vaecrius: A little yellow ant in the grass on a sunny day. (yellow ant)
Pick one of my characters and then provide two people for him or her to consider as potential love interests/hook-ups/what have you. I'll provide you with the character's choice and the IC reasons behind it.
from [personal profile] zafflesia who needs to complete her transition STAT.
vaecrius: a crude scrawl of a grinning, blazing yellow sun. (hier kommt die sonne)
[00:01] [livejournal.com profile] kavitykrunch: http://maps.google.com/maps?f=q&source=s_q&hl=en&geocode=&sll=37.0625,-95.677068&sspn=30.819956,53.701172&ie=UTF8&hq=&t=h&layer=c&cbll=42.479002,-71.132841&panoid=hSW9tlzcNzdtoueLVW5HOQ&cbp=12,164.25,,0,-2.36&ll=42.478906,-71.132827&spn=0.000874,0.001639&z=19 go down nashua st
[00:01] [livejournal.com profile] kavitykrunch: just one click
[00:01] [livejournal.com profile] kavitykrunch: and look to your left
[00:01] [livejournal.com profile] kavitykrunch: URF?
[00:01] [livejournal.com profile] kavitykrunch: TREE?
[00:01] [livejournal.com profile] vaecrius: ...
[00:01] [livejournal.com profile] vaecrius: I go down Nashua
[00:01] [livejournal.com profile] vaecrius: and the WORLD TURNS GREY
[00:01] [livejournal.com profile] vaecrius: dude
[00:02] [livejournal.com profile] kavitykrunch: 8D
[00:02] [livejournal.com profile] kavitykrunch: .. D8
[00:02] [livejournal.com profile] kavitykrunch: 8D8
[00:02] [livejournal.com profile] vaecrius: this is EXACTLY how I imagine Thor going into SW1
[00:02] [livejournal.com profile] kavitykrunch: AGHBGLG
[00:02] [livejournal.com profile] vaecrius: AAAAAAAAAAAAAAAAAAAAA
[00:02] [livejournal.com profile] vaecrius: THE TREEE
[00:02] [livejournal.com profile] kavitykrunch: CVSDJKFJDSAFASFSDLGDF:G
[00:02] [livejournal.com profile] vaecrius: HOLY SHIT
[00:02] [livejournal.com profile] kavitykrunch: dead peeling tree
[00:02] [livejournal.com profile] vaecrius: THIS IS THOR/SW1
[00:02] [livejournal.com profile] kavitykrunch: AAAAA
[00:02] [livejournal.com profile] kavitykrunch: AAAAAAAAA


Also, Mr. Hellerstein's Sol Invictus glyph at work.


2010.11.07 EDIT: Removing the lock. I don't really care if I spam up people's reading lists with game stuff. :D
vaecrius: The blocky spiral motif based on the golden ratio that I use for various ID icons, ending with a red centre. (Default)
Game is on hold until I figure out what to do with it.


2010.11.07 EDIT: Removing the lock. I don't really care if I spam up people's reading lists with game stuff. :D
vaecrius: The blocky spiral motif based on the golden ratio that I use for various ID icons, ending with a red centre. (Default)
I just realized tomorrow is Mother's Day.

I am very, very unlikely to be on in time to get anything done.

Assume there will be no session, though I should be available later to discuss any game-related issues.

Sorry about the late notice.


2010.11.07 EDIT: Removing the lock. I don't really care if I spam up people's reading lists with game stuff. :D
vaecrius: a crude scrawl of a grinning, blazing yellow sun. (hier kommt die sonne)
So you guys have between March 6 and April 1 to do whatever you want, as long as it does not involve combat. During that time, shit is happening. )


Rem can now cast magick. This is his first spell. )



Additional things:

Parkour Merit:

* Gain 1 Defence whenever moving between arenas.
** Move into any adjacent arena you can stand in.
*** Do not lose Defence when charging.
**** Use Wits+Athletics for Generic Evasion good for both melee and ranged
***** Gain one extra move as a free action which also adds Defence, but only if you do not end your turn in the same arena you began your turn in

Outside of combat: To get onto a ledge on a spot that has any means of jumping or climbing up there whatsoever, roll Str+Athletics+Merit, less the number of storeys. A Defence+Athletics+Merit roll helps reduce lethal to bashing and bashing to nothing when falling or jumping off a building.


I propose a new houserule - actually two houserules:

1. All untrained penalties are -2.
2. Untrained penalties are not handed out simply because you do not have a dot in the skill. Instead, it will be applied only when there's no apparent in-character reason for a character to have ever been trained in (or, in case of knowledges, otherwise reasonably familiar with) the thing in question.

Pros: No sudden quasi-arbitrary dips in player competence.
Cons: A lot more GM discretion.
I'm Considering As A Viable Alternative: Eliminate untrained penalties entirely.
vaecrius: The blocky spiral motif based on the golden ratio that I use for various ID icons, ending with a red centre. (Default)
1.

5 XP for this session.

2.

The next downtime I will allow all the PCs to be restatted to reflect the houserules that have since been developed.

3.

I'm stuck. )

4.

To give us time to address the issues, I propose that I wrap up the current plotline with a quick scene now, and allow a month-long downtime ending on April 1 gametime. If you guys agree to this, I will make a second post later to handle the downtime, let you guys do some freeplays, introduce new characters, etc. in preparation for the next story. If you guys want to continue, though, that would work as well though the transition might be a bit jarring (and I've been hearing calls for downtime anyway).

Here is the wrap-up I propose:
Thor sends Jess an e-mail indicating that he would like to meet her for dinner on Saturday. Rem and Sev would observe from a nearby table, with Dolph and Drew on standby in case anything goes wrong. Sev would fnord Jess for everything she knows; once she's exhausted that avenue, Thor would call it a night and they would part ways.

Saturday night. They get their tables. They wait for hours. Drew orders pizza to be delivered to him and Dolph in the parking lot. Sev and Rem have a lovely dinner. Still no sign of her. Drew and Dolph scout the area and find nothing amiss. Rem suggests Thor check out the shadow world.

There he finds signs of a struggle, blood stains, and a few bits of bone. Analysis in Drew's makeshift lab and samples taken on a luckily timed examination for discovery Sev has to attend at Tang Hilton Fuller's law offices confirm that the bone did at some point belong to Jessica Garland.

None of the PCs is attacked by anyone or anything for the rest of the month.



2010.11.07 EDIT: Removing the lock. I don't really care if I spam up people's reading lists with game stuff. :D
vaecrius: The blocky spiral motif based on the golden ratio that I use for various ID icons, ending with a red centre. (Default)
(Filtered because I've posted like three times today)

1) We're looking at Saturday since the thing I originally had planned then has now switched to Sunday.

2) Working combat mechanics for Devouring Swarm:
The swarm has 8 HLs, an attack pool of 8 doing lethal damage, and 3 Armour. It attacks everyone in its arenas in the same round (only the caster is immune), and can occupy up to four contiguous arenas. It wins initiative over anything else. It takes damage penalties but cannot be incapacitated until all health is marked L. Each non-AoE attack deals only one point of damage to it, and it does not bleed. The swarm can charge but it cannot run.

Once the swarm is destroyed, 5 survivors replace the swarm. Roll 5 dice: each success means one of the survivors is large.
  • A single large locust has 3 HLs, an attack pool of 4 doing lethal damage, and 3 Defence.
  • A single regular locust has 1 HL, an attack pool of 3 doing lethal damage, and 3 Defence.
Survivors may also appear if the PCs arrive just as the swarm should be fading.

Once an individual locust attacks a target, it will keep attacking until suppressed or destroyed. If the target is down, it will proceed to eat, dealing 1L per round.



2010.11.07 EDIT: Removing the lock. I don't really care if I spam up people's reading lists with game stuff. :D
vaecrius: a crude scrawl of a grinning, blazing yellow sun. (hier kommt die sonne)
1. Despite any comments I might have previously made to the contrary, dodging does not affect your evasion rating. The dodge bonus and the evasion rating stack, or complement in the case of ranged evasion and melee dodging.

2. I propose the combat mechanics of Thor's spell be amended to this:
For the turn the spell takes effect, the caster can take five actions. Attacks and Athletics rolls get a +2. Any roll involving delicate handling or detail work suffers a -3. The caster's own Defence is doubled; each action spent dodging will add this new, doubled amount. Any character the caster attempts to manipulate (not attack) while in this state will suffer 2B of damage. The caster takes 1B at the end of his turn.
It's long enough, so I'll just clarify here for the time being that once Thor is in this state he can enter any skyless arena without losing the effect - he just needs to get back to an exposed arena to cast the spell again.

3. As another clarification, which I've already added to the wiki: Open arenas give bonuses to attackers shooting at targets in them, regardless of where the shooter is. Cluttered arenas, conversely, give bonuses to attackers who are in the arena, regardless of where the target is.

I think this should mean that someone throwing an object from a cluttered arena into an open arena gets a +2. We'll see once such a situation appears.

4. Jonas's locust swarm now has 3 armour.

5. Wounded status only appears on a hit that does 3 or more points of damage.
vaecrius: a crude scrawl of a grinning, blazing yellow sun. (hier kommt die sonne)
It seems Sunday is beginning to become our default time for sessions.

EDIT: To answer your question, [livejournal.com profile] helarxe, yes I'll let the helmet count.

New houserule:

Virtues, Vices, Willpower

Virtues and Vices are now write-ins rather than being restricted to the classic seven for each. Each consists of a single key word, followed by a short description of what the character has to do to get their WP. The action required should be broad enough to be applicable in most situations if you're already working towards it, and also spell out or strongly imply some limiting risk, complication, or difficulty so you're not just automatically doing it every scene without good reason.

In actual execution, I expect players to mention the WP gain whenever their character (or someone else's character, for you keeners) has done something that would merit the gain. Don't make a big deal of it, just note and add when or if it happens.

Examples:

Sev:
Virtue: Sprezzatura: Accomplish a difficult task with seemingly effortless exactness and Quality.
Vice: Frivolity: Fail to take anything seriously at risk of losing sense of self or worsening situation.

Raven:
Virtue: Hope: Convince another to endeavour for common good OR succeed despite peer or expert pessimism.
Vice: Art: Go out of her way to engage in musical pursuits.

Remington:
Virtue: Violence: Beat the shit out of everything in a dance of internecine catharsis.
Vice: Greed: Barter, haggle, scavenge or sell at the risk of personal dignity or long-term goodwill.

Avksentije:
Virtue: Innovation: Create a new work that violates and deconstructs society's most fundamental assumptions about art through immersion in both natural and anthropogenic sources of controversy in media.
Vice: Transcendence: Seek unilateral bliss at the expense of propriety and social function.
vaecrius: The blocky spiral motif based on the golden ratio that I use for various ID icons, ending with a red centre. (Default)
A Jew Scotsman buys a pack of twenty condoms every Tuesday at the corner store.

Eventually the clerk comments on it. "You sure must have a busy sex life!"

He replies, "Of course! Ever since I pledged myself to buy a pack of twenty condoms every Tuesday!"


2010.11.07 EDIT: Removing the lock. I don't really care if I spam up people's reading lists with game stuff. :D
vaecrius: The blocky spiral motif based on the golden ratio that I use for various ID icons, ending with a red centre. (Default)
Take a look at Redbox Hack and download the PDF.

Go to page 17.

We could pretty much adopt what's on that page verbatim, except for the arena types and bonuses.

More specifically, if we were to use the arena types (and I'm not sure if we should - our combat rules as is are already more complex than all of RBH2) I'd say Hazardous arenas should favour unarmed attacks, Dense arenas should favour improvised weapons, and Tight should favour specialized melee weapons like Raven's sword or Jonas's big scary knife. And the bonus should go down to +1 rather than +2.

EDIT: To clarify, you may should make an evasion roll while moving between arenas.
vaecrius: a crude scrawl of a grinning, blazing yellow sun. (hier kommt die sonne)
So it seems that people would in fact prefer formalized combat to the ad hoc "roll X to not die" I've been running so far.

To be tweaked over the week:

EDIT: Just has a few tests with Wally and Fal, pitting Sev and Thor and occasionally Raven against some generic test enemies (all baddies in one fight are of X type: X HLs, X die pool, X init, half X defence rounded down, either a pistol or a sword). Findings so far:
  • Numbers of combatants make a difference. Three "hexes" were vastly more devastating than two "octobots" simply because of the frequent one-shot kills.
  • Wally suggests that instead of going down with every attack, the evasion rating should go down once every turn in which one is attacked. We haven't really looked deeply into this yet. Mike, your thoughts?
  • Note that either way, when you're attacked the first time in a round, you lose one Defence and one evasion point.
  • Fights run a lot smoother if I as GM do not narrate the result of each action beyond the numbers and the NPCs' reactions on their subsequent turns. This allows IC damage to be assessed later, which makes disbelief a lot easier to suspend.
  • While the above does eliminate my original reason for revamping the combat system, the "oh shit" feeling of the weapon damage, and the satisfying thought that the dice pools actually reflect the character's ability and circumstances more than the gear, still add something to play that was missing before.
  • We have not been able to test the effect of the melee/ranged distinction much, but it seems to work so far. I like how it adds to specialization without necessariliy relying on character "builds".
  • Suppressive attacks do, in fact, suck. Perhaps if they cancelled out successes...
  • Botched attacks should, instead of dealing damage as I've done up to this point, prevent an attack the next round. A botched evasion roll in my view should reduce any current evasion points, and if the evasion points run out, Defence.
  • I don't know whether we should keep the bleedout thing. It is very, very easy to build up a lot of agg really fast, and continually skipping recovery downtimes could mean our characters would be in their thirties by the time the current story arc ends.

  • I should call for init the moment one side has committed to fighting - if I roll init only when someone shoots or strikes, it is much too late to take proper advantage of the evasion rules. As a bit of a checklist for myself as GM, an initial combat description should if not must include:

    • Any LOS with any enemy, or if none, that there are none and what other means (if any) are available to spot the enmy.
    • What obvious (or less obvious) routes are available to get to reach or engage the enemy.
    • Whether the enemy have apparently noticed the PCs' presence, and whether they appear to be willing to stand or flee.
    • The amount of lighting, shadow, and other concealment available.
    • The amount and density of available cover - whether indoors or out, whether a large spacious plaza or a cramped row of shelves, whether wood or concrete, whether the colours match or clash with what the PCs are wearing.
    • Just how likely the PCs would be caught if they killed the enemy.


Hitpoints

At the beginning of each fight, determine both init and HP.

Once per round, you may spend WP to add one HP to your count, on top of any other WP expenditure that round.

HP is equal to the number of HLs you have that are not marked with any damage whatsoever.

Every time you get hit, you lose that many HP.

If you are taken below zero HP, mark those extra damage points in your real damage meter. You are now incapacitated.

While inacapacitated by a lethal-damage-dealing attack, take one bashing per round until you are given sufficient treatment (usually by being bandaged with a Int+Medicine roll).



Evasion rating

First, this assumes that weapon ratings add damage directly to successes on a hit, rather than adding dice to a general attack pool. (Note that firing in bursts still adds to the attack pool.)

Second, this assumes that initiative is rolled
  • the instant no one at the "table" is seriously considering a peaceful resolution anymore;
  • a bit earlier at my discretion, if no one objects; or
  • on request by a player, to get into combat mode immediately and (for example) prevent me from fudging NPC locations until it's too late.
Third, just for ease of bookkeeping I'm going to say Defence applies against all attacks.

Prior to combat, or as your action during a round if circumstances permit, you may evade opponents with an evasion roll. The number of successes becomes your evasion rating.

Your evasion rating subtracts dice from attacks, the same way that armour does. Each time you are attacked, your evasion rating goes down by one.

An evasion roll is, by default:
  • Wits+Stealth, when getting away from opponents and engaging at range; or
  • Wits+Brawl or Weaponry, when engaging at melee.
If your evasion rating is based on one kind of evasion roll, it will not affect attacks of the other kind. Note that ranged attacks at melee range count as melee attacks for this.


Supressive attack

On a successful attack, you may opt to inflict double your successes on your target as a penalty on any attack the target makes on their next turn.

If multiple attackers hit and choose to suppress a single target, only the most successful attack inflicts the penalty.

If you have chosen to suppress and someone later in the round chooses to suppress with a better penalty, you may not withdraw your suppression in favour of inflicting damage.


Also, the healing roll idea has been deemed a useless layer of complexity and thrown out.
vaecrius: a crude scrawl of a grinning, blazing yellow sun. (hier kommt die sonne)
Next session's ingame date shall be Sunday, 01 March 2009.

Everyone please post one initiating event that happens to your character that morning so I can incorporate it into the session/the next story arc.

Use any characters you find or deem necessary.
vaecrius: a crude scrawl of a grinning, blazing yellow sun. (hier kommt die sonne)
Hunterthingy game stuff )


2010.11.07 EDIT: Removing the lock. I don't really care if I spam up people's reading lists with game stuff. :D
vaecrius: The blocky spiral motif based on the golden ratio that I use for various ID icons, ending with a red centre. (Default)
quick sketches of the two demons encountered so far in the Hunter game.

My notes contain spoilers but nothing Dolph (or Raven, in Ashtoreth's case) couldn't tell you once you meet up with him.
vaecrius: The blocky spiral motif based on the golden ratio that I use for various ID icons, ending with a red centre. (Default)
Hunterthingy game stuff )


2010.11.07 EDIT: Removing the lock. I don't really care if I spam up people's reading lists with game stuff. :D
vaecrius: a crude scrawl of a grinning, blazing yellow sun. (hier kommt die sonne)
Hunterthingy game stuff )


2010.11.07 EDIT: Removing the lock. I don't really care if I spam up people's reading lists with game stuff. :D
vaecrius: The blocky spiral motif based on the golden ratio that I use for various ID icons, ending with a red centre. (Default)
Unlike [livejournal.com profile] helarxe I have no filter to inaugurate, so I'll just lj-cut it for the rest of you.
[EDIT: Oh well.]

Five New Tidbits Of Trivia About Raven Bloodfist, alias Patricia Leanne Margolis

This probably says more about me than the character, but oh well. )


2010.11.07 EDIT: Removing the lock. I don't really care if I spam up people's reading lists with game stuff. :D
vaecrius: The blocky spiral motif based on the golden ratio that I use for various ID icons, ending with a red centre. (Default)
1) The lot of you get 5XP for this session.
2) "The second - how do I put this? - is little holes in space and time."

Also I am tempted to name the campaign after this song.


2010.11.07 EDIT: Removing the lock. I don't really care if I spam up people's reading lists with game stuff. :D
vaecrius: The blocky spiral motif based on the golden ratio that I use for various ID icons, ending with a red centre. (Default)
Hey [livejournal.com profile] kavitykrunch/[livejournal.com profile] helarxe/[livejournal.com profile] vorzac and maybe [livejournal.com profile] kurai_seraphim if we ever get into another game, how about this modification:

Every day, when you wake up roll Stamina. No WP spending allowed. Success means you heal one lethal.

The two-days rule serves as a default for characters who've been out (or at least down) for more than a day before waking up.

Same for aggravated with "week" rather than "day".

Also, I suggest that our next session start (in-character) on a Sunday, since I've otherwise lost track of when is what.


For the benefit of others, here's a list of houserules so far in the game, most of which just naturally grew out of the way we played:

Experience point costs are flat and scaled thus: 15 for an attribute, 6 for a skill, 4 for a merit, and 3 for a specialty. You cannot spend XP on "Morality" and it must be roleplayed.

A dramatic failure/botch occurs when you have no successes but there are 1s in your roll. Botches in attacks usually result in damage to the attacker, one point per 1, with the type of damage their attack should have inflicted.

I reserve the right to use only parts of the combat system where appropriate. If this hoses you somehow (e.g., I don't use inits in a high-stakes fight and you've got the Fresh Start merit), remind me of that merit and I'll throw in something equivalent.

So you don't have to ask each time: WP expenditures should be accompanied by either a heroic effort (as in the book) or the (genre-appropriate) equivalent of an Exalted +1 stunt.

If I roll more dice than I should have, the last results are ignored.

I know this

if life is illusion, then I am no less an illusion, and being thus, the illusion is real to me. I live, I burn with life, I love, I slay, and am content.

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