Recent Forum Posts
From categories:
page 1123...next »

Approved.

by WogglebugWogglebug, 19 Jan 2018 21:50

Approved.

by WogglebugWogglebug, 19 Jan 2018 21:50
KlurgKlurg 16 Jan 2018 02:55
in discussion General / Per page discussions » Unlockable Equipment

Character: Fiere Mekonap
Item: All-Purpose Scope (8 XP)
Reason: Fiere has had far too many close calls with his shots. This will help him aim better and be more likely to kill his target


We change a lot over time, but there's always a little of our old selves in us. Never forget your old self, they're one of the most important parts of you.

by KlurgKlurg, 16 Jan 2018 02:55

Character: Stephani Meletofi
Item: Runemaster's Handbook. 6XP
Reason: Stephani is an arteficer rune specialist and wishes to have access to Foundation runic knowledge to better do her job.

by ElisabeanElisabean, 15 Jan 2018 18:48

Approved.

by WogglebugWogglebug, 03 Jan 2018 02:12
SalemsSalems 29 Dec 2017 07:07
in discussion General / Per page discussions » Unlockable Equipment

Character: Ville Mustonen
Item: Advanced Field Manual (12 XP)
Reason: People have a nasty habit of getting dangerously close to kicking the bucket- and Ville is not pleased with this. He hopes this manual can cover the holes in his training so maybe, people won't die as much if he can help it.


Just don the mask of whoever you wish to be, The rest follows.

by SalemsSalems, 29 Dec 2017 07:07

Approved >_>


Everybody's favorite state of mind.

by Mister MadnessMister Madness, 28 Dec 2017 19:57

Character: Irene-Carver
Item: Armor Chaining (16xp)
Reason: Irene stands in front of her team and in the way of danger, it's her job. She wants to better protect herself and by extension, her team.

by PoliteCannibalPoliteCannibal, 28 Dec 2017 19:35
DiePotatoDiePotato 27 Dec 2017 22:19
in discussion General / Per page discussions » Crafting

Approved with range restrictions on weapon recall and clarifications as to other qualities applied which were discussed in OOC 12/27/17.

by DiePotatoDiePotato, 27 Dec 2017 22:19
DiePotatoDiePotato 27 Dec 2017 22:18
in discussion General / Per page discussions » Crafting

Approved with range restrictions on weapon recall and clarifications as to other qualities applied which were discussed in OOC 12/27/17.

by DiePotatoDiePotato, 27 Dec 2017 22:18
Re: WAR GAMES
LadyKatieLadyKatie 26 Dec 2017 16:19
in discussion General / Announcements » WAR GAMES

Yes, I did get this from Roget.

This is going to be a series of events to get some more activity during the small pickup in activity during the break. We're going to say there's a tagging system and not actual injuries, but sometimes you may need to spend some time in medical for more serious pretend injuries.

And seriously, don't blow shit up.

Re: WAR GAMES by LadyKatieLadyKatie, 26 Dec 2017 16:19
WAR GAMES
LadyKatieLadyKatie 26 Dec 2017 16:10
in discussion General / Announcements » WAR GAMES

DIRECTOR'S NOTICE

All personnel are to prepare for the immediate commencement of war games. These will test the combat readiness for future attacks or excursions into Site-77. It is expected that any materials used, munitions fired or damage to Foundation facilities will be fully accounted for. We'll be watching you.

- Director Gillespie

WAR GAMES by LadyKatieLadyKatie, 26 Dec 2017 16:10
SpookyBeeSpookyBee 21 Dec 2017 06:34
in discussion General / Per page discussions » Crafting

Character: Maple Leaf
Item: Soulsealer Axe
Effect: This weapon was once a normal fire axe, but through a series of thaumaturgical and architectural modifications it can now strike incorporeal entities and severely injure things such as vampires, demons, and other supernatural entities.

In terms of fluff, this weapon doesn't necessarily just damage them, but it consumes portions of the hit target's essence and contain them seemingly indefinitely. Though these things come with side-effects, and the weapon itself may become self-aware from the energies it contains, and may even manifest physical alterations at random that change the axe's appearance from a mundane item to something of a more supernatural origin.

With a binding rune linked to a twin tattooed on her palm, Maple can recall her axe as though its handle were magnetized to her grasp.

Reason: After failing an operation where her skillset lead her to be useless, Maple planned furiously to make something that could affect spectral entities without her needing to use a firearm. Choosing something she was familiar with, Maple opted to have her axe enchanted to deal out punishment to spectral and supernatural beings alike.
Process: Maple plans on taking her axe and a set of other occult materials to an on-site thaumaturgist to have it altered, applying proper runes and coatings to it to access the effects that she wants.
Materials: Materials from the Anti-Occult Kit, runes from the Ghost Vac, her fire axe
Proposed XP Cost: 25XP


Just one little Spooky Bee

by SpookyBeeSpookyBee, 21 Dec 2017 06:34

Recently, I posted a thread about revising the death system. It's now implemented, with revisions.

Essentially, when your character hits zero phealth, they will;

  • Lose 1 phealth,
  • Or lose 3 points in an injury relevant attribute

At zero mhealth, they will;

  • Lose 1 mhealth
  • Or lose 3 points in an injury relevant skill

These detriments last 3 months, after which they heal.
If you go below 4 mhealth or phealth, you accept character retirement.
If a player wants their character to die instead, they have permission to do so.

The New Death System by DrScottJonasDrScottJonas, 25 Nov 2017 00:04
SalemsSalems 09 Nov 2017 20:37
in discussion General / Per page discussions » Unlockable Equipment

Edit: Personally decided against this, Tennyson already knows 4 languages and needs no more.


Just don the mask of whoever you wish to be, The rest follows.

by SalemsSalems, 09 Nov 2017 20:37

Alright, this is my attempt to make a final revision of the system, taking into account the feedback I've gotten.

First, the penalties, instead of being permanent, will heal over a three month period. This cannot be bolstered by XP, both so new pcs are not left crippled and so old pcs don't have a large advantage

Secondly, the player will have a choice between losing three points in one attribute or skill, or losing a point of the relevant health. The same need for GM approval of the impact applies.

These should allow players to still be impacted while avoiding this effectively becoming a way to force characters into a meat grinder. As a note, the same stipulations on 4 health requiring retirement apply, meaning a PC cannot reach more than 3 times in a year and only pick health debuffs.

I honestly do agree that there should be some things classified as instant death, obviously if your PC suffers a severe enough injury, it's lights out. Not just on "Damger runs" but all runs. It's far more realistic to insta-die from things such as spinal injuries and uh- other stuffs. Sorry but if you ram into a building in a car head on, you should kick the bucket for several reasons then and there. Although, there would need to be concrete guides on what does and doesn't constitute that plain old one and done death.


Just don the mask of whoever you wish to be, The rest follows.

Possible alternative could be that falling to this level the first time would cause a permanent 1 drop in Phealth/Mhealth along with the loss of a stat and attribute point. With the second being force retirement or death.

This would display the lasting effects of the severe damage (maybe a physical detriment is added at GM discretion like a limp or constant pain base on the injury?) and increase the risk of runs while not having the promise of retirement if you get a streak of bad luck. It still poses that risk but also would be merciful enough that they might be willing to participate in runs to gain the XP to purchase back their lost Phealth points and what not. If they are continually reckless than their chances drop from three to two and if they waste those then their character is gone.

I think that this is a good idea and second what Spooks above me said. Your other idea is also good, but I can see the downside to it as well.

Another small idea is that this could result in Danger Runs, runs where there are certain things that could just plain kill you… and that's that. That said, it could also create a divide between those confident enough to take the chance that their characters can die, likely for a higher reward, and those who just got into runs.

I don't know. I ramble sometimes and will likely look back at this and say "what the fuck was I thinking" shortly before cringing.

Assuming it would account for the player losing more health between paying and starting the process, I can see this working well. In a case like I just detailed, the options of having to restart or pay more come to mind, each with their own benefits. Restarting provides an incentive in regards to time, while paying provides an incentive in regards to XP use.

On the whole, this a solid idea.

page 1123...next »
Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License