[QUOTE=Funktastic Dog;44788208]Honestly, Im impressed with your continual commitment to this [sp]incredibly weird[/sp] game.[/QUOTE]
Well if they're enjoying it I see no reason to stop.
And done! God that was a pain. Here are our latest and final three logs (until next Monday at least I swear and even then it'll only be one log)
[B]Magical Burst: Session 24: Fly High, Cry Low, Shit that's a Lot of Dough[/B]
[url]http://pastebin.com/Hna6Sv34[/url]
[quote]We start with Sarah, Eri and the passed out Eve exiting the bar, Eve on Eri's back. A few short words later and Sarah projectile vomits, all over the spot that Valentine steps in as she walks around a corner. Val calls her limo and takes Sarah and Eve there, Eri opting to stay on the fourth tier and take care of some business.
Eri first heads to the church where the whole fleshbeast incident took place, finds a box of all the peoples' belongings, and recovers her and Eve's stuff. Then she heads to the rubble of her own home, digging for mementos and finding some pictures before having a chat with Hakurobe the cat, who decided to pop up to give some pretty dickish but somewhat helpful words of encouragement. Afterwards, she goes to her childhood friend Ken's house to talk to him and make sure her /other/ heart burst youma didn't eat him, which it did not. After they talk, she goes back to Tami's (her) house.
In Val's mansion, Val discovers from Sarah that Satoya, her brother Shosuke's wife, is dead. Val is utterly shocked. They all stay at the mansion and meet in Shosuke's study the following day to discuss Satoya's death, which they do.
Celestine and Princess, meanwhile, wander through the "streets" of the underground, Tier 5 scrapmetal town whose residents are all very unsavory looking types, looking for youma. They bump quite literally into one, who threatens to kill them, before Celestine teleports herself and Princess into an alley. Celestine sees a shadow in the alley and gives pursuit, dragging Princess along. They corner the shadow, and light up the dark alley to reveal it vanished. Behind them, however, pops a girl whose "eyes are black as coal, with hair to match. She's got a long black cape extending behind her, black shorts, and a low V-cut black top, as well as long, black leather boots. Basically the only thing not black on this girl is her skin." This girl introduces herself as Aku, going on tangents about how adorable a couple Celestine and Princess make, how she keeps the people in this scraptown in check, and how cute youma are. Celestine teleports herself and Princess away from the deranged girl, where they beat a hasty retreat from the scraptown and back up to Tier 4. Celestine invites Princess back to her house.
Back in Val's mansion, herself, Eve and Sarah meet in Shosuke's study with the man in question. They discuss Satoya's death and murderer. Sarah agrees to take on Satoya's wish to end her brother's suffering as penance. Val, Sarah and Eve leave the mansion at Shosuke's request.
Outside, they look up at the sky and see a girl with wings crash-landing in their direction. Specifically, onto Sarah. This girl is introduced as Ramona, played by Celestine's player who tried out a new character swapping system I made up. They realize they've already missed like, half of school. Ramona flies Eve there while Sarah superspeed runs with Val in tow.
Back at Eri (Tami)'s place, Eri is moping. She talks with her dog, then decides to clean the house. Really. Out of all the shit this guy had available to do he decides to make his character clean the house. So of course, I make him roll for it. Unfortunately it doesn't go the path of Viscera Cleanup and he does a pretty good job. Then Eri heads to school, fashionably late, and into the club room of the paranormal club, since it's lunch. She talks with them some, before in a window crashes Ramona with Eve, and Sarah with Val. Sarah decides she's too hungover for school and Ramona likes her style, so Ramona flies Sarah down to The Tortoise Shell for the best hangover cure around: alcohol.
Ramona and Sarah have some discussion over straight up vodka, as the barkeep offers Ramona a job doing a stunt show (Ramona has a power called "Abnormal is Normal" which lets her get away with flying around and pulling magic in public and not causing a scene) to introduce a new flying car available for public consumers. This air vehicle company was bought out by the Akechi Corp, who funded the production of these AVs so that they could be made for private use. Ramona (with Sarah riding on her back) fly around and do some pretty incredible stunts. They land, get their pay, and decide to head down to the bar again.
Unfortunately, Ramona gets lost flying to the bar, and lands in a nearby street. Wandering around, Ramona and Sarah find The Attic, which turns out to be a pawn shop for magical trinkets and items which also houses a totally not stolen from an SCP article vending machine, with no glass display, price or product information. Playing with the vending machine gets them a small package of sweettarts shaped like cannabis leaves which taste like weed, a bottomless tube of bootleg pringles, and a bag of 500 jawbreakers called "Satan's Testicles" which burn like sticking your tongue on a hot grittle, taste delicious and make you literally breathe fire, though they don't damage your mouth at all. Talking with the shopkeep reveals a pair of boots that let you fly, for the low low price of $1100. Ramona knocks the price down to $900, but only if she can get some more business for the shop. Ramona and Sarah fly to the bar to do just that.
Eri, Val and Eve talk with the nerds at the paranormal club (who aren't in the hospital with broken legs) and find that they have a working prototype for a device which can detect trace amounts of magic: The Magitector. It's powered by an Oblivion Seed, which they lack. Eri kindly donates her only one.
After lunch and class, Val takes Eri, Eve and the NPC girls to a coffee shop, then to go shopping at a nice little store she knows about: The Attic. The enter the shop just as Ramona and Sarah make their exit. They do some shopping, and Eve gets a penny that when flipped, always lands on heads.
End session.[/quote]
[B]Magical Burst: Session 25: Contractual Obligations[/B]
[url]http://pastebin.com/SBpzXBH3[/url]
[quote]Starting with Eri and NPC crew in the magic pawn shop, Val and Eve step out for a moment (because their players are absent). Suzu lifts up a hat of infinite rabbits. The shopkeep warns not to flip the hat. Ally flips the hat. They become waist-deep and getting higher in rabbits. Eri grabs the hat and turns it back, and the shopkeep sucks all the rabbits up in a magic vacuum. Val walks in as Ally takes some of the surviving bunnies and goes home with Eve. Val suggests they go youma-hunting, Eri says she knows of one that might be in the area (courtesy of her heart burst gg Eri). They leave the shop and NPCs.
Ramona and Sarah, meanwhile, leave a napkin with directions to the item shop at the bar. Great advertising. Sarah says she's got a youma to hunt (courtesy of her heart burst gg Sarah) and Ramona agrees to tag along, acting as pilot and transport. They do some grid searches, not knowing anything about the youma, and get a hit in a not-abandoned apartment complex. They search and find a dark, weed-smelling apartment full of garden gnomes. Further in they find a zombie-like corpse sitting on a chair facing a tv showing nothing but static, as gnomes start floating and pelting them. The TV reveals itself to be a youma, which they fight. Sarah uses timey wimey powers to make 3 timeclones of herself, which they use to fight and kill the TV. To vent Overcharge, Sarahclones 1 and 2 makeout with each other. 3 looks at this as they return to their original times, then slaps the original Sarah, before the final timeclone vanishes too.
Ramona gets an Oblivion Seed, as well as something that looks like an Oblivion Seed, but is clear and glass-like: a Blank Seed. Their purpose will be explained later.
Eri and Val start youma hunting around Eri's friend Ken's house. They get a hit, track it to an alley, and out of a window busts a samurai-like youma, which they fight and best, the youma turning into an Oblivion Seed and leaving behind its helmet. Eri gets a (temporary) third eye due to overcharge. Eri hands Val the Seed, then takes the helmet and tries it on. Doing so spawns a full set of armor around her, complete with a sword, but damn it's difficult to move in. The armor vanishes as she removes the helmet. Then, a "girl with grey eyes so light they appear white, and short, luxurious blue hair that's very well kept, who looks to be in her 20s" enters the alley and decks Eri in the face. The girl goes on a rant about how pushing yourself too hard is bad and suicidal and such. The three girls converse before the new girl takes Eri and Val to her (bigger on the inside) house to discuss magical things.
Eve, meanwhile, called up the paranormal club nerds, found out two of them were hospitalized, then went to check on them. They reveal to Eve their blueprints for magical items, one of which is a forcefield which would allow them to take a hit or two of magical attacks and not be instantly slaughtered. They say they need to come on trips youma hunting to get research data to make more tech. Eve heals the broken legs of the two crippled nerds, and leaves to check out the bar.
After the youma, Ramona flies Sarah home, where from outside they hear lots of smashing and breaking and screaming. They head inside towards the source of the sounds to find Sarah's sister Anna, wearing a magical outfit and wielding a stupidly large hammer, with her eyes closed and screaming as she smashes up the kitchen in an entirely failed attempt to kill Gekko, who she thinks is a youma. Sarah and Ramona explain the situation, Sarah none too happy that her sister became magical, then they tell Anna that to truly make use of her magic, she has to take off her pants and run around chanting. She hesitantly does this, Ramona records it, Ramona and Sarah die of laughter before telling Anna it was a joke. Anna runs into her room and cries. They wake up the following day and eat breakfast in the destroyed house, at which point the players of both Ramona and Sarah switch characters, Ramona's player now playing Celestine and Sarah's player playing the soon-to-be-introduced Saiko.
Celestine and Princess wake up and have a pleasant breakfast, where Princess informs Celestine that her employer is not likely very happy with her, so she wants to swing by her place and grab some shit before her employer potentially confiscates her stuff. They head there, finding three armed men seated and fucking around at her table, who Princess identifies as Mr. A's men. Celestine determines that since they're armed, they aren't here on anything good, and so she does some Dishonored-level shit, teleporting herself and the goons around to convenient places so she can stealthily and individually stab them each in the back, which she does. Princess realizes they were probably here to kill her, sent by Mr. A, who she loved like a father.
After leaving the hospital, Eve decided to head to the bar. There, she makes a wager with Gamble, the magical girl who changed her personality, hair and eye color depending on what she rolled on a d6. Eve suggests a wager, heads or tails. They go back and forth, Eve using her luck magic to make the always-heads penny land on tails sometimes, in her favor. She accidentally magics too hard and turns the always-heads penny into an always-tails penny. Eve a straight up hussla. Eve wins like $200, when into the bar stumbled none other than Saiko, our newest PC.
Gamble finishes her drink and leaves, while Eve wagers the coinflip deal with Saiko. Saiko picks tails, Eve fails to magic the coin to heads, and Eve now owes Saiko a favor. Eve finishes her OJ and leaves the bar after exchanging numbers with Saiko.
Saiko, meanwhile, drinks. She's an alcoholic, I should add. Then she gets a job to go familiar-hunting, and heads down to the monster shop for details. Saiko talks with the monster shop owner, who says that there's been a sudden and unexpected increase in interested parties purchasing familiars, so she's low on stock. She gives Saiko a bag of 8 Blank Seeds, explains the capturing process, and sends Saiko on her way.
Back with Eri, Val and the veteran magical girl, they head inside her house and have some tea. Vetgirl claims that she earned this nice house and car by selling her Oblivion Seeds. Eri is in dispair, saying how she ate two of the seeds for temporary statbuffs. Vet flips her shit, saying how a girl who eats a seed could turn into a youma. The three of them exchange conversation and magical intel, Vet saying she's been out of the magic world for a while but intends to get back into it now that she's heard about youma dying and not dropping Oblivion Seeds. Details about the Akechi Corp, Wild 13, and a new place called the Kikan Institute, a medical facility on Tier 2 interested in the regenerative properties of magical girls, are exchanged. The Vet, whose name is Taya Hideaki, tells Eri and Val to give her any info they find regarding these companies and events, in exchange for cash or magical items. Val calls her limo and they head off.
End session.[/quote]
[B]Magical Burst: Session 26: Neutrally Assured Destruction[/B]
[url]http://pastebin.com/WHpm7RAC[/url]
[quote]Starting in Valentine's limo, herself and Eri are leaving Taya, the magical girl veteran's, house. Eri asks to be dropped off at Tami's house, while on the way Val and Eri comment on Taya. Eri holds some suspicion towards her, Val suggests she could be the last alive of her group of friends. The limo pulls up to Tami's house and Eri gets out, leaving Val alone.
Tami and Eri share some in-depth conversation and Eri vents and whines about how she's so angsty and bad at magic or protecting people or something, then she gives Tami the helmet she got from the samurai youma. They proceed to have some slice of life shenanigans while bonding, including but not limited to lewd innuendos, cooking some pretty incredible curry (he rolled Finesse to cook and was 1 away from a perfect roll why do you roll for stupid things man), Eri giving Tami a necklace she pulled from her own shadow, Eri training Tami to fight, and LARPing Kill la Kill, Tami playing Ryuko while Eri was Satsuki, making gratuitous use of Eri's illusion magic to make things look real.
Saiko, meanwhile, just ran out of the monster shop to start hunting familiars. After some following up on a few hits she gets, she finds Mickeythulhu, the familiar Ramona and Sarah let get away earlier in the day. Saiko manages to successfully capture Mickeythulhu. Not getting any other leads, she heads back to the monster shop, handing the girl behind the desk the Blank Seed (now an Imprinted Seed) which currently has Mickeythulhu in it. Shopkeep girl comments on how cute monsters tend to sell for greater prices as Saiko asks for a few tips, and they share some more words before Saiko runs out, completely forgetting the Mickeythulhu seed. Back to hunting, Saiko feels someone bump into her, and as the one who did runs past her, she sees that it's a small boy. She also notices her life's savings ($10) and her magical-girl-tansformer-doodad activator flask are missing. She gives chase, tailing the kid back to a burnt out factory. Busting down the doors, she sees a bunch of ratty-looking children clothed in filthy tattered clothing and rags. Saiko takes her flask back and leaves, ignoring the small amount of feedback that her youma-finder activator thing gives her. It fades and stops as she exits the factory. She heads to Tier 3, since Tier 4 seems to be dead today.
On Tier 3, she gets a solid hit almost immediately, tailing it to a dead-end street. Saiko sees a young girl, maybe 5 at most, shouting and holding on for dear life to the edge of a building in an alley, a pair of massive black hands trying to drag her into a dumpster (which I'll remind you are, as well as trash cans, all fixed and without a bottom, connected to chutes that funnel the trash down to the fifth tier). Saiko pulls the girl free of the hands, sets her aside, and dives into the dumpster after the retreating arms.
Sliding down a series of slide-like tunnels that are barely lit, Saiko manages to end up in a tube that's covered in thick, foul-smelling gunk. She continues to slide, ending up in the mouth of something big and disgusting. She pries her way out, into a small room covered in the gunk and filled wit piles of bodies, the room being barely big enough to fit the massive spider-like creature. Its "legs" are actually long arms, with hands at the bottom that it scuttles along on. It has big, yellow, differently sized eyes, and its "body" where all the legs connect is probably the size of a car or two next to each other. This thing must be good as squeezing into small spaces to fit through the trash chutes. In the ceiling above the spider are a bunch of gears, jammed with corpses and limbs.
Saiko begins combating it, and for the most part neither can damage the other except for the odd time when some damage is dealt. Saiko finds, among a pile of bodies, a sheathed katana, that as she draws, the blade seems endless, continuing to slide out of the sheath to the point where it's obviously far bigger than the sheath. She breaks off the blade of the katana when it's about a meter long, and starts fighting with that. At one point, it grabs her, and she shoots its arm off. Eventually, it manages to get Saiko downed and detransformed. As it goes for the kill, she rolls out of the way and runs out of a door, covered in rotten corpse chunks and nasty goo. Using her power of Nothingness, she voids all the offending particulate, and heads down to the bar. Realizing she can't get a drink with her monumental tab, she decides to pay for her drink by performing violin for the bar patrons. She does admirably, and after her performance, she heads to the bathroom to vomit.
Back in Celestine's house, she and Princess exchange a few words, mostly her trying to comfort Princess who is pretty broken up about the termination of contract (and attempted termination of herself) by Mr. A's men. Celestine leaves Princess alone and heads to the bar to talk with Yarif about the Akechi Corp and Mr. A's goals. Yarif sends Celestine off to do some research on the Kikan Institute, a medical institute whose main headquarters is located on Tier 2. The Institute occasionally contracts with magical girls through the bar, one particular offer was for girls with "abnormal" elements to come in and submit to a few tests. Celestine is lead to an out of the way room, told to take a seat in a chair with all sorts of doodads hanging on arms above it like a chair in a dentist's office. She answers a few questions, namely about her power and element, and the guy asking leaves after doing the same to a few other random girls inside.
Celestine takes this opportunity to snoop, heading down a set of stairs that lead underneath the room she was just in. Machines with a language she doesn't recognize and number outputs on screens are placed in the same locations on this floor as the chairs are spaced above. Celestine heads back upstairs. She then attempts to teleport a floor beneath her, having some odd difficulty before finally managing it. She ends up in a room full of tubes full of green, bubbling liquid, with control panels in front of them, and decides it'd be a great idea to mash all the buttons. The liquid does some color-changing shenanigans and bubbles up and other such nonsense. Then Celestine thinks it's be a great idea to smash the tube and taste the liquid. She avoids vomiting instantly. THEN she decides to take a big mouthful of the stuff, and her magic goes haywire. After some random teleporting around, Celestine finds herself back in the room with the chairs, only now it has a big hole in the floor, leading down to the room with the tubes. She jumps down to find the goo is entirely gone. She smashes a few more tubes before realizing just how many tubes there are, then she teleports up to street level and begins tearing chunks out of the building and dropping them on it, intending to destroy it, thinking the facility is producing youma.
After the street below her blows outward as she gets some hits on her magic trinket youma-finder, two youma bust out of the street (from rooms below it) and start attacking civilians streaming out of the building. Celestine ignores this and continues tearing into the building, managing to collapse about a third of it. Then, one of the youma begins attacking her. It downs her, but before it finishes her off, Lillith Bauer, the blind blonde magical girl Eri and Eve fought with in the first fleshbeast encounter, shows up and kills the youma. It doesn't turn into an Oblivion Seed, which is abnormal. Celestine shows some hostility towards Lillith, because she is a German and Celestine has a deepset despise of Germans. They talk a while, the second youma having left already, and out of the partially destroyed building walks Val, whom Celestine and Lillith have never met yet.
Jumping back to Val and Eri parting ways, Val instructs her driver/butler/fine mustache connoisseur Winston to take her down to the magical bar. Val attempts to get Winston inside the bar by claiming he is a transgender. This fails miserably, and Val sends Winston home, heading into the bar herself. She begins to befriend Naimyo the squirrelgirl bartender, and gets a job given by the Kikan Institute to help find an Oblivion Seed that a rival company planted in one of their offices. She heads to the nearest office and begins searching, finding it after a few hours. The people of the Institute thank her, before one gets a call, hearing about a youma's escape, and he offers Val a bonus if she tags along to help take out this youma. She agrees, ending up in the same building that Celestine has not yet begun destroying. Val and the guards she was assigned enter the room with the chairs and big hole that Celestine found, hop down to the bottom, and they find a youma. They fight and kill it, getting no seeds. The building rumbles above. The guard captain leads Val back upstairs for her pay, and they completely ignore the fact that like half the building is destroyed. Val meets a very angry lady, who pays Val $1000 for her help, and takes Val's number in case they need her again.
Val heads outside, finding Celestine and Lillith talking. Val agrees to help Celestine and Lillith take out the building for some incomprehensible reason. While they attempt and fail to do so, they discover that something magical is blocking their destruction attempts. The very angry lady comes out, gets annoyed, and Celestine proves just how fucking retarded she (or more likely, her player) is. Very angry lady turns out to be a magical... girl? herself, and explains angrily how the youma they have captive which Celestine released are used for medical research, as was the data they were gathering from magical girls, and that several of their pharmaceuticals are only so functional due to their magic research. She tells Celestine to piss off, and she does just that, taking Lillith and Val back to her house.
End session.[/quote]
I hope my archer makes it all the way through our L5R campaign. We're gonna form our own clan and then play our descendents in a couple of one-off games.
My DnD Session turned strange by accident.
My party ventured into the void because reasons
So when they were exploring, I rolled a dice to determine which event happened.
They ended up being eaten by a huge monsters, much like the sand mouth things in Star Wars. Inside the belly of it, was a city of midget gnomes, like fairy size. They did stuff and ended up eating some food.
They woke up inflated and tied up, about to be sacrificed to the beast they were inside.
They escaped, but one of the party members pointed out we just basically took part in some Deviant Art fetish.
Vore, Bondage and Inflation.
If I ever run a game my players should probably expect it to be wall to wall sessions of absurdity with moments of clarity rather than the other way around
[QUOTE=Mellowbloom;44796500]If I ever run a game my players should probably expect it to be wall to wall sessions of absurdity with moments of clarity rather than the other way around[/QUOTE]
Prepare to get yourself and the whole party bored.
Create conditions for crazy outcomes to appear, but never explicitly drive the players into doing them. If it's fluff make sure it's minimal to avoid looking like you're Adam Sandler.
Just give your players something flammable, and, inexplicably, it will end up on fire at some point. Forest, city, orphanage, doesn't matter, some bonehead will light it on fire, accidentally or otherwise.
[QUOTE=Alxnotorious;44806579]Just give your players something flammable, and, inexplicably, it will end up on fire at some point. Forest, city, orphanage, doesn't matter, some bonehead will light it on fire, accidentally or otherwise.[/QUOTE]
Usually that bonehead is me.
So I've been designing a campaign for a while for when I eventually start playing real D&D (instead of playing a little 1 on 1 with my dickhead friend) and I think I've got most of it planned out.
It's going to be in the Kingdom of Nadania, one of the proudest and glorious kingdoms on the planet. The Empire of Arkai has invaded the kingdom in a sneak attack and quickly deposed the old and wise King Falgar. Arkai has begun subjugating the occupied country and has brutally put down any form of resistance they have found, hanging people in the streets is common and the Imperial Inquisition rounds up dozens for 'questioning' every day.
The nobles and peasants of Nadania alike have joined together and a small rebellion has begun forming, the smartest minds leading the movement to put Falgar back on his throne and save their beloved country. The resistance is gathering many every day, and the Nadanians hope to throw the foul empire with its horrifying theocratic god-emperor out of their country.
The players are members of the Imperial Investigation Bureau, one of the smaller organizations in the empire which is based around discovering rebellion and smoking it out. The Investigation Bureau has been meeting less and less funding and the Lord Investigator is afraid his bureau may be dissolved in favor of other bureaus such as the inquisition.
God-Emperor Tasarkai orders for the rebellion of Nadania to be put down after the rebels take a county in south Nadania, and sets his many bureaus loose on it. He expects some competition between the bureaus, hoping to see which is the most competent and for them to focus on something productive. Over the course of the campaign, the players have to compete with other groups like the Imperial Inquisition, the Imperial Guard, the Bureau of Magicks and more in order to be the first to destroy the rebels, earning the Emperor's favor and getting their Bureau the most funding.
How's it sound?
Speccing out an NPC for my next Pathfinder game. She's got five ranks in Profession (World's Oldest). And a literally epic Charisma score. [sp]And the vampire template.[/sp]
This could get very interesting.
Guys. The Eclipse Phase system is scaring me. I'm trying to make a character and there are so many skills.
We've acquired enough adamantine for a half-dozen weapons.
I'm taking Improved Sunder next level.
The BBEG is studded with like two dozen psionic gems that will weaken him if broken.
:dance:
Found my new favorite random generator:
[IMG]http://i.imgur.com/9lmUFZC.png[/IMG]
[IMG]http://i.imgur.com/g7Gx3XI.png[/IMG]
Contents of sacks, crates, and barrels. :v:
[QUOTE=Axznma;44813448]Found my new favorite random generator:
[IMG]http://i.imgur.com/9lmUFZC.png[/IMG]
[IMG]http://i.imgur.com/g7Gx3XI.png[/IMG]
Contents of sacks, creates, and barrels. :v:[/QUOTE]
Would you share a link?
[QUOTE=Twistshock;44813550]Would you share a link?[/QUOTE]
[url]https://www.wizards.com/dnd/bcs/index.htm[/url]
Reminds me of the time I filled the first floor of a dungeon, which was nothing but a split path leading to 3 different staircases(all going to the same floor, just different spots), with barrels and crates. Almost every barrel contained beans, but one had a +1 dagger poking out in case the players happened to open it.(They didn't.) :v:
[QUOTE=Axznma;44813448]Found my new favorite random generator:
[IMG]http://i.imgur.com/9lmUFZC.png[/IMG]
[IMG]http://i.imgur.com/g7Gx3XI.png[/IMG]
Contents of sacks, creates, and barrels. :v:[/QUOTE]
14.5k gp worth of figs
You know, I regret not getting into DND/Pathfinder earlier. Easily some of the most enjoyable timewaster's, providing you're playing with people you like. Even better when your bard manages to talk a dragon into making a fake head of himself, so that we didn't have to kill the dragon yet still get 50,000 gold. Each.
I'm glad they have rules for Airships in Pathfinder.
I've been kind of writing out some stuff for my own RPG-like board game. I've made up a few races and classes, as well as written out (very few) spells.
I came up with a "stamina" system of sorts. Players have an Endurance stat which determines how much stamina they have. Most spells and powers require a certain amount of stamina to use. At the beginning of the player's round, they regain a small amount of stamina. At the end of their round, if they attacked or used a spell/power, they would consume a certain amount of stamina depending on the spell/power.
Spells and Powers are classified under certain categories (such as magic spell or holy spell), and depending on what class you are, you can reduce the stamina cost of certain spells by half.
I want to make it so most spells and powers are usable by any class, but benefits certain classes more than others. That way players can really mix and match their character's abilities. I was also thinking about making it so character's never "level up", but instead get stronger through gear they obtain, but I haven't really looked into that yet.
[QUOTE=slayer20;44815030]I've been kind of writing out some stuff for my own RPG-like board game. I've made up a few races and classes, as well as written out (very few) spells.
I came up with a "stamina" system of sorts. Players have an Endurance stat which determines how much stamina they have. Most spells and powers require a certain amount of stamina to use. At the beginning of the player's round, they regain a small amount of stamina. At the end of their round, if they attacked or used a spell/power, they would consume a certain amount of stamina depending on the spell/power.
Spells and Powers are classified under certain categories (such as magic spell or holy spell), and depending on what class you are, you can reduce the stamina cost of certain spells by half.
I want to make it so most spells and powers are usable by any class, but benefits certain classes more than others. That way players can really mix and match their character's abilities. I was also thinking about making it so character's never "level up", but instead get stronger through gear they obtain, but I haven't really looked into that yet.[/QUOTE]
In terms of progression systems, I've always been a big fan of the 40k systems/Eclipse Phase, where you just get experience to spend towards skills or attribute boosts every session, instead of having to wait for level ups once the arbitrary number is big enough. It feels much more natural to me, although I don't know the mechanics of your game so I can't really say if it'd be right for that or not
I used that Sack generator with 1 small sack and it gave me 20gp worth of Grain and a Deck of Many Things :v: Whoever would have gotten into that sack would have been fucked.
[QUOTE=SiberysTranq;44815654]In terms of progression systems, I've always been a big fan of the 40k systems/Eclipse Phase, where you just get experience to spend towards skills or attribute boosts every session, instead of having to wait for level ups once the arbitrary number is big enough. It feels much more natural to me, although I don't know the mechanics of your game so I can't really say if it'd be right for that or not[/QUOTE]
There's a lot of games with systems like those, and generally progression is way more natural and fun in them, but they are also often way easier to min max the hell out of because most of them give you way more choice.
[QUOTE=elowin;44815921]There's a lot of games with systems like those, and generally progression is way more natural and fun in them, but they are also often way easier to min max the hell out of because most of them give you way more choice.[/QUOTE]
The thing is, in either case, sure you can raise your gun shooting skill to be as high as possible(+20 from your starting score, so ~60 at max without equipment/mutation bonuses, in WH40k, 99 max in EP which is easily achievable from character creation), but then, you're going to keep gaining experience/rez, and in either case you've just spent ~2000 xp/~70-80 rez maxing your gun shooting skill. What are you going to do when you can't solve a problem with guns?
[QUOTE=SiberysTranq;44815654]In terms of progression systems, I've always been a big fan of the 40k systems/Eclipse Phase, where you just get experience to spend towards skills or attribute boosts every session, instead of having to wait for level ups once the arbitrary number is big enough. It feels much more natural to me, although I don't know the mechanics of your game so I can't really say if it'd be right for that or not[/QUOTE]
That sounds pretty cool. Maybe I'll do some kind of upgrading system where the focus of upgrades would be your weapons and armor.
[QUOTE=Rats808;44816446]The thing is, in either case, sure you can raise your gun shooting skill to be as high as possible(+20 from your starting score, so ~60 at max without equipment/mutation bonuses, in WH40k, 99 max in EP which is easily achievable from character creation), but then, you're going to keep gaining experience/rez, and in either case you've just spent ~2000 xp/~70-80 rez maxing your gun shooting skill. What are you going to do when you can't solve a problem with guns?[/QUOTE]
that's why you have party members, silly
[QUOTE=Mellowbloom;44813928]14.5k gp worth of figs[/QUOTE]
(Dried)
This happened to me a while ago and I still find it hilarious.
[IMG]http://i.cubeupload.com/uu5yJp.png[/IMG]
Now that out Mekton game is completed, Saturdays have become our group's oneshot night. Tonight, we did "Lasers and Feelings," a Star Trek parody game with a rulebook exactly 1 page long.
[URL="http://filesmelt.com/dl/Lasers_and_Feelings.pdf"]You can feel free to check it out here.[/URL]
The game can be described shortly as
12:32 AM - Admiral of the Fleet: Never doing a one shot again, you murdered my space mystery ono
[B]Lasers and Feelings: ASSHOLES...IN...SPAAAACE[/B]
[URL]http://pastebin.com/0MfyM7Yk[/URL]
tl;dr we entirely fuck up the game, kill a guy for having a brain, release brain-eating worms, bring his brain wrapped in banana peels to the head of the medical ward, kill her, then launch all escape pods, seal all doors and escape the ship with one of the players dying in the process.
[quote]We start in the cafeteria of the USS Queen of Hearts, a stealth vessel, with our heroes: Bruce Donkchamp, the sexiest doctor alive, C00LM3IST3R-001, the cool soldier android with a penchant for alcohol, and Richard "Dick" Breaker, the ship's mechanic and resident shoddy circuit breaker fixer.
Bruce gets a call: Admiral Honk was found sodomizing a vending machine. When the three arrived, they found the Admiral dead, his brain missing. After searching the Admiral's room for clues, the gang uncovered 3 ripe bananas, 1 banana peel, a grenade, and a PDA covered in lube. C00LM3IST3R-001 plugged into the PDA and read the emails, finding that Admiral Honk last spoke to the roboticist.
Heading down to the roboticist's, the gang finds the man himself sitting at a desk wondering where his life went wrong, as a bot that was made out of a butt, whose construction was requested by Admiral Honk, rolled around, saying "BUTT." The gang questions the roboticist about the Admiral's missing brain, and the roboticist claims he has no hidden brain, as he directs them to a room where he claims if he had a brain, he would store it there. The gang finds no brains initally, but C00LM3IST3R-001 does a scan, and finds a biological mass hidden behind something.
Ignoring this fact for a time, C00LM3IST3R-001 scans the roboticist to determine if he was hiding the missing brain on him. The scan reveals none, barring the brain in the man's head. C00LM3IST3R-001 opens fire and splatters the roboticist's head for lying about not having a brain on him. Bruce grabs the brainchunks and pieces together the brain again, while Dick ties the brainchunks neatly together with three banana peels.
The gang is about to leave, before they recall the biomass C00LM3IST3R-001 scanned, which they investigate. It turns out to be a jar of weird brainworms. C00LM3IST3R-001 shoots the jar of brainworms, releasing them as they scurry away inside some vents.
We head back to the head of the medical part of the ship, and to a fat whale of a woman named Bertha, who assigned us with the task of uncovering clues to the Admiral's missing brain. We present the reconstructed roboticist's brain tied with banana peels to her, telling her it was the brain of the Admiral, hidden on an uncooperative suspect. She becomes increasingly suspicious as the conversation continues. Eventually, she triggers an alarm. C00LM3IST3R-001 shoots and kills her upon Dick's mentioning her actions as suspicious and that she is probably controlled by the brainworms.
Security is now on its way. Dick hacks into the woman's computer, gaining some moderate control over a few systems of the ship. Upon unanimous group decision, he launches all the escape pods from the ship. Security is banging on the door now, several failed escape attempts are made to try and get out of this one-way room with security blocking the door. We open the door, see they have a giant robot with them and 5 armed guards, and close the door. At this point, the group believes everyone except themselves are under control of the brainworms. Bruce tries to reason with them, as C00LM3IST3R-001 mentions the brainworms, which puts the guards on full alert now, guns pointed at us. Our first attempt at escape resulted in trying to throw the grenade at the guards, which Dick would open then close the door quickly to allow, which ended with Bruce throwing the pin at the guards and the door closing, with the grenade still inside the room. They stuff the grenade inside Bertha's corpse, and they're safe.
Dick devises a plan: throw the brainana (brain wrapped in banana peels) out into the guards in hopes that, either brainworms come and kill the guards, or any brainworms controlling the guards stop controlling them and go after the new brain. Bruce says he will throw the brain as Dick opens the door. C00LM3IST3R-001 calculates the odds as a million to one. The toss goes far, resulting in nothing, as the door seals too late to save Bruce from incoming fire.
Dick hacks deeper into the computer, managing to access and remotely reprogram the security bots across the ship to be friendly to himself and C00LM3IST3R-001. He then calls an escape shuttle and seals every single door on the ship except those that create a path for himself and C00LM3IST3R-001 leading to the armory and shuttle bay. They head to the armory, finding it mostly looted courtesy of the guards, but they grab a few remaining flash grenades.
Heading to the shuttle bay, they're about there when a group of guards comes. C00LM3IST3R-001 flashbangs them as he and Dick enter the shuttle bay and seal the doors behind them, blockading it for good measure. The automated shuttle arrives, they board it, and highfive at having survived the ordeal.
Dick and C00LM3IST3R-001 left an entire ship's worth of people to die with escape pods vented doors sealed and the shuttle launched with brainworms on the loose.
But hey, at least 2 out of the 3 player characters lived.[/quote]
we're the best space investigators ever
-signed, C00LM3IST3R-001
Anyone starting up a game, or have any free slots for a game? I'm down for pretty much whatever.
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