Power Core Combiner RPG outline
Re: Power Core Combiner RPG outline
I like the name Capsize. Also, G, just write up the character in terms of personality. The actual numbers won't be able to be filled in until Dom comes out with the actual rules. As for setting, here's what I've got out of what's been said so far: It's season 3 of the Sunbow cartoon and on Earth. And there's Power Core Combiners there for some reason. So I guess, just think G1 with maybe other random stuff thrown in.
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Re: Power Core Combiner RPG outline
Yeah, this is what I was trying to say, but...like, way better than how I said it.Shockwave wrote:I like the name Capsize. Also, G, just write up the character in terms of personality. The actual numbers won't be able to be filled in until Dom comes out with the actual rules. As for setting, here's what I've got out of what's been said so far: It's season 3 of the Sunbow cartoon and on Earth. And there's Power Core Combiners there for some reason. So I guess, just think G1 with maybe other random stuff thrown in.
Also, Capsize!
Check it out, a honey bear! http://en.wikipedia.org/wiki/Kinkajou
Re: Power Core Combiner RPG outline
I'm not sure about Capsize, it sounds like some sort of contraceptive criteria. I like Breakwater, though!
Srsly tho gaiz, I have said "I'm out" twice. Feel free to use my hovercraft as you will, but I won't be committing to this game. Maybe I can come up with someone who'd be easier to name next time.
Srsly tho gaiz, I have said "I'm out" twice. Feel free to use my hovercraft as you will, but I won't be committing to this game. Maybe I can come up with someone who'd be easier to name next time.
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Re: Power Core Combiner RPG outline
Alright. I guess we just hate to think we scared you away just because of the rules process (which is part of why I keep arguing for a more simplified method).Gomess wrote:I'm not sure about Capsize, it sounds like some sort of contraceptive criteria. I like Breakwater, though!
Srsly tho gaiz, I have said "I'm out" twice. Feel free to use my hovercraft as you will, but I won't be committing to this game. Maybe I can come up with someone who'd be easier to name next time.
Re: Power Core Combiner RPG outline
It's probably a combination of the fact we're doing it online and that I've got some pretty big stuff going on IRL. Also there's my being a total neophyte, and Dom seemingly not being used to that. I assume most RPGers are used to playing with others that know as much about the hobby as they do, so that's fine. But no, there was no scaring here, just a clash of expectations. I'm sure I'd have kept my enthusiasm had the rules been simpler.
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Re: Power Core Combiner RPG outline
Like Shockwave said, give me time to design a points:cost system, if only rougly.
Generally, I work on this while covering the front desk lunches at work. (Having notepad open looks like I am doing something serous. But, it is nothing so involved that I will be distracted from answering phones and the like.) I am going to double-dip and do the character sheet in HTML or Javascript code. Much of this will make more sense after you see that.
Ask what you want your character to be able to do in the course of a game. I am not going to award points strictly for kills. But, your character needs to do something besides just stand around while everybody else does stuff. I will give you stuff to do within reason.
Dom
-clerk of the works.
Generally, I work on this while covering the front desk lunches at work. (Having notepad open looks like I am doing something serous. But, it is nothing so involved that I will be distracted from answering phones and the like.) I am going to double-dip and do the character sheet in HTML or Javascript code. Much of this will make more sense after you see that.
Ask what you want your character to be able to do in the course of a game. I am not going to award points strictly for kills. But, your character needs to do something besides just stand around while everybody else does stuff. I will give you stuff to do within reason.
Spoiler
Setting is really not that important though. I will build in an excuse for there to be an Autobot boat. (Figure on Autobase being in the Gulf of Mexico right now. I need to research a map of the southwestern United States right now. I do not believe that the UK has any of the open spaced I am going to need for Autobase or the sister site. Ohhhh, spoiler....)
-clerk of the works.
Re: Power Core Combiner RPG outline
...Ok Dom, I'm not trying to be a dick or anything, but for the third and final time: I ain't playing this time. You keep posting as if you don't believe me or something. It's weird. I'm just gonna stop posting now.
So, please don't feel you need to worry about maritime opportunities. Hope you guys have fun though.
So, please don't feel you need to worry about maritime opportunities. Hope you guys have fun though.
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Re: Power Core Combiner RPG outline
Well you suck, G.
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Re: Power Core Combiner RPG outline
I smell a hover-train!Gomess wrote:So, please don't feel you need to worry about maritime opportunities. Hope you guys have fun though.
Rail Breaker!
Check it out, a honey bear! http://en.wikipedia.org/wiki/Kinkajou
Re: Power Core Combiner RPG outline
Here is a *very* rough draft of the Cerebro Shell rules:
Cerebro Shells: (XXXXpts) -includes cost of integrated launcher and control system and 5 shells. Shells must be
repurchased at the beginning of very game.
Requirement: Intelligence xx+, Rank xx+
Spec: Firepower: xx Skill: (player character)
Use: 1 task to fire. 1 task per round to use if successfully implanted.
Effect: A player who successfully uses a cerebro shell may take control of an effected character. Effected characters must
roll their intelligence or higher against the attacker's intelligence or higher. The effected player may roll against the
attacker's control once per round if their character is aware of the shell.
Cerebro shells are a method of subverting an existing character and placing them under the control of another character.
(In theory, a player could implant a shell on a character that they are playing.)
Cerebro shells will count as solid ammunition for a ranged weapon. The attacking player must allocate two taks for the turn
they elect to use the shell. The first task is treated as a standard ranged attack. The player and their target roll dice as
appropriate relative to their respective Skill, Firepower and Armour ratings. If the fired shell hits its target, the attacker
must then allocate a task to determine the impact of the shell on the target. The attacker may defere this task until a later
turn if they choose or do not have any tasks remaining. (For example: If a player fires a cerebro shell during round 3 and
scores a hit, they must move on to their second task before attempting to use the shell. However, they can wait until a later
turn to begin that attempt.)
The attacker's second task can have 1 of 2 outcomes.
On the attacker's second task, they roll a D6 to assess the impact of the shell.
-1)
On a roll of x, the shell has struck its target, and has implanted in a vital system. From here, the shell is able to transfer
commands or malicious coding to its target. The attacker may then allocate 1 task per turn to directing their target by rolling
their (intelligence + xD6) against the target's (intelligence + xD6). If the attacker's roll is higher, they can control the target as
a drone. (There is no task cost on the first successful turn. Howerver, the attacker will have to use a task to direct a target on
all later turns.) If the target's roll is higher, they are able to resist the effects of the shell, but do little else.
The attacker may attempt to assert control over their target during each successive turn if the target breaks the control, at a cost
of 1 task per attempt.
On the next turn for the target, they automatically suffer a 50% penalty for all they automatically suffer a 50% penalty for all
intelligence and skill based tasks, (not counting attempts to break the shell's control). Additionally, they suffer a 50% speed
penalty for movement. To break a shell's control, the target must roll an (xD6 + intelligence) againt the attacker's (intelligence +
xD6). If the target breaks the control by roling higher, the attacker must roll to re-assert control on their next turn.
Controlled characters use either the attacker's or the target's skill when relevant, whichever is lower.
-2) On a roll of x or lower on a D6, it is assumed that the shell has implanted itself on a non-vital system of the target. In this
case, the target is allowed to roll an additional D6 to break the shell's control, adding that result to their regular roll. If the
result of that roll is higher than the attacker's roll, the target may roll an additional D6. On a roll of x or higher, it is assumed
that the target's system has defeated/disarmed the shell entirely. The target suffers a 50% skill/intelligence penalty for 1 turn
following this, but is otherwise unaffected.
Repair cost:
If a target character manages to return to base, (either on their own or having been captured by friendly characters), they must spend
100% character cost to repair damage caused by the shell. Additionally, they recieve no points the game. If they were damaged in
addition to the shell, this cost is considered part of those repairs.
Cerebro Shells: (XXXXpts) -includes cost of integrated launcher and control system and 5 shells. Shells must be
repurchased at the beginning of very game.
Requirement: Intelligence xx+, Rank xx+
Spec: Firepower: xx Skill: (player character)
Use: 1 task to fire. 1 task per round to use if successfully implanted.
Effect: A player who successfully uses a cerebro shell may take control of an effected character. Effected characters must
roll their intelligence or higher against the attacker's intelligence or higher. The effected player may roll against the
attacker's control once per round if their character is aware of the shell.
Cerebro shells are a method of subverting an existing character and placing them under the control of another character.
(In theory, a player could implant a shell on a character that they are playing.)
Cerebro shells will count as solid ammunition for a ranged weapon. The attacking player must allocate two taks for the turn
they elect to use the shell. The first task is treated as a standard ranged attack. The player and their target roll dice as
appropriate relative to their respective Skill, Firepower and Armour ratings. If the fired shell hits its target, the attacker
must then allocate a task to determine the impact of the shell on the target. The attacker may defere this task until a later
turn if they choose or do not have any tasks remaining. (For example: If a player fires a cerebro shell during round 3 and
scores a hit, they must move on to their second task before attempting to use the shell. However, they can wait until a later
turn to begin that attempt.)
The attacker's second task can have 1 of 2 outcomes.
On the attacker's second task, they roll a D6 to assess the impact of the shell.
-1)
On a roll of x, the shell has struck its target, and has implanted in a vital system. From here, the shell is able to transfer
commands or malicious coding to its target. The attacker may then allocate 1 task per turn to directing their target by rolling
their (intelligence + xD6) against the target's (intelligence + xD6). If the attacker's roll is higher, they can control the target as
a drone. (There is no task cost on the first successful turn. Howerver, the attacker will have to use a task to direct a target on
all later turns.) If the target's roll is higher, they are able to resist the effects of the shell, but do little else.
The attacker may attempt to assert control over their target during each successive turn if the target breaks the control, at a cost
of 1 task per attempt.
On the next turn for the target, they automatically suffer a 50% penalty for all they automatically suffer a 50% penalty for all
intelligence and skill based tasks, (not counting attempts to break the shell's control). Additionally, they suffer a 50% speed
penalty for movement. To break a shell's control, the target must roll an (xD6 + intelligence) againt the attacker's (intelligence +
xD6). If the target breaks the control by roling higher, the attacker must roll to re-assert control on their next turn.
Controlled characters use either the attacker's or the target's skill when relevant, whichever is lower.
-2) On a roll of x or lower on a D6, it is assumed that the shell has implanted itself on a non-vital system of the target. In this
case, the target is allowed to roll an additional D6 to break the shell's control, adding that result to their regular roll. If the
result of that roll is higher than the attacker's roll, the target may roll an additional D6. On a roll of x or higher, it is assumed
that the target's system has defeated/disarmed the shell entirely. The target suffers a 50% skill/intelligence penalty for 1 turn
following this, but is otherwise unaffected.
Repair cost:
If a target character manages to return to base, (either on their own or having been captured by friendly characters), they must spend
100% character cost to repair damage caused by the shell. Additionally, they recieve no points the game. If they were damaged in
addition to the shell, this cost is considered part of those repairs.