind of name for your PCs?
I'll be adding them into my second post to act as a Character Record.
Okay, I'll go with the super-tank just for fun.
(As further clarification: A 6 with a grenade launcher would be 6 damage, a plasmagun would be 8, and a 6 with a meltagun would be 12 damage?)
I'll write my character sheet tonight.
I'm in. How much non-combat equipment is there likely to be? By which I mean medkits, combat engineering and the like.
Name: Saracen Rue
Melee: 6
Shooting: 5
Strength: 6
Resilience: 5
Mental: 8
Saracen Rue is a fairly likable guy, and competent in combat and always calm and rational. His main skill appears to be an uncanny ability to know something relevant to whatever situation he finds himself in. Whether it's engine repair, interrogation, first aid or the fact that someone's sneaking up behind him with a handgun, he usually has some idea about it.
Quote from: Waaaghpower on February 13, 2014, 11:13:17 PM
Okay, I'll go with the super-tank just for fun.
(As further clarification: A 6 with a grenade launcher would be 6 damage, a plasmagun would be 8, and a 6 with a meltagun would be 12 damage?)
I'll write my character sheet tonight.
Yes, Yes, No 10 ;)
Awesome. I've just copy/pasted you last stat, so I'll update when you're done ^_^
Quote from: Mabbz on February 13, 2014, 11:13:31 PM
I'm in. How much non-combat equipment is there likely to be? By which I mean medkits, combat engineering and the like.
Name: Saracen Rue
Melee: 6
Shooting: 5
Strength: 6
Resilience: 5
Mental: 8
Saracen Rue is a fairly likable guy, and competent in combat and always calm and rational. His main skill appears to be an uncanny ability to know something relevant to whatever situation he finds himself in. Whether it's engine repair, interrogation, first aid or the fact that someone's sneaking up behind him with a handgun, he usually has some idea about it.
honestly hadn't considered Medi-kits. Define Combat Engineering? Becuase we could assume that you're equipped with it as standard. I just listed Weapons to be honest :P
Combat engineering would be things like opening locked doors (quietly), hacking turrets and cameras and stuff. I don't know what you have planned, so I don't know if these woulf be useful
That kind of stuff We shall assume you have shared amongst you. Unlocking doors uses the Mental stat, and so would Turrets and Cameras.
Anything that would require more specialized gear would probably need less advanced persuasion to work for you ;)
I wouldn't mind jumping in if I can?
Black Wolf
Melee: 4
Ranged: 7
Strenght: 6
Resilience: 5
Mental: 8
Black Wolf was a no nonsense Sergeant, a veteran of more heists, murders, gang fights and car chases then he cares to remember. When the hundred units were announced, he knew he shouldn't volunteer, being one of the few members on the force getting close to retirement age but he wanted to be part of the action.
Note: I don't want or am aiming for the leader role. This is just the Bio I wanted for my Character.
Nope, and I think that brings us to the max of 6 players :P
We do still need a Sergeant/Commander/Lead Figure in this. I'll leave that up to you guys, as you should have someone who wants to lead ;)
Mabbz has the highest Mental, tied with Tebalt, but since Tebalt doesn't want a leadership role I vote for Mabbz.
ALSO: I just noticed this, thought I should clarify. I was not clear at all, but I decided to just max out my Resilience. My stats should say 4 4 4 14 4.
I'm good with Mabbz having it. Wait... this is the guy who always Tempts Fate. Maybe we should give it to Jayne instead. :P
Quote from: Waaaghpower on February 14, 2014, 01:08:48 AM
Mabbz has the highest Mental, tied with Tebalt, but since Tebalt doesn't want a leadership role I vote for Mabbz.
ALSO: I just noticed this, thought I should clarify. I was not clear at all, but I decided to just max out my Resilience. My stats should say 4 4 4 14 4.
Quote from: Tybalt Defet on February 14, 2014, 02:59:55 AM
I'm good with Mabbz having it. Wait... this is the guy who always Tempts Fate. Maybe we should give it to Jayne instead. :P
I was kinda leaning my character towards being a good all rounder that could take charge, but generally isn't the leader because he's too laid back most of the time. He's more likely to be the second in command. If you want he can be the leader, but it wasn't really what I was going for.
Also, I will not promise to stop tempting fate.
The Mental stat hasnout to do with who should be the leader :P Its your charisma that should decide it ;)
I will point out that whoever becomes Team Leader gets the Energy Blade instead of the Combat Blade ;)
Also, Jayne wanted to call dibs on being Special Weapons guy with the Focused Heat Rifle. Anyone say nay to this?
What does an energy blade do, exactly?
And since Charisma isn't a stat... Meaning I'm not nescessarily bad at it...
I re-add my name to the drawing.
Then again, I still haven't finished my character and it's 3 AM.
The Energy Blade is +1 to your Strength for Melee Attacks, and 2-5 attacks per round. When Activated, the damage the target takes is doubled after damage calculation.
And how many attacks do you normally get every turn? (That could be really potent. Even with WS4...Er, Melee 4, that'll still usually get a hit or two and cause some hefty damage.)
Gary King
Gary is an aging chap who is rapidly approaching 40. This distresses him somewhat. He dreams of great accomplishment and acts somewhat impulsively. Once he sets his mind on a goal, he will do anything to complete it, even at great personal risk and probably against better judgement, which he lacks. . .
Jayne is already special so sure, why not.
Yay! Im the center of attention!
To quote the first post:
Quote from: Narric on February 13, 2014, 07:56:51 PM
Melee Weapons
Weapon | Hit Modifier (per attack) | Strength | Attacks per Round | Ability |
Combat Blade | | User | D4 | |
Energy Blade | -2 | User + 1 | D4 + 1 | When activated, doubles damage after calculation. - Requires activation/deactivation
|
Combat Herring | +10 | User | 1 | |
Ranged Weapon | -3 | User | 2 | |
What is a combat herring anyway? Googling got me nothing.
Its a fish that you hit people with.
Probably doesn't do much damage. Herrings are only a small fish from memory.
Its a COMBAT Herring. Armour plated, spiked and probably electrified.
Quote from: Waaaghpower on February 14, 2014, 09:32:36 AM
And how many attacks do you normally get every turn? (That could be really potent. Even with WS4...Er, Melee 4, that'll still usually get a hit or two and cause some hefty damage.)
D4 Attacks with a Combat Blade, D4 +1 for Energy Blade, and if you haven't swapped to your Melee weapon, you get only two attacks using your Combat Shotgun in melee.
Quote from: The Man They Call Jayne on February 14, 2014, 10:07:21 AM
Gary King
Gary is an aging chap who is rapidly approaching 40. This distresses him somewhat. He dreams of great accomplishment and acts somewhat impulsively. Once he sets his mind on a goal, he will do anything to complete it, even at great personal risk and probably against better judgement, which he lacks. . .
I'll add that into your Character profile ;)
Quote from: Mabbz on February 14, 2014, 10:34:17 AM
To quote the first post:
Quote from: Narric on February 13, 2014, 07:56:51 PM
Melee Weapons
Weapon | Hit Modifier (per attack) | Strength | Attacks per Round | Ability |
Combat Blade | | User | D4 | |
Energy Blade | -2 | User + 1 | D4 + 1 | When activated, doubles damage after calculation. - Requires activation/deactivation
|
Combat Herring | +10 | User | 1 | |
Ranged Weapon | -3 | User | 2 | |
What is a combat herring anyway? Googling got me nothing.
Its a joke weapon :P I was being weird when I wrote it in, and I couldn't be bothered to not include it.
Quote from: The Man They Call Jayne on February 14, 2014, 11:06:37 AM
Its a COMBAT Herring. Armour plated, spiked and probably electrified.
Nah, just a regular Herring held in your hand. The tail is replaced with a proper grip, to avoid slippages.
Why not just have a handle that clips onto the tail to give that bit extra reach? :P
Quote from: Tybalt Defet on February 14, 2014, 11:52:11 AM
Why not just have a handle that clips onto the tail to give that bit extra reach? :P
Well, thats what I meant :P
So you take a negative modifier to hit? I'd rather have the herring.
Quote from: Narric on February 14, 2014, 09:08:05 AM
The Mental stat hasnout to do with who should be the leader :P Its your charisma that should decide it ;)
I will point out that whoever becomes Team Leader gets the Energy Blade instead of the Combat Blade ;)
Well, from a purely practical perspective, the energy blade should go to the best melee fighter, which would be me or Pilum. Pilum has a better ranged skill though, so probably me. I don't know if my character's easy-going nature is sensible for a leader, but I'll take the leadership position if no one objects.
Quote from: Waaaghpower on February 14, 2014, 05:36:54 PM
So you take a negative modifier to hit? I'd rather have the herring.
OK, I'm removing that Combat Herring. It was a joke weapon, nothing more...... :P
You would probably best moving a couple pts into your Range and Mental stat :P Resiliece 10 is still going to save you from hurt. Your low Mental will mean difficulty moving around/through cover :P and low Range will mean you're not going to be much of a threat to enemy NPCs.
Quote from: Mabbz on February 14, 2014, 06:24:34 PM
Quote from: Narric on February 14, 2014, 09:08:05 AM
The Mental stat hasnout to do with who should be the leader :P Its your charisma that should decide it ;)
I will point out that whoever becomes Team Leader gets the Energy Blade instead of the Combat Blade ;)
Well, from a purely practical perspective, the energy blade should go to the best melee fighter, which would be me or Pilum. Pilum has a better ranged skill though, so probably me. I don't know if my character's easy-going nature is sensible for a leader, but I'll take the leadership position if no one objects.
Hey, at least your squad isn't going to mutiny becuase you're an arse :P
Fine, how about Resilience 11 and Melee 7?
Be a bitch to take out in close combat :P
Are all in favour of Mabbz (AKA Gary King) becing Squad Leader?
I'll probably post the Opening RP Post either later on this evening or tomorrow morning.
Saracen Rue, not Gary King. I'm not Jayne.
Quote from: Narric on February 14, 2014, 06:48:48 PM
Be a bitch to take out in close combat :P
Are all in favour of Mabbz (AKA Gary King) becing Squad Leader?
I'll probably post the Opening RP Post either later on this evening or tomorrow morning.
I wouldn't mind it.
(And upon levelling up, I think I'll spam upgrade strength, resilience, and melee. Range is for pussies.)
Character up in an hour.
Quote from: Mabbz on February 14, 2014, 06:51:30 PM
Saracen Rue, not Gary King. I'm not Jayne.
Sorry dude ^_^;;
Quote from: Waaaghpower on February 14, 2014, 07:01:26 PM
I wouldn't mind it.
(And upon levelling up, I think I'll spam upgrade strength, resilience, and melee. Range is for pussies.)
Character up in an hour.
Look forward to it :)
Name:
Andrew Knightley
Andy is... A big guy. A really, really big guy. At just above seven feet, and almost 350 pounds, very few people can say they tower over him. He makes his money as a boxer in various local circuits, and usually wins by merely outlasting his opponents. For him, fighting as an enforcer was merely a way to make more money doing the same thing.
(For reference, he looks something like Dalip Singh.)
Stats:
(I modified them again! WOO!)
Shooting 4
Melee 5
Strength 5
Resilience 12
Mental 4
So we have Knight, King, Rue and Wolf. Everyone ok with these as the short for their names?
Could Pilum and RC please give their PCs names? :P
Call me 'Easter'. :D
Seriously though, Knight is fine.
Oh heck yes I'm in.
Now let me read the things.
OK, but I'm going to say after DAC that no more Players. :P
Yeah. I kinda didn't realize this had 5b pages already. Oops >.>
Rue sounds good. There's no easy way to shorten Saracen, except maybe Sara. All things considered, he'll stick with Rue.
Quote from: Dragon-DAC on February 14, 2014, 07:44:32 PM
Yeah. I kinda didn't realize this had 5b pages already. Oops >.>
Its alright ;)
Quote from: Mabbz on February 14, 2014, 07:47:44 PM
Rue sounds good. There's no easy way to shorten Saracen, except maybe Sara. All things considered, he'll stick with Rue.
Could use "Ace" ;)
'Ace' is way cooler, IMO.
Quote from: Waaaghpower on February 14, 2014, 07:54:02 PM
'Ace' is way cooler, IMO.
Well that takes out my name.
Either way...
Richard Schweickert
M 8
Ra 4
S 5
Re 6
I 7
Richard got his start as an undercover narcotics agent, often being adept with sneaking and bluffing. Thankfully these are habits that tend to endear him to mob bosses and the like, as well as his ability to 'work with his hands' so to speak, much to their eventual detriment.
The once and future King!
LET'S DO THIS!
Hmmm, what could we use for DACs nickname? :P
I'm wanting Pilum and RC to give their Chars' names. It feels a bit awkward having a couple unnamed PCs. I'm not planning on killing anybody off from the word go :P
Here is something for you guys to use when rolling:
1d12.hits();1d6
Where it asks for the number of rolls, but in all the attacks/shots you have (unless you're not attacking or shooting for a round)
But your "To hit" score in the brackets, and the modifier for the D6 is the Attack/shot strength, minus the targets Resilience.
The results for each shot will be displayed as so:
1d12.hits(8);1d6-5 ? [3] = (0)
1d12.hits(8);1d6-5 ? [3,-5] = (-2)
First is To Hit (1 = Hit, 0 = Miss), second is damage. Natural 6s overide damage ;)
If your target requires a 6 to even damage, then just put in -5 for the D6 modifier ;) 1 = Max Damage then.
Hope that helps :)
I'm not all that fond of Ace, so DAC can have it. I think I'll take Ren.
Sorry Narric, had connection problems so it's been radio silence all evening. I edited my bio into my character post (such as it is) but just to repeat, Jeff Bibby. Seems rather dull and mundane now!
Knight, King, Ren, Wolf and..... Jeff XD
I'm suddenly wanting RC to call his character Stimpy!!
Do you want to write a bio as well, or shall Jeff be the New Recruit, hence the lack of exciting nickname?
Jack X. Mason, aka. Jax, is a pretty solid sort of guy. He's played the part of cynical sergeant for the better part of a decade. He knows his way around most mission sites by experience - they all look the same after this long - and he's had plenty of time to get acquainted with his equipment. He's acted as mentor to three recruits so far, and none of them have died yet, which he considers a great success.
How's that?
Pretty good :)
So we have:
WaaaghPower - Knight
TMTC-Jayne - King (Special Weapons guy)
Pilum - Jeff (New Recruit)
Railgun Convention - Jax
Mabbz - Ren (Squad Leader)
Tybalt Defet - Wolf
Dragon-DAC - Ace
Everyone alright with this?
Sounds good to me.
Yeah, works for me.
Okey Dokey to me.
RP thread will be up once Mabbz has a plan ;)
I do have one way this could start off, but it completely robs your guys of surprise :P
I'm ready when you are.
Chaps, you haven't actually arrived yet :P
I'll get the next post up shortly, if you're so hot-headed and ready ;)That'll be Three Rounds Rapid gentlemen.
Here are the stats and equipment of these lovely boys and girls who you've just interrupted :P
Spoiler
- Heretic Leader (30hp)
Melee Skill: 7
Range Skill: 7
Strength: 5
Resilience: 8
Mental: 7
Equipment: Pulse Rifle, Energy Blade
- Heretic (20hp)
Melee Skill: 5
Range Skill: 4
Strength: 5
Resilience: 5
Mental: 4
Equipment: Pulse Rifle, Combat Blade
Invisible Castle is not working for me, but there will be roughly six to sixteen Heretics to deal with. Don't worry, they're not all in the main room ;)
I feel dumb for completely missing the whole hologram thing... I thought we were there. :P
As a side-note, Knight is hardly a loquacious chap. (That is, he communicates mostly with syllables and gestures.) Not a big deal, but he's more likely to grin and then frown, than say 'Let's do this!' and then 'Oh shit.'
I hadn't really communicated that, but for future reference.
(He would also start blasting away with his shotgun and try to make the cultists duck for cover before ducking himself, but that's a matter of three rounds rapid.)
Oops. Kinda didn't check here first. My bad. Well my actions are in the RP thread. React to them as you like. I recommend ducking though :P Try to crawl towards where the guys are.
Heat beams are rather handy for sweeping motions like this.
Quote from: The Man They Call Jayne on February 17, 2014, 11:52:50 AM
Oops. Kinda didn't check here first. My bad. Well my actions are in the RP thread. React to them as you like. I recommend ducking though :P Try to crawl towards where the guys are.
Heat beams are rather handy for sweeping motions like this.
I thought it was a 'focused' heat rifle? Y'know, the kind that requires the gun to be focused on something to have an effect.
To be fair Waagh, even if it is, if I see a red hot burning line of pain sweeping in my direction, I'm going to be keeping my head down regardless ;)
So are we not doing Three Rounds Rapid, then? Because I sent my action to Narric a while ago and I would've poated in the thread if I had known we were all just goimg to post our actions there...
We are, but I screwed up, my bad. I kinda forgot. And it is focussed, but im not so much going for a kill as I am to make the guys with guns get down, or move somewhere to avoid it. Even a small contact is gonna do damage.
Huh. So appearantly my phone doesn't like to refresh the web pages it loads :P oops.
Kinda waiting for Invisible Castle to get its shit together, becuase this is ridiculous -_-
It always seems to crash when I want to use it.
Its the first combat, just roll it yourself.
I agree. You know what my plan is, go ahead and just do the die rolls for all of us.
I could try, but I only have two D10s and two D12
Not only do I have your rolls to do, I'd have every Heretics' rolls as well :P
Random.Org works pretty good if you need dice you don't own.
Also http://www.wizards.com/dnd/dice/dice.htm, though it's really about totals. It does show individual scores top right though, and lets you roll a bucket at once ;)
OK, IC seems to be back up. If you didn't PM me a TRR, please do now :P
So... fight?
FIIIIIIIIGHT!
Can you chaps who haven't done their Three Rounds Rapid rolls please send them to me? :P
I've done all the rolling for my end, I'm just waiting for Jayne, RC, Mabbz, TD and DAC to actually roll and link me :P
DAC has the excuse of not doing this before, but not the rest of you XD
As my post that included it seems to have gone missing, all you need to do is say how many attacks/shots you have and input this dice roll:
1d12.hits();1d6-
In brackets input your To Hit score. For the damage roll (the D6), subtract the target Resilience from your Str and input the result
Mate, I'm on my phone. You know how hard that is to do on a phone?
If you want I'll roll for you. Just send me any actions you think might tip the fight in your favour :P
Everybody else who has access to PC internet, you roll for yourselves :P
My actions are in the thread already :P because I messed up.
Then send me your rolls :derp:
What rolls should I make? One for shooting and then how will I determine the sweeping action? Or will that come down to enemy reflexes?
Quote from: Narric on February 25, 2014, 07:56:13 PM
I've done all the rolling for my end, I'm just waiting for Jayne, RC, Mabbz, TD and DAC to actually roll and link me :P
DAC has the excuse of not doing this before, but not the rest of you XD
I feel I should point out that the initial post just said three rounds rapid with little explanation as to how it works beyond that. Ravs and I use that system in our RPs, but we roll all the dice rather than getting the players to roll there own. I assumed it'd be the same here, so I didn't roll anything.
Anyways, I've sent my rolls. They're horrible. I only rolled for my shooting attack, since I don't know if I should roll for taking cover.
I pmed you my actions when you called for 3RR. Well, probably call it more of a guide then three actions, but that's more because I definitely want to be in cover. :P
RP post is up. Hopefully i've done you guys some justice.
DAC and Mabbz may want to stick close to cover for a little bit though :-\
I'm sorry dudes, I even made up rules to keep you alive. If I hadn't we'd have seen two squad members dead in the first round :P
Next set of actions from everybody please, or just post into the thread. Or both if you have a strange plan a brewing XD
If people keep out of the way I'll take a shot at the leader. Any cover he is in won't stand up to this level of firepower for long. Sone covering fire would be appreciated :P
Well, this plan isn't going as intended, but then I didn't really expect it to. Where's a medic when you need one?
Quote from: Narric on February 26, 2014, 11:31:53 PM
I'm sorry dudes, I even made up rules to keep you alive. If I hadn't we'd have seen two squad members dead in the first round :P
No worries. Fudging dice rolls and making stuff up to keep it fun is something all good GMs do.
Sounded good to me, Narric. As for future plans... I think I'll just carry on preaching the Gospel of St. Boomstick unto the heathen ;) I'll advance toward the boss (cover hopping) as per original plan if I get the chance though (ie there's nothing unpleasant heading my way!)
Actually the plan was to not split the party. To quote myself at the start "Once the main room is clear, Jeff and Wolf can take up defensive positions kill anyone that comes through one door while the rest of us deal with the other room. Rinse and repeat."
Ah shit, sorry ^_^;;
Also, I just wanted to keep shooting, I didn't want to walk forward. Mainly because he's got a frikkin' energy blade and can actually hurt me with it, unlike most weapons.
fuck.......
I'm gonna have to re-write this it seems :P
He's now surrounded and it numbered, he can either give up or die at this point.