PnP Organisation - Page 25
Blogs > Simberto |
Simberto
Germany11249 Posts
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HystericaLaughter
Australia720 Posts
Also Sven as an idea for a way of stopping | ||
CrazyF1r3f0x
United States2120 Posts
And if dismiss wants to do his on the 29th, and I do mine the week after I'm perfectly okay with that. | ||
dismiss
United Kingdom3341 Posts
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CrazyF1r3f0x
United States2120 Posts
He's going to be some-kind of hunter, not a ranger, he just likes to collect cool trophies and hang them up in his cabin; since we're level 10 I guess he's a pretty damn good one, and goes so far as to hunt extra-planar beasts, all so he can make cool carpets for his wife and kids to play on, oh and he lives on a farm. He doesn't really need none of them edumacations, cuz he's a right good hunter, and don't need to fancy city folk tellin him whats up an whats down. | ||
HystericaLaughter
Australia720 Posts
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dismiss
United Kingdom3341 Posts
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HystericaLaughter
Australia720 Posts
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CrazyF1r3f0x
United States2120 Posts
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Murgel
Sweden175 Posts
1. Did we find that beggar amputee who saw something at the mosque? I don't think we did, but I don't know if he'll have any vital new information either, or just more evidence of monsters and cultists leading us to Omar. Might not be worth spending a lot of time on. 2. If we're convinced Bast is not allied with the cult we could try to find that woman again, or the temple, and see if she has any way or willingness to help us. 3. We took notes of the star map, the earth map, and the hieroglyphs in the pyramid where George died. We should try to find an astronomer to see if they can interpret that stuff for us, and I guess give the hieroglyphs to our nice museum man. Other than that, I think it's all about Omar, yeah. In the night most of the people at his plantation are probably asleep but pretty close by, and during the day most of the workers are probably out on the fields. If we sneak up during the night, do we have good locksmithing and sneaking in the group now? In that case maybe breaking in and killing Omar stealthily is an option? Then we'd be able to search his place for artifacts to steal/destroy and stop the resurrection of Nitocris. Probably all ending with a lot of gasoline being poured and set on fire, since we can't easily transport or destroy the sarcophogus. For a day option, we could try some kind of "As a rich white businessman I'm interested in your sugar, let's talk" scenario to have a look around and possibly get into a good position where we strangle, stab and kick the (hopefully) unsuspecting Omar from behind before he can cast his magics. If everything miraculously goes as planned we'd get a chance to search the inside of his place this way too. And then we'd still burn everything I guess. o.o | ||
Simberto
Germany11249 Posts
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Murgel
Sweden175 Posts
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dismiss
United Kingdom3341 Posts
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Murgel
Sweden175 Posts
For DnD I'll play some sort of elf thief or rogue. I don't know what the class is, but I'm sure we'll have use for a sneaky character. I'm thinking sneaking, thief stuff, backstabbing and probably shooting a bow as the main skills. | ||
Simberto
Germany11249 Posts
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Murgel
Sweden175 Posts
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CrazyF1r3f0x
United States2120 Posts
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CrazyF1r3f0x
United States2120 Posts
The system We are using my homebrew of the Dungeon World System, the link to my complete homebrew on my google docs here. You can look over that if you want, but below I'll be giving a TL;DR of the system. The Ability Scores There are six ability scores, and they define how good you are at doing things, below should give you an idea of what each score is about: Combat (COM)
Sense (SEN)
Physique (PHY)
Reason (REA)
Discipline (DIS)
Pull (PUL)
Your score in each category can range from 1 to 18, the score yields a mod from -3 to 3, which is what is added to rolls to decide what happens. Below is the relationship between scores and mods: Score : Mod 18 : +3 16-17 : +2 13-15 : +1 9-12 : +0 6-8 : -1 4-5 : -2 1-3 : -3 When making characters you have six predetermined scores: 16(+2), 15(+1), 13(+1), 11(+0), 9(+0), 8(-1). Whenver a character levels, they get to increase a score (not a mod) by one, you all will be starting this encounter at level 3, so you will have 2 points to assign. Making Moves So move in game terms is basically just "thing you do", some moves require that you roll, some don't. below is an example of a move: "When you attack an enemy in melee, roll+COM ✴On a 10+, you deal your damage to the enemy and avoid their attack. At your option, you may choose to do +1d6 damage but expose yourself to the enemies’ attack. ✴On a 7-9, you deal your damage to the enemy and the enemy makes an attack against you." When the word "roll" is used, that means you are rolling 2d6 (unless otherwise stated), +Stat, means that you add the mod you have for the given stat. There are basic moves that everyone has access too, moves that are class specific, and moves that are environment specific or triggered by certain conditions. They're basically a tool that can be used to frame an action and determine outcomes. The moves that are the most relevant are the basic/special moves (linked here), which everyone has access too, and of course your own class moves, which you will know what they are once I've made them. An important thing about moves is the way they are activated, on the most basic level it works like this: Fiction -> Move -> Fiction A character can’t take the fictional action that triggers a move without that move occurring. For example, if Jim tells the GM that his character dashes past a horde of zerglings to the open door, he makes the Defy Danger move because its trigger is “when you act despite an imminent threat.” Isaac can’t just describe his character running past the zerglings without making the Defy Danger move and he can’t make the Defy Danger move without acting despite an imminent threat or suffering a calamity. And finally, when rolling there are three basic outcomes, detailed below: 10+: You do it with little trouble 7–9: You do it, but with complications or trouble 6-: The GM says what happens and you mark XP There are some other things probably, but that is the basic of it, we'll get to the other stuff later. The Universe So here I'll give you the low-down the StarCraft universe, the stuff that you absolutely need to know to be grounded in it. The year is 2499, human civilization is getting along in a place called the Koprulu Sector, which to the Terrans is a swath of space on the milky way consisting of dozens of systems, and is home to billions of Terrans. With business going along as usual, there are 3 major governments: the Terran Confederacy, the Kel-morian Combine, and the Umojan Protectorate. The Confederates are the oldest most powerful of the three by far, as they control the most systems; the kel-morians come in second controlling only a few systems, and the Umojan Protectorate resides on the single planet of Umoja. In 2485-2489 the Kel-morian Combine and the Confederacy fought a long war over resources, this was started by confederate aggression, indeed the Kel-morian Combine was formed in the first place fight the confederacy, as they had attempted to steal and encroach on their resources. This conflict is known as the guild wars, and the Confederacy won the conflict, and treaty of versailles'd the kel-morians. It is also important to note that their media is really highly controlled, so what the citizens believe about the war is likely far from the truth, they were likely fed some propaganda about how the kel-morian combine attacked the confederacy and killed babies or something. It's not really clear what the exactly message is, so go crazy with your interpretation. Now moving back the present, you all will be in a confederate black ops squad called Cerberus; whose primary focus is on recon. So none of you will be neurally re-socialized, meaning you can all have unique and flavorful personalities and origins. There are three general locations that one could be from: the core worlds, the fringe worlds, or a space-platform.
For everyone except dismiss, you guys are all playing roles that could have signed up and found themselves in a black ops unit for any reason, so go crazy. As a final note for dismiss, I have confirmed that when on operations with groups of infantry, the ghost has no operational authority, and follows the commands of whomever is in charge. Ghosts are treated like tools, and are often feared for their little understood psychic powers. The mind wiping technique has not been invented yet, so you will have all of your memories. You will also likely have a psychic dampening chip jammed in your head if the confederacy felt you were a threat to them. Your character (if they are a typical ghost) will have few social skills as they have been taken from an early age and trained as a deadly agent. You can have a personality, you will have likely had some friends at the ghost academy, but you should keep in mind the very militaristic context you grew up in when thinking of your character's personality. That is the general stuff for now, the details of the mission briefing will be revealed on a later date... | ||
HystericaLaughter
Australia720 Posts
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Simberto
Germany11249 Posts
However, there is one thing that is making me suspicious: "A hydralisk (d8+3 damage, 2 piercing) and three zerglings (d6+2 damage) use their respective attacks— armor piercing spines for the hydralisk, razor sharp claws for the zerglings—at Thaddius as he assaults their barricade.". Why do the zerg have a barricade? In my opinion, Thaddius should have a barricade. That would only be fair. Do you know a good place where i can read up on some starcraft lore? I notice that i am kind of rusty since it has been a few years since i last played BW. | ||
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