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58886 No. 58886 ID: 98a065

The City is a space station in orbit around a planet. It maintains a stable orbit by firing attitude jets and maintains Earth standard gravity. This is information any of the inhabitants can attain from simple experimentation. The City is large enough for 3 billion people to live on simultaneously, as of the quest only 40 million people live on The City. Not much is known about the universe outside of the city, or even the city itself. Command & Control and the enigmatic Master of Ceremonies make certain of that.

The city is home to a mixture of Humans and Reploids, both of whom live in fear of the Master of Ceremonies and his Tyrannical Regime. Reploids and Humans that choose to obey the edicts of MoC are allowed to live, to toil on behalf of The City's rulers. Those who refuse are hunted down and dissasembled for parts, even the humans since their organic components are useful for creating bionic parts.
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No. 58887 ID: 98a065

No Tyrant goes unopposed though, Dr. Krieg is old, some say old enough to remember the days when the City was ruled over by a council of tradesmen. Regardless of the truth Dr. Kreig builds and modifes reploids to fight the Harvesters, the foot soldiers of Command and Control. Humans underneath his protection live and work in the complex of maintanence facilities that fill The City, never to see the light of sun until the MoC is finally overthrown. You are a reploid who has just joined the resistance.
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No. 58888 ID: 98a065

This Quest uses a basic RPG system to determine the stats of the characters involved. Lets lay down the basic stats for your average character first.

Structure: 1d6
Combat Systems: 1d6
Defense Systems: 1d6
Sensory Devices: 1d6
Cyber Warfare Systems: 1d6
Menial Systems: 1d6
Locomtion Systems: 1d6
These are the basic stats for just about everything your character will do in the quest.

Combat dice are rolled for attacking and damaging an opponent

Defense die are rolled in an attempt to evade an opponents attack, when struck by an attack they're rolled to negate damage.

Sensory dice are rolled to detect stealth enemies and to examine objects for unusual details.

Cyberwarfare dice are rolled when hacking a simple robot, programming and utilyzing malware, and when resisting malware (virus's, spy programs etc. etc.)

Menial systems are used for basic stuff, lifting, carrying etc. etc.

Locomotion Dice are used for movement actions, like flight, or jumping, or running from something you need to escape.
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No. 58889 ID: 98a065

NOTE: dice are only rolled when you wouldn't succed automatically. Throwing a ball of paper into a trashcan is an automatic success, running from the slime monster and scaling a 20 foot tall fence is not.
Once you've established your basic systems dice you need to modify them. To do that you have to take into account two things. Your reactor, and your core.

Your Reactor is your source of energy. You have a flat starting Reactor Rate of 12 points, each customization option you get uses up reactor points since you need to power systems that make that body type useful.

Your Core is your brain, it's the complex computer that supports your digital soul and it also holds everything that is you, your memories and your skills. It can aslo hold programs that contain tools to make you more succeseful at a given action, and it can hold Artifcial Intelligences which can aid you in your actions. You 12 core points at start, these can be increased at a later date via upgrades.
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No. 58890 ID: 98a065

SKILLS]
--------

You can have a number of skills equal to your maximum Core Points, you can invest in skills twice at your starting level, adding a third die to the skill can only be done on your next level. (I,E, you can invest twice in Programming, giving you 3d6 to roll when performing a programming action, but you can't invest in that skill again until you've leveled up.)

Programming: This skill is devoted to creating programs to accomplisha task. You have to select what kind of programs you want to make upon sellecting the skill. (I.E. Let's say I invest 1d6 in Programming: Malware, that lets me develop malkware that will foul up my enemies targetting systems making it harder to hit me in combat. But then I invest a second level core points into programming: Systems Maintanence thus giving me the ability to develop malware and a cure for the viruses I create. Note that Malware and System's maintanence both count as seperate skills. any questions?)
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No. 58891 ID: 98a065

Repair: Obviously enough this skill is all about repairing things. It can be used to restore HP to you if you're a reploid, but you're going to have to take special measures if your want to be able to repair and upgrade reactor's or core parts. Basically you'd have to invest in Repair: Core or Repair: Reactor, and then you'd have the capability to tinker with reactors and Cores.

Ask any questions if something is unclear.
>>
No. 58892 ID: 98a065

Social Interaction: This is, quite simply the art of interacting with humans or reploids on the social level. If you want to be skilled at a certain type of interaction invest in this skill and indicate which type of action you'd like to have skills in. (I.E. Charm, Intimidate, Inspire etc. etc.)

Infiltration: This skill covers both stealth and other important skills (like lockpicking, or terminal hacking, or remaining hidden. Sure you can have an invisibility cloak but how good are you at using it?) as before skills for each type of action must be purchased seperately. Like Infiltration: Stealth, Infiltration: Lockpicking Infiltration: Data retreival
>>
No. 58893 ID: 98a065

Body Types]
-------------
NOTE: your Structure dice represent your health.

Obviously a reploid or, I dunno a human in a powersuit, can do a lot of things with the right modifications, but only a select group of modifications are useful in the city. Yes, you can have more than one body type, but not if they're in direct opposition to one another. (I.E. no Large+Small, no Thermal+Cryogenic.)

Large: Reactor point cost 6, This body grants you a bonus of 2d6 to menial rolls, and a bonus of 4d6 to structure. Aside from that there are no real benefits to having a large body.

Small: Reactor point cost 6: this body type grants you 2d6 bonus to Locomotion rolls for acrobatics (jumping and climbing) and a 2d6 bonus to dodging enemy attacks, this only counts for dodging though, if sturck you only get your basic damage negation roll.

Combat: 8 Reactor Points, this body type grants you 2d6 to attack and damage rolls, 2d6 to dodge and damage negation rolls, and 3d6 to your structure dice.
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No. 58894 ID: 98a065

Stealth: Reactor cost 6, This body type grants you the ability to use a stealth system, and 3d6 bonus to locomotion rolls for the purpose of jumping and climbing.

Flight: Reactor Cost 6 This body type grants you the ability of flight, you gain a 2d6 bonus to Locomomotion rolls for flight and 2d6 bonus to your sensory rolls.

Thermal: reactor cost 6 This body has built in Thermal weaponry, and gains 2d6 to attack and defense and 3d6 for the negation of thermal damage (I.E. fire, heat beams etc, etc.) but you gain a weakness to Cryogenic weaponry and anyone attacking you with a cryogenic weapon (I.E. Ice or cold) gains +3d6 to their attack and damage rolls.

Cryogence: reactor cost 6, 2d6 to attack and defence, 3d6 for resisting cryogenic weaponry. anyone attacking you with a thermal weapon gains 3d6 to their attack and damage rolls.
>>
No. 58895 ID: 98a065

rather than go over the robot master table for elemental weapons and their absurdly complex (simple enough in the original games, now take every game megaman has ever been in, line up all the robot masters next to each other, who is weak against what?) rock/paper/scissors interaction I'm jkust gonna leave it at Hot & Cold, if demand for a different robot master styled elemental body is high enough I'll make up some rules for it.

Weapons & Gadgets]
----------------------

X-Buster: Reactor cost 4, this is a weapon designed to fire bolts of plasma, it can fire bursts of plasma or can be charged to fire a massive blast of plasma. Base Damage 1d6, charged blast, take your maximum reactor points, divide them by two, round down, the resulting number is added as a flat bonus to your damage. (I.E. 12 divided by 2 equals six so you'd get a damage bonus of 6)
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No. 58896 ID: 98a065

Plasma sword: Reactor cost 4: damage 1d6, melee weapon.

Plasma Pistol: Reactor cost 2, damage 1d4, charged blast reactor damage bonus (divide reactor points by 2, round down. Result is damage bonus)

Machine Pistol: Reactor cost 2: 1d4 damage, can lay down suppressive fire

Grenade Launcher: reactor cost 2, this weapons system can generate and launch explosives on demand, can also create different types of grenades once upgraded damage 1d4.

Stun Baton: Reactor Cost 2, damage 1d4, has a chance of stunning an opponent.

Vibroknife: Reactor Cost 2, Damage 1d4, a wrist mounted armor piercing blade, ignores damage negation.

Power Fist: 1d4, This weapon makes use of kinetic amplifiers to multiply the users kinetic energy when throwing a punch. Can be upgraded a variety of ways.

Machine gun: Reactor Cost 4: Damage 1d6, can lay down suppressing fire, this forces enemies to take cover for one round and grants allies who have line of sight bonuses to attack and damage.
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No. 58898 ID: 98a065

Sniper Rifle: Reactor Cost 4, an extremely long range weapon, designed to fire multiple kinds of ammunition. Damage 1d6.

Dash Boots: Reactor Cost 2, grants 1d6 to Locomotion rolls for running, jumping and climbing.

Basic Shield: Reactor Cost 2, Grants 1d6 to damage negation, only usable with a one handed weapon.

Drone Shield: Reactor cost 4: this weapons system generates six drones, each with 6 Structure Points. These drones can be used to shield you from attack (granting half your reactor points in damage negation) or they can attack the enemy for 1d4 damage each. The drones count as characters once generated by the weapons system and can be attacked individually by the enemy.

Hazard System: reactor cost 4, choose a type of damage, you gain 1d6 damage negation against that damage. This is the only way an elemental Body type can gain resistance against their weakness. (I.E. a Thermal unit could purchase this until they negated their weakness against Cryogenics, can only be purchased 3 times.)
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No. 58900 ID: 98a065

Damage Resistance: Reactor Cost 2, this is an armor upgrade, or maybe it's a force field. Either way you get 1d4 basic damage negation. (I.E. this is a stacking bonus against all damage types.) Can be be purchased six times.

Cyberwarfare module, Reactor points 2, this module is used for the creation of Malware. "Medicine" (programs designed to remove malware and repair the damage caused by it) and the distribution thereof. Malware can be distributed over networks, or loaded onto "darts" specially designed pieces of hardware and software designed to penetrate physical and digital defenses to distribute malware. The Darts don't cause any damage but malware can lock up joints, cause sensory systems to malfunction and decrease weapons effectiveness. (Malware can cause penalties to any type of roll you specify it to. The only thing it can't do is cause an enemy to lose Structure points,)
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No. 58901 ID: 98a065

Repair Module: Reactor Cost 2, can repair structure points, requires ranks in the Repair skill to use. has a base repair bonus of 1d4, this stacks with the dice invested in your repair skill.

Stealth Module: Reactor Points 4, a device designed to aid the user in being stealthy, mostly by hiding the thermal signature and giving the user a stealth cloak. Requires points in the Infiltration: Stealth skill to use effectively. provides 1d6 bonus to stealth rolls, this stacks with Infiltration: stealth skill ranks.

Targeter, Reactor Cost 2, provides 1d4 bonus to attack, but not to damage, this can be purchased 6 times.

Damage Module, Reactor Cost 2, this adds a 1d4 damage bonus to all of your attacks but doesn't aid in targeting, can be purchased 6 times.
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No. 58902 ID: 98a065

Structure Module, Reactor Cost 1, this module makes you just a little bit tougher. 1d6 bonus to your structure points.

Strength Module, reactor cost 2, grants you a damage bonuse of 1d4 in melee combat and a Menial dice bonus of 1d6. Can be purchased 6 times.

Social Interaction module, reactor cost 2, this system provides you with a 2d4 bonuse to social interaction roles via sensory devices, analysis programs and various other useful devices. can be purchased 6 times.
>>
No. 58903 ID: 98a065

rolled 1, 5, 4 = 10

Okay, if you want to do something with your character that isn't covered here, just say so and I'll figure out if its possible and how that will be handled if we do decide to do that.

For now lets make an example character. For starters lets choose a body.

I've Chosen Flight, so that gives me 6 more reactor points to build my character's body with.

I choose 2 structure modules, a repair module, and a machine pistol. So that uses up my remaining reactor points.

That leaves me with my core points.

Okay I invest 4 points in a basic repair skill, thus letting my character repair himself and his allies with his repair module, that grants him a 2d6 roll on repair skill checks.

I invest 4 more points, one each in Repair: Core and Repair: Reactor so my character can repair and modify cores and reactors.

This leaves me with 2 more skill levels, Which I will invest in Social Interation: Charm so that my flying medic is good at putting his patients at ease.
>>
No. 58904 ID: 98a065

rolled 1, 2, 2, 3, 3, 2, 1, 1 = 15

Wow...everyone is really squishy... Should have foreseen that, anyways... to negate the squishyness all characters start with 6d6 structure dice, with my flying medic's structure point bonuses that would equal 8 structure dice so
>>
No. 58905 ID: 98a065

apparently mymedic is squishy, I guess he's a modified Reploid that use to do white collar work, anyway...

Structure Points: 15
Combat Dice: 1d6, Machine pistol does 1d4 damage. (attack roll would be 1d6 for attack with 1d6+1d4 for damage)
Defense Dice: 1d6
CyberWarfare Dice: 1d6
Sensory Dice: 3d6
Menial Dice: 1d6
Locomotion Dice: 3d6 (1d6 for non flight related movement, 3d6 for flight related movement)

Reactor: 12 points, currently tapped to capacity.
Core: 12 points, currently full to max capacity with info.

Skills

Repair: 2d6
Repair, Reactor: 1d6
Repair, Core: 1d6
Social Interaction, Charm: 2d6

Now I just need to determine his name and Appearance. I'll name Moby, he looks like your basic sniper joe recolor, has a grey paintjob, and uses a jet pack to fly. His left arm bears dozens of tools and these are used to aid in his repair efforts. His machine pistol is built into his right arm.
>>
No. 58935 ID: 886a4d

What upgrades are available to the vibro knife?

Though honestly I was thinking a sniper rifle would be perfect for our high locomotion and stealth since we do need a longer range option when we can't get in close.
>>
No. 58937 ID: b6edd6

So, upgrade questions:
How much does buying a power fist cost (It is not currently listed.)
Can Malware penalties be stacked on the same action?
How much total would it cost to get a grenade launcher and upgrade it to shoot remote-detonated explosives (think TF2 stickybombs)?
>>
No. 58939 ID: 98a065

>>58935
Damage and accuracy upgrades mostly, though you could turn them into midrange hyper cutters if you felt like it. Cutty slicy whips basically.

>>58937
2 reactor points for the power fist, apologies, forgot to list it. cest la vie...

Yeah, malware penalties can be stacked on the same action, just a matter of overcoming an enemy's Cyberwarfare defenses. Hell you can design a set of malware to breakdown their cyberwarfare defenses.

2 reactor points for remote detonation, 2 points for stickiness. in general a weapon upgrade costs as much as the weapon itself.
>>
No. 58940 ID: 98a065

>>58935
oh and a sniper rifle would be great, how would you like to attach that? Arm cannon or just carry it around in a hyper compact form?
>>
No. 58944 ID: b6edd6

Hmm. I am thinking we should get either a (non-sticky) remote bomb launcher or a sniper rifle.

An arm cannon is good if it is the kind that can transform into a regular arm, but otherwise a hand is too useful to give up.
>>
No. 58945 ID: 98a065

>>58944
Armcannon would be entirely possible. Probably have an unusually log barrel and a targeter of some sort on the arm. On the other hand Azure has that whole exposed musculature look going (Deus Ex human revolution inspired...?) so maybe a hyper compoact folding gun suits her image better.

also Zig would you like to design a new character? I'm hoping to do 3 NPCs plus an NPC in the background. Moby mostly exists to facilitate the PCs level up sequences.
>>
No. 58946 ID: 886a4d

Ya the hyper-compact sounds good. I think I'm going to vote sniper rifle for her reactor upgrade.

What are some other common infiltration skills?
>>
No. 58948 ID: b6edd6

>>58945
I could do that, though I will be going to sleep for the day fairly soon.
Also, at the moment it feels a bit early in the story to introduce multiple PCs.


A few questions relevant to character creation:
In general, how much open space in the City (aside from maintenance tunnels)? Are there lots of areas that are enormous rooms with buildings inside of them, or is it mostly composed of functionally sized rooms stacked around and on top of each other?
Would stats would be used for a flyer to grab someone and lift them (willingly or otherwise)? Would a power fist help with picking up or flinging people?
>>
No. 58949 ID: 98a065

>>58946
This system is a prototype to one I'm developing for use in emulating well...the whole Megaman-universe. so Lockpicking for physical locks, hacking for cmputerised locks and terminals, and stealth are all you really need. If I tried to narrow down skills a little more... well you ever hear of Megaman.Exe? Its a universe where dr. light invented The Internet 2.0 and its tied way the fuck into peoples lives, and megaman is an assistant AI so narrowing down skills is bad for me.

Hwoever the plus side to this is that you've nailed down all the sills you need to be a rogue/spy/whatever and you can safely focus on other things or upgrade what you already have.

You could also get some combat programs installed to up your attack (to hit) or Damage (to damage) or to focus on some other aspect of your character. Using the corepoints to make you more resistant to malware wouldn't be a bad idea for instance. You have a cool Idea for your character I'll try to work it in, just bring it up and I'll to stat it.
>>
No. 58950 ID: 98a065

>>58948
Yeah I have to sleep too, wanna finish this first.
basically there's a metropolis meant for 3 million people located in the center of an enormous space station. there's a ring with all manner of useful machiney, that expands to include an environment dome that contains the city itself, that's one enormous area that's in the center of the ring. Think of it like this, there's a bubble, that space is full of buildings, and parks, and trees, and even a tiny simulated ocean, around that is all the machinery required to keep it safe and functional, you're in the ring with the air and other stuff.

anyways I'm making a story to suit the PCs to work in the PCs I kind of need them before hand so I can plan.

As for power fists helping to pick up and throw? no you'd need a strength module of some sort, I have one but we can totally stat one up if you don't like one. Basically when you're picking someone up against their will you roll your menial stat against theirs, if you win you pick them up,
>>
No. 58951 ID: 98a065

as I was saying... if you won the roll you could pick up the enemy and do whatever, maybe droip them from on high, if not they'd slip out of your grasp before you got high enough to damage them.

if a person wants to be picked up, and isn't like...carrying a 600 pound load then you don't need to roll for it.

If however they are say for instance Large sized or for some other reason your ability to carry them is called into question then you need to roll and strength rolls for carrying and stuff, are usually Menial rolls.
>>
No. 58965 ID: 886a4d

Alright then, thinking on it I'll up hacking and charm both by two points (Thats another d6 I think)

So for Azure's level up we have

Sniper Rifle, hyper compact
+2 Social: Charm
+2 Infiltration: Hacking
>>
No. 58967 ID: b6edd6

When you have multiple weapons, can you attack with them in the same round? If so, do damage/accuracy modules benefit all of them at once?
Can you pay extra to have guns shoulder mounted instead of arm-based?
>>
No. 58969 ID: 98a065

>>58965
Yeah skill points costtwo core points at the moment, I'll come up with dice rolls and other stuff for 1 point purchases eventually.

so yeah that's Sniper Rifle, 1d6 Attack (targeter bonus), 1d6 damage.

Social, Charm 1d6 bonus
Hacking, 1d6 bonus.

-----
>>58967

Okay, for an multi-attack we'll call that a barrage, you can only use it if you have

Barrage Module, 4 reactor points, allows attacks with multiple weapons by carefully managing reactor output and drain. This module also includes programming and compatability upgrades that apply all compatable targeter and damage upgrades. (note that a melee damage upgrade like the power fists kinetic amplification bonus only applies to held weapons melee and would not apply to a bust or grenade, butwould apply to a knife of saber.)

anyway, you don't need to pay extra to equip a shoulder weapon, you just need to pay the reactor cost so that the weapon is tapped into your reactor, after that you can install it anywhere.
>>
No. 58971 ID: b6edd6

Can you combine a machine gun and a grenade launcher in a barrage to lay down suppressing fire and then fill their cover with explosion?

And how many core/reactor points will the new PC start out with?
>>
No. 58976 ID: 98a065

>>58971
Damnit I really was hoping everyone would forget that dumb name... anyway.

You could TRY to fill their cover with explosions, depends on the way you rll your dice. The new PC will start off with 12 reactor points and 12 core points, just like all Level 1 PCs, however you'll level up by the end of your intro part.

If I could get 2 PCs and give them a shared intro that'd be even better...but whatever.

If you could work with me to help build a background for your PC that'd be even better and would make coming up with an intro for them easier.

Also what kind of background would you like to give Azure Redaeth? So far all we know is the harvestors caught up with her and used her as target practice.
>>
No. 58977 ID: 886a4d

She believes fiercely that all beings have the right to choose their own path. Even if its in the shadows like herself. She was originally built as an experiment. Three 'dumb' or non-sentient AI were given the task of building a fourth. It was there she was 'born' and escaped the server they were on. It took a bit of work, but eventually she managed to infiltrate a reploid factory and steal herself a body. She's been wandering ever since.
>>
No. 58978 ID: 98a065

>>58977
that's...odd.

But then again The City is one of the only remaining pieces of "modern" civilization in orbit around post apocolyptic earth so wierd is relative.

Basically an AI that got sick of cyberspace, I can work with that.
>>
No. 58980 ID: b6edd6

More questions (I am considering making a cyberwarfate specialized PC):
If you get multiple malware modules, can you spam barrage malware/medware darts?
With an upgraded enough malware module and/or low enough enemy cyberdefense, can you do more elaborate things lice causing hallucinations, disabling modules, or reprogramming drones?

>Damnit I really was hoping everyone would forget that dumb name... anyway.
Which name?
>>
No. 58981 ID: 98a065

>>58980
>which name.
Exactly. Moving on.

Yes I suppose you could do elaborate things like cause hallucinations and stuff like that. If you had multiple malware modules you could spam mal/medware darts. But you'd have to have Program Malware, Program Medware as a skill and you'd have to program you hallucinations or whatever in advance.

Yes you could subborn drones, but without building a charge station for them they'd shutdown within a few hours, think of it as taking over a sniper joe, or al those turrets and other apparently mindless bots you see in every megaman game ever.
>>
No. 59005 ID: b6edd6

rolled 6, 5, 1, 4, 6, 6 = 28

Rolling for structure points.
>>
No. 59007 ID: b6edd6

Name: Ulysses
Appearance: A humanoid with a snakelike head and tail
Background: Ulysses is the only survivor of a cyberdefense research group that incurred the wrath of the Master of Ceremonies*. Since then, he was joined the resistance both out of self-preservation and a desire to avenge his companions.

Structure: 28
Combat Systems: 1d6 (Machine Pistol 1d4 base damage, Cyberwarfare Darts x2)
Defense Systems: 1d6
Sensory Devices: 1d6
Cyber Warfare Systems: 1d6
Menial Systems: 1d6
Locomotion Systems: 2d6 (1d6 for purposes other than running, jumping, and climbing)

Skills: (12 Maximum core points)
Programming: Malware [2d6]
Programming: Medware [2d6]
Infiltration: Hacking [2d6]

Modules: (12 Maximum reactor points)
Cyberwarfare Module x2 {4 points} (One in each lower arm)
Machine pistol {2 points} (handheld)
Barrage module {4 points}
Dash Boots {2 points}



* details of the event left for the author to decide

(Can you spot the mythological references?)


I think I might have gotten something confused with the skill point system. If there is something I need to fix, is it alright if I just delete this post and make a new one with the fixed info to avoid confusion?
>>
No. 59011 ID: 886a4d

I think you need a body type. Could be wrong though. For a support reploid small, flight or stealth seems good.
>>
No. 59014 ID: b6edd6

I had thought that they were upgrades for the generic body type rather than the body types to select from. For example, all the protagonists I can think of in the series this is based on have bodies without particular special abilities (aside from their elaborate weapons systems, which is more or less the same thing I am doing with this character's points).
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