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Post by Spiritcurse Tue Jun 29, 2010 8:37 pm

Somebody run one again? It was nice, and it kept the traffic flowing. I have no objection to making different sided dice, within reason. I care not for setting, or anything. I'd join a /tg/ quest thread, but I dislike them.

EDIT: Except for blowjob quest. Stay tuned, I'll continue it at some point. 'Twas win.


Last edited by Spiritcurse on Thu Jul 01, 2010 10:45 pm; edited 1 time in total
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Post by Great Unclean One Tue Jun 29, 2010 8:50 pm

I shall make one this week if possible, if I don't have Wi-Fi in France..... then I'll make it on Sunday/Monday
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Post by Disposable-hero Tue Jun 29, 2010 9:24 pm

like glossopocalypse or mutantchester, they were epic XD

back in the old days of legion,
before time began
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Post by Spiritcurse Tue Jun 29, 2010 9:38 pm

Aye, should be good. Have some form of stats system and inventory for each player too, so it doesn't get too ridiculous. If you want a stat system, want me to mash something together? I was thinking just a simple Body-Skill-Mind thing, add that to 2d6, add modifiers, all is good. Maybe subskills if we feel like it.
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Post by Spiritcurse Tue Jun 29, 2010 11:51 pm

Excuse me, dice test.
Spiritcurse carried out 1 launched of one 1d6 :
4
Spiritcurse carried out 1 launched of one 1d10 :
6
Spiritcurse carried out 1 launched of one 1d20 :
7
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Post by Great Unclean One Thu Jul 01, 2010 8:42 pm

Nah, screw the stat system, just a rough idea of what your character can do, I'll use the framework for the zombie RPG that happened on Dakka, I'll post a link so you guys can see how it worked
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Post by Disposable-hero Thu Jul 01, 2010 9:14 pm

i tihnk a stat lined one would be epic,

even if it was only a simleone like

streanth
stamina
speed
brain

they all start at five and you can add one to any but it has to be taken off another, or something along those lines,

adam build me a game around that and i shall play daily.
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Post by Spiritcurse Thu Jul 01, 2010 10:26 pm

Physical
STR - Strength
RES - Resilience
TOU - Toughness

Dextrous
DEX - Dexterity
QUI - Quickness
AGI - Agility

Intellectual
LOG - Logic
PSI - Psionic
CHA - Charisma

Roll 10d10. Discard the lowest one, then assign the other values as you like. The total for each segment may not exceed 24.
Health points = STR + 2 x RES + TOU
Psi points = LOG + 2 x PSI + CHA

Physical disciplines
Long bladed weapons
Short bladed weapons
Pole arms
Martial arts
Brawling
Athletics
Heavy Weapons
Thrown Weapons

Dextrous disciplines
Pistols
Rifles
Sub Machine Guns
Acrobatics
Stealth
Driving
Mechanics
Spray-type Weapons

Intellectual disciplines
Persuasion
Medical
Science
Computer use
Artwork
Construction
Electronics
Perceive

You have a number of points equal to your second highest stat in the controlling area for each skill category. You may choose to specialize in any area of a skill category, and it costs 1 point to increase this specialization by 2. It is up to the GM what to allow as a specialization. Also, the GM is free to add more areas as they please.

Psionic powers are purchased separately from this. You may choose up to one of the following powers. If you do not, gain 4 skill points as compensation, to be spent wherever you wish.

Powers
Telepathy
Telekinesis
Extra-Sensory perception
Healing
Astral projection
Technopathy
Psionic vampirism

Equipment is decided by rolling 3d10, and spending this in the following list. Only 1 item in each list but "Misc" and "Ammo" may be chosen. You may re-roll this roll once, but must accept this new roll.

Guns
Pistol (3)
Rifle (4)
SMG (5)
Sniper Rifle (7)
RPG (6)
Assault Rifle (7)
Shotgun (4)

Melee Weapons
Knife (2)
Brass Knuckles (1)
Spear (3)
Club (2)

Armour
Normal Clothing (1)
Cloth (3)
Leather (5)
Metal (7)
Advanced Metal (10)

Ammo
Pistol Clip, 12 bullets (1)
Rifle Clip, 5 bullets (1)
SMG Clip, 30 bullets (2)
Sniper Rifle Clip, 5 bullets (2)
RPG Rocket, 1 rocket (1)
Shotgun Shells, 4 shells (1)
Assault Rifle Clip, 30 bullets (2)

Misc
First Aid Kit (2)
Laptop, with solar charger (6)
Binoculars (2)
Fuel Can (1)
Crowbar (2)
Mobile Phone (3)
Pen and Paper (1)
Watch (1)
Torch (2)
Lighter (1)
Swiss Army Knife (3)
Rope (2)
Backpack (1)
Camera (2)
Grenade (2)

To roll for success at something, roll 1d10, add the relevant stat, then add the relevant skill area, then add the relevant specialization. Anything over 12 passes for a normal task, but most tasks will require 15 or above. Having equipment suited for the task in hand is worth a bonus of +1 to +3, whereas having to improvise costs -1 to -3.


Last edited by Spiritcurse on Sat Jan 22, 2011 11:21 pm; edited 1 time in total
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Post by Spiritcurse Thu Jul 01, 2010 10:28 pm

Holy shit, Spirit can not roll, it appears. Meh, got to work with what we're given. If you, in your almighty GM love, would see fit to grant a re-roll, I'd be happy.

Spiritcurse carried out 3 launched of one 1d10 :
4 , 8 , 6


Last edited by Spiritcurse on Thu Jul 01, 2010 10:35 pm; edited 1 time in total (Reason for editing : forgot my money roll)
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Post by Spiritcurse Thu Jul 01, 2010 10:41 pm

Sorry for triple post, but I can't edit ones with dice in, or it re-rolls the dice.

In case it's not clear, resilience is not getting injured, toughness is not getting hurt. For example, a person in a fistfight who shrugs them off has high toughness. The one who just won't go down, even though the blows hurt, has high resilience.
Dexterity is fine motor skills - lockpicking, jewelry work, and gun aiming (difference between hit and miss is millimeters at your end). Dexterity is gross motor skills, such as melee combat, dodging, and anything involving your entire body.
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