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The Guiding Principles and New Rules document is now in effect.
The world seems to shift to the left. Is the floor ever so slightly diagonally slanted now? Blood and gunk starts to pour towards the blown in wall. Oh.
Engaging stealth mode Engaging stealth mode Engaging stealth mode Engaging stealth mode totally related to this thread, and not me trying to find what colour the mobile theme is
Awoo howls in excitement and also hops down on all fours, trying to copy Pa'ew. It's like a fun game! They look a bit, uh, wrong though. They quickly scuttle directly in front of Pa'ew ((using both actions to move))
Black-hot pain rips all throughout. Quite a lot of Awoo splatters out in front of themselves, through the holes punched through their new skin. "Oh no, I just got this new skin" they think
They extrude a few small blue tendrils through the tears in the suit, but those slowly bubble and fizz and lose shape and coherency.
Myo looks from the hole the guard fell through, to the bubbling suit that (still?) contains Awoo.
Then back to the hole. Then back to...wait, Awoo seems okay!
It shrugs, flopping the dead creature's arms in a doubly sad shrug. "Skins for the wins," it manages, then begins dragging its way towards the exit.
Move 4 spaces, ending to the right of Awoo.
Bursar on
GNU Terry Pratchett
PSN: Wstfgl | GamerTag: An Evil Plan | Battle.net: FallenIdle#1970
Hit me up on BoardGameArena! User: Loaded D1
Oozing from the shredded protection suit, Awoo's blue amorphous mass pools and lays there quietly.
Suddenly, WHOOSH! Their bulk surges upwards into a blue cylindrical shape before swirling around and ending up in a humanoid form. "That really, really hurt!" Awoo fizzes, before they start digging around inside the suit's main cavity and it's pockets, getting their bone spitter and gross severed arm.
Together the squad makes their way down the escape tunnel. It grows steeper with each step, until it is a slope they’re skidding down for a quarter of a mile.
It evens out again after, becoming a flat, thin and tall crevice in the earth. Darkness. An endless darkness. The air is cool—there is a breeze! It smells of water. Placing a hand (or similar) against the wall, you match onward.
There is a chirping some time into this march. A reedy sound like grasshoppers. Then the cleaners you saved crack a blue flare, half covered in a rag. The light now aimed at the floor flings shadows at the ceiling.
There is a thunderous crash as the tower falls onto the giant metal head below! Papa is crushed in two, it’s legs spasming for a moment before giving out.
Scavengers of all kinds would gather the bounty of materials for days to come, praising strange gods—the cheetah head one, the river man…
Here’s your host!
Hello, it’s me, out of character, I’m just not using red from this point.
If we were playing for real at the end of a session we wrap a few things up.
Titles
At the end of every session, you earn a title.
A title must be handed out by another squaddie. If there are disputes as to who entitles who, they can roll for it. The title itself can be as simple as “Strong” or a complex phrasing like “the Jaws of Ithemdörk” or “the Spiteful Flame”.
Once given, the squad works with the host to create relevant bonuses. A title provides an extra 1d6 to some skill or innate talent when committing a task as part of a challenge. You keep the two highest of the three rolls. Additionally, you can leverage your reputation granted by the title in social challenges.
Examples
Uth-Muth the Red Fingered Thief
+1d6 to challenges involving sneaking around.
Really Tall Do’gor
+1d6 to challenges involving climbing.
Ewscree the Disgusting
+1d6 to challenges involving intimidation.
Since we can’t chat fast back and forth online, I’m going to make this process quick:
Pa’ew must give a title to Myo.
Myo myst give a title to 'Xim.
'Xim must give a title to Geon-Zo.
Geon-Zo must give a title to Awoo.
Awoo must give a title to Pa’ew.
After that I just want to know your thoughts on the game, and where you’re at for continuing it. We’re all really busy right now, myself included, but I’m happy to keep it up if you are.
That said, anyone that opts out can come back later. Your character will just become a background character who’s definitely in the squad and contributing vaguely ‘til then.
The next session would begin with swapping roles (I’ll pick for speed), and making a journey. Every time you enter a new hex of the map you level up, and I think an extra advance all round will give you more interesting options in combat.
@Elvenshae
Was thinking along the lines of Geon-Zo the Disarming, the Anvil or the Tameshigiri (which is a human sword test subject, which fits but is more disturbing, but leaving it up to you) because of their propensity of breaking weapons.
I was thinking of Pa'ew the Untamed Orc, because obviously only an orc could be so ferocious. As for a bonus, I'm not real sure. Something to do with either shooting, or intimidation
I would like to call 'Xim "the Blood-Storm" due to being born during a battle (and an actual rainstorm outside) and the sheer amount of bodily fluid that gets thrown around.
GNU Terry Pratchett
PSN: Wstfgl | GamerTag: An Evil Plan | Battle.net: FallenIdle#1970
Hit me up on BoardGameArena! User: Loaded D1
So I’m thinking so far:
Geon-Zo the Anvil
+1d6 to challenges involving dismantling something. Whether sneaky sabotage or smashing a crate, they’re your monster.
Pa’ew the Untamed Orc
+1d6 to challenges when accuracy is vital. Pa’ew could catch a fly with a chopsticks, then throw ‘em exactly where they need to hit.
'Xim the Blood-Storm
+1d6 to challenges involving the wounded. 'Xim has a good idea where all the blood and bits need to go.
Myo-who-created
+1d6 to challenges involving hacking tech. They know (and a voice in their head knows) a lot about jacking in.
I'm happy to keep playing.
Also find it funny that 'Xim is getting a bonus to medicine checks because, sure.
They know where things need to go approximately.
You shuffle through the increasingly narrow tunnel. You’re suddenly met by a stone staircase, and relief washes over you all. However, as you reach the top step, you see all around you a hundred winding staircases built into the raw stone of an ancient cavern. Decoy paths, designed dead ends—there’s no way these all lead to somewhere nice.
Awoo! Fatigue has taken your allies, you’re going to have to navigate on this one.
The squad, especially Myo, has a decent idea what’s out there now… it’s just a matter of finding the right way back topside.
Here’s how we do this! You’re gonna roll a bunch of dice, then we’ll act out the results.[/red]
First, say where you’re headed from the Fallen Tower. The Mud Hills is where your journey began.
Then, state what you intend to find:
Weapons, equipment, new enemies, your target, shelter, a fortress (that’s a settlement, they’re all fortresses), concealment, revelation.
Now roll 1d6.
1. Pure danger.
2. The opposite finds you.
3. A little something like it.
4. Less than you need.
5. Close to what you wanted.
6. Fleeting, coveted perfection.
Next, roll 1d6 for navigational difficulties.
If you go the wrong way, roll 1d6 to figure out which way. If you end up rolling where you wanted to go, it just takes a long time or is a challenge.
'Xim is feeling somewhat exposed without the Tower and jealous of pockets, and would like to look for equipment, if the party has no other priorities. Also not sure what happens to blood when we move; Do we go back to full?
Awoo definitely wants to head towards Bunker City, and they want to help 'Xim find some equipment (and some for themself, for that matter). Maybe shelter too ((if looking for more than one thing is allowed))
Geth roll 1d6
Geth roll 1d6 for navigational difficulties
'Xim
Extensive study (the sniff and taste test) of the sweat gland reveals it can be thrown up to 3 hexes away, causing the hex it hits to become a foul smelling place to be. No creature can willingly enter than hex until the end of the encounter. Any creature caught in that hex must move twice on their next turn.
Alternatively, if ingested as an action, you will probably die or something.
Your blood stays as it is. You need goo badly, or the aid of a professional stitcher.
Posts
The world seems to shift to the left. Is the floor ever so slightly diagonally slanted now? Blood and gunk starts to pour towards the blown in wall. Oh.
Time to take leave of this crumbling tomb!
Awoo
You’re doing great! You might even survive today!
Guard
If you’re lucky, you’ll take one of them with you. You’re bound to die.
“Who? Who said that?!”
It’s me, the game host! Don’t worry about it!
Myo
Book it!
You still gotta take your turn though, there’s still two enemies that wanna shoot you for now…
Engaging stealth mode
Engaging stealth mode
Engaging stealth mode
totally related to this thread, and not me trying to find what colour the mobile theme is
It's Pa'ew's
Initiative!
Pa’ew
Awoo
Guard
Myo
Papa
End of Round
I’ll update the map when I can!
You race for the exit on all fours, fast as a… as an orc, obviously.
I figured you’d want to end your turn in the best defensive position available.
Seeing the sudden rush of enemies, they fire off a round at Awoo, then leap from the tower, their destiny unknown…
…well, that heavy sound like a body hitting metal might not be death.
Geth roll 2d6+3 for Parting Shot (2 damage)
Or are they?
The tower continues to collapse towards Papa as they mindlessly slam their rusty legs into the masonry. The fight is over, you’re free to manoeuvre.
We’re just roleplaying for a little bit, then we’ll wrap this one up!
GET WRECKED!
Ask as many questions as you like. Then get rolling!
Death. You have slain the tower, freed spirits and insectile slaves. Is the death of your own the price of victory?
They extrude a few small blue tendrils through the tears in the suit, but those slowly bubble and fizz and lose shape and coherency.
Geth roll 1d6 for WRECKED
Then back to the hole. Then back to...wait, Awoo seems okay!
It shrugs, flopping the dead creature's arms in a doubly sad shrug. "Skins for the wins," it manages, then begins dragging its way towards the exit.
Move 4 spaces, ending to the right of Awoo.
PSN: Wstfgl | GamerTag: An Evil Plan | Battle.net: FallenIdle#1970
Hit me up on BoardGameArena! User: Loaded D1
Suddenly, WHOOSH! Their bulk surges upwards into a blue cylindrical shape before swirling around and ending up in a humanoid form. "That really, really hurt!" Awoo fizzes, before they start digging around inside the suit's main cavity and it's pockets, getting their bone spitter and gross severed arm.
Together the squad makes their way down the escape tunnel. It grows steeper with each step, until it is a slope they’re skidding down for a quarter of a mile.
It evens out again after, becoming a flat, thin and tall crevice in the earth. Darkness. An endless darkness. The air is cool—there is a breeze! It smells of water. Placing a hand (or similar) against the wall, you match onward.
There is a chirping some time into this march. A reedy sound like grasshoppers. Then the cleaners you saved crack a blue flare, half covered in a rag. The light now aimed at the floor flings shadows at the ceiling.
The cleaners have joined the squad!
This is the end of session one!
Scavengers of all kinds would gather the bounty of materials for days to come, praising strange gods—the cheetah head one, the river man…
Here’s your host!
Hello, it’s me, out of character, I’m just not using red from this point.
If we were playing for real at the end of a session we wrap a few things up.
Titles
At the end of every session, you earn a title.
A title must be handed out by another squaddie. If there are disputes as to who entitles who, they can roll for it. The title itself can be as simple as “Strong” or a complex phrasing like “the Jaws of Ithemdörk” or “the Spiteful Flame”.
Once given, the squad works with the host to create relevant bonuses. A title provides an extra 1d6 to some skill or innate talent when committing a task as part of a challenge. You keep the two highest of the three rolls. Additionally, you can leverage your reputation granted by the title in social challenges.
Examples
Uth-Muth the Red Fingered Thief
+1d6 to challenges involving sneaking around.
Really Tall Do’gor
+1d6 to challenges involving climbing.
Ewscree the Disgusting
+1d6 to challenges involving intimidation.
Since we can’t chat fast back and forth online, I’m going to make this process quick:
Pa’ew must give a title to Myo.
Myo myst give a title to 'Xim.
'Xim must give a title to Geon-Zo.
Geon-Zo must give a title to Awoo.
Awoo must give a title to Pa’ew.
That said, anyone that opts out can come back later. Your character will just become a background character who’s definitely in the squad and contributing vaguely ‘til then.
The next session would begin with swapping roles (I’ll pick for speed), and making a journey. Every time you enter a new hex of the map you level up, and I think an extra advance all round will give you more interesting options in combat.
Thank you for playing!
Was thinking along the lines of Geon-Zo the Disarming, the Anvil or the Tameshigiri (which is a human sword test subject, which fits but is more disturbing, but leaving it up to you) because of their propensity of breaking weapons.
PSN: Wstfgl | GamerTag: An Evil Plan | Battle.net: FallenIdle#1970
Hit me up on BoardGameArena! User: Loaded D1
Geon-Zo the Anvil
+1d6 to challenges involving dismantling something. Whether sneaky sabotage or smashing a crate, they’re your monster.
Pa’ew the Untamed Orc
+1d6 to challenges when accuracy is vital. Pa’ew could catch a fly with a chopsticks, then throw ‘em exactly where they need to hit.
'Xim the Blood-Storm
+1d6 to challenges involving the wounded. 'Xim has a good idea where all the blood and bits need to go.
Myo-who-created
+1d6 to challenges involving hacking tech. They know (and a voice in their head knows) a lot about jacking in.
Also find it funny that 'Xim is getting a bonus to medicine checks because, sure.
They know where things need to go approximately.
Therefore, I propose Awoo the Skin-Changer.
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
+1d6 to coming up with disguises. A social chameleon, our Awoo.
I’ll be starting again with whoever on… Wednesday? Wednesday.
'Xim is going to try to figure what this sweat gland does.
Minion roll 3d6k2 for it's not an arm but it's got to be good for something.
(I was playing "wacky" as I was not expecting Myo to survive for long... God looks out for fools, I guess.)
PSN: Wstfgl | GamerTag: An Evil Plan | Battle.net: FallenIdle#1970
Hit me up on BoardGameArena! User: Loaded D1
No worries, you can still play if you want, with low participation for a bit. If you like we can have Myo as an NPC until you step back in.
We’re not going turn-based combat for a bit.
Anyways, we’ll start back up to tomorrow!
We need to swap these around I reckon, therefore!
Point = tie breaker, initiative roller
‘Xim
QM = journey navigator, gear counter
Awoo
Flag bearer = makes squad exist (+2 blood, -1 DR)
Geon-Zo
Squad Stuff
https://docs.google.com/document/d/17jpUo-Xw3O96WCHaSUhjFcvF7Lmgh2icZ5aDu8jspU8/edit
Rough Rules Reference
https://docs.google.com/document/d/18blBAZrb3_tTOTSACd2S6YZAMK5HAYQREPBfcX0oPIQ/edit
You shuffle through the increasingly narrow tunnel. You’re suddenly met by a stone staircase, and relief washes over you all. However, as you reach the top step, you see all around you a hundred winding staircases built into the raw stone of an ancient cavern. Decoy paths, designed dead ends—there’s no way these all lead to somewhere nice.
Awoo! Fatigue has taken your allies, you’re going to have to navigate on this one.
The squad, especially Myo, has a decent idea what’s out there now… it’s just a matter of finding the right way back topside.
Here’s how we do this! You’re gonna roll a bunch of dice, then we’ll act out the results.[/red]
First, say where you’re headed from the Fallen Tower. The Mud Hills is where your journey began.
Then, state what you intend to find:
Weapons, equipment, new enemies, your target, shelter, a fortress (that’s a settlement, they’re all fortresses), concealment, revelation.
Now roll 1d6.
1. Pure danger.
2. The opposite finds you.
3. A little something like it.
4. Less than you need.
5. Close to what you wanted.
6. Fleeting, coveted perfection.
Next, roll 1d6 for navigational difficulties.
If you go the wrong way, roll 1d6 to figure out which way. If you end up rolling where you wanted to go, it just takes a long time or is a challenge.
https://www.youtube.com/watch?v=rA1hBL_-oZc
Also not sure what happens to blood when we move; Do we go back to full?
Geth roll 1d6
Geth roll 1d6 for navigational difficulties
Extensive study (the sniff and taste test) of the sweat gland reveals it can be thrown up to 3 hexes away, causing the hex it hits to become a foul smelling place to be. No creature can willingly enter than hex until the end of the encounter. Any creature caught in that hex must move twice on their next turn.
Alternatively, if ingested as an action, you will probably die or something.
Your blood stays as it is. You need goo badly, or the aid of a professional stitcher.