Author Topic: Vulnus' Workshop  (Read 1684 times)

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RedVulnus

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Vulnus' Workshop
« on: February 05, 2016, 12:31:20 am »
AKA I'm not gonna clutter with ten billion threads anymore! Also a place to post info and get feed back on ideas which is always nice.
Anyway time for the first idea I have!

The Devil's Contract
He came to each of you with the same offer: Everything you wanted, your dreams come true, and he'd even extend your lifespans by a couple hundred years. In return when you died you would work for him for  two hundred years. You all took the deal, why wouldn't you? This guy was full of shit so why not say yes.
Well it turns out the devil is real, though not quite how the bible told you he was. The most beautiful angel was actually a rather handsome looking man who often wore a rather loose fitting blue button up shirt with a deep purple tie, business slacks, and a pair of comfortable looking leather shoes. The red skin and flames only ever came out when someone stepped over the line.
Well anyway, one by one each of you died, maybe with a bullet to the head, maybe poison, whatever it was wasn't natural. The Devil doesn't give these deals to the kind of people who die of natural causes, he gives them to gangsters, dictators, hitmen, the kind of people that you would call 'bad'. He gives them the deal, and if they take it they get whatever they want. After that the Devil sends them out to do his dirty work with a bit of extra power.
He gives them something special, I think those christian dummies call it witch craft or magic or something. It could be flight, controlling fire, super strength, what have you. He gives them these powers so they can do what he needs done, which sometimes means hunting down one of his Demons that stepped out of line, or dragging some poor soul down into hell.
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Basically in The Devil's Contract your character signed a contract with the Devil. He gave you everything you ever wanted and a longer life span to boot. In return after you die you come work for him for a while taking care of things like run away Demons. To level the playing field between you and the kind of people the Devil deals with he gives you special powers, though you get to choose what you get.
Now keep in mind I'm not just going to be pulling from Christian mythology here, I'll pull from other sources like Greek mythology and I'll also make a few things up for myself. There will also be downtime where you can explore hell, meet up with NPCs if your so inclined, or browse the shops. And for rolling I'm just going to roll a 1d6, 1 being crit failure, 6 being crit success.

I'd write more but it's late and I'm too tired to write much more coherent stuff, but if you think that's an interesting idea do please let me know.

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RedVulnus

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Re: Vulnus' Workshop
« Reply #1 on: April 10, 2016, 09:50:37 pm »
Mechanics work, don't mind me...

Leveling
X amount of EXP gains a level, which gives you a perk point and increases health and such. Nothing overtly special.

Perk Points
Every level you get a perk point every level, and those are used to unlock perks that increase combat capability or have unique effects.

Criticals
Double damage if you roll a crit. After a perk a crit will cause other effects.

Special Crits
After you put a perk point into Special crits your crits will do special things.
Some examples
Biological Shrapnel: part of the enemy explodes and turns into shrapnel, damaging nearby enemies.
Torn Artery: The enemy bleeds for 2d6 damage per turn until they can bandage themselves.
Eye shot: The enemy is blinded in one eye and takes penalties on their to hit roles.


I may be working on something...maybe, possibly. Either way, thoughts?

RedVulnus

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Re: Vulnus' Workshop
« Reply #2 on: April 27, 2016, 10:00:29 pm »
*looks at Empire of Caesar* Well....that didn't work. Here, have some rules I've been working on for a strategy styled RP.


Cover
Cover reduces the chance for incoming fire to hit you. Cover comes in quarter, half and full cover which grant varying degrees of protection. As it takes fire cover will deteriorate depending on its material and the weapon being used. Flanking will also nullify the effects of cover.
Quarter cover
This is generally an object that a person can duck or stand behind. Parts of the body are generally still in view of any enemies that may be looking for you such as parts of the arms, legs, or parts of the chest and stomach. This gives any incoming fire a minus one to hit the target.

Half cover
This is any object or structure that comes up to the waist and allows a person to duck behind that will nearly cover their entire body. Generally small parts of the body will be poking out such as hands, feet, and parts of the head or chest. This gives any incoming fire a minus two to hit the target.

Full cover
This is any object that the target can stand behind and be fully covered. Nothing can be seen or is sticking out. This gives any incoming fire a minus four to hit the target.


Movement

Movement speed is how far you’re units can move in a single movement action. Movement is either in Squares or feet with squares being about five feet. The normal movement action is thirty feet, or six squares. Units have two movement actions per turn totaling up to twelve squares, though certain conditions may increase or decrease this.
Movement actions are also used to change stance and weapon and to reload. A unit’s stance can be standing, crouching, or prone and each of these have their advantages. Standing gives no penalties to movement or accuracy. Crouching halves you movement speed and provides a plus one to hit the unit’s target. Prone reduces movement speed to a single square but provides a plus three to hit the target. Switching weapons and reloading requires a singular movement action.


Initiative

Initiative is rolled at the start of every combat and determines who moves first. Initiative is rolled for the entire squad using a d20. The turn order starts with whoever rolled the highest and goes from there. If two groups roll the same they re-roll to determine which of them goes before the other.

Armor
Armor fits into the light, medium, or heavy classes. Armor negates some damage that the unit would have taken but costs them some mobility.
Light Armor
This generally consists of light vests either made of Kevlar or designed to carry light armor plates made of thin or relatively lightweight metal or other bullet resistant materials. This armor takes off three damage but takes one square off the unit’s movement speed. This is recommended for any unit and especially any unit with sub-standard movement speed or those that rely on fast movement speed to accomplish their job.
Medium Armor
This consists of a vest designed to carry moderately heavier plates than its light counterpart and also consists of Kevlar or similar plates on the shoulders and upper legs. This armor takes off six damage but takes two squares off the unit’s movement speed. This armor is acceptable for any unit though the limited movement speed could be detrimental.
Heavy Armor
This consists of a Kevlar vest with a pouch for heavy duty armor plating designed to take a number of large caliber bullets as well as full arm and leg Kevlar plating. This armor takes off ten damage but takes four squares off the units movement speed. This armor is not recommended for units with standard movement speed.


Combat
Combat as with everything else is taken in turns. Who moves first is determined by initiative which has already been discussed so I won’t go over it again here. What a turn in combat consist of is movement actions, attack actions, and the results of such.
Attack actions are just that, attacks. They usually consist of a unit a firing his designated weapon at the specified enemy unit. A d20 is rolled to determine if the attack hits and then damage is rolled according to the weapon and armor and penalties are factored in.
There are also limited use items such as grenades or rocket launchers. Limited use items can be used a certain number of times during combat and have varying effects. A grenade will do area damage where as a med kit will heal the target.

Death, unconsciousness, and injury
There are three stages to the health of a unit. Living, Unconsciousness, and then Death. Unconsciousness results when a unit’s health reaches zero or below and the unit is knocked out and unable to act. At this point the unit can be revived and death averted. Reviving a unit with a non-medic unit gives them only minimal health where as a medic reviving another unit will result in them coming back with half of their total health.
Once unconscious there is a limited amount of time to revive them. There are ten turns to revive the unit, though after a certain threshold of negative health that time is cut in half and if their health reaches over negative ten they will die instantly. An enemy unit may execute an unconscious unit if they reach them, but this often less than advantageous for the enemy and therefore a tactic not often deployed.
Injury is a result of unconsciousness however and will result in negative injuries for the unit in question. What specific negative injury is random as the result is rolled on d100. It could be anything from reduced movement speed to accuracy penalties.


Experience and Combat Traits

Experience is gained at the end of a mission for each individual unit. Once a certain amount of experience is gained the unit levels up and has increased health and a number of points to put into Combat Traits. The amount of experience required to level up increases each time however.
Combat Traits fit into several categories. These affect the capabilities of a unit, such as the long range or close-quarters capabilities. The categories are: Ranged, CQC, Fitness, and Weapons.
Ranged
This trait increases the capability of the unit to use weapons meant to be used at long to mid-range. After certain thresholds this trait increases damage with these weapons at their designated range. IE: Assault Rifles, Sniper Rifles.
CQC
This trait increases the capability of the unit to use weapons designed for close-quarters combat. After certain thresholds this trait increases damage with these weapons at their designated range. IE: Shotguns, SMGs, Pistols.
Fitness
This trait increases the overall fitness of the unit. After certain thresholds the unit gains increased health or additional movement speed at the discretion of the commander.
Weapons
This trait increases the capability of the unit with all weapons. After certain thresholds this trait allows the unit to select a specific weapon specialization, greatly increasing their capabilities with it. IE: Shotguns, Assault rifles, etc.

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A couple things might get reworked, such as the whole experience and combat traits system, but for right now this is what I've got and I'd actually really appreciate some thoughts on these.

Forrest

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Re: Vulnus' Workshop
« Reply #3 on: May 05, 2016, 11:37:18 pm »
Oh. Wow. That's pretty cool, Vulnus.

Sorry I hadn't really been active when Empire of Caesar opened up.
Area Record 1782:
Date: 08/29/██

Event: An elderly human feeding itself to a group of kakapo. Did not express pain, appeared ambivalent.

RedVulnus

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Re: Vulnus' Workshop
« Reply #4 on: May 06, 2016, 01:48:02 pm »
Glad you like what you see. I'll post some more about what I'm planning later, but I've got the basic rule set down though it's going to be a while before that's done.
In the mean time I'm going to see about giving Empire of Caesar a kick start, hopefully get it running.

Wheel-Son

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Re: Vulnus' Workshop
« Reply #5 on: May 06, 2016, 03:00:08 pm »
Devil's contract seems really fun, gives me a Deadbolt vibe.
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RedVulnus

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Re: Vulnus' Workshop
« Reply #6 on: May 06, 2016, 03:22:35 pm »
Never heard of Deadbolt before but glad you like the idea. I'll work on putting something together for it since I'll need some mechanics specifically for it.

RedVulnus

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Re: Vulnus' Workshop
« Reply #7 on: September 15, 2016, 04:00:56 pm »
Got a few ideas for some stuff, mostly free form RP with somewhat more structured universes, just going to write one down right now.

The Imperial Legion (which is based off of something I'm writing of the same name, and I think my old version is up here in the creative section)

3 factions that will be playable

The Imperial Legion: Consisting of millions of Legionnaires split into varying Regiments. These are the Imperium's super soldiers in a sense, trained from a young age due to circumstances the Legionnaires voluntarily modified their genetics and used robotic augmentations to enable them to perform their duty to extraordinary proficiency. Their armor is specially built by their armories and is essentially immune to small arms fire. However 'small arms' has different connotations for those that they fight, and their version of 'small arms' could punch a hole through the chest of a man wearing standard issues body armor of the Grand Army. The Imperial Legion however prefers infantry combat and their vehicles primarily consist of armored air and ground transports.

The Grand Army of the Imperium
While the Imperial Legion handles outside threats and the Iscariots the Grand Army keeps the peace and handles internal affairs such as rebellions. Unlike their counterpart the Grand Army does not have near impervious armor available to to them, instead wearing bullet resistant body armor similar to the old Kevlar vests but much stronger, though with stronger weapons also available the effects are similar.  They also have a heavier reliance on their armored divisions in large scale combat, though they do have very capable infantry divisions that fight alongside their armor and also engage in combat in areas that armor cannot reach.

The Iscariots
Worshiping the Great One, a being from the Beyond, The Iscariots committed the atrocity that birthed the Imperial Legion, the massacre of every single adult non believer on their original home planet. The children left to die on that planet became the Imperial Legion's first members, and since then they have taken on orphans to train and fight in the Legion. The Iscariots though have been gathering more to their beliefs and slaughtering those who oppose them. They use whatever weapons they can get their hands on and assemble their own armor from whatever they can get their hands on, even stealing Grand Army tanks to compliment their infantrymen.

And mechanic wise it'll be similar to Azmodal, though I may limit how far up the chain of command you can start.
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There's more I could write for this but I'm just checking interest at this point.

ApatheticExcuse

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Re: Vulnus' Workshop
« Reply #8 on: September 15, 2016, 05:42:06 pm »
Just a thought (you said you wanted feedback and I'll probably end up playing whatever you come up with, so here you go), but it seems like the issue with having a freeform type RP and NOT having the "start towards the top" option might make things a little tough. If I can control a legion, not having a set story to follow works fine, because I can decide to drag that legion around the galaxy or do whatever with it within the bounds of that position. Starting as a Legionnaire doesn't work quite as well because it's a matter of waiting around for an order to do something - there's only so much that I can think of off hand that a lowly soldier could really do within the constraints of "reasonable reality". I'm certainly not against playing something more rigid than what you have going on in Azmodal.

Interest-wise, if no one is into my thing, I'd probably join. If there is interest in my thing, I'm not sure I'll have time to run that, play AJ's thing, your other thing, and this.
Gone. Cheers guys.

RedVulnus

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Re: Vulnus' Workshop
« Reply #9 on: September 15, 2016, 06:16:16 pm »
Honestly the general idea I had for the Imperial Legion would be that you're a part of a special group in whatever regiment you're in that gets put down in sections of planets known to have Iscariots to hunt them down. So essentially you'd have an objective to complete but you got to decide how to go about it. Eventually you could go up the ranks and possibly lead one of the regiments.

And there are similar ideas for the other two as well, but I might just go ahead and let people play as the higher ranks right off the bat. thanks for the feedback by the way, and I totally understand not having time for a bunch of different RPs.

ApatheticExcuse

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Re: Vulnus' Workshop
« Reply #10 on: September 15, 2016, 06:18:57 pm »
Well, I think that concept is pretty sound. If there is enough free time, you could count me in in some capacity.
Gone. Cheers guys.

RedVulnus

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Re: Vulnus' Workshop
« Reply #11 on: November 14, 2016, 08:22:31 pm »
Heavy Weapons Expert
Carrying heavy weapons and heavier armor the Heavy Weapons Expert provides suppressing fire to keep the enemy pinned or focuses a sheer volume of fire capable of killing his target in a manner most would describe as ‘overkill’. Most weapons used by this class require being set up before effectively firing however so positioning yourself is key to avoid being unprepared in a fire fight. The Heavy Weapons Expert and all specializations can deploy ammo to refill allies ammo when they run low.
Heavy Weapons Expert Specializations

Sentinel
Specializing in heavy machine guns and support type weapons(excluding explosive weapons) to aid his team by either keeping an area covered with powerful overwatch fire, suppressing groups of enemies, or delivering a heavy focused fire on priority targets. The Sentinel also carries deployable cover for his allies to use.

Grenadier
Specializing in explosive weapons and capable with light machine guns the Grenadier handles groups of enemies by using grenade launchers and destroys obstacles with remotely detonated charges. The Grenadier gets bonuses when firing into groups, attacking armored targets, and receives unique support tools such as Radar Grenades. Though the Grenadier is capable of dealing with groups he becomes less effective when dealing with single, unarmored, or spread out targets.





Special Operations Soldiers
Known under various names depending on the country the Special Operations Soldier is fast moving and hard hitting. Carrying assault rifles or SMGs alongside their side arms they can take care of enemy units quickly and efficiently. They are also capable of stealthy infiltration.
Special Operations Soldiers Specializations

Commando
Utilizing silenced weapons and moving stealthily the Commando is capable of infiltration. choosing not to be seen the Commando carries a stealth device that aids them in blending into the background. In open combat they prefer to dip in and out of combat, taking out important targets before disappearing to find the next.

Operative
 Having a preference to fighting the Operative carries medium armor and utilizes hard hitting ARs to deal with targets. The Operative brings hard hitting single target damage to compliment a greater movement speed when compared to the Heavy Weapons Expert. The Operative also carries light medical supplies though a Medic is still a necessary member of any team.
_______________________________________________________________________________

two of the classes, well their descriptions and the descriptions of their specializations.

Wheel-Son

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Re: Vulnus' Workshop
« Reply #12 on: November 15, 2016, 09:00:35 am »
Having a melee orentated class or two would be nice
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RedVulnus

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Re: Vulnus' Workshop
« Reply #13 on: November 15, 2016, 11:48:41 am »
Having a melee orentated class or two would be nice
I planned to make one melee class with it's two specializations, one being fast but low armor the other being a kind of hard hitting and hard to kill. If there's specifics you would like let me know, though I'm not going to garuntee I'll put it in.

Wheel-Son

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Re: Vulnus' Workshop
« Reply #14 on: November 15, 2016, 01:11:02 pm »
Something built around swords and throwing knives, maybe.
Forgive me, I just want to hit things with a swoooord
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