Pheonix-Fire A forum for friends, mostly at Ghidotti |
| | Vote for the Setting (RTD 2) | |
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What Will the Setting Be? | Start in the Town | | 67% | [ 4 ] | Start in the Mansion | | 33% | [ 2 ] |
| Total Votes : 6 | | |
| Author | Message |
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Morelli Pheonix
Posts : 252 Join date : 2009-09-18
| Subject: Vote for the Setting (RTD 2) Thu Mar 31, 2011 9:55 pm | |
| Please pick what you would prefer.
If you need more information post a question so that others can see the answer that I give.
Last edited by Morelli on Mon Apr 04, 2011 8:47 pm; edited 5 times in total | |
| | | Pvt. Ryan Pheonix Child
Posts : 173 Join date : 2010-10-13 Location : Flat out like a lizard drinking.
| | | | Morelli Pheonix
Posts : 252 Join date : 2009-09-18
| Subject: Re: Vote for the Setting (RTD 2) Sat Apr 02, 2011 12:36 am | |
| Okay, so the chosen time period was future. Now, for the next series of rigorous test- erm, polling. | |
| | | Pvt. Ryan Pheonix Child
Posts : 173 Join date : 2010-10-13 Location : Flat out like a lizard drinking.
| Subject: Re: Vote for the Setting (RTD 2) Sat Apr 02, 2011 11:34 am | |
| I vote for post apocalyptic city. (Also, it appears as though haunted mansion might win, so if it does, it should be a FEAR type setting.) | |
| | | Morelli Pheonix
Posts : 252 Join date : 2009-09-18
| Subject: Re: Vote for the Setting (RTD 2) Sun Apr 03, 2011 12:22 am | |
| Fordo, you can still vote for post apoc, just cancel your vote and then vote for it. | |
| | | Morelli Pheonix
Posts : 252 Join date : 2009-09-18
| Subject: And the Winner Is... Sun Apr 03, 2011 6:16 pm | |
| Alright, the time period of future with the setting of a Mansion have been selected. This time I have decided to really go all out, editing the last set of rules and even including an ASCII art depiction of every room we go through, eventually forming a blueprint of the entire mansion.
Now, time to draw up some rules! After I prepare the rules I'll post them for all of you to read, and I'll take suggestions. Hopefully this set of rules will be more complete and agreed-upon than the other set. Also, any rules suggestion will need to be OK'd by the majority of players. | |
| | | Morelli Pheonix
Posts : 252 Join date : 2009-09-18
| Subject: Re: Vote for the Setting (RTD 2) Sun Apr 03, 2011 10:41 pm | |
| After spending lots of time updating the rules and adding the classes and stats, I am finally done. Here are the rules. If you have any complaints or suggestions, please post those and I will consider them. As for classes, when we begin you can post a custom class and I will see if it is fair. Rules - Spoiler:
If you die, you lose. Depending on how you die, your corpse may be lootable/reviveable
Only (6) people may play at a time.
This game will use the declare system. You declare your move, then when everyone's move has been declared, they are all taken, the die is rolled, and results are decided. -I will not post results of the actions until everyone has taken their turn -Repeated actions are not allowed
I will only count the first action you post. If you post multiple actions (Jump the fence, then punch the guy in the face), then I will only roll on the "Jump the fence" action. -There will be some exceptions to this rule -Other minor actions may be used with your major action (look around, talk, ect) -Observing your surrounding will not be affected by the die (searching, however, will be) -Talking to NPCs or players will not be affected by the die (Asking NPCs for information will be)
You may kill or be killed by players or your actions -Be wary of what you do, if you attempt to kill another player early in the game and fail, the results can be devastating -Attempting to do something stupid can lead to a very funny death
Certain events can affect your next roll -If you do something with perfect success there may be a chance your roll, or everyone's roll, can be increased by +X amount, or be predetermined -The same can be applied if you have an epic failure, only your roll will have -X amount -If a certain action has an effectiveness on a body part, then any action requiring that body part will be effected (Jack's arms are broken, -3 to any action used by his arms) -The same can have positive attributes -If you roll five 5's on separate occasions while using the same stat, that stat will improve, giving you benefits such as more power, greater control, or more range.
This time we will be trying a class/stats system. The chosen class will boost your abilities in some areas. Stats are things like stealth and agility, and having a high stat increases your chance of succeeding in an action that uses that stat. For example:
Jack is a Thief class, which gains +1 to stealth rolls: "I (Jack) sneak past the guard that is in front of the chest." The die rolls a two, which is a fail. However, because this action is a Stealth-type action, Jack gets a +1 from being a Thief, upping it to a 3. Jack gets around the guard, but can't get to the chest because the guard would notice the noise.
Dice Rolls - Spoiler:
The dice will be rolled this time as a 24-sided dice. This means Four (4) Six (6) sided dice will be rolled to get the results. The results are as such:
1-3 (1): Epic Fail, the attempted action fails and there are consequences 4-8 (2): Fail, nothing of any consequence happens 9-12 (3): Minimal Success, the action succeeds, but only barely 13-16 (4): Success, the action succeeds in a very basic way 17-21 (5): Maximum Success, the action succeeds and goes above and beyond what was attempted 22-24 (6): Overshot, the action is completed in a way that is over the top, usually causing negative effects
Stats - Spoiler:
Every action has a stat that governs it. The stat itself doesn't determine anything, but a character will be good, normal, or bad at performing actions using that stat.
The stats are:
Combat Stats: Melee - The realm of knives and lightsabers, melee is a skill for those who like to get up close and personal. Pistols - From ancient slug throwers to newer laser and plasma pistols, the pistol skill is good for people who want accuracy at a close range. CQB - Close Quarters Combat is where fast shooting, low range laser weapons and slower shooting, high stopping power shotgun-type plasma weapons reside. Rifles - Old sniper rifles, fast shooting laser rifles, and long range plasma rifles are the domain of rifles. These weapons provide range and speed, but sacrifice portability. Explosives - The ultimate in damage dealing capability, explosives include everything from plasma grenades to high-yield plasma cannons. Rocket using weapons are also included here.
Civilian Stats: Interrogation - The art of convincing someone to do what you want and extracting information fall under interrogation. Observation - A trained observer sees everything, and makes a note of it for later. Nothing escapes a master of observation. Agility - Quick as a cat, someone who's agile can duck and weave through battle, delivering strikes to critical positions. An agile person can also get up and down sheer faces and avoid traps. Knowledge - Puzzle solvers, mechanics, and students are all knowledge seekers. People who are intelligent can solve puzzles and riddles. Armor - The use, upkeep, and production of armor all fall under the armor skill. Masters of armor can wear the best armor and are better defended by it.
Other: Cybernetics - Implants and machines are in the jurisdiction of cybernetics. An adept of cybernetics and make and use implants as well as dismantle and construct traps. Only the best can move on to creating machines, and masters can even infuse machines with a human. Invention - The ability to make new things with what is at hand, invention is a skill not for the weak minded. Holy - The powers gifted by God are strong indeed, and can be used to banish evil from the lands. From light-bringing abilities to the power to smite the undead, holy magic is a force to be respected. Unholy - Unholy magic harnesses the powers of the undead, countering holy magic. It can be used to raise minions from The Void and bring darkness and death. Unholy magic is a force to be feared indeed. Magic - The neutral form of magic, it is in-between Holy and Unholy. it has basic spells that aren't as strong as either the Holy or Unholy spells, but are more varied.
Classes - Spoiler:
Classes will affect what you are good at and what you are bad at. Each class will have a stat in each area that it gets a bonus in and a stat (or two) that it gets a loss in. There may be two bonuses but only one loss.
Combat Classes:
Infantryman A well trained soldier, the infantryman is proficient in firearms, especially pistols and rifles. The infantryman tends to use brute force to get what he wants, and isn't very good at convincing people with words. For him, a big gun is all he needs to make people do what he wants. The infantryman was picked to come to this mansion most likely because of his wide range of combat skills.
SWAT SWAT troopers are the best of the best when it comes to fighting with firearms in close quarters. Their ability to switch between a close quarters weapon and a rifle makes them a versatile fighting force. They are heavily armored, and able to take a lot of damage. SWAT members are purists, however, and don't believe in magic or cybernetics. The SWAT trooper was picked because he knows his way around a building.
Demoman A pyromaniac at heart, the demoman loves explosives. He will do anything he can to get his hands on explosives, but when he can't he can always rely on his trusty pistol. Constant experiments with explosives have limited his knowledge in other areas, however, making him an instrument of destruction, but not very much of a people person.
Commando Silent and Deadly, the commando touts his beloved knife and SMG. He specializes in close quarters combat of all kinds, and is very agile. However, years of training in solitude have made the commando a recluse, and he isn't very good with others. The commando was called out of solitude to the mansion because of his undeniable skills inside.
Civilian Classes:
Thief Stealthy and smart, the thief knows how to charm people into doing what he wants, and is great at getting out of the trouble he is sure to get himself in. When he needs to fight he relies on his instincts and uses knives and melee weapons of all sorts. He shuns magic, and tries to stay away from it as much as possible. The thief hitched a ride to the mansion in search of its fabled treasure.
Academic Extremely smart, the academic can solve any riddle or puzzle with ease. With extreme powers of observation, the academic is constantly learning. However, he isn't the best at combat. His usual tactic is to hide behind someone who is good at fighting, and emerge when the battle is over. The academic came to the mansion to learn new things.
Armorer If you need armor, this is your guy. He might not be great at fighting, but his ability to make and come up with new kinds of armor makes up for it. He is very inventive, and needs only minimal materials to make new things. He was hired to supply for the rest of the team at the mansion.
Detective Elementary, my dear Watson. The Detective is the master of observation, and regularly interrogates others. His combat skills are close to nothing, but he is quite inventive, and is especially good at making small gadgets. The detective heard about the mansion and came to investigate its mysteries.
Other Classes:
Tech A master of cybernetics and the most inventive person to come to the castle, the tech is a savant with machines. While he can't do much else intellect wise, he taught himself how to use close quarter firearms both to protect himself and better equip his machinations. The tech hacked a satellite, and was arrested and brought to the mansion because of it.
Priest A man of God, the priest represents everything holy. He uses magic to bring evil to the light, and his more holy abilities can then banish that evil. He is extremely intelligent, but has never used a gun in his life. The priest resided in a church near the mansion, and came by the will of God.
Acolyte If the priest represents everything holy, the acolyte represents the unholy. He can use magic and unholy abilities to summon and control the dead. His knowledge extends beyond evil, and he is very smart. He has forsaken guns for a mastery of unholy magic. The acolyte came to offset the holy powers that the priest brought, bringing the party back into equilibrium.
Vampire Slayer Vampires, werewolves, and the undead are the targets of the vampire slayer. He uses a combination of both holy and unholy magic, as well as pistols, to bring down his prey. The vampire slayer moves without armor, preferring to move without encumbrance when he stalks. The vampire slayer came to the mansion after hearing about the evil that resides inside.
Last edited by Morelli on Mon Apr 04, 2011 11:05 pm; edited 2 times in total | |
| | | Mereel Pheonix
Posts : 213 Join date : 2010-10-13 Location : Wherever the snacks are.
| Subject: Re: Vote for the Setting (RTD 2) Mon Apr 04, 2011 2:20 am | |
| Mmmmmmk. A couple things here about the rules regarding players getting kicked and new ones joining. First, instead of booting a player for taking more than 2 days to roll, why not just make him skip his turn and suffer negative consequences? I know it might seem unfair for others waiting to play, but that brings me to my other thought. How exactly would new players join the game once we're reasonably far into it? Would they automatically get some perks to compare to everyone else, or would they just have a lot of catching up to do? Just a couple things to think about there.
Also, regarding stats affecting rolls, I'm a bit in the dark as to how that's going to work exactly. I get how having good stats in a particular area can increase the number you get on your roll, but what if it pushes you into the overshoot range? More importantly, what if your original roll lands IN the overshoot range? Does the stat bonus push the number back down into the flawless range? I'd like some more clarity on this whole stats and rolls thing.
One last thing. Requesting some sort of heavy melee class. I know we already have thieves and whatnot who use knives and lightsabers, but I was hoping for something more like a viking berserker who wields large energy weapons like spears and battle axes, and also wears heavier armor than other classes. Don't think I have my heart set on a class like this, I haven't thoroughly thought about it yet. It's just a class that most other games seem to have. That's all I have to say for now. Can't wait to get started! | |
| | | Morelli Pheonix
Posts : 252 Join date : 2009-09-18
| Subject: Re: Vote for the Setting (RTD 2) Mon Apr 04, 2011 2:44 am | |
| First, the only way players can get booted is by them dying, which causes them to lose. I would like people to post within two days, and if they don't they will auto-roll a 2 (basic 2 set), making it so nothing happens, effectively skipping their turn. I don't plan on having other people join the game late, as that would be really hard to work into the storyline. Depending on which starting area we choose, that may be possible for a short amount of time. The first option involves starting in the mansion's courtyard and then moving into and through the mansion. This option doesn't allow for much mid-game joining. The second option is where instead of starting in the mansion you have a "quest" (for lack of a better term) to complete in the town outside the mansion before you are all let into the mansion. A new player could join any time before you went to the mansion.
The new 24 sided die rule was added specifically for the reasons you brought up. Before, if you got a bonus and you had rolled a 5, you were in the overshoot range, and if you got a loss and had a 2 you were in the epic fail area. Now, with 1-3 being epic fail and 22-24 being overshoot, there is less chance for either an overshot or an epic fail. Yes, if you got a 21 and a bonus you would be boosted into overshot, and if you got a 4 and a loss you would fall into epic fail. Bonuses will never push things down. This will be the time that I explain buffs and debuffs. Buffs, unlike bonuses, boost stats but put a cap on them. This means that they won't go above Perfect Success. Debuffs are the same as losses. The main difference is that both are temporary.
As for the heavy melee class, I'll think about it. I was purposefully trying to stay away from a Berserker-esque class, as I don't want anyone soloing. I tried to leave melee (which does include ALL kinds of melee weapons, including knives, lightsabers, flails, energy spears, etc.) to the Commando and Thief, who are the Combat focused melee and Stealth Focused melee classes, respectively.
I do have to agree, I can't wait to start!
p.s. I am going to be holding one final vote for Starting in the town (sort of like a tutorial area, get acquainted with the new rules) or starting in the mansion. I'll post the poll tomorrow. | |
| | | Mereel Pheonix
Posts : 213 Join date : 2010-10-13 Location : Wherever the snacks are.
| Subject: Re: Vote for the Setting (RTD 2) Mon Apr 04, 2011 12:26 pm | |
| I don't think a tutorial is absolutely necessary because I don't think there will be any new players this time around. A tutorial would still be okay, though, as long as it is short. | |
| | | Morelli Pheonix
Posts : 252 Join date : 2009-09-18
| Subject: The Equipment Mon Apr 04, 2011 8:32 pm | |
| This RTD will have more regulated equipment than the last one to try to prevent people getting too powerful too fast. Armor, weapons, machines, and items are all types of equipment. Armor - Spoiler:
Armor includes anything you wear. This means everything from shoes to energy shields to high-tech reactive armor.
No Armor: Wearing basic clothing or nothing at all will count as having no armor. The benefit of this is that it won't count against your agility at all, but it won't protect you either.
Light Armor: Kevlar, dragon skin, light metal armor, and reactive diamondcoat armor are all in this category. Light armor provides a basic level of protection without compromising agility.
Heavy Armor: Battle suits, reactive nanosuits, and even mechs are included in the heavy armor category. These provide extreme protection and often offensive abilities, but usually severely limit agility.
Energy Armor: Perfect for blocking small to medium arms fire, light melee weapons, and both low and high yield laser weapons, energy armor is perfect for any class. Unfortunately it is very rare. This category covers both full body shields and temporary area force fields.
Weapons - Spoiler:
Weapons of all kinds are included here. From crude swords to new, advanced plasma cannons, there is a weapon suitable for people of every kind.
Melee
Solid Melee: Knives, swords, axes, and spears are all solid melee weapons. These trusty weapons never run out of ammo and are good against most types of enemies.
Energy Melee: Lightsabers, energy axes, plasma whips, and force gauntlets are all considered energy melee weapons. They almost all require some form of recharging, but not very often. Most can affect all kinds of enemies.
Pistols
Archaic: The oldest and weakest pistols available, slug-throwing archaic pistols are common all across the world. They can still pack a punch against most documented threats, and ammo is in constant surplus. When in trouble, a good archaic pistol can be a lifesaver.
Low-yield Laser: The most used pistols are low-yield laser pistols. They are effective all around and consume very little energy per shot. Ammo is regrettably hard to find in the further reaches of human existence however.
High-yield Laser: High-yield laser pistols are the strongest of all pistols. They bring highly concentrated bolts of energy into play. They use the same type of ammo as a low-yield laser pistol, but consume it at a much faster rate. Strong enough to have good stopping power and small enough to be portable, high-yield laser pistols are always handy.
CQB
SMGs: A sub machine gun is one of the more highly used slug-throwers. Their ability to shoot lots of bullets very fast and still be portable makes them the weapon of choice for many lightning attack squads.
Shotguns: Shotguns come in both slug and energy varieties, both with the same goal - destroy anything in close range. A shotgun can be trusted to tear apart any enemy that is foolish enough to come close to you. Their downside, however, comes in their low rate of fire.
LMGs: Unlike the light machine guns of the old days, laser machine guns pack heavy power in a relatively small container. They burn through ammo at high speeds, but do enough damage that they can afford to.
Rifles
Assault Rifles: Old assault rifles like the AK-470 and the M16-A100 are still some of the most effective weapons on a planet. Their ammo is still widely available, which makes them a weapon of choice for most ground assault troops. Unfortunately, they do next to nothing against heavily armored targets.
Low and High Yield Laser Rifles: Both the weaker and stronger versions of the laser rifle use the same ammo. They both have medium-slow fire rates and are effective against lightly armored targets. Their burning effect is useful for quickly dispatching enemies with very little effort.
Plasma Rifles: Like a tootsie roll in its wrapper, the plasma beams are tightly packed in magnetic fields. When propelled from the plasma rifle, they take on a glowing look. Once they strike their target, not much is left to see of the poor victim. Slow fire rate, insane range, and complete destruction are all features of the plasma rifle. Because the ammo cannisters are holding condensed gas that then gets superheated, wrapped in a magnetic field, and then released, it is very difficult to find ammo.
Explosives
Rocket Launchers: LAWBRINGERS, RPGs, and all manner of rocket shooting launchers are in this category. With a benefit of large splash damage, but an unfortunately high ammo use rate, rocket launchers are a viable option even to today.
Grenades: From the simple flashbangwave grenade to the more advance splitter grenades, and even phantom grenades, grenades can do much more than just throw out shrapnel. They have a variety of uses, from stunning the enemy to doing as much damage as possible to actually serving as a scout.
Plasma Cannons: The strongest and most lethal weapons known to man, plasma cannons launch balls of contained plasma that grow up to a yard in diameter, disintegrating everything in their path. No physical thing can withstand the full force of a plasma cannon, and while their ammo is easy to find, ammo cannisters are much more rare.
Machines - Spoiler:
Traps
Small Traps: Mines, laser tripwires, sonic emmiters, and turrets are small traps. They can be placed and then left, and can differentiate between friend and foe. Small traps can be constructed by even novice Techs.
Large Traps: Larger traps, like pitfalls, illusions, and weapon traps can only be built by an advanced Tech. They take more materials, but tend to kill more enemies than a small trap. These traps tend not to be able to tell friend from foe.
Mechs
Partner Mechs: Partner mechs are robots that accompany humans. Smaller partner mechs tend to be floating and have small arms equipped. They are moderately autonomous, and don't require constant commands. Larger partner mechs tend to be walking or treaded, and are usually equipped with much larger weaponry. They are almost completely autonomous, and walking ones often resemble people in both form and act.
Mech Suits: Mech suits are made to wear, and are very complex. Because of this, Techs are the only people that can use them. They are the heaviest possible suits of armor, and are equipped with the best weapons. They can be anywhere from the size of a person to ten feet tall.
Items - Spoiler:
Will be continued later
Last edited by Morelli on Wed Apr 06, 2011 7:59 pm; edited 4 times in total | |
| | | Mereel Pheonix
Posts : 213 Join date : 2010-10-13 Location : Wherever the snacks are.
| Subject: Re: Vote for the Setting (RTD 2) Mon Apr 04, 2011 8:51 pm | |
| Is the mansion in the further reaches of human existence? | |
| | | Morelli Pheonix
Posts : 252 Join date : 2009-09-18
| Subject: Re: Vote for the Setting (RTD 2) Mon Apr 04, 2011 9:07 pm | |
| Sneak peak: The mansion is most definitely on one of the further reaches of human existences. It may not even be human... | |
| | | Mereel Pheonix
Posts : 213 Join date : 2010-10-13 Location : Wherever the snacks are.
| Subject: Re: Vote for the Setting (RTD 2) Tue Apr 05, 2011 12:26 am | |
| Not sure if it's the right time to ask this, but how soon do you think we'll be selecting classes? Also, how will we go about it? Do you need help with anything? | |
| | | Morelli Pheonix
Posts : 252 Join date : 2009-09-18
| Subject: Re: Vote for the Setting (RTD 2) Tue Apr 05, 2011 2:09 am | |
| Today I had to study for my math final, and tomorrow I will be prepping the basic storyline. Class picking will probably happen then, but expect it to be on Wednesday. That will also be when the RTD starts. | |
| | | Morelli Pheonix
Posts : 252 Join date : 2009-09-18
| Subject: Re: Vote for the Setting (RTD 2) Tue Apr 05, 2011 12:03 pm | |
| Okay, so the start in the town option has been chosen. Today I will take my dreaded midterm, and when I get home I'll lay out the basic storyline and prepare the ASCII maps for the town. On Wednesday I'll put everything into motion, and the RTD will begin! It will start with me releasing the final, full information on each class. Then people will pick classes, with one person per class. After that, the storyline will start. | |
| | | Pvt. Ryan Pheonix Child
Posts : 173 Join date : 2010-10-13 Location : Flat out like a lizard drinking.
| Subject: Re: Vote for the Setting (RTD 2) Tue Apr 05, 2011 5:55 pm | |
| May I suggest making an ASCII (or MS paint) depictions of the characters, weapons, and items? They could be easily made using GG2 characters and weapons as "templates" for size and coloring and stuff. Each player could have his character as his avatar, and post what items and weapons they are carrying at the bottom of each of their posts. It would make it easier for everyone to keep track of who's who and who has what. And it would be cool. (If this would be to much work for you, I'm sure Addy/I could do it or help do it.) Also, I have some issues with being completely booted out of the game when you die. I know people can be revived, but knowing the people I'm going to be playing with, that doesn't assure me very much. I can't think of a better way to do it, so I really shouldn't be complaining, but if anyone else has an idea, I think we should really consider it. | |
| | | Morelli Pheonix
Posts : 252 Join date : 2009-09-18
| Subject: Re: Vote for the Setting (RTD 2) Tue Apr 05, 2011 10:32 pm | |
| I must have been talking to Mereel, but I had already thought of this. I thought I told you too... But yes, this was already planned and I am already working on it. As for the being booted out, I can't really think of a different way to do it. Towards the beginning the consequences for actions won't be AS dire, but people can still die. Certain people playing this game may be out to get certain other people already... | |
| | | Master of Ninjas Pheonix
Posts : 222 Join date : 2010-10-14 Location : Now that is hardly any of your business.
| Subject: Re: Vote for the Setting (RTD 2) Mon Sep 19, 2011 1:01 pm | |
| Dude. I completely agree. I think. | |
| | | Master of Ninjas Pheonix
Posts : 222 Join date : 2010-10-14 Location : Now that is hardly any of your business.
| Subject: Re: Vote for the Setting (RTD 2) Mon Oct 03, 2011 11:34 pm | |
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