Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Roll to Dodge - Mecha ON HOLD
Roll to Dodge - Mecha
Picture Wars Forums wrote:
Roll to Dodge! Original concept and rules by Mouse
Roll to Dodge is a fun game where you play with a group of (6) people. Think Dungeons and Dragons in a sense. You will be placed in a certain scenario, and you (may) be given a certain objective. Now here's the catch, for nearly every action you make, a die will determine the outcome.
The numbers on the six sided die are marked as such... 1) Epic fail 2) Kinda fail 3) Kinda success 4) Success 5) Perfect success 6) Overshot
For example:
Jack wants to jump over a wooden fence. I roll a die and it lands 4. Since a 4 represents normal success, nothing too bad nor too good happens, you just complete your action. Thus, Jack jumps over a wooden fence.
Let's say Jack rolled a 1. The outcome would be much different now. Jack tries to jump the wooden fence, but trips over his shoelace and smashes his face through it, breaking his nose.
Now what if he rolled a 6? Jack runs as fast as he can to gain the momentum he needs to jump the fence. The momentum is so great that he jumps the fence, but keeps gaining altitude from his jump and doesn't seem to stop. Jack literally jumps across the entire world and lands right back where he started, behind the wooden fence.
I'm sure you can get what the rest of the numbers represent.
Rules! Only (6) people may play at a time. -This is based on a first come first served basis -If you did not make it in time, I can still add you to the waiting list -I would like to keep this game moving at a good pace, so you will have 2 days max to take your turn or you will be removed from the game and the first person on the waiting list will take your spot -If you have a legitimate excuse for an absence, then your spot will be frozen until you come back.
This game will use the declare system. You declare your move, then when everyone's move has been declared, they are all taken, the die is rolled, and results are decided. -I will not post results of the actions until everyone has taken their turn
I will only count the first action you post. If you post multiple actions (Jump the fence, then punch the guy in the face), then I will only roll on the "Jump the fence" action. -There will be some exceptions to this rule -Other minor actions may be used with your major action (look around, talk, ect) -Observing your surrounding will not be effected by the die -Talking to NPCs or players will not be effected by the die
You may post almost any action you desire -If you want to attempt to harness the power to fly or spontaneuosly grow a third arm, you can do so. -You may not god-mod and ruin the fun for everyone, however.
You may kill or be killed by players or your actions -Be weary of what you do, if you attempt to kill another player early in the game and fail, the results can have devastating results -Attempting to do something stupid can lead to a very funny death
Certain events can affect your next roll -If you do something with perfect success there may be a chance your roll, or everyone's roll, can be increased by +X amount, or be predetermined -The same can be applied if you have an epic failure, only your roll will have -X amount -If a certain action has an effectiveness on a body part, then any action requiring that body part will be effected (Jack's arms are broken, -3 to any action used by his arms) -The same can have positive attributes
I think that's everything you need to know so far. So lets get this show on the road!
Backstory: The players are Mecha pilots aboard the USS Exoneration, a stolen US Aircraft Carrier under the command of Captain Lovegale. The Exoneration is currently parked somewhere off the coast of western Australia. The players are all part of a newly formed 6-man squad, Team 4B, meant to work together for missions to the land and in combat against other mecha.
You'll all be on the same team, going up against other Mecha, and as a departure from the norm, your humble DiceMeister will be playing among you. Don't worry, I won't steal a slot. I'll be departing from the rules above just a teeny bit for this one. Biggest difference is that I'll be using a D10 this time, instead of a D6. So the rolls go like this: 1: Epic Failure 2-3: Failure 4-6: Moderate Success 7-8: Success 9: Epic Success 10: Overshot
For those who want to join in, here's the character sheet you'll need to fill out. Pilot
Name: Height/Weight: (meters and tons) Physical Description: Classification: (Light/Mid/Heavy. Lighter is faster and smaller but less heavily armored) Combat Role: (Assault/Artillery/Support/Etc.) Primary Weapon: Secondary Weapon: (If you choose to, you can take only an extra powerful Primary weapon and no Secondary) Abilities: (Includes pilot skills such as Marksman (+1 to using guns) and Mecha equipment such as shielding or jump jets) SuperWeapon: (A one time use attack or weapon that's basically your trump card. Best saved for the worst of emergencies.)
HyperKUltra's Char Sheet Pilot
Name: Fiona K. Lovegale Age: 45 Physical Description: Bright green eyes, dark brown hair in a ponytail down to her knees, jaded and bored acting Backstory: Can't really finish it yet, eh?
Mecha
Name: NC 5-0000 "White Blur" Height/Weight: 12M/59 Tons Physical Description: A mid sized Mecha designed primarily for one on one combat with other Mecha. Powered by an Experimental O-Model Gyro Drive, and capable over increasing power output to 150% for a short time. Has white armor plating on most of body, with occasional dark blue plates used as heavy reinforcement on the more vulnerable areas. On its back are 4 long, thin, and flat dark blue ion repulsion wings, all with bladed edges. Each wing can detach and be used as a sword for melee combat. Classification: Mid Combat Role: Assault Primary Weapon: Wing Blades Secondary Weapon: Shoulder Mounted Railgun Abilities: --- Aerial Expert: +1 while flying --- Sword Saint: +1 to using blade weapons --- Overdrive: +1 to rolls for 2 turns, must cool down for 1 turn after SuperWeapon: Thorsecutioner Barrage
CURRENT PLAYERS: Tomaster Amazigh JJA79 Tokochiro dragonxp Ragdollmaster
Last edited by TorrentHKU on Fri Feb 25, 2011 2:21 am, edited 7 times in total.
Mon Aug 30, 2010 11:13 pm
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Roll To Dodge - Blue
An opening!
Pilot
Name: Conrad Fowl Age: 31 Physical Description: Large beak-like nose, and messy brown hair. Skinny and not very muscular.
Mecha
Name: Carrion Height/Wieght: 9 meters, 5.5 tons Physical Description: Bipedal Mech. Has legs similar to that of an Ostrich as well as wing-like jets on its back. Lightly armored, the entire mech is covered with color-changing parts to aid in camoflouge. Classification: Light Combat Role: Scout Primary Weapon: Rail Gun that fires 70mm projectiles Secondary Weapon: None Abilities: Ghost - Activates the color-changing plates in the suit to camoflouge. Rocket Dash - Runs at top speed while activating the jets, making the very fast/hard to hit. (disables "Ghost" if the ability is active) Jump Jets - Fires a burst of the jets to jump long distances. The "Ghost" ability (if active) is disabled from the start to the end of the jump.
SuperWeapon: Suicide Run - Pours all jet fuel into the jets, hyper-accelerating the mech forward (MUCH faster than rocket dash). Jets are melted after use (can't use Rocket Dash or Jump Jets anymore) and a collision with any object during the run causes the mech's power core to explode in a very violent way.
Last edited by CaveCricket48 on Tue Aug 31, 2010 12:03 am, edited 1 time in total.
Mon Aug 30, 2010 11:42 pm
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Roll To Dodge - Blue
Cricket, this isn't gonna be long after this RtD. Humans are still on Earth, and Armageddon has recently happened. Space travel is the last thing on everyone's minds. Your mecha is all good, but your backstory is gonna need some changing.
Mon Aug 30, 2010 11:45 pm
HighEndNoob
Joined: Mon Feb 22, 2010 2:48 am Posts: 26
Re: Roll To Dodge - Blue
I might as well post mine
Pilot
Name: Pierre Berguard Age:30 Gender: Male Physical Description: He has straight black hair, a tall and firm body, and emerald eyes.
Mecha
Name: Goliath Height/Weight: 11 Meters, 60 tons Physical Description: Looks like the Goliath from Starcraft 2. Classification: Medium Combat Role: Front line Assault Primary Weapon: Twin Auto Cannons: Moddified versions of Modern-mounted Machine Guns that fire 30mm Rounds at 270 RPM. Secondary Weapon: 2 Lancer Missile Launchers 20 missiles per launcher: These missiles are modified versions of the Missiles on Planes, to be effective against Mechs and lock-on to Mechs
Abilities: Missile Maniac (+1 when using Missiles) Iron Armor ( +1 when Surviving an attack) Jump jets (12 Seconds of airtime) Detection (Can detect mines, and enemies that are burrowed, or camouflaged) 500 watt Flashlight (Makes light so the team can see in the dark. Can blind enemy pilots) SuperWeapon: Firefighter Howitzers (Fires 2 Modified AC-130H Howitzers from Modern-day, only there 210mm. There are 2, and Come from Barrels under the Auto-cannons, and draws power from and disables the Auto-cannons for 2 turns.)
Last edited by HighEndNoob on Thu Jan 13, 2011 4:14 am, edited 13 times in total.
Mon Aug 30, 2010 11:48 pm
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Roll To Dodge - Blue
I'll just do away witthe backstory.
Edit: And yeah, my mech is pretty light. It's not supposed to be a hulking war machine, it's a light-weight and fast scout that attacks from far away. Also, the mech can be used in an urban setting more easily than something bigger.
Tue Aug 31, 2010 12:04 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Roll To Dodge - Blue
Also guys I have my own RtD waiting in the wings for one of these current RtDs to finish...
Anyway
-Pilot-
Name:Matthew Coan -- Age:24 -- Height/Weight:5'5"/150 lbs -- Physical Description:He is slightly short and well muscled. He has black, clean hair and red eyes. He is slightly tan in some areas, but for the most part is very, very pale. Despite the occasion he always seems to show up in a T-shirt and blue jeans.
Abilities:
Ambidextrous: +1 to rolls involving the coordinated use of both arms/hands.
-Mecha-
Name:DT 666-0 "Hellripper" -- Age:1 -- Height/Weight:16M/82 Tons -- Physical Description:The Hellripper is a large, heavily armored, experimental mecha designed for close combat. The main focus of the Hellripper is on Armor, Speed, and Power-to truly be an efficient melee mecha. The head, being a weak spot, was cut out, and the pilot was stuck into the body. It is black with occasional plates of red armor, which has gold trim. Its limbs are incredibly strong, not only over come the immense weight of the mecha's armor, but to tear the opponent to shreds when in close quarters. The mecha has a menacing stature and a intimidating appearance. Energy Blades protrude from the wrist, just above the hand. The swords have two settings, Claws and Swords. The sword setting emits a large energy blade meant to slice foes up from a distance, or to cut through thick materials (12 meters long). The claw setting has three claws the come out of the wrist, meant to be used to slice and dice smaller enemies (5 meters long). On the wrist, just below the hands, are large barrels meant to rapidly fire large energy blasts at high speeds. The super weapon of the Hellripper is called the Ripper Storm, which fires hundreds of homing energy swords out of the mecha, in all directions. Swords have various effects such as explosions or EMPs depending on the energy composition. (Energy composition for all energy weapons is adjustable, and uses general forms of energy such as heat, electric, light, magnetic, etc..)
Classification:Heavy
Combat Role:Strike
Primary Weapon:Dual Energy Blades Secondary Weapon:Dual Energy Blasters Super Weapon:Ripper Storm
Abilities:
Highest Quality Materials: The components of the Hellripper are of the highest quality, making the mecha lighter, faster, and stronger.
Reactor Shielding: +1 to defending against weapons meant to destroy the reactor.
Jump Jets: +1 to rolls involving quick bursts of speed, such as dodging or jumping.
(EDIT: I wont be using this character, since it doesn't fit in the setting)
Last edited by CrazyMLC on Thu Jun 23, 2011 11:19 am, edited 54 times in total.
Tue Aug 31, 2010 3:09 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Roll To Dodge - Blue
Cricket, your mech really wouldn't survive in battle at that weight. I mean, it'd have to be a bare skeleton with a gun and motors. Put it in the high teens, and it'll be acceptable.
Tue Aug 31, 2010 3:22 am
JJA79
Joined: Mon Dec 22, 2008 11:51 pm Posts: 138 Location: Standing on the edge of a large pit of lava facing away from it.
Re: Roll To Dodge - Blue
Pilot
Name: James Argus (I am awful with names) Age: 32 Physical Description: Tall and thin with a very light colored skin tone. Hair is short and jet black. Backstory: Before the end of the world he worked as a scientist who created superacurate explosive charges. Used for drilling through even the toughest materials. Shortly after the apocalypse he joined this group trying to secure some sort of order in the destruction.
Mecha
Name:Stinger Height/Weight: exactly 10 meters and 19 tons Physical Description: Can alternate from bipedal and quadruped for increased accuracy and movement. Cockpit is in the direct center of the mech with multiple cameras set up inside the cockpit. Two jets are set up on the back of the mech for either dashing forward in quadruped form or high jumps in bipedal form. Classification: Light Combat Role: Support Primary Weapon: Rail sniper used for piercing heavy armor and damaging critical areas of mechs Secondary Weapon: Drill missiles used for damaging shields by applying extreme force to very small areas of the defense. Abilities: Fast reactor (+1 to dodging and moment) Sniper expert (+1 when shooting from long range) SuperWeapon: Energy hyperblast (Fires an extreme amount of energy from the rail sniper cannon. Destroys the power cell of the mech and disables the sniper cannon.
I don't know how overpowered this is so tell me and ill change some stuff.
Tue Aug 31, 2010 3:32 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Roll To Dodge - Blue
MECHA HEIGHTS AND WEIGHTS 101: Mecha weights are typically between 20-100 tons. A little above or below is fine. MLC, that is not a little. HEIGHT. 7-17 meters OR 23-56 feet are typical heights. Again, a bit of deviation is fine. 30 meter tall mechs aren't. All based on BattleTech, which I am probably safe in assuming is the standard for mechas.
Also, JJ yours is fine.
Tue Aug 31, 2010 3:52 am
ShadoWKilleR255
Joined: Fri Dec 12, 2008 12:45 pm Posts: 48
Re: Roll To Dodge - Blue
Pilot
Name: Sophia Moore Age: 27 Physical Description: Blue eyes, Blonde Shaten hair 31CM long, fierce both in language and movement. Backstory: Tal and slim she is the epitome of being sexy, if this was before the apocalypse everyone would be trying to court her but seeing as of now, the only thing she can do, is try to protect herself and her dignity by becoming the fiercest warrior in the arena.
Mecha
Name: BB - Custom "Black Death" Height/Weight: 10M/42 Tons Physical Description: A Middle class Mechanoid designed for speed, precision and power, Triple Ion Reactors protected by 7 Tonnes of Tungsten adding up to a total of 14 tonnes at the center of the Mech allowing it to posses great maneuverability. mounted on the back: 2 thin and Long Ion-Boosters for vertical movement and 2 short not-so-thin boosters for lateral movement, the boosters can fold to allow the Rail Cannon holster to pop out. Slick metal plates make up the armor with camouflage color fitting for *the place we are at*. Classification: Mid Combat Role: Sniper Primary Weapon: Large Rail Canon with a holster on the back. Secondary Weapon: A long sword with a waist sheath. Abilities: --- Aerial Expert: +1 while flying +1 to dodging. --- Sword Expertise: +1 to using blade weapons. --- Sniper: +1 to aiming weapons. SuperWeapon: 3 auto lock EMP missiles + 4 Ion Distruptors, mounted on a "pop-out" mechanism on the left arm, the missiles are on the left/right/top side of the arm.
I got the last spot!!
Last edited by ShadoWKilleR255 on Tue Aug 31, 2010 2:18 pm, edited 3 times in total.
Tue Aug 31, 2010 6:15 am
411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
Re: Roll To Dodge - Blue
Pilot Name: Mikhail Chen Age: 23 Description: Extremely dark brown eyes, short black hair, mid-short height, average musculature. Acts in a manner suggesting aversion to prolonged social contact as well as lack of sleep. Is concise and brief in all communication he is otherwise forced to make. Backstory: Unwilling to tell. Apparently got into mechs to survive, according to people that have known him longer.
Mecha Name: Apparently unnamed. Known as "The Hunter" by others. Height/Weight: 10M/28 Tons Physical Description: An average sized light humanoid mecha. Optimised for speed and stealth, it runs on all four limbs when necessary whilst entering a more bipedal stance for acrobatics. Its smooth, curved hull is a dark blue, providing good natural colour camouflage for night, while its active camouflage system makes it significantly harder to see if used intelligently. Fairly hefty cylinders are held in the sides of its arms, popping out and forwards while in use. Classification: Light Combat Role: Stealth Harassment/Assassination/Support Primary Weapon: Ion Burst Module: The right hand cylinder, when activated, extrudes a charred nozzle forwards, with the frontal cover opening like the petals of a flower. A faint blue light emanates from the barrel before a long, thin burst of arcing blue ionised particles lances forwards. The weapon, whilst doing damage to the extreme, may only do this to at most a few parts lined up at once and takes a large amount of time to recharge. Additionally, if not targeted at a weak point or armour seam its effectiveness is greatly diminished. Secondary Weapon: Harassment/Support System: Fires an extremely light projectile at high velocity. Unlikely to do very much damage on its own or indeed penetrate all but the weakest of armour. However, if it is fired such that it actually penetrates, it causes sufficient electromagnetic interference to diminish responsiveness of systems close to the embedded projectile as well as relaying the position, statuses and control commands of its target back to the user. Abilities: ---- Acrobatic: Bonuses to movement and dodging --- Acoustic Analysis Targeting System: More likely to find weak points in armour, etc. -- Medium Level Active Camouflage: Invisibility, subject to not being actively tracked, range, movement, etc. Super Weapon: Ion Burst Overcharge: Ion Burst Module fires a significantly more powerful blast, but renders itself unusable in the process.
Tue Aug 31, 2010 8:21 am
ShadoWKilleR255
Joined: Fri Dec 12, 2008 12:45 pm Posts: 48
Re: Roll To Dodge - Blue
Will it render itself unusable for, forever?
Tue Aug 31, 2010 10:23 am
411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
Re: Roll To Dodge - Blue
I'll probably want to be replacing it or otherwise conducting extensive repairs. It says to make the super attacks one time only, after all.
Tue Aug 31, 2010 11:17 am
ShadoWKilleR255
Joined: Fri Dec 12, 2008 12:45 pm Posts: 48
Re: Roll To Dodge - Blue
But your super attack is linked with your primary weapon, isn't that kind of bad.. Frying your primary weapon that is.
Also making an Ion lance in somewhere that is pressurized is stupid and impossible, the Ionized material will keep flowing forward (of course arching from gravity if present) but it won't disperse like it does in space.
Tue Aug 31, 2010 11:28 am
411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
Re: Roll To Dodge - Blue
Wuh? Why would it disperse? I don't need it to disperse. I just need it to eat a hole in the enemy mecha. A small hole, true, but a deep and hopefully crippling one. If you mean it won't flow forwards, then I should probably make it clear that it's based on modern electrodynamic engines, which use an electromagnetic field to propel the ions. Also, if I'm allowed more perks, would you mind telling me? I'd like to add a support perk or something.
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