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Messages - Mixmastermax

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16
General Chaos / Re: What Vidja games are you playing?
« on: May 24, 2013, 10:53:12 PM »
I beat Bioshock Infinite last night.

I called the biggest twist halfway through the game but the other mini twists were still nice.

All in all I consider it a must play.

[spoiler]I'm sorry you just forfeited Protoplasm with that.
Sorry I just hate the stupidity.

Oh its Infinity cause infinte realities. There just always has to be a man and he has to make a city.
So it needs to be a city free from the bonds of normal society. What are the stipulations. Why lighthouses. Why not just say this was Andrew Ryans competitor.
Flying city
vs
Underwater city
RAWR!!!

They did such a good job foreshadowing it but they failed to actually make the payoff stick. Its great ideas and lousy execution just like the end of the original[/spoiler]

spoiler tags next time okay?

17
RPGs / Re: Wild Talents question
« on: May 24, 2013, 10:19:15 PM »
A thought came up while i looking the electrocuting extra, if you gave it the scatter damage flaw, would the random hit locations then be a starting point for the electrocution?

Yes and that is an example of scattered damage being +1 extra instead of -1 extra. As noted in the text for the flaw

Personal favorite way to use that.
Shock Shotgun
Attacks,
Attack Level +1, Electrocuting +1, Non-Physical +2, Scattered Damage +1, Speed Bullet[Coordination] +2, Spray +1
Depleted -1, Focus -1, Accessible -1, Immutable -1, Obvious -1
Cost Per Die
Normal[5], Hard[10], Wiggle[20]

Its a Shotgun, that ignores armor. But can still be dodged just need to Coordination to dodge it. Gets to use every set. And each attack does W+1 in damage.
So 2x10 does 3 shock & 3 killing to random locations. 1, 2, 3, 4, 5, 6. Both arms have 1 shock and 1 killing. Torso has 2 shock and 2 killing. 1 Leg has 2 killing 1 shock. 1 Leg has 1 killing 2 shock.
Now compared to the 2x10's normal damage no that great but.

2x8, 2x9, 2x10. So 9 Killing & Shock. Lets say; 1, 2, 3, 4, 5, 6, 7, 8, 9.
Torso Has 7 Killing & Shock
Each Arm has 2 Killing & Shock
Each Leg Has 8 Killing & Shock(With one have 9 Killing and the Other having 9 Shock)

Compare to the normal version? 9 Killing & Shock to the Torso. 3 Killing & Shock to the head. 9 Killing & Shock split between the legs.

Total Damage with Scattered[28 Killing. 28 Shock]
Total Damage Without[21 Killing. 21 Shock]

This is assuming of course you roll 1's and/or 2's. If those are not rolled then the damage increases.
Also scattered on a power with engulf representing a explosion hitting various random locations can work better then dice in Area

18
Recruitment Board / Guys its time for a ROAD TRIP!!
« on: May 24, 2013, 01:13:03 PM »
A Monster's & Other Childish Things Game
Using the great and awesome campaign Road Trip to start us off for a good campaign.
Road Trip is 5 scenarios. With various silly, crazy, serious, and/or horror based side encounters. Each scenario can be 1 session to 4 sessions.
I am planning for this beginning of the campaign being well.
Over summer like the titular Road Trip is

My Major Things
1: Using Skype, call cause you need to talk when playing monsters
1B: You need voice because other wise it all fall apart
1C: I will have up to 6 players for this campaign. No more, no more I already have a big group with the Wild Talents game. Minimum of 3 players

2: Kids can be 9-14. Lets try to keep them with 2 years of each other.
2B: I want kids to all be interesting characters. Maybe they have emotional issues or are jerks or just something that will make for great personalities
2C: You can be financially decent or poor. Nobody falling into rich

3: Follow the basic rules for kid and monster creation
3B: If you want to be a weird kid talk with me on it

4: The campaign will start in, Blowing Rock North Carolina. I choose a random name of a town in North Carolina
4B: Your home room teacher is Mr. Rowing(11-12 year olds), or Mrs. Smith(9-10 year olds)

5: We will start a few days before Summer Break(In Game)

6: The campaign will have to be on Monday, Tuesday, Wednesday, Thursday, and/or Friday. The game can start at earliest
3-pm Eastern Standard Time. The game can start at latest 8-pm Eastern Standard Time. End times can go as late as midnight
What ever day and/or time would work best for the group

7: Ask any questions about things. Add comments on things I should add

8: Skype game. Cause I want you hear your lovely voices

Also have the topic over on Giant http://www.giantitp.com/forums/showthread.php?t=282746
Just so that is out there
If you want to know about monsters here too help
http://tvtropes.org/pmwiki/pmwiki.ph...ChildishThings Tvtropes Page
Enjoy and come on by to join up!

19
RPGs / Re: Eclipse Phase
« on: April 24, 2013, 08:48:00 PM »
Also Hyperelite background was not really all that changed from what I can think of off the top of my head

20
RPGs / Re: Wild Talents question
« on: April 20, 2013, 10:56:06 PM »
It is important to note that with characters who have transformation powers you should be careful with this.

Might be kinda shooting myself in the foot with this one but if I want to use a 6hd transform power and dodge in the same round I can have a 3x10 transform set and a 2x10 dodge set.

I had this come up in a campaign where someone wanted to transform and punch someone and had a 5hd power. 2hd to transform and 2 shock and killing to the head.

Obviously faster enemies helps this alot but it's something to keep in mind.

Yup.
Also note for transformation people
If the power has Duration it needs to be tagged active but automatically goes on for the rest of the scene(or length of transformation)
Endless stuff is well just that at the next round whatever the regeneration speed etc it activates.
only Permanent instantly goes up with the activation of the power

You can split sets up of larger width though I don't know why you wouldn't want to do 4x10 Shock & Killing to the head

Speaking of which Wild Talents.
Flawless_P since your in this game don't read this

[spoiler]Your hunting down a guy who has shown the following powers
Super Strength(6d+2hd Body)
Armor that reduces damage(MAR), and is resistant to armor penetrating rounds(hardened)
rapidly heals but takes a minute to kick on(regenerates)
can take a huge beating(extra tough)

You have a gang of thugs and following gear.
10 guys who can shoot a pistol maybe at once tried to be cops or something(6d Threat pool, with + attack level, +1penetration. Every +3 thugs = +1d. Or use grenade at 5d)
10 guys good with something like a Uzi thugs with smarts and combat skills applied to there strengths(9d threat pool from auto-fire, with +1 attack level Every +4 thugs = +1d)
5 guys good with a machine gun like real good like former military(Soldier Stats minor changes such as explosives)
5 guys good with a rifle really good like former snipers or snipers in training basically specialists that should not have been allowed near a gun(Soldier with +15 points.)
3 guys with with a pill that makes them really strong, fast, etc. for 10 minutes. The Pill is expensive and unless your body can handle it deadly(200 point characters)
Some recently acquired explosives military[25 hand grenades, 10 Blocks of C4, 5 Clay-more Mines, 2 anti-tank rounds, a RPG with 7rounds] aerosol sprays of dangerous drugs, some designer toxins, all guys are equipped with some light  LAR[1] armor with the better guys in LAR[2] stuff.
Gasoline. A armored van like the kinds that banks use. Several different cars. A school bus.

Places were you could draw him too
A damaged old renovated building. A burned out building missing the top 3 floors of 5. A old train-house. Attacking him at his job in the projects as a ditch-digger

The ability to offer to anyone that helps about $250. And those that are better trained and/or with the right gear up to $2,500 per person.
(Assume the pistols guys are 250, UZI are 250[500](if in good armor), the machine guns are 750[1000](if in good armor), rifles 1500, Pill poppers 2000[2500 with good armor]
You got about 15,000 to spend. And that you can only get 1 to 2 more Pill guys. These are the costs in getting more soldiers and hired guns, if that money is not put towards things like more explosives. This numbers stuff is all to represent limited resources the gang can put towards this guy)
Keeping in mind they don't know where he lives yet. They know what truck he drives and can potentially wait up to a week to act(after 48 to 72 hours the costs to get the hired guns will drop 25%, because of the most recent news on his attacks of a local gang)
The guy planning this assault out is not getting involved but he has these resources to put forward.

This hero is also noted to travel with
-A Scientist made of goo. Can heal fast
-Kollektiv some sort of shapeshifter thing with arm-blades, claws, whips etc. And can grow in size
-A heiress to a multi-million dollar fortune
-A magician with a floating magical tome, can summon lighting, teleport and things
[Depending on the parties actions the thugs will become aware of 1 other party member, and his ability to summon swords. Currently they only know he has some sort of protective ability, and can summon something to hurt people. They don't know he can make several tons of swords or that those swords can float around you acting as armor]

Currently the thug guys plan
2 Snipers fire on the guy.
Group of thugs throw grenades into ditch.
1 Soldier guy blasts with a RPG round
Have a Pill guy move in with a group of 2 soldiers.

If things go south another soldier in car rams super. UZI guys jump out and pump him in the ditch with more grenades, then bullets.
If this fails he loses all UZI, all basic thugs, potential 4 out of 5 soldiers, potentially up to 2 out of 5 snipers, and 1 Pill user
This guy want the hero dead.
He will probably do this attack in the next 36-to-96 hours
[/spoiler]

21
RPGs / Re: Wild Talents question
« on: April 11, 2013, 02:59:49 AM »
Its perfectly reasonable if they were splitting actions, or have spray

22
RPGs / Re: RPPR Listeners: Who gets to play on a regular basis?
« on: April 02, 2013, 05:23:31 PM »
I'm the Gm for the skype games that
Review Cultist
and
Flawless
are in. Games are every other week on opposite weeks.
So it works out for me as a 1 game a week

23
RPGs / Re: Wild Talents question
« on: April 02, 2013, 05:07:00 PM »
Yup why tom had to spend 8 points for each Hard Die on his Body that he wanted to change into a wiggle die.(A total of 16points)

24
RPGs / Re: Wild Talents question
« on: March 27, 2013, 01:07:19 AM »
So...

Has anyone else noticed the distinct lack of drawbacks to just buying tons of defends levels instead of buying more hard dice in an armor power?

Yes yes I have
His name is Tiberius, you will hate me come the next 5 sessions

But yeah its got a major broken quality.
Why I'm thinking of implementing a similar houserule or some other such idea

25
RPGs / Re: Wild Talents question
« on: March 16, 2013, 08:12:17 PM »
My friends and I are starting to reach a point similar to the one Ross described in the Bildungsroman episode:  We're approaching 300 point characters and our skills haven't really improved to a particularly noticeable degree.  The players of characters who are hypertrained are starting to ask the question "Why even buy regular skills?  Even if they're more specific, Hyperskills are cheaper and I can by HD and WD in them."

It made me consider the point as well.  If you're driven and hyper-trained in some kind of galaxy-boxing, then why put any points in brawling?

Because you can get hard and wiggle in normal dice
And knock out a arm
And you cripple a Boxer
A street brawler on the other hand

26
Recruitment Board / Re: Sunday Skype Game
« on: March 11, 2013, 08:15:37 AM »
Ok sent you a request

27
RPGs / Re: Wild Talents question
« on: March 08, 2013, 03:21:22 PM »
I think it represents that his nervous system along with limbs are superficial.

For those that have helped with ideas and things for my Wild Talents game that was going to be with my live group I thank you...
Now the bad news, my live group just collapsed because of the actions of 1 person in it, spewing all there bile about me without just trying to talk with me and it lead to a chain reaction, and now the lie group I had is no more.

So just wanted it out there.

Also

Speedster for those that want to play one. This is the best way I have found to play one

Coordination; 7 or more dice, maybe some go first attached to Coordination
Body; 3 or more dice, with Booster(s) and a If/Then only to running/jumping
Apply Spray and Go First to Hyper-brawl
Apply Spray to Hyper-Dodge and interference(Wiggle Die should do)
Sense; 4 or more dice, If/Then only for declaring actions(Should be a -2 because you can only use Sense for declaring so you get none of the other benefits of a higher sense[such as using it for Empathy])


28
Recruitment Board / Re: Sunday Skype Game
« on: March 08, 2013, 03:49:51 AM »
Sure noted
The first session is really simple to let every get comfortable with the mechanics etc.
Also if I seem angry in the first session just a bit sorry probably has to do with my Bi-polar and losing my girlfriend of 4years yesterday and she wasn't the one to tell me...
I'm calm calm. Ok anyways bad experiences

29
Recruitment Board / Re: Sunday Skype Game
« on: March 07, 2013, 06:56:52 PM »
It actually changed to 6pm East Coast(Which is 3pm West Coast I believe)
And its going to be a full campaign
The sessions are probably going to be every other week

Send me your Skype contact information and I'll get to you

30
RPGs / Re: Wild Talents question
« on: March 02, 2013, 04:19:19 AM »
Ok um
Its a really good build and all that stuff for themes
I may use this at another date but right now she's going more really strong and powerful in her suit and has no well energy weaponry

(Invulnerability on the Suit)

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