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Messages - Hasabushi

#16
Roleplay / Re: Chapter 1: The Menace
June 23, 2016, 09:21:02 AM
[spoiler] Need a 1D20 for durability on shield for Bookkeeper vs DC 13[/spoiler]
#17
Roleplay / Re: Chapter 1: The Menace
April 27, 2016, 07:45:09 AM
[spoiler] so it will stay active for your next 3 posts, however you will have to row percentile for each round. So charge away :D[/spoiler]
#18
Roleplay / Re: Chapter 1: The Menace
April 26, 2016, 10:19:20 AM
[spoiler]You'll need to row a percentile 1D100 or two 1D10's  (for chance of getting an extension (50%)) and a 1D4 (extra rounds), as it could fade at any moment. Plus you lose any bonuses to dodge or attack for those rounds, due to singular focus, you still retain your damage bouns.[/spoiler]
#19
Hero Legends RPG / How Stats are Tracked
April 14, 2016, 11:05:56 PM
I'll be in process of rewriting some of the damage mechanics in this next scenario. Every character will have a STATUS section that they need to copy and paste into their character response before their post, this is to show that you have read and understand your current status.

NEW CHARACTERS COPY THIS:
[font=courier]
[CONDITION STATS]
SCT = None
DMG = Healthy
ERT = Healthy
MND = Rested
STATUS = Waiting

[ALIGNMENT]
Hero: 0
Villain: 0
[/font]



Now to business:

There are 4 primary forms of damage that a player can both receive and give:
1. Physical - this includes melee, and use of  any weapons that cause impact, penetration or blunt damage.
2. Energy - this includes weapons powered by plasma or other forms of radiation, including projectiles.
3. Magical - this includes any powers that are of the mystical nature.
4. Psionics - any and all mental based powers.

BAD = Body Area Damage Which areas of the body have been injured, and what is that injury. (Upper Arm -> Laceration)
DMG = Percentage of damage/Type of Damage if known.
ERT = Estimated Recovery/Repair Time.
MND = Condition of mind will and emotions - ranges from CALM to TERRIFIED
STATUS = Overall Status.(GM)


Percentage of Damage
01-05% - Laughable - if you complain about this your a big wuss.
06-15% - barely noticable - This is the boo-boo's that mommy used to kiss.
16%-25% - uncomfortable - It only hurts if you bump it.
26%-36% - painful - It bothers you enough for it to impede your actions, I wouldn't run any marathons.
37%-47% - lacerated - Yep it's bleeding, I would look for some help or at least a first aid kit.
48%-56% - bleeding level 1 - If you don't stop the bleeding soon it could go to level 2.
57%-70% - bleeding level 2 - See there you didn't listen now look at you, you should get that looked at before level 3.
71%-80% - bleeding level 3 - Okay now your bleeding all over the place this could get nasty.
81%-90% - Missing Limb - Now where did I put that...
91%-100% - Unconscious - Your bleeding to death and have now passed out, please don't run after any tunnels of light. I mean it really stay away from them.
101% + - Hmm time to notify the next of kin.


Mental Conditions MND:
Rested - best conditions for focusing or using mental abilities. + 5 for all actions.
Alert - slightly on edge and ready for action, still +1 for all actions, +2 vs sneak attack or ambush.
Focused - concentrating on one target, aware of surrounding but not as responsive. +2 on any action used toward focused enemy.
Stressed - a stressful situation that causes adrenaline to dump. More reactionary/primal, +3 on all aggressive actions. -2 on any mental tasks.
Scatterbrained - unable to concentrate, mind wanders due to increased levels of exhaustion.
Tired - Close to exhaustion, small tasks become more difficult -5, unable to focus, +5 on all attacks toward player, defensive actions -3, all attacks suffer a -2 penalty.
Exhausted - Concentration is almost non-existent, must roll against chance of passing out falling asleep(60%) - 5 on all actions.
Passed Out/Sleeping - no actions can be performed character must rest at least 1 hour per level of exhaustion(5 total). Sleep must be uninterrupted.

Special:
Terrified - inability to react, flight or fight mode. Must roll vs paralyzing fear, suffers -10 penalties for all actions attempted while terrified, loss of motor reflexes, more likely to shake and fumble during actions.
Calm - immediate state after coming out of sleep, if players successfully enters REM sleep.
Groggy - not enough sleep, less than 30 minutes (power nap) Player suffers -2 to all actions until fully awake.
#20
Miniseries / Re: A nights pursuit: Part 1
April 14, 2016, 09:24:23 PM
Super Freak
[DAMAGE]
SCT: None
DMG: Healthy
ERT: Healthy
MND: Stressed
STATUS: Cautious

[ALIGNMENT]
HERO: 0
VILLAIN: 0



(insight)
Glancing at the thug who is eyeing you, you don't notice anything in particular, You keep him in your peripheral as he subtly elbows one of the guards next to him and nods in your general direction. It appears you've been noticed as you can see the two moving in a beeline straight toward you...

(Perception)
The thug looks like a typical warehouse worker but is carrying something in his hand, that you can't make out.
The guard is more heavily armed than the thug, and appears to be wearing body armor of some sort. His left hand touches a sidearm on his left leg; his other hand grips a strap attached to a rifle barrel protruding from above his right shoulder.

You see a ladder not far from you heading into the upper level of the warehouse, to the right are several large crates that you could hide behind, you could also enter to the maze of crates to your left that run near the rear exit of the warehouse. There are also a few items like metal poles, wrenches, fire extinguishers that litter the area around you...
#21
Roleplay / Re: Chapter 1: The Menace
April 14, 2016, 07:18:59 PM
Sigil
[DAMAGE]
SCT: None
DMG: Healthy
ERT: Healthy
MND: Tired*
STATUS: Dodging, Attacking

[ALIGNMENT]
HERO: 15
VILLAIN: 0


You maintain your distance from the orb of energy, and it appears to be fading out as you continue to dodge.  You return the favor by sending forth a magic bolt. It explodes from your palms and heads directly for the giant humanoid. It strikes the figure exploding into a ball of fire, It Roars in pain, but quickly shifts its focus another more prominent target. The magic missile disappears.
[spoiler]Need a roll of 1D10, 1D10 for percentage as you are exhausting yourself with high use of magiks.[/spoiler]



Mindsense
[DAMAGE]
SCT: None
DMG: Healthy
ERT: Healthy
MND: Focused*
STATUS: Overcharged, Shielded (energy/physical) 1D6+1 additional damage,  +5 vs energy/physical.

[ALIGNMENT]
HERO: 10
VILLAIN: 0


Another blast just as powerful as the first launches from your arm cannon, veins of plasmatic energy pop and crackle around the metallic surface of your arm. The increased power knocks your aim slightly off, even so, it impacts squarely against the base of the obelisk, rupturing a large chunk off the opal colored stone, though it still stands.

Additonal damage done next round:
1D6+1





Bookkeeper
[DAMAGE]
SCT: None
DMG: Healthy
ERT: 30 minutes of rest needed.
MND: Stressed*
STATUS: exhausted, Neutral word in effect. +5 vs energy/physical

[ALIGNMENT]
HERO: 20
VILLAIN: 0


As the words are spoken a spectral form of a large shield appears quickly covering you and and anyone within ten feet of you, however you are feeling exhausted and will need to rest soon.



The figure now roars at the top his lungs he is now 4 times his original size, he charges with uncanny speed smashing into the shield and begins to pound on it with magically charged fists.  A few hits later the shield begins to crack...

[spoiler]*Keep an eye on each of your stats especially MND and STATUS.
Ranges for mental conditions MND:
Rested - best conditions for focusing or using mental abilities. + 5 for all actions.
Alert - slightly on edge and ready for action, still +1 for all actions, +2 vs sneak attack or ambush.
Focused - concentrating on one target, aware of surrounding but not as responsive. +2 on any action used toward focused enemy.
Stressed - a stressful situation that causes adrenaline to dump. More reactionary/primal, +3 on all aggressive actions. -2 on any mental tasks.
Scatterbrained - unable to concentrate, mind wanders due to increased levels of exhaustion.
Tired - Close to exhaustion, small tasks become more difficult -5, unable to focus, +5 on all attacks toward player, defensive actions -3, all attacks suffer a -2 penalty.
Exhausted - Concentration is almost non-existent, must roll against chance of passing out falling asleep(60%) - 5 on all actions.
Passed Out/Sleeping - no actions can be performed character must rest at least 1 hour per level of exhaustion(5 total). Sleep must be uninterrupted.

Special:
Terrified - inability to react, flight or fight mode. Must roll vs paralyzing fear, suffers -10 penalties for all actions attempted while terrified, loss of motor reflexes, more likely to shake and fumble during actions.
Calm - immediate state after coming out of sleep, if players successfully enters REM sleep.
Groggy - not enough sleep, less than 30 minutes (power nap) Player suffers -2 to all actions until fully awake. 


[/spoiler]
#22
Crew / Character Sheet Format
April 02, 2016, 12:52:03 PM
]Statistics[
Name:
Rank: Cadet
Specialty: (Astrobiologist, Tactician, Warp Field Specialist, etc)
Race: (Human, Bajoran, Vulcan, etc)
Age:
Ht:
Wt:
Eye-color:
Hair-color:
Appearance:

]Traits[ Traits that define your character such as aggressive or resourceful.



]Biography]



]Service Record[

-History-

-Awards-

-Accomplishments-


]Equipment[
-Issued-
Comm-Badge
Field issued Starfleet Uniform (color-coded)

-Personal-


]Skills[
This is a list of skills, overly simplified. Enter a number from 1-15, drawing from a pool of 50. All players are considered to be fresh out of the academy with the rank of Cadet. All training sections should have at least one point.

-Training- (Requires at least one point)

Tactical:
Command:
Engineering:
Science:
Security:
Communications:
Medical:
Hand-to-Hand Combat:
Phaser Combat:

-Piloting- (Requires at least one point)
Pilot - Shuttle:
Pilot - Starship:


-Personal- (Add your own skills here)










#23
Miniseries / Re: A nights pursuit: Part 1
April 02, 2016, 11:31:19 AM
*err not sure what you are making multiple rolls for? What are you using to validate your rerolls ;P
#24
Episodes / Episode 0: "To this and Far enough..."
March 24, 2016, 11:03:21 PM
These events all take place during the 5th season of Star Trek DS9

Earths Orbit:
Starbase: 001


"Stardate: four-eight-two-two-point-one.",
Lieutenant J.G., James Brimely sat eyeing the console in front of him. The lights flickered in what appeared to be a random pattern, and to the untrained onlooker it would just be that.  He scratched the stubble now forming on his unshaven face, it made a sound not unlike a sonic saw cutting through campfire timber. "Okay, computer lets try this again...",

the computer  acknowledged in a friendly enough sounding female voice, asking,
"Do you wish to erase the current data or start from the stardate entry?"

James sighed, "Might as well start from the beginning, keep the current stardate, just adjust for time differences."

"Understood, beginning recording..."

"It's been a long voyage back to earth, our mission was suppose to be simple, if you could call it that. Locate the Maquis still active in the Badlands, and use whatever means necessary to spy on them. Whatever means necessary..", Jimmy let the words linger for a moment then continued "We had no clue what we were getting ourselves into. Captain Roderick did his best to keep us alive, I for one am glad that he made the hard decisions and not me. I don't really know if I'm cut out for command,  I froze when the phaser beams and disruptors impacted the Quasars hull our shields failing, but somehow not sure what happened I managed to get our shields back online just long enough for us to warp out of there! Eventually though even that failed leaving us stranded somewhere in the Alpha Quadrant. We drifted for days, till a Drudalian freighter picked up our distress call..."

TBC


#25
Miniseries / Re: A nights pursuit: Part 1
March 24, 2016, 10:29:35 PM
Dressed as a guard you stay as inconspicuous as possible. As you survey the area you several large crates on one wall, men enter and exit from a large metal gate that extends width-wise across the back of the warehouse.  Men enter the room from the gate loading and unloading then carrying the now empty crates back out the way they came. One guard appears to be eyeing you, you're not sure why...
#26
Miniseries / Re: A nights pursuit: Part 1
March 14, 2016, 11:36:49 AM
The guard struggled for a moment and then his body erupted into violent spasms as the taser came alive the sell phone still tight in his tensed hand. After a few moments his body responded  with slight twitches here and there. Dragging the body you successfully remove it from site..

You are back where you started in the warehouse, currently you see no guards and the way appears to be clear.
#27
Core Rules / Basic Rules
March 14, 2016, 11:27:09 AM
TBA
#28
Core Rules / Character Creation
March 14, 2016, 11:26:01 AM
TBA
#29
Core Rules / Introduction
March 14, 2016, 11:22:46 AM
For those of you who have actually played the original STNG RPG, you know how insane the actual game mechanics can get. Just resolving one firefight could take well over an hour depending on each players/npc stats.

I've sought to redeem the original rules by applying D20 mechanics, took away the bone jarring alternate rolls, and reduced the turn system to simple D20 roll for attack roll for defense, roll for damage.

Thus each players stats will consist of 4 areas. Physical(Strength, Constitution), Mentality (Logic/Persuasion), Perception(agility) and Technical(intelligence)

I know this is a considerable watering down of the original ruleset, though In my humble opinion I see it as a time simplification and allowing for a more freeform hybrid RPG.

If you have any question, post them in the discussion section!
#30
USS Fortitude / Specifications
March 12, 2016, 06:25:06 PM


Production Base: ASDB Integration Facility, Antares Fleet Yards, Antares IV.
Type: Heavy Cruiser.
Accommodation: 500 officers and crew; 4,500 personnel evacuation limit.
Power Plant: One 1,500 plus Cochrane warp core feeding two nacelles; one impulse system.
Dimensions: Length, 464.43 meters; beam, 316.67 meters; height, 87.43 meters.
Mass: 3,055,000 metric tonnes.
Performance: Warp 9.8 for 12 hours.
Armament: Six type-10 phaser emitters; Two photon torpedo launchers.