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Author Topic: RPG Personals  (Read 3542 times)

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Frocto

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RPG Personals
« on: February 18, 2010, 06:09:36 PM »

I was thinking I wanted to recruit players, but I didn't want to start a thread for a game that might only run for one or two sessions. I am sure other people have had this problem, so hence this thread. I will post in it occasionally whenever I want to recruit a new player to fill a gap in an ongoing game or I'm running something very short. You are welcome to look for players via this thread as well, denisaurs of the Brontoforums!

Normally, I headhunt players specificially based on who I think is coolest, but it's really nice to know who is available for speaking to. So if you register interest in playing in my game, I am not guaranteeing you a spot, but I might approach you and take you aside for a chat. Or you can pester me to be let in, that's always fun. As for game details, REGARDLESS OF WHAT MY GAME IS ABOUT IT WILL BE FUN. This is a promise I am pretty sure I can make without even a trace of sarcasm, but the current game I want to run is a space adventure using the Call of Cthulhu 6th Ed rules. Sort of like the original Alien film in terms of flavour.

Current players are Lee-Ham and Meikai, my super bros, and my GMing style tends towards being generally either playful and kinky (a la SPACE ADVENTURE) or macabre and hammy (Jupitris). I encourage a very high level of character interaction and generally like to centre entire adventurers around individual PCs.

Basically, my current timeslot for rpgs is Saturday nights, 9PM EST fortnightly for about three hours and a whopping THREE of my five players are totally incapable of showing up for sessions or something. I canned my other game, Disenchanted, and want to do this now. If you are blacklisted from my games, you will probably already know without me needing to tell you.
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"And it is because they have fallen prey to a weakened, feminized version of Christianity that is only about softer virtues such as compassion and not in any part about the muscular Christian virtues of individual responsibility and accountability."

Frocto

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Re: RPG Personals
« Reply #1 on: February 18, 2010, 06:11:49 PM »

So yeah, post if you can make that timeslot and would be interested in playing in ANY game occurring at that time, not just mine.
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"And it is because they have fallen prey to a weakened, feminized version of Christianity that is only about softer virtues such as compassion and not in any part about the muscular Christian virtues of individual responsibility and accountability."

Büge

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Re: RPG Personals
« Reply #2 on: February 18, 2010, 06:48:25 PM »

I am registering interest.

Given your geographic location, any games occurring during your evening/my morning.
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Frocto

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Re: RPG Personals
« Reply #3 on: April 25, 2010, 05:47:41 AM »

Hi!

Is anyone free at about 9pm EST Saturday night in... two weeks? The exact date would be the 9th of May. I have decided I would like to run a TF2 rpg.

HERE IS AN ATTENTION-GRABBING PICTURE



To keep it short and simple, you will be playing three to five operatives of Team BLU, carrying out an assassination attempt on a high-ranking RED personnel.

Confirmed players so far are Makaris and Meikai. We will be using the Awesome System (120 CP). I'm setting the game two weeks away since while I am completely certain that the system can accurately emulate any TF2 class (possible exception of Engineer), it might take a little while to sift through things and work out how.
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"And it is because they have fallen prey to a weakened, feminized version of Christianity that is only about softer virtues such as compassion and not in any part about the muscular Christian virtues of individual responsibility and accountability."

Frocto

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Re: RPG Personals
« Reply #4 on: April 25, 2010, 05:57:22 AM »

If you're good, you might even get hats.
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McDohl

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Re: RPG Personals
« Reply #5 on: April 25, 2010, 06:00:31 AM »

In.
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Frocto

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Re: RPG Personals
« Reply #6 on: April 25, 2010, 06:11:11 AM »

Anyone who isn't that guy
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"And it is because they have fallen prey to a weakened, feminized version of Christianity that is only about softer virtues such as compassion and not in any part about the muscular Christian virtues of individual responsibility and accountability."

McDohl

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Re: RPG Personals
« Reply #7 on: April 25, 2010, 07:36:39 AM »

 ::(:
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Makaris

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Re: RPG Personals
« Reply #8 on: April 25, 2010, 11:01:09 AM »

I am so in goddamnit.
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Meikai

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Re: RPG Personals
« Reply #9 on: April 26, 2010, 05:59:55 PM »

I CALL DIBS ON SCOUT'S MOM.
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Lottel

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Re: RPG Personals
« Reply #10 on: April 26, 2010, 06:17:30 PM »

I think the spy already called dibs.
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Frocto

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Re: RPG Personals
« Reply #11 on: April 26, 2010, 07:03:45 PM »

Okay, the final roster is:

Lee-Ham the Pyro
Makaris the Heavy
McDohl the Medic
Meikai the Scout's Mom

One more spot left, but otherwise we're good to go. Try to have characters made before the day.
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"And it is because they have fallen prey to a weakened, feminized version of Christianity that is only about softer virtues such as compassion and not in any part about the muscular Christian virtues of individual responsibility and accountability."

Frocto

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Re: RPG Personals
« Reply #12 on: April 27, 2010, 06:11:44 PM »

EXTREMELY EARLY BETA LIKE 0.11112 OR SOMETHING

Awesome Fortress 2: The Latest Awesome System Mod

Hi! We’re going to be tailoring the Team Fortress 2 classes to the Awesome System. Each class will have a base cost in Character Points and then a cost for their individual pieces of equipment. We might even have time for a few unique powers.

A Brief Primer on Rocket Jumping

For various silly reasons, the rules for Rocket Jumping are not in the core book and I cannot put them there. Yeah, don’t get me started.

Anyway, here is a brief summary of how they work. If someone fires an exploding weapon and specifies you as the target, you need to make a dodge as normal to avoid a direct hit from the weapon. Assuming the explosive detonates where you’re still in its blast radius, you are still treated as being in the blast of the explosion, however. Anyone caught in an explosion’s blast radius makes a Dodge or Acrobatics check and selects an outcome of their choice from the table below.

Difficulty    Distance Travelled
5   Movement * 1
10   Movement * 2
20   Movement * 3
40   Movement * 4
X2...   Movement * +1...

Moving further than two times your character’s Movement will incur 10 points of damage. Interestingly, if you’re short of making a difficulty, you can exchange Hit Points for bonus on a 1 for 1 basis. Difficulty may not exceed the damage of the weapon.

Fenix the Angry Soldier is fired at by another Soldier while escorting Coltrane the Demoman! Oh fucking shit, Fenix! The other Soldier makes his attack a Stunt with some spare AP and rolls a 42 against a difficulty of 9. Fenix rolls a34 for his dodge, handily avoiding the attack, but the enemy Soldier craftily fired it at the ground. Coltrane opts to simply Dodge against a difficulty of 5 since he’s a bit gay like that and only moves his Movement of 20 feet away from the explosion. Since he was within 5 feet of the centre of the blast, he’s still going to take half damage, a nasty 60 HP stripped away from the burly Demo. Fenix is a bit crazier and rolls an Acrobatics of 52. Since he decides to move the maximum distance, this allows him to move four times his Movement of 19, or 76 feet!  


Scout
 
Base Cost: 15 (Leap)

Scouts require the Leap power. Pretty straightforward, really.

Baseball Bat: Already in the rules! $10 and you can start bonking.

Bonk: No. Fuck this gay faggot shit.

Force A’ Nature: So lazy. Same as Scattergun.

Scattergun: Pick up a standard Scattergun for $400. They’re already in the rules.

Sandman: This works just like a Pose check, except with your Sleight of Hand skill opposed to your opponent’s Dodge and actions are lost for every 10 points you beat the individual by, instead of every 5.  You can do it as much as you like, though!

Soldier
 
Base Cost: 0

Buff Banner: Sets you back 2 CP. Whenever the Soldier makes a kill, make a Rage check (a Soldier specific skill) and write down your Rage total. Successive kills add to the total. For every increment of 50 Rage, all party members gain an AP.

Direct Hit: Pick up an AT-10 for four grand. Can be loaded up with AT rounds at $500 a pop.

Equalizer: Whenever a Soldier is hit, he may make a Rage check, a Soldier specific skill. This ability works identically to Torn Uniform, otherwise. The Equalizer is otherwise identical to an Axe, Hand ($20).

Gunboats: For as little as 2 Character Points, you gain 2 bonus for every HP spent while rocket jumping. Everyone else only gains 1.

Rocket Launcher: Same gun, but pick up some HE rounds for $1,000 each. That’s gonna set you back!

Shovel: Take a $30 baton. Easy.

Pyro
 
Base Cost: 15 (Ambush, Flame Retardant Suit)

Pyros start with a Flame Retardant suit. They take damage from Flamethrowers as normal, but do not suffer the burning after-effects. Lucky them! They also have Ambush, which is quite useful for using their Backburner.

Axtinguisher: An Axtinguisher sets you back 4 CP. Same as the standard Fire-Axe, but deals Brawn + 2 damage instead of Brawn + 6. Hits from the Pyro on burning enemies function as if the Pyro had spent an Awesome Point on Bonus Dice.

Backburner: $5000 and 2 CP, same as the regular Flamethrower. Pyros attacking enemies who are unaware of their presence treat their actions as one Stunt Level higher. This is able to exceed the Stunt Level Single of their Flamethrower. Their Ambush ability obvious comes quite in useful here, as most combats start with a Pyro flying out of cover and torching everything in sight.

Fire-Axe:  Under Axe, Hand. Costs you $15.

Flaregun: Flaregun is a gun with the following stat block:

Weapon: Flaregun Ammo: Flares Price : 500 Damage: 8 Rounds: 1 Range/Penalty Applied: 5/1 RT: 3 Size: Small Handling: 2 Stunt Level: Single

When a Flaregun scores a hit, the unlucky saps targeted are now on fire. This usually results in them running around screaming and burning, which we represent in-game by having them take 10 damage and a -20 penalty to all actions for the next four turns. Every time the character takes an action, they may also make a Guts or Toughness check, reducing the penalty by the amount rolled.

If the dude manages to get a 0 on their Guts or Toughness check, including the -20 penalty, they may opt to spend their turn putting the fire out.


Flamethrower: Sets you back 2 CP and $5,000 clams. Flamethrowers also come with a Poofer, which IS new and sets you back 2 CP, and allows the Pyro to use his Firearms: Flamethrower to dodge explosive attacks. Any excess bonus is treated as a Firearms: Rocket Launcher attack, which may be directed as the Pyro pleases.

Additionally, he can Poof people around, which naturally shoves people 2d6 feet away from the Pyro.

 
Shotgun: Gee, I wonder if this system has a shotgun already or not.

Demoman
 
Base Cost: - (Pfft who cares about Demoman)

Bottle: :V

Chargin’ Targe: :V

Eyelander: :V

Grenade Launcher: :V

Sticky Launcher: :V

Scottish Resistance: :V

Heavy
 
Base Cost: 0

Dalokohs Bar: Costs 2 CP to use. At any time, a Heavy may spend an AP to gain Hit Points equal to his Defence, up to his maximum HP + 50.

Fists: Consult the Unarmed Weapon Sub-Specialization Matrix in Chapter 46: Advanced Dice Synergies.

KGB: Costs 4 CP. Every time the Heavy lands a Melee kill, he gains 1 AP.

Natasha: Natasha works the same as an XM214, except it does 22 damage per bullet, as opposed to 25. For every bullet that hits, your opponent’s Movement is reduced by 1.

Sandvich: Pick up Regeneration. Easy!

Sasha: Pick up an XM214 for $1,500.

Engineer
 
Base Cost: - (Yeeaaaah, fuck this for the time being. Maybe later)

Pistol: Glock 9mm is your man.

Shotgun: Well, I can stat this at least.

Medic
 
Base Cost: 20 (Regeneration)

Blutsauger: The Blutsauger costs 4 Character Points and is treated as a standard AK. For every syringe that hits, the Medic regenerates 1 HP.

Bonesaw: Axe, Hand should do nicely here. Sets you back $15.

Kritzkrieg: Costs 10 Character Points. With a simple check, the Medic calls on the power of love and friendship and directs an ally. If your action come up on the same turn as a friend’s, you can blast them with the  Kritz to power them up. Simply spend your action, make a Leadership check and consult the table below.

Medic’s Leadership   Bonus Dice for Ally’s action

5   2d6
10   3d6
15   4d6
20   5d6
+5…   +1d6…

The Kritzkrieg can also Heal, just like the Medigun.

Medigun: Costs 4 Character Points. The Medigun allows the Medic to heal on the fly. Simply spend an Awesome Point and make a Bonesaw check on a comrade to recover that many of their Hit Points. Overhealing isn’t implemented because you’d have to be crazy to use it.

Syringe Gun: Functions virtually the same as an AK, even in the game. Sets you back $650.

Sniper
 
Base Cost: Dignity.

Huntsman: Feel the burn on your wallet as you pick up a Bow, Flat for a monumental $10.

Jarate: Debuffs are fucking boring and everyone knows it.

Kukri: Short sword will do nicely here. $20.

Sniper Rifle: Pick up a Lee Enfield for $300.

Spy
 
Base Cost: 22 (Shapeshifter and Sappers)

Ambassador: A magnum ($300) that deals 18 damage instead of the regular 24. On a headshot, you deal 8d6 bonus damage instead of the standard 6d6.

Butterfly Knife: Pick up a standard knife for $5.

Default watch: No need to make up rules for this. Just take a lot of levels in Sneak.

Cloak and Dagger: Same as Default Watch.

Dead Ringer: Costs 5 CP. Upon death, Spies with an Awesome Point remaining may burn it and make a Sneak check, treating the result as a typical Bonesaw roll. Needless to say, anyone who fails their opposed Notice to the Spy’s Sneak thinks they’re dead.

Revolver: Gee, I wonder if there are rules for this.

Sapper: Sappers allow a Spy to disrupt Engineer buildings and are included in the cost of playing a Spy. Using a Sapper is as easy as creeping up to any active building and making a difficulty 5 Sleight of Hand check.
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Frocto

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Re: RPG Personals
« Reply #13 on: April 27, 2010, 07:00:08 PM »

Also, I don't really see any need to restrict you to three items. Just take what you like and we'll see how broken things are.
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Frocto

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Re: RPG Personals
« Reply #14 on: April 27, 2010, 07:25:29 PM »

Spy Crabbing: Costs the Spy 15 CP. Using the Spy's Soul in place of Void, Spy Crabbing functions the same as a Thumbs Down energy field. He may take no other action, on account of Crabbin'.
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Frocto

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Re: RPG Personals
« Reply #15 on: May 02, 2010, 07:45:49 PM »

Friendly reminder this is this weekend! Please have characters made before the game starts! I will try to be available for as much of Friday and Saturday as I can to help people.
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Frocto

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Re: RPG Personals
« Reply #16 on: May 02, 2010, 11:06:40 PM »

Demoman

Base Cost: 0

Bottle: Functions just like a Bottle, Broken, aside from not being Broken. Costs $2.

Chargin’ Targe: Sets you back 25 Character Points! Wow! Using the Targe works just like the special attack detailed under the Leap power. Additionally, Demos with a Targe function as if they were wearing the Pyro's protective suit and reduce damage from explosions by 30!

Eyelander: This'll rip you off to the tune of 5 Character Points. Functions like a pretty typical sword, but grants the Demoman an extra level of Brawn for every kill he's made in the current combat, to a maximum of 3.

Grenade Launcher: Works just like a standard Grenade Launcher. Easy peasy.

Sticky Launcher: Works like a standard Grenade Launcher too, but sets you back 2 Character Points and has some quirks. Since we don't use a Battlemat or any of that gay shit, just make a Demolitions check when placing Stickies and specify where they're being placed. Anyone approaching must make a Notice check to spot the stickies opposed to your Demolitions check, with failure resulting in them taking a metric fuckton of the old damages. Obviously, the result of the check determines whether or not they SEE the stickies, but it does not brainwash into thinking there are no stickies around. This is a pretty important distinction.

We may have a fifth player, a friend of mine by the name of Bean, based on whether or not he can wake up at the ungodly hour of 9am that I set so Buge could play. Hey, wait a minute! In that case, let's start at 10pm EST.
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Setuthua

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Re: RPG Personals
« Reply #17 on: May 06, 2010, 04:06:01 AM »

Where can I find "THE AWESOME SYSTEM" rules? Not that I've searched or anything, I just figured I would ask.
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Frocto

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Re: RPG Personals
« Reply #18 on: May 06, 2010, 05:48:04 AM »

Oh, I can send them to you. I'm just not really supposed to proliferate them to anyone other than playtesters until I get some sort of word from a certain person as to whether he's still editing it or not.
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McDohl

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Re: RPG Personals
« Reply #19 on: May 06, 2010, 01:12:54 PM »

Since this is a new system and all, can you let me know if I'm doing something wrong, Frocto?
Code: [Select]
MEDIC - Code Name: Rammstein
CP: 0/120

Base Stats:

Brawn 2
Brains 6
Flow 4
Soul 2
Speed 3

Secondary Stats:

HP: 60
Armor:
Awesome: 5/10
Defense: 8
Movement: 18
Speed Dice: 4

Skills:
Academia - 3 L
Bonesaw - 3 L
Firearms - 2 L
Melee - 1 L
Leadership - 5 L

Other Stuff:
Regeneration
Kritzkrieg - GET ZEM.  RAUS RAUS! -- x = d6's.  Leadership/5 + 1 = x

Equipment:
Blutsauger - Pew pew pew gain health.  Each hit restores 1 HP (25 damage, 30 rds)
Flashlight
Kitten
Watch
Bonesaw (Brawn+6)
150 needle rounds
$55
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