Author Topic: TELEGLTICH: ROLEPLAY EDITION [Initiate: 2 Alive]  (Read 2018 times)

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TELEGLTICH: ROLEPLAY EDITION [Initiate: 2 Alive]
« on: April 27, 2015, 12:00:04 am »
TELEGLITCH - ROLEPLAY EDITION

> Emergency Evacuation Request...pending...

Request Denied. Standard resupply drops to facility are performed every 5 months via automatic transport ships. Current status: All operations abandoned due to negative profit outlook. Planet Medusa-1C quarantined indefinitely.



The uninhabitable planet of Medusa-1C was perfect for military training, science research, etc. All most all of the facility was run by the all-seeing and constantly evolving AI and the many drones, once dead soldiers now revived by microchips installed in their brains, to see that everything runs smoothly for the biggest project hidden in Medusa-1C. The teleportation experiments. Using hyper-difficult math equations founded by the Statistics Division, teleporting over large distances was very much a reality. But, they could not settle for any less than being able to teleport indefinitely from anywhere to anywhere. Unlimited range was the key. During this testing, a glitch occurred creating black blobs that not only enveloped most of the facility, but it seemed to be the literal manifestation of time-and-space being turned inside out. That and when touched, your brain exploded. While this seemed at first to be an excellent new research, the glitch in the teleporter then lead itself to the AI creating a virus with the intent to eliminate everyone in Medusa-1C.


WHICH IS WHERE YOU COME IN


You've managed to survive a week into the disaster by barricading you and some of your colleagues up in the Canned Meat storage room in the very first level of the ever expanding facility. The food is now gone, but the dangers await outside.


COMBAT, THE ONLY MECHANIC THAT NEEDS TO BE COVERED



A 1d20 is rolled on
Orokos is a tool site for role-playing games, such as Dungeons and Dragons 4th edition, allowing players to upload characters from Wizards of the Coast
orokos.com
using the username: Teleglitch and password: diemore. The result of the roll is then posted, and since I can check your rolls, I can confirm that they are real, therefore, I will not be describing how much damage you do, but based on the system below, you can describe how much damage you did to the enemy.

Rolling closer to 10 means you've landed a more powerful attack or shot something more vital.


1- 2 3 - 4 5 6 - 7 8 9 - 10 - 11 12 13 - 14 15 16 - 17 18 19 - 20


1: Critical Failure

2 3: Miss

4 5 6: Light Damage

7 8 9: Medium Damage

10: Critical Damage

11 12 13: Heavy Damage

14 15 16: Light Damage

17 18 19: Miss

20: Critical Failure


For example, a Mutant is coming for you, and you decide to use a pistol (which uses a d20, more explained on that below,) and you roll a: Testing 3: 1d20 11

11 damage is a Heavy Damage! So then you could describe it like this (but be sure to link your roll!)


"I pull up my pistol and fire right for the head, and the shot pierces the skull and out the other side... but it's still moving slowly on the ground, its arms flailing about on the floor!"

WEAPONS

Every weapon will use the 1d20 scale, however some have special effects or some don't have the same amount of probability to deal strong damage.

Knife, for example, only goes up to 1d10 possible damage. While it can score a critical hit, it cannot land Heavy Damage on the d20 scale.

You may notice there's a 1-3 before the dice and the amount of sides (E.g. 1-3d12), this means that you can choose how many shots you want to make in one turn. Remember: Ammo is scarce!


Spoiler: weapons (hover to show)



USING OROKOS

In Orokos after you've signed into the account, click the top tab that says "Dice Roller"

After clicking that click "Roll some dice" Which will direct you to the following:

Character - (Your character name.)
Campaign - (N/A, but nothing here.)
Description - (Write here what you're intending to do.)
Dice to roll - (Depending on how many shots, some attacks require a certain amount, you'll type 1# <--- The number of dice. (E.g. 2# would roll two dice.) then what kind of dice which is listed next to weapons. So if you're shooting a shotgun, you would type it in like this: 4#1d12. You can add modifiers to the end by - or +. The number that's bolded is the final number after modifiers.)

After you've recieved your results, attach it to your post. They provide a BBC link code which is very helpful!


CHARACTER SHEET

> Please enter your NICKNAME/LASTNAME:

>... Accepted. Please fill in what you look like briefly:

>... Calculating... Specialties:

>... Please fill out your inventory:

>... Any more information:
« Last Edit: July 23, 2015, 12:53:10 am by Super Level Furaotic »
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> Please enter your NICKNAME/LASTNAME: Fitzgerald

>... Accepted. Please fill in what you look like briefly: A 6'4 male with copper colored hair with steel colored eyes. He is dressed in a pair of leather boots, a dark blue jumpsuit with a fur collar, and a pair of fabric gloves.

>... Calculating... Specialties: Hacking, Pistols, Explosives.

>... Please fill out your inventory: 9mm pistl, spare 9mm magazine.

>... Any more information: He has a rather pathetic scar on his lip, it's barely noticeable.
« Last Edit: May 13, 2015, 09:51:51 am by Wilson »
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I can't quite remember what it was that needed to be finished. The only mechanics are the Fighting, but that's mostly player based and I'm going to give an example right now. Other than that, crafting, exploration, and everything in between is just RP, but realistic of course. I'll briefly describe areas, but the main focus of the game was fighting, so that's what you'll be seeing a lot of.

One rule is the WHEN IN DOUBT rule, which I'll add above. I haven't listed the Dice rolls for things like, pushing an enemy off of you, kicking an enemy, punching, etc. Whenever you're not sure, roll a 1#1d10 on Oroko, and use that to see if  you complete that fight move or not. (I'll show an example below.)


EXAMPLE FIGHT

PREFACE OF EXAMPLE: There are two characters exploring together, Jon and Jane. Both are carrying regular pistols with enough ammo to blast any enemies for the time being.

FURAOTIC: The desolate hallways lead out into a large, wide space flooded with foliage around an open courtyard. Four thick, proud pillars hold up the drooping ceiling. Then, a rustle is heard and the sound of chomping, decaying mouths. Two zombies leap from a bush to the right, and two more from the bush on the left! They sprint at you ready to fight.

(Half of the monsters will get the first strike, the other half will have to wait their turn.)




Zombie 1 Right Side: [!!Whenever a monster is attacking, that is controlled by me. What damage YOU do to the monster is determined by what you rolled and how you choose to describe it. However, this works both ways!!]

Let's out a quick burst and attempts to tackle Jane!

(Hmm. A tackle. That sounds like it has the opportunity to be a critical damaging thing but also one that could fail horribly. Considering the circumstances, I'll roll a 1#1d10 without any bonuses or penalties.)

The zombie leaps, but falls a little short as only it's arms wrap around Jane's leg.: 1#1d10 5

(The leap only did light damage, so I decided to make the effectiveness of the tackle drop a little bit since it wasn't necessarily a success.)





Zombie 1 Left Side:

The other zombie runs at Jon, it's arms reared up ready to scratch!

(Once again, scratch isn't listed. However, a scratch could lead to eye damage, if it was a critical, so a 1#1d10 with no minuses or penalties is in order.)

The zombie runs at full speed, but it doesn't notice the broken chair leg, and it promptly trips and slides it's face across the ground with a high momentum.: 1#1d10 1

(Since he scored a 1, what fun by the way, I decided that was a suitable punishment. Damage is not marked or labeled by numbers or anything, it's all descriptive. Based on this, I'd say the zombie is hurt but not near death. Definitely incapacitated for the moment, however.)



Then, we move on to the player turn and this is always run by you using the same method as me.




Jon:

Jon raised his pistol and fired at the zombie that just skid head first (Zombie 1 Left Side)!

(Now, the player playing Jon's character can decide if he gets a bonus to his roll since the zombie is on the ground and isn't moving. Personally, I would. So, Jon would then click on the Orokos link above and log in with the password and the username, find the roll some dice tab, fill out the info, and then write in the box "DICE TO ROLL" 1#1d10+1. Then, he'd click roll and click the BBCODE link at the bottom and attach it to his post.)

Without breaking a sweat, he fired.: 1#1d10+1 8

(8! That's medium damage, so it can be assumed the shot was to the torso or shoulder, but it did quite a bit of damage. Now the player gets to describe what happens to the zombie.)

The zombie flinched as the bullet pierced it's shoulder. It let our a moan as it tried to get back up, but with difficulty due to its now ruined shoulder.

(That's creative liberty you're allowed to take. It did medium damage, so the zombie should take some penalty for being shot, if that's what the player desires.)



Jane:

Jane could feel the zombie drool dripping on her foot, and quickly kicked the zombie with her free leg.

(Kick? 1#1d10. Jane feels like there's no need for any bonuses or penalties since that would make things too easy or less fun.)

Jane went in for the kick...: 1#1d10 2

Unfortunately, she missed, somehow!



That's it and all you need to know about how combat is run. That is the main focus of the game. It's meant for creative liberty and creating an interesting story. The dice are a guideline, you fill in the blanks. However, if you're constantly giving yourself bonuses, I might ask you to justify them to me, so don't go overboard on it! Make it interesting and failureful!

Finally: Feel free to fill out the inventory with anything you think a survivor of this incident would have. Give them one weapon max and very few ammo. Everything else is up to you.
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> Please enter your NICKNAME/LASTNAME: AJ (not really a self-insert, just to lazy to make up a new name)

>... Accepted. Please fill in what you look like briefly: Muscular brown-haired man standing at average height, his hair is messy, and has thick beard. He wears a 'athletics' jumpsuit with synthetic "running shoes". Jumpsuit is unzipped to his waist, revealing his black tanktop.

>... Calculating... Specialties: Shotguns, Cutting Weapons, Throwing

>... Please fill out your inventory: [-'CRAMMED' Meat] [-Knife(1d12)] [-Taser(1d10)]

>... Any more information: Has an criminal record with dealing, manslaughter, and burglary. Is a firm believer in the Angle of Death, or maybe he's apart of the gang formally known as the Angle of Death; doesn't matter he probably has a tattoo for both.

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Aw man AJ look out for those ANGLES oh god. I think you mean Angels.
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Aw man AJ look out for those ANGLES oh god. I think you mean Angels.

Nope I mean Angles, its funnier that way.

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Two survivors, the last as anyone knows, AJ and Fitzgerald are alone. One week through since hell broke loose. They've been safe, closed safely in the first sector locked in a small office with a disfunctional computer, some boxes, a cabinet with nothing useful, and a few empty cans of meat that have been eaten. The sounds from outside grow louder everyday, and the two worry for they know what they're up against. Mutants, zombie co-workers, mechanical guards hell-bent on blasting them, and god knows what else deeper into the facility.

What would they do next?

*This page acts as the OOC and the play space. Get to posting.*
« Last Edit: May 13, 2015, 11:55:43 pm by Super Level Furaotic »
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AJ looked at his tattoo of a 45-degree angle with a skull on it, thinking about what to do. He thought of home and how bad he fucked up there, and then he thought of the facility; why'd he even bother signing up, not like it mattered once he got back home anyway. With a quick sigh and him pulling out his knife he proclaims. "Man I'm not going to sit around and wait for whatever the fuck to come in and kill us. I'm also not waiting around for that Cram meat to hit our lower intestines either, this sucks enough and I don't want it to get any worse!", he then opens the door knife drawn and heads out into the hallways that are dimly illuminated with the backup power lights.

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"Dammit AJ..." Fitzgerald mumbled before following AJ down the hallway, pistol the ready. "Fuking wait up." he said, before going into a jog. He is sure to be on high alert.
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There's the sound of humming machines, and the flickering light adds to the despairing atmosphere as the hallways opens up to a small, circular room. The room is littered with aftermath of fighting and desperate flees to escape the monsters. To your left, there is a door that slides open when people walk close, and straight forward is a hallway leading somewhere.
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AJ cautiously approaches the door, sniffing the air like a hunter trying to find its prey. "I smell rust, dried blood, a hint of lemon, and... something rotten... like my career."

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The door slides open as you step by. The hum of machines grow louder and from you view you see the end of a room with a large generator. The lights are dim, and you can't quite see what's around the corner... Until you hear something crawling from down the hall, and suddenly, running down the hall toward you is:

"These many-legged biounits are still experimental and haven't been trained to use ranged weapons yet. They were designed as another attempt to create super cheap soldiers that could be cloned by the thousands. The M-1 "mutant" was designed by mixing human DNA with genetic information from several lower-life forms. During their early stage, they resemble huge crawling insects. Due to some neurological error, they are afraid of tunnels."

Two mutants, both looking at you with twisting and turning heads and scrambling arms.

*ENEMIES ARE TOO FAR AWAY TO ATTACK THE PLAYERS THIS UPDATE*
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AJ slowly steps towards the corner of the doorway trying to set up an ambush, no way in hell he was going to take these things both head on. He pulls out his taser, when he attacks he'll tase first then stab. [color=#11F00]"Either get to the otherside of the door or hide, this is going to get real messy."[/color]

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Fitzgerald gets to the other side of the door and gets ready to fire. When a Mutie gets too close he will open fire.
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Due to careful planning and waiting to ambush, the group gets to attack first against Mutant 1 and Mutant 2, both of which are scrambling through the narrow hall.

*Players, roll your dice using the instructions above and describe your results.*
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