Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > Play By Post

Reply
 
Thread Tools Display Modes
Old 10-06-2014, 12:53 PM   #1141
ericthered
Hero of Democracy
 
ericthered's Avatar
 
Join Date: Mar 2012
Location: far from the ocean
Default Re: [OOC] Worlds of Fire

That's fine by me -- will or IQ+talent based skill. I just don't want to be firing that particular weapon if my effective skill is 12. Good to know which it is. I will try to update Michael's sheet to actually match my signature sometime. It shouldn't effect the immediate game either way -- an 18 is an 18.
__________________
Be helpful, not pedantic

Worlds Beyond Earth -- my blog

Check out the PbP forum! If you don't see a game you'd like, ask me about making one!
ericthered is offline   Reply With Quote
Old 10-10-2014, 04:45 AM   #1142
Totem
 
Totem's Avatar
 
Join Date: Jan 2010
Location: The Western Harbour
Default Re: [OOC] Worlds of Fire

Quote:
Originally Posted by pfharlock View Post
Sourn rolls parry defense of 5, success by 9 and a critical success.

I'm assuming that since the guard was going for an unarmed attack I can roll damage

Sourn rolls 9 crushing damage
Success by 9 I can get ((20/2)+3 for parry), but that only gives you an effective skill of 13 by my reckoning, not 15+, so the 5 doesn't become critical.

On a similar thought, the rules for Hurting Yourself (p B379) only seem to apply if you are actually doing damage, which the guard isn't. Unless Sourn was going for another attack, in which case there would be another defence roll... Can someone point out this rule to me? If they can then I'm happy to accept it; I'm just a tad confused at present.
__________________
"John Adams was a farmer. Abraham Lincoln was a small-town lawyer. Plato, Socrates were teachers. Jesus was a carpenter. To equate judgment and wisdom with occupation is at best... insulting."
Totem is offline   Reply With Quote
Old 10-11-2014, 12:38 PM   #1143
pfharlock
 
pfharlock's Avatar
 
Join Date: Nov 2010
Default Re: [OOC] Worlds of Fire

Quote:
Originally Posted by Totem View Post
Success by 9 I can get ((20/2)+3 for parry), but that only gives you an effective skill of 13 by my reckoning, not 15+, so the 5 doesn't become critical.

On a similar thought, the rules for Hurting Yourself (p B379) only seem to apply if you are actually doing damage, which the guard isn't. Unless Sourn was going for another attack, in which case there would be another defence roll... Can someone point out this rule to me? If they can then I'm happy to accept it; I'm just a tad confused at present.
Sorry my parry defense is a 14 if you consider that I have combat reflexes, which is where I got the success by 9 from, however you are right 14 isn't enough to make a 5 a crit, my bad, not sure what I was thinking there.

As far as doing damage when parrying an unarmed attack, I'm willing to go with gm ruling on that one.

The rule in the book is above the parrying unarmed section on 376 starting on the bottom middle of the page.

After reading it, it looks like I left out the attack roll which I just rolled a 5 for :)

Parrying Unarmed Attacks: If you successfully parry an unarmed attack (bite, punch, etc.) with a weapon, you may injure your attacker. Immediately roll against your skill with the weapon you used to parry. This roll is at -4 if your attacker used Judo or Karate. If you succeed, your parry struck the attacker’s limb squarely. He gets no defense roll against this! Roll damage normally.
pfharlock is offline   Reply With Quote
Old 10-24-2014, 11:10 AM   #1144
Totem
 
Totem's Avatar
 
Join Date: Jan 2010
Location: The Western Harbour
Default Re: [OOC] Worlds of Fire

As per the post in the Looking For Players thread, I've currently got spaces available for one, maybe two, perhaps three players. PM me with ideas if you are interested in joining this game when the current Act finishes.
__________________
"John Adams was a farmer. Abraham Lincoln was a small-town lawyer. Plato, Socrates were teachers. Jesus was a carpenter. To equate judgment and wisdom with occupation is at best... insulting."
Totem is offline   Reply With Quote
Old 11-04-2014, 01:49 PM   #1145
ericthered
Hero of Democracy
 
ericthered's Avatar
 
Join Date: Mar 2012
Location: far from the ocean
Default Re: [OOC] Worlds of Fire

I was hoping the blazen would be a simple concept to convey -- the guy is TL 9, right? But if not thats fine. Opposing simple mind-controlling aliens trying to take over the world should be a simple enough concept... how much time would that take?

Does he remain loyal to an employer after suffering a mind wipe (which includes total amnesia)? I'd think that'd go a long way towards at least reducing any penalties.

how big of cyberware penalties are we talking about?

My intent is to recruit them as fanatics for our cause, amplifying man power, intimidation effect, and confusing the people we're looking over. Michael can take more than a few seconds, only needs these guys temporarily, and he has a very high mind surgery skill (20)-- he should be able to soak a fair amount of penalty. How would you recommend going about this mechanically?

Of course, If the group is already in the room, its a moot point.
__________________
Be helpful, not pedantic

Worlds Beyond Earth -- my blog

Check out the PbP forum! If you don't see a game you'd like, ask me about making one!
ericthered is offline   Reply With Quote
Old 11-05-2014, 01:08 PM   #1146
Totem
 
Totem's Avatar
 
Join Date: Jan 2010
Location: The Western Harbour
Default Re: [OOC] Worlds of Fire

Quote:
Originally Posted by ericthered View Post
I was hoping the blazen would be a simple concept to convey -- the guy is TL 9, right? But if not thats fine. Opposing simple mind-controlling aliens trying to take over the world should be a simple enough concept... how much time would that take?
You've got to convince them that these things exist (depending on whether they're Mulder or Scully that could be anything from +5 to -5 on the roll); that holds true whatever the delusion, and TL would have very little to do with it. Actually, a superstitious TL4 peasant who is worried about going into the woods because of the Fairy Folk would actually be easier to convince than a TL9 guard who believes in science and 'rational thinking'. So... For an easily convinced individual, including a telereceive and psychology roll to find some easy crack to make use of... Could be ten seconds for the delusion and obsession. On the other hand the hard-headed rational type (who needs to be convinced that this isn't a joke, a set up, a work of fiction, etc) could take a few minutes, if it was even possible in a sensible amount of time.

Quote:
Originally Posted by ericthered View Post
Does he remain loyal to an employer after suffering a mind wipe (which includes total amnesia)? I'd think that'd go a long way towards at least reducing any penalties.
Mind wipe would knock out existing loyalties (see below though). Total amnesia would also wipe knowledge of any skills, advantages, etc. Whether anyone could actually keep their skills under such circumstances... Probably, but that's less than ideal circumstances to be relying on someone for the skills that they would be bringing to the party.

There's an interesting video I ran into on youtube showing a guy being hypnotised, and one of the suggestions was that he would forget who he was; name, address, history, everything. Then they took him back to his stuff, which he didn't recognise as being his own, to the extent of:
Quote:
You play hockey.
I play hockey?
Or something like that anyway. Couldn't even work out how to put the helmet on properly I recall. You'd be putting a gun in someone's hand and hoping that they could remember how to hold it.

On the plus side it would give you something like a +10 on any roll to give orders or implant that Loyalty disadvantage if you did it very shortly afterwards.

Quote:
Originally Posted by ericthered View Post
how big of cyberware penalties are we talking about?
Cyberware penalties are anything from -1 for unfamiliar mental architecture all the way up to -10 or immunity for watchdog wetware and the like. Such things would be aimed at psychological attacks (Intimidation, Fast Talk, Acting, Hypnosis) rather than psychic ones, but still... It would be on an individual basis, but guards are likely to have something minimal at least.

Quote:
Originally Posted by ericthered View Post
My intent is to recruit them as fanatics for our cause, amplifying man power, intimidation effect, and confusing the people we're looking over. Michael can take more than a few seconds, only needs these guys temporarily, and he has a very high mind surgery skill (20)-- he should be able to soak a fair amount of penalty. How would you recommend going about this mechanically?
My recommendation would be:
  • Somebody hold the target down or otherwise restrain them.
  • Telereceive to get into their head.
  • Psychology, combined with spoken triggers to pick up key thoughts (basically, word association to pick up any suitable cracks in their mental defences based on your choice of key words: loyalty, enemy, threat, etc. These would give you some kind of background to work with, since there's no point in wasting time convincing these people that they're up against aliens when they're already relatively ready to accept an easy shift to believing that their employer is a terrorist who they need to oppose).
  • Psychology + Mind Surgery to phrase the suggestions that you want to make and implant them: obsession (stop blazen), delusion (blazen exist) and sense of duty (michael). Modify as you see necessary to fulfil your intent, but each disadvantage is a separate pair of rolls.
  • Total time is anywhere from a minute up to fifteen or twenty minutes depending on the attitudes of the subject.

If you want to combine this with Mind Wipe to throw in total amnesia then it would be modified as:
  • Mind Wipe as the opening move.
  • An Influence roll to get them to stand still while you work.
  • Psychology + Mind Surgery for each of your choice of disadvantages. Loyalty is the easy one there, but you can also throw in others... Once loyalty is in place a spoken command backing up a suggestion would buy you an instant +5 on the Mind Surgery.
  • Total time will be... Two minutes tops, but it could go down to thirty seconds. Certainly the longer it takes the harder it will be once any kind of panic starts to set in.

Two things I may not have made this clear in the past: the timing of these things is largely based around the Mind Force stories that I'm working on (in fact so are quite a few aspects of telepathy in this game). Extra levels in advantages can decrease the time taken or increase the range, but there is a definite lower limit to the time that you are stuck with abiding by without getting into matters like data compression techniques and broadband telepathic transmission. Unfortunately this rule has kind of evolved as we've gone along... Whatever game I run next, such things as this will be made clear from the start.

Secondly your Psychology roll is instead of their WILL roll to oppose your efforts: anyone without Telepathic abilities of their own won't have the mental machinery to sense or oppose any intrusions, but the mind is a damned complicated place, meaning that you can't simply jump in and do what you like without thinking about it. The same principle applied when Alex picked up the two guards and threw them around; they couldn't make an opposed roll because they had nothing to oppose it with. The same, I hasten to add, applies to abilities used against you...

Quote:
Originally Posted by ericthered View Post
Of course, If the group is already in the room, its a moot point.
You can grab one of the guards from outside if you want, or there are a couple in the conference room already. But with people in the conference room half convinced that they were being invaded or spied on, and some of them being possessed by Blazen (the last time we checked) the number of guards running around is going to increase somewhat. If you can spare the time you could make an effort against one of the guards in the room, but that would leave Sourn guarding everyone else. And neither of you appears to have points in intimidation.


Wow that's a lot... Uh, let me know if you've got any further questions about this. I admit that I'm veering away from RAW here in places, but I'm trying to balance between RAW, my own system, and a sense of realism that RAW sometimes doesn't manage to convey.
__________________
"John Adams was a farmer. Abraham Lincoln was a small-town lawyer. Plato, Socrates were teachers. Jesus was a carpenter. To equate judgment and wisdom with occupation is at best... insulting."
Totem is offline   Reply With Quote
Old 11-06-2014, 09:57 AM   #1147
ericthered
Hero of Democracy
 
ericthered's Avatar
 
Join Date: Mar 2012
Location: far from the ocean
Default Re: [OOC] Worlds of Fire

Wow, that is a lot -- In a different game I'd find it rather crippling (I think) for the character -- at least without knowing how to optimize (or achieve competency) beforehand. In this game, so much revolves around mental control and exact mental states that I already have a hard time not dominating the game. Don't worry about it now, its fine, but in future games with these house rules you should brief players on this before they make their character (as you've mentioned). I'm happy to be your test run for the rules though, and the circumstances make playing the character fine.

The thing that cripples Michael in this situation is each mind surgery roll costs 2 FP if he takes less than an hour. As another note, normally your at at least large penalties to do mind surgery twice in succession, but I assume that's an offsetting bonus to the obstacles. I think I'll try doing some telerecieve research on a restrained opponent, then proceed accordingly.

On the intimidation front, we may not be that bad off-- michael defaults to 10 (either acting or basic will) and the pile of modifiers we can pull up works to our favour. I believe the relevant modifiers are callous, show of supernatural, and -1 for a fraction of five.
__________________
Be helpful, not pedantic

Worlds Beyond Earth -- my blog

Check out the PbP forum! If you don't see a game you'd like, ask me about making one!
ericthered is offline   Reply With Quote
Old 11-09-2014, 02:35 AM   #1148
Totem
 
Totem's Avatar
 
Join Date: Jan 2010
Location: The Western Harbour
Default Re: [OOC] Worlds of Fire

Quote:
Originally Posted by ericthered View Post
Wow, that is a lot -- In a different game I'd find it rather crippling (I think) for the character -- at least without knowing how to optimize (or achieve competency) beforehand. In this game, so much revolves around mental control and exact mental states that I already have a hard time not dominating the game. Don't worry about it now, its fine, but in future games with these house rules you should brief players on this before they make their character (as you've mentioned). I'm happy to be your test run for the rules though, and the circumstances make playing the character fine.

The thing that cripples Michael in this situation is each mind surgery roll costs 2 FP if he takes less than an hour. As another note, normally your at at least large penalties to do mind surgery twice in succession, but I assume that's an offsetting bonus to the obstacles. I think I'll try doing some telerecieve research on a restrained opponent, then proceed accordingly.
Unfortunately it's one of those things that's evolved as the game went on; this is the first PbP game I've GMed and I was still quite new to GURPs when it kicked off. Here we are, four years later... If nothing else this game has revealed a lot of interesting things that I would need to prestate in any future game (or that I need to run a simpler game).

I thought that I had written this stuff up in the house rules (which I only started to publish about a year ago), but apparently they aren't in this kind of explicit detail.

Regarding timings, the ones that I listed were minimum periods rather than required ones; give me a bit longer and I'll work out something involving using the ability's level as a multiplier to the base time... Either that or use Quick And Dirty and count these as the minimum time for that rather than an accelerated time for the regular version of the ability.

Busy couple of days and it still hasn't quite slowed down properly; I am thinking on it.
__________________
"John Adams was a farmer. Abraham Lincoln was a small-town lawyer. Plato, Socrates were teachers. Jesus was a carpenter. To equate judgment and wisdom with occupation is at best... insulting."
Totem is offline   Reply With Quote
Old 11-26-2014, 01:34 PM   #1149
Totem
 
Totem's Avatar
 
Join Date: Jan 2010
Location: The Western Harbour
Default Re: [OOC] Worlds of Fire

Quote:
Originally Posted by Totem View Post
"Checked up on the Blazen while you were running around," Tomias answers. Confirmed just before you went through the roof that they are gone. Your confirmation would have been handy, but what we have will do. For now, the Hilba have a way of holding off the Blazen almost indefinitely."

"Which means that we get to focus on solving the overall problem," Alex replies with a grimace. "At least we can slow down a bit."
With this, the current Act is more or less ended. A bit abrupt, but with a need to swap players in/ out, it's easiest this way. There will be a short delay while that side of things is sorted.

In the mean time Michael and Sourn both gain 5 points. There are two players due to join in; we're just waiting for final details on character sheets.
__________________
"John Adams was a farmer. Abraham Lincoln was a small-town lawyer. Plato, Socrates were teachers. Jesus was a carpenter. To equate judgment and wisdom with occupation is at best... insulting."
Totem is offline   Reply With Quote
Old 12-07-2014, 12:10 PM   #1150
the_matrix_walker
 
the_matrix_walker's Avatar
 
Join Date: May 2005
Location: Lynn, MA
Default Re: [OOC] Worlds of Fire

Quote:
Originally Posted by Totem View Post
"He was doing what every telepath does and looking around," Ben says. "I do exactly the same thing the whole time, because it takes a conscious effort for me not to be aware of people's surface thoughts to some degree." [OOC: the racial package for Ben's psionic abilities includes Detect (Minds) with Precise, Analysing, and Usually On. If I ever get around to running Mind Force as a game, this is going to be a player ability by default.] "If you have been hanging around the harbour for any length of time you should be used to the idea of telepaths being around by now.
I'll need to whip up a PSI dampener or something then.

It's quite surprising that anywhere that telepaths are common that there are no laws restricting use. At the very least it's in invasion of privacy, more likely it would be considered a form of assault. I was tempted to simply shoot him...
the_matrix_walker is online now   Reply With Quote
Reply

Tags
pbp, world-jumping, worlds of fire

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 11:24 PM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.