Everything posted by Jehosaphat
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Last one to post wins
What is goin' on in this thread.
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Roll to Magic!
Added, but with more reasonable armor/speed deduction values (template was messed up, my bad) Taken care of. Clarified combat system is now in the OP. It's still a bunch of d6, but it's slightly less.
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Roll to Magic!
Yep. You use your charcoal to enchant your poker to produce heat, a dim light, and occasional sparks. You then continue down the hallway and [5 v 6] notice a small pack of slimes crawling toward you. You walk down the cavern hallway, staring at the ceiling in case of bats as you go. [6 v 5-1] You step in a slime, and [2 v 7+1] its feeble attempts to harm you do nothing. You can see 5 more in the tunnel. (P.S. your speed/10 rounded is 2, so you get 2 actions per turn. Just FYI.) You run to catch up to Nighleena, and [3 v 4] notice the slimes before you step in them. You call out your message anyways, and get no response. You walk down the hallway, [6 v 1] blindly ignoring the slimes until they assault you, taking [7 v 7+3] [7 v 9+3] [5 v 6+3] [8 v 10+3] [4 v 2+3] no damage whatsoever thanks to your armor and the fact that slimes are pretty damn weak. You are now in the middle of 6 slimes. You stand up, and [6 v 1] look down the hall for anything nasty. However, you failed to look down, and walk into the slimes just like Mather did. You take [8 v 4+1] [5 v 8+1] [3 v 7+1] [8 v 7+1] [6 v 6+1] 3 damage. You are now in the middle of 6 slimes. RES: WAY TO BE A NINJA, MAN. I'll get your action/stats and such in a sec. Turn Summary: Slimes appear and do pretty much nada except to Earth. Minor change made to dice system because rolling either 4d6 or 8d6 for every attack done is ludicrous - will detail change made in the OP in a few minutes. Really should've seen that coming sooner :| Also, stuff with stats and ninjas. Bluh. Character Statuses: [hide=Ieyfura]Name: Nightleena Weapon: Katana (T0) One Handed? 1 or 2 handed Backstory: An ex assassin of the Overlord, Nightleena is trying to find her purpose now that she is no longer one of his evil minions. (short, but those of you who remember the RP from a while ago know who my character is) Currently Equipped: Basic Clothing HP: 20/20 Defense: 2 or 1 CON - 10 SPD - 15 MAG - 9 CHA - 8 LUC - 8 Inventory: Rope Kusari-gama (2 handed)[/hide] [hide=Earth]Name:Earth Weapon: Basic Longbow. (T0, Longshot I, Pointblank I) One Handed? Nope. Backstory: A crazy hunter person. Currently Equipped: Basic Clothing HP: 17/21 Defense: 1 CON - 11 SPD - 11 MAG - 8 CHA - 10 LUC - 10 Inventory: Rope Knife[/hide] [hide=Mather]Name: Håkon Weapon: Pocket knife (T0, Backstab I, DAM-1) One Handed? Y Currently Equipped: Leather armor, Basic Clothing HP: 23/23 Defense: 3 CON - 13 SPD - 15(-3) MAG - 7 CHA - 5 LUC - 10 Inventory: Rope Leather Armor[/hide] [hide=Res] Name: Doctor. Leonard M. Stinson Weapon: Shotgun (T0, Pointblank I) One Handed? No Backstory: A member of a covert branch of penumbra 'hunters' who specialist in the assassination of prominent anti-magic officials and people who prove a thread to magic practicers. Currently Equipped: Basic Clothing, Kevlar body armor HP: 20/20 Defense: 3 CON - 10 SPD - 8 (-4) MAG - 7 CHA - 15 LUC - 10 Inventory: Kevlar armor C4 charges[/hide] [hide=Nex]Name: Ylladis Dusavi Weapon: Concussion Grenades (T0, stun I, AoE I, DAM-2) One Handed? Y Backstory: 'Hunter' of the human-preservation organization Penumbra, dedicated to the research and field application of magic in defense of free and civilized society. Currently Equipped: Basic Clothing, Armoured Duster Coat HP: 18/18 Defense: 3 CON - 8 SPD - 16 (-3) MAG - 12 CHA - 8 LUC - 6 Inventory: Armoured Duster Coat w/ Earplugs Pistol Crossbow[/hide] [hide=Retech]Name: Jen the Arcanist (Arsonist?) Weapon: Flaming Fire Iron (T1, sparks I, heat I, light I) One Handed? Yes and No Currently Equipped: Basic Clothing, Robe Armor HP: 15/15 Defense: 2 or 1 CON - 5 SPD - 15 MAG - 20 CHA - 5 LUC - 5 Inventory: Robe Armor[/hide]
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The Fireplace
Contact an IRC Op, they'll probably have a way to unban you. And ease up on the capslock spam - it's not going to get my attention, since I haven't configured my IRC to make noise at me if my name is said.
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Roll to Magic!
Everyone: You wake up in a group and take a glance at your surroundings. You seem to be in a very large cave, with no memory of how you got here, who the people around you are, or how you got knocked out. The cave is hallway-shaped, with stalactites and stalagmites protruding everywhere. There is an arrow scratched on one of the walls pointing down the halllway with the word 'EXIT' etched onto it. What do you do? (Res is going to rework his character, but I figured that since everyone's waking up action would be similar, I'm running the first action anyways.)
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01- Nov-2011 - Dominion Tower
I found that if you run around the arena and range Flambeed while praying mage, you can just kill him then the other 2 are easy as you can then wield your melee weapons Heh. Actually, you can still wield melees while Flambeed is hitting you, but you can't wield them when you're trying to hit him. So I meleed the other two to death, then kicked Flambeed to death.
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01- Nov-2011 - Dominion Tower
I got stuck against Flambeed, Agrith-Na-Na and Dessourt with no ice gloves. I ended up kicking them to death before getting shredded by the Pest Queen because of all the handicaps.
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Last one to post wins
Not reading through a bunch of pages to see if this was answered, but it got locked because people thought that an off-topic thread was killing the Tavern. So it was decided to be rid of the Back Room and replace it with the Fireplace.
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Roll to Magic!
LET THE GAME BEGIN. If you wish to make any changes to your build, please do so when you post your first turn. If I agree to change something in IRC, then it will be changed, but if you try changing something in IRC and I don't respond, it probably means my IRC has gone rebel and decided not to work - so your change will not be implemented.
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Roll to Magic!
EDIT: Answered in IRC for the most part
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Last one to post wins
YOU STUPID CAT!!! GTF BACK HERE!!! -PULLS HIS TAIL AND DRAGS HIM TO HER- Good thing I'm a bird...
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Last one to post wins
Pumpkin Pi. Hurr hurr hurr
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Roll to Magic!
There are plenty of ways to boost weapon hit, just not very many early on. And yes, you start with enough stuff to do an enchantment. Not a very good one, but it'd still be an enchantment. How enchantments will typically work is you choose the stuff you want to go into it, and a preferable result. I'll tell you whether or not the preferred result would be GM-approved for not being over- or under-powered, and then let you either go through with the enchantment, choose something else to try to use for enchanting, or just do a different action completely.
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Roll to Magic!
Mather added to player list.
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Roll to Magic!
YOU NINJA Y U DO THAT And not at first, no. Eventually? Maybe.
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Roll to Magic!
Iey and Earth added to playerlist.
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Roll to Magic!
Looks good, except you haven't allocated any of the 25 starter points you get to any of your stats. That's what the ( ) are for.
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Roll to Magic!
Added in a bit in the OP regarding how much you're expected to post.
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Roll to Magic!
Hello, and welcome to Roll to Magic! All the information needed for play is below in the Datadump. [hide=Datadump] Setting: Modern fantasy. Magic has only recently been unveiled to the public, but has been around for a long, long time. As such, there are plenty of amateur magicians trying to learn the ways of magic, governments trying to create magical divisions of their armies, and all sorts of other shenanigans. Combat System: [hide]1 roll determines both to hit and damage - attacker gets a 2d6 roll for attack, defender gets a 2d6 roll to defense. Magic weapons (i.e. weapons created solely of magic, or weapons with certain enchantments) have a -1 modifier to attack, but cause a status effect determined by the type of spell with severity determined by 1d6. Ranged weapons will never run out of basic ammo, but can run out of certain, specialized types of ammo. Defense is something that is automatic - if using a 1-handed weapon, you gain +1 to defense via increased dodging capability/shield use/what have you, but have a -1 damage modifier as opposed to 2-handed. Heavy armors carry a hefty defense bonus, but with a negative speed modifier, while lighter armors allow for greater speed but less defense. Any rolls done may have certain modifiers applied due to weapon quality and such. There may or may not be certain 'special' weapons that will pop up.[/hide] Stats: [hide]5 basic stats - CON, SPD, MAG, CHA, and LUC. Modifiers from these stats may or may not be applied to certain tasks. Modifiers are determined by (stat-10)/2. Each player has 25 free points to allocate to these stats, plus a base minimum of 5 in each stat. CON - basic constitution stat. Grants a +modifier*2 bonus to HP. SPD - basic speed stat. Determines how many actions can be taken in one turn (speed/10). MAG - basic magic stat. Grants +modifier rounded up bonus against magic damage, as well as affecting possible enchantments. CHA - basic charisma stat. Bonuses not capable of being concretely described, but include discounts and NPCs being more accepting of you. LUC - basic luck stat. May allow you to succeed through blind luck rather than skill, but don't rely on it too much. Base HP is 20 for PCs, and may increase with certain occurrences.[/hide] Other: [hide=Leveling System] Every so often, upon achieving a feat of some sort (killing a 'boss', becoming mayor, that sort of thing), your character will gain a level. Upon gaining a level, you also gain 3 more points to spend on stats as you please. Leveling may also include a choice of abilities which give dice bonuses in certain situations. The time at which you gain a level is fairly arbitrary and will be decided by the GM.[/hide] [hide=Enchantment System] As you play, you are able to 'enchant' things - armor, ammo, whatever. This constitutes general upgrades as well, for those who choose not to go with a magic-heavy character. When you choose to enchant something, it will give bonuses based on the components used to enchant it - an earth enchantment done with, say, diamonds is going to be stronger than one done with dirt. Player enchantment will never give solely negative bonuses, but enchanted items found or bought might. Player characters are granted ((10*level)+MAG)/20 enchantments per level, rounded down.[/hide] Base Character Sheet: [hide] Name: Weapon: (can be just about anything) One Handed? Y/N Backstory: (optional) Currently Equipped: Basic Clothing HP: 20/20 Defense: 1 CON - 5 + ( ) SPD - 5 + ( ) MAG - 5 + ( ) CHA - 5 + ( ) LUC - 5 + ( ) Starting Gear: (choose 2) Rope Lantern Matches Armor Spare Weapon Charcoal Knife [/hide] Player Limit: 6 Base Rules: Non-combat actions decided based on 1d6 + ability modifiers. Play by post, not by session. Turns will be done once all players have submitted actions. GM does the dicerolling. [/hide] Turns will be done once or twice a day, providing all players have submitted necessary actions. Please do not sign up if you know you will not be capable of submitting actions frequently enough. By 'frequently enough,' I mean about once every 2 days. If it's been more than 2 days since the last turn and you haven't submitted an action, your character will go to 'sleep' and not wake until you return. If you haven't returned for 2 weeks without having notified the GM prior to your disappearance, your character will be removed from the game and someone else will take their place. Playerlist: [hide=Ieyfura]Name: Nightleena Weapon: Katana One Handed? 1 or 2 handed Backstory: An ex assassin of the Overlord, Nightleena is trying to find her purpose now that she is no longer one of his evil minions. (short, but those of you who remember the RP from a while ago know who my character is) Currently Equipped: Basic Clothing HP: 20/20 Defense: 1 CON - 10 SPD - 15 MAG - 9 CHA - 8 LUC - 8 Inventory: Rope Kusari-gama (2 handed)[/hide] [hide=Earth]Name:Earth Weapon: Basic Longbow. One Handed? Nope. Backstory: A crazy hunter person. Currently Equipped: Basic Clothing HP: 21/21 Defense: 1 CON - 11 SPD - 11 MAG - 8 CHA - 10 LUC - 10 Inventory: Rope Knife[/hide] [hide=Mather]Name: Håkon Weapon: Leatherman-style pocket knife One Handed? Y Currently Equipped: Leather armor, Basic Clothing HP: 23/23 Defense: 3 CON - 13 SPD - 15(-3) MAG - 7 CHA - 5 LUC - 10 Inventory: Rope Leather Armor[/hide] [hide=Res]Name: Doctor. Leonard M. Stinson Weapon: Shotgun (T0, Pointblank I) One Handed? No Backstory: A member of a covert branch of penumbra 'hunters' who specialist in the assassination of prominent anti-magic officials and people who prove a thread to magic practicers. Currently Equipped: Basic Clothing, Kevlar body armor Move Speed: HP: 20/20 Defense: 3 CON - 10 SPD - 8 (-3) MAG - 7 CHA - 15 LUC - 10 Inventory: Kevlar armor C4 charges[/hide] [hide=Nex]Name: Ylladis Dusavi Weapon: Concussion Grenades One Handed? Y Backstory: 'Hunter' of the human-preservation organization Penumbra, dedicated to the research and field application of magic in defense of free and civilized society. Currently Equipped: Basic Clothing, Armoured Duster Coat HP: 22/22 Defense: 3 CON - 12 SPD - 10 (-3) MAG - 14 CHA - 8 LUC - 6 Inventory: Armoured Duster Coat w/ Earplugs Pistol Crossbow[/hide] [hide=Retech]Name: Jen the Arcanist (Arsonist?) Weapon: Fire Iron One Handed? Yes and No Currently Equipped: Basic Clothing, Robe Armor HP: 15/15 Defense: 1 CON - 5 SPD - 15 MAG - 20 CHA - 5 LUC - 5 Starting Gear: Charcoal Robe Armor[/hide]
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The Fireplace
Hmm.... okay. I can work with that.
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The Fireplace
Do you guys think that there's anything I should change about they system, or do you think it's ready to roll?
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The Fireplace
I edited in the mechanics and stuff to the first post I had made about it, sorry. It's modern fantasy with magic having only been recently discovered. So there's a bunch of amateur scientists/magicians who have absolutely no fricking idea what they're doing, government folks trying to get their soldiers to learn magic for war purposes, and all sorts of crazy stuff like that.
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The Fireplace
Added Stork's RTD to Games in Draft. Input would be appreciated.
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The Fireplace
Eh, we'll see how it works out. If people end up making games and don't ask to have them listed because they've forgotten that the Fireplace exists, then I'll unsticky it. But for now, I think it would be more convenient to have it at the top of the board for easy access.
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The Fireplace
Reservation post for a new RTD - currently listed under Games in Enrollment Setting: Modern fantasy, magic and fantasy races only recently discovered Combat System: [hide]2 rolls - to hit and damage. To hit is opposed by defense, while damage is only opposed by certain minor factors. Both are 2d6. Magic weapons (i.e. weapons created solely of magic, or weapons with certain enchantments) have a -1 modifier to both to-hit and damage, but cause a status effect determined by the type of spell and 1d6. Ranged weapons will never run out of basic ammo, but can run out of certain, specialized of ammo. Defense is something that is automatic - if using a 1-handed weapon, you gain +2 to defense via increased dodging capability/shield use/what have you, but have a -2 damage modifier as opposed to 2-handed. Heavy armors carry a hefty defense bonus, but with a negative speed modifier, while lighter armors allow for greater speed but less defense. Any rolls done may have certain modifiers applied due to weapon quality and such. There may or may not be certain 'special' weapons that will pop up.[/hide] Stats: [hide]5 basic stats - CON, SPD, MAG, CHA, and LUC. Modifiers from these stats may or may not be applied to certain tasks. Modifiers are determined by (stat-10)/2. Each player has 25 free points to allocate to these stats, plus a base minimum of 5 in each stat. CON - basic constitution stat. Grants a +modifier*2 bonus to HP. SPD - basic speed stat. Determines how many actions can be taken in one turn (speed/10). MAG - basic magic stat. Grants +modifier bonus against magic damage, as well as affecting possible enchantments. CHA - basic charisma stat. Bonuses not capable of being concretely described, but include discounts and NPCs being more accepting of you. LUC - basic luck stat. May allow you to succeed through blind luck rather than skill, but don't rely on it too much. Basic HP is 20 for PCs, and may increase with certain occurrences.[/hide] Other: [hide=Leveling System] Every so often, upon achieving a feat of some sort (killing a 'boss', becoming mayor, that sort of thing), your character will gain a level. Upon gaining a level, you also gain 3 more points to spend on stats as you please. Leveling may also include a choice of abilities which give dice bonuses in certain situations. The time at which you gain a level is fairly arbitrary and will be decided by the GM.[/hide] [hide=Enchantment System] As you play, you are able to enchant things with elemental magic - armor, ammo, whatever. When you choose to enchant something, it will give bonuses based on the components used to enchant it - an earth enchantment done with, say, diamonds is going to be stronger than one done with dirt. Player enchantment will never give solely negative bonuses, but enchanted items found or bought might. If an item has already been enchanted, it cannot be enchanted again. Player characters are granted ((10*level)+MAG)/20 enchantments per level.[/hide] Base Character Sheet: [hide] Name: Weapon: (can be just about anything) One Handed? Y/N Backstory: (optional) Currently Equipped: Basic Clothing HP: 20/20 CON - 5 + ( ) SPD - 5 + ( ) MAG - 5 + ( ) CHA - 5 + ( ) LUC - 5 + ( ) Starting Gear: (choose 2) Rope Lantern Matches Armor Spare Weapon Charcoal Knife [/hide] Player Limit: 6 Base Rules: Non-combat actions decided based on 1d6 + ability modifiers. Play by post, not by session. Turns will be done once all players have submitted actions. GM does the dicerolling.