Post by thefishofdoom on Apr 10, 2015 4:37:30 GMT
O hai there.
This will be a test run for the Bite-Size Adventures model. Literally all the planning that has gone into this is a single scribbled sheet with weapon stats and a rough sketch of how the rolls will work. The rest? I'm mostly going to wing it
So here's the deal: rogurlike-like Black-Ops infiltration mission to Steal The McGuffin, in a sci-fi setting. The party will enter a facility and then navigate various convenient puzzles (tm) that I have not thought up yet, while avoiding traps and killing mooks. After a few encounters and puzzle resolution, I'll think up some inane plot twist and end the adventure, maybe on a cliffhanger, maybe not.
Here's how stuff is going to work: role playing, if it appears, is entirely up to the players, no social stats are involved. Characters will have four stats: Strength, Dexterity, Perception and Savvy. Max 100 points per stat, min 10, out of a pool of 300 points, with 50 being baseline human level (under 10 would make the character invalid). I will handle every single roll, which will be a d100, minus the difficulty of what you do (decided arbitrarily by me), plus relevant stats, with failure on a 0 or less. Attacking and defending both use all four stats. The fun part? You can try to convince me to adjust the difficulty class of a roll in your favour, or to add more stats to a roll (examples: 'I study the ledge to try to find a handhold to climb better' to add savvy and/or perception to an otherwise pure strength roll, and 'I perform a parkour vault to get up on the ledge' to also add dexterity). You may also fail miserably and catastrophically at this (examples: I decide you roll dexterity first to see if you actually succeed at vaulting in the first place before going for an all stats roll, or I just go 'Dafuq you doing trying to parkour with a 30 STR + 15 DEX character?' and make you fail in a humiliating manner and hurt yourself ). If we're gonna play minimalist, might as well have some fun
Speaking of fun: Combat mechanics:
Initiative: d100 plus all stats, reroll for tie breaking, one action per turn not counting walking.
Attack: d100 plus all stats, plus/minus modifiers for range, shot spread, etc, minus all the target's stats if unsurprised.
Defense: If unsurprised, add all stats to attack DC. If surprised, you're fucked (OP sci-fi weapons galore; lasers and sonic cannons and mass drivers, oh my!).
Health: 100 points. Hit zero and you croak.
Armor: Extra hit points, different damage mechanics. 25, 50 or 75 for low, medium or high armor. Multiple armor layers may be possible to get more than 75 if justified (giant robot, composite plating on power armor, shield, etc). Cover counts as armor.
Damage ratings: low, medium, high, very high, vs armor and vs flesh.
Armor Damage: d100 minus 25 (high), 50 (med.) or 75 (low). Armor damage carries over to health damage without applying flesh damage. Further damage applies against flesh.
Flesh Damage: Applies when a hit is scored with no armor present. d100 plus 0 (medium), 25 (high) or 50 (very high). Don't get hit with no armor on, seriously.
Range: I'll let you know if enemies are at short, medium or long range. Medium range adds +25 to the attack DC, long adds +50. You can try to hit with a ranged weapon at one range increment beyond your weapon range or at meleé range, applying a d100 penalty to both hit chance and damage. Two turns of movement get you from medium to short, and one gets you from short to meleé. Long depends (I'll let you know).
Spread: Capacity to hit multiple targets, but also reduces damage at range for some weapons. Narrow spread: 2 targets. Medium spread: 3. Wide spread: 5.
The Weapons:
Choose two weapons. One-handed weapons you can use akimbo and fire one with full accuracy or both in one turn with -50 to hit on both, and can be quick-drawn. Two handed weapons require one turn to ready if not already unholstered, and to switch between in-combat, but can be dropped to quick-draw a one-handed weapon.
Short range:
Particle Projector: High-power sidearm that violently accelerates charged particles, doing high flesh and armor damage, with no spread.
Sonic Cannon: A bulky, two-handed weapon that violently vibrates the air in front of you, doing low armor damage but very high flesh damage, at a wide spread. The only weapon that always hits no matter what, but also does no damage past short range and is two-handed.
Medium Range (all one-handed, all with a +25 bonus to hit at any range):
Shotgun: Hail to the king, baby. medium spread (up to 3 targets at medium range at -50 damage, 1 at short range at full damage), medium armor damage, high flesh damage.
Carbine: Carbine, SMG, automatic pistol, no one gives a fuck as long as it fills the other peeps full of lead really fast . Narrow spread (up to 2 targets at medium range at full damage), medium armor and flesh damage.
Long range (all two-handed):
Laser gun: Pew pew laz0r, fires in one second beams. Medium armor damage, high flesh damage (burns holes in armor, but vaporizes flesh, damaging surrounding tissue as well).
Mass driver: A coil gun, rail gun, gauss rifle or whatever fancy name you like for a hand-portable magnetically accelerating slug thrower. High armor damage due to projectile speed, medium flesh damage due to small AP projectiles.
Meleé:
All work the same way, regular attack roll, both damages medium. You can rush to attack an opponent at short or medium range in one turn of movement, but you provoke a meleé range attack with whatever weapon they have out (with the normal penalties applying if it's ranged). Flavor-wise, go nuts as long as it's potentially highly damaging: vibroblades, energized bludgeons, piston or gas-propelled spikes or bludgeons, high-power saws, etc.
Ammunition is NOT a concern, because TECHNOLOGY!
If I forgot anything, I'll post it later. Anyone who wants in, post here, but we won't start for a while, I wanna let southpaw get his fallout one going first (also gotta make my character for it )
This will be a test run for the Bite-Size Adventures model. Literally all the planning that has gone into this is a single scribbled sheet with weapon stats and a rough sketch of how the rolls will work. The rest? I'm mostly going to wing it
So here's the deal: rogurlike-like Black-Ops infiltration mission to Steal The McGuffin, in a sci-fi setting. The party will enter a facility and then navigate various convenient puzzles (tm) that I have not thought up yet, while avoiding traps and killing mooks. After a few encounters and puzzle resolution, I'll think up some inane plot twist and end the adventure, maybe on a cliffhanger, maybe not.
Here's how stuff is going to work: role playing, if it appears, is entirely up to the players, no social stats are involved. Characters will have four stats: Strength, Dexterity, Perception and Savvy. Max 100 points per stat, min 10, out of a pool of 300 points, with 50 being baseline human level (under 10 would make the character invalid). I will handle every single roll, which will be a d100, minus the difficulty of what you do (decided arbitrarily by me), plus relevant stats, with failure on a 0 or less. Attacking and defending both use all four stats. The fun part? You can try to convince me to adjust the difficulty class of a roll in your favour, or to add more stats to a roll (examples: 'I study the ledge to try to find a handhold to climb better' to add savvy and/or perception to an otherwise pure strength roll, and 'I perform a parkour vault to get up on the ledge' to also add dexterity). You may also fail miserably and catastrophically at this (examples: I decide you roll dexterity first to see if you actually succeed at vaulting in the first place before going for an all stats roll, or I just go 'Dafuq you doing trying to parkour with a 30 STR + 15 DEX character?' and make you fail in a humiliating manner and hurt yourself ). If we're gonna play minimalist, might as well have some fun
Speaking of fun: Combat mechanics:
Initiative: d100 plus all stats, reroll for tie breaking, one action per turn not counting walking.
Attack: d100 plus all stats, plus/minus modifiers for range, shot spread, etc, minus all the target's stats if unsurprised.
Defense: If unsurprised, add all stats to attack DC. If surprised, you're fucked (OP sci-fi weapons galore; lasers and sonic cannons and mass drivers, oh my!).
Health: 100 points. Hit zero and you croak.
Armor: Extra hit points, different damage mechanics. 25, 50 or 75 for low, medium or high armor. Multiple armor layers may be possible to get more than 75 if justified (giant robot, composite plating on power armor, shield, etc). Cover counts as armor.
Damage ratings: low, medium, high, very high, vs armor and vs flesh.
Armor Damage: d100 minus 25 (high), 50 (med.) or 75 (low). Armor damage carries over to health damage without applying flesh damage. Further damage applies against flesh.
Flesh Damage: Applies when a hit is scored with no armor present. d100 plus 0 (medium), 25 (high) or 50 (very high). Don't get hit with no armor on, seriously.
Range: I'll let you know if enemies are at short, medium or long range. Medium range adds +25 to the attack DC, long adds +50. You can try to hit with a ranged weapon at one range increment beyond your weapon range or at meleé range, applying a d100 penalty to both hit chance and damage. Two turns of movement get you from medium to short, and one gets you from short to meleé. Long depends (I'll let you know).
Spread: Capacity to hit multiple targets, but also reduces damage at range for some weapons. Narrow spread: 2 targets. Medium spread: 3. Wide spread: 5.
The Weapons:
Choose two weapons. One-handed weapons you can use akimbo and fire one with full accuracy or both in one turn with -50 to hit on both, and can be quick-drawn. Two handed weapons require one turn to ready if not already unholstered, and to switch between in-combat, but can be dropped to quick-draw a one-handed weapon.
Short range:
Particle Projector: High-power sidearm that violently accelerates charged particles, doing high flesh and armor damage, with no spread.
Sonic Cannon: A bulky, two-handed weapon that violently vibrates the air in front of you, doing low armor damage but very high flesh damage, at a wide spread. The only weapon that always hits no matter what, but also does no damage past short range and is two-handed.
Medium Range (all one-handed, all with a +25 bonus to hit at any range):
Shotgun: Hail to the king, baby. medium spread (up to 3 targets at medium range at -50 damage, 1 at short range at full damage), medium armor damage, high flesh damage.
Carbine: Carbine, SMG, automatic pistol, no one gives a fuck as long as it fills the other peeps full of lead really fast . Narrow spread (up to 2 targets at medium range at full damage), medium armor and flesh damage.
Long range (all two-handed):
Laser gun: Pew pew laz0r, fires in one second beams. Medium armor damage, high flesh damage (burns holes in armor, but vaporizes flesh, damaging surrounding tissue as well).
Mass driver: A coil gun, rail gun, gauss rifle or whatever fancy name you like for a hand-portable magnetically accelerating slug thrower. High armor damage due to projectile speed, medium flesh damage due to small AP projectiles.
Meleé:
All work the same way, regular attack roll, both damages medium. You can rush to attack an opponent at short or medium range in one turn of movement, but you provoke a meleé range attack with whatever weapon they have out (with the normal penalties applying if it's ranged). Flavor-wise, go nuts as long as it's potentially highly damaging: vibroblades, energized bludgeons, piston or gas-propelled spikes or bludgeons, high-power saws, etc.
Ammunition is NOT a concern, because TECHNOLOGY!
If I forgot anything, I'll post it later. Anyone who wants in, post here, but we won't start for a while, I wanna let southpaw get his fallout one going first (also gotta make my character for it )