google 'dungeon tank'
...
A new challenge (Hard Mode)
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It's a bunch of WoW guides, so what?
Last edited by Prak on Thu Mar 07, 2013 5:37 pm, edited 1 time in total.
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.
You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
- JigokuBosatsu
- Prince
- Posts: 2549
- Joined: Tue Aug 10, 2010 10:36 pm
- Location: The Portlands, OR
- Contact:
Hmm... so the first roll I got Politics, Historically Accurate, Martial Arts. So I imagined it as basically being Fearless: The RPG For Autistic People. You can be a warrior from any martial arts tradition from antiquity to 1910, no matter how obscure, and the book will be at least 75% charts, especially old ICE-style critical failure tables.
Omegonthesane wrote:a glass armonica which causes a target city to have horrific nightmares that prevent sleep
JigokuBosatsu wrote:so a regular glass armonica?
- Judging__Eagle
- Prince
- Posts: 4671
- Joined: Fri Mar 07, 2008 7:54 pm
- Location: Lake Ontario is in my backyard; Canada
Hmm...
I got... Hammers, Re-Roll (Cubicles), Scandal.
Some sort of game where the players use Hammers to assemble, or disassemble Cubicles; which are meant to prevent or reveal Scandals?
Something like bomber-man; except that you're also building things; and trying to contain Scandal, while also trying to break open opposing Cubicles to reveal Scandal.
Cubicals, Hammers, Scandals!
Players in a game of "Cubicals, Hammer, Scandals" are Director Managers (DMs) in a corporate Office, tasked with the goal of trying to both keep their own secrets under wraps; while trying to undermine rival DMs by exposing their own personal or business Scandals.
Players use a deck of playing cards to determine gameplay, and are dealt a four card hand, refilling their hand upon the end of their turn.
The four suits of cards and what they represent are as follows:
♠: Cubicle
♥: Personal Scandal
♦: Business Scandal
♣: Hammer
Player's Turn:
Each turn a player may do the following:
Build their Offices:
Once per turn a player may play one card face down in front of themselves. This card may be on it's own; or it may be placed 'behind' or 'in front' of an existing card. Each such 'row' of cards is described as an "Office".
Expose rival Scandals:
Once per turn a player may play one Hammer face up against an other player's Office. Upon a Hammer being played, it is compared to the first card in an "Office" to see if a Scandal has been revealed, or if a Cubicle is Hammered down.
Revealing a Scandal:
If the revealed card is a Scandal, then the player collects it and keeps it for scoring purposes at the end of the game, the Hammer is discarded if it is higher value than the Scandal revealed, and placed back in the players hand if lower value than the Scandal revealed.
Hammering down a Cubicle:
If the revealed card is a Cubicle, then the value of the Hammer is compared to the value of the Cubicle.
If the value of the Cubicle is lower than the value of the Hammer; then the Cubicle is discarded for the rest of the game, and the Hammer returns to the players hand.
If the value of the Cubicle is higher than the value of the Hammer, then the Cubicle remains in place, and the Hammer is returned to the players hand.
Ending the turn:
Once a player has played a single card into their Offices, and, or, attempted to expose a Scandal, or Hammer down a Cubicle; their turn ends, and they refill their hand from the deck of cards
Ending the game:
The game ends when there are no more cards to draw. Players then may continue with the cards in their hand, until their hands are also empty of cards.
Tallying Score:
Players add up all exposed Scandals, as well as all scandals that they were able to maintain concealed. Use standard Poker values, with Face cards counting as 11 pts each, and the Aces as 12. The player with the most points wins the game.
================
Bonus Points Won: No game referee, no Dice, possibly under a page.
I'm not sure if Hammers should be discarded if lower value than a Cubicle; but honestly, having had to work with cubicles in the past, and rearrange and re-align them; I'm fine with a hammer not breaking on a cubicle, but being discarded when a petty scandal has been revealed.
I should have some rules for differences between Business and Personal scandals; but I'm not sure on how I'd like to handle that just yet.
-------
Tried again, and got Dragons (woot!), Cubicles (again?) and... Dancing (uh?)...
Now I'm thinking something like musical chairs, except if you're not in a cubicle (chair), you have to dance like a dragon (or T-rex?). More of a kids game than a table top one.
It's not a really good idea though.
I got... Hammers, Re-Roll (Cubicles), Scandal.
Some sort of game where the players use Hammers to assemble, or disassemble Cubicles; which are meant to prevent or reveal Scandals?
Something like bomber-man; except that you're also building things; and trying to contain Scandal, while also trying to break open opposing Cubicles to reveal Scandal.
Cubicals, Hammers, Scandals!
Players in a game of "Cubicals, Hammer, Scandals" are Director Managers (DMs) in a corporate Office, tasked with the goal of trying to both keep their own secrets under wraps; while trying to undermine rival DMs by exposing their own personal or business Scandals.
Players use a deck of playing cards to determine gameplay, and are dealt a four card hand, refilling their hand upon the end of their turn.
The four suits of cards and what they represent are as follows:
♠: Cubicle
♥: Personal Scandal
♦: Business Scandal
♣: Hammer
Player's Turn:
Each turn a player may do the following:
Build their Offices:
Once per turn a player may play one card face down in front of themselves. This card may be on it's own; or it may be placed 'behind' or 'in front' of an existing card. Each such 'row' of cards is described as an "Office".
Expose rival Scandals:
Once per turn a player may play one Hammer face up against an other player's Office. Upon a Hammer being played, it is compared to the first card in an "Office" to see if a Scandal has been revealed, or if a Cubicle is Hammered down.
Revealing a Scandal:
If the revealed card is a Scandal, then the player collects it and keeps it for scoring purposes at the end of the game, the Hammer is discarded if it is higher value than the Scandal revealed, and placed back in the players hand if lower value than the Scandal revealed.
Hammering down a Cubicle:
If the revealed card is a Cubicle, then the value of the Hammer is compared to the value of the Cubicle.
If the value of the Cubicle is lower than the value of the Hammer; then the Cubicle is discarded for the rest of the game, and the Hammer returns to the players hand.
If the value of the Cubicle is higher than the value of the Hammer, then the Cubicle remains in place, and the Hammer is returned to the players hand.
Ending the turn:
Once a player has played a single card into their Offices, and, or, attempted to expose a Scandal, or Hammer down a Cubicle; their turn ends, and they refill their hand from the deck of cards
Ending the game:
The game ends when there are no more cards to draw. Players then may continue with the cards in their hand, until their hands are also empty of cards.
Tallying Score:
Players add up all exposed Scandals, as well as all scandals that they were able to maintain concealed. Use standard Poker values, with Face cards counting as 11 pts each, and the Aces as 12. The player with the most points wins the game.
================
Bonus Points Won: No game referee, no Dice, possibly under a page.
I'm not sure if Hammers should be discarded if lower value than a Cubicle; but honestly, having had to work with cubicles in the past, and rearrange and re-align them; I'm fine with a hammer not breaking on a cubicle, but being discarded when a petty scandal has been revealed.
I should have some rules for differences between Business and Personal scandals; but I'm not sure on how I'd like to handle that just yet.
-------
Tried again, and got Dragons (woot!), Cubicles (again?) and... Dancing (uh?)...
Now I'm thinking something like musical chairs, except if you're not in a cubicle (chair), you have to dance like a dragon (or T-rex?). More of a kids game than a table top one.
It's not a really good idea though.
Last edited by Judging__Eagle on Tue Jul 30, 2013 10:09 pm, edited 3 times in total.
The Gaming Den; where Mathematics are rigorously applied to Mythology.
While everyone's Philosophy is not in accord, that doesn't mean we're not on board.
While everyone's Philosophy is not in accord, that doesn't mean we're not on board.
- AndreiChekov
- Knight-Baron
- Posts: 523
- Joined: Fri Aug 17, 2012 12:54 pm
- Location: an AA meeting. Or Caemlyn.
The Fast Food of Death and Exchange
The world has come to the most beautiful stage. Fast food that is actually healthy. People are losing weight everywhere. Ideas are exchanged so quickly upon the internet that things are developed that improve human life. Perhaps that is the cause of healthy fast food. But little did people know that it would bring about their own demise. The loss of weight on the planet lest the aliens on Mars know that everyone is made of lean. And those aliens love lean.
The aliens land on the planet in a swarm of meteors and begin devouring everything in sight. Can the humans that remain exchange information about their alien enemies to develop a weapon that can harm them? Can they revert to their unhealthy lifestyles of the past? Join the world as a true hero bent on the survival of humanity.
What you need.
You need at least three people to play The Fast Food of Death and Exchange. One person is the Burgermaster. The burgermaster is in charge of everything, and his word is law. The others are all burgers and play characters trying to save the world from aliens. You need a six sided die, and a piece of paper each(maybe).
Classes
There are three classes in The Fast Food of Death and Exchange. Each class does things that are very slightly different from other classes.
Fighter: The fighter gets a +2 bonus to his attacks.
Thinker: The thinker gets a +2 bonus to his thinks.
Rancher: The rancher gets a +2 bonus to his animal abilities.
Ability Scores
Ability scores are really simple. Roll a 1d6 to determine each one.
Fight: Fight determines your hp and attack chance and damage.
Think: Think determines your ability to execute intellectual tasks and use hi-tech weapons
Rancher: Rancher determines your abilities with animals.
Actions: Playing the Game
Whenever you want to do something your burgermaster determines which category it would fall under. Fighter, thinker, or rancher. Your apropriate score in that stat is added to your roll to determine if your attempt is successful.
When you attempt to do something you roll a six sided die. A result of 1 is always a failure. If the task is a common task then you succeed with a 2(like crossing the street with no cars). If it is a task that is uncommon you require a 3(eating a poptart in the rain). If it is a difficult task it requires a 4(like smoking in the rain.). If it is a task of epic proportions it requires a 5, 6 or sometimes even 7.
If you fail at your attempt you don't succeed at the task, and the burgermaster designates a penalty. (You fail at smoking in the rain, so you feel nicotine withdrawal. -1 to Rancher until you get a cigarette to work. something like that)
*Thinkers get +2 to all rolls when trying to do something. When two thinkers work together the second gives the first another +1.
Combat
Every once in a while you will fight something.
When you fight something you take turns.
Whoever has the highest fight goes first.
When you attack someone you roll a d6 and they roll a d6. If your result is higher you deal damage equal to your roll. If if is lower nothing happens. (Fighters get +2 for all rolls in combat)
HP
Your hp is 1d6 + your fight (+2 if you are a fighter)
pets
You may have a pet if you have a rancher attribute of 5 or more. Your pet is just like a PC, but it cannot have a class. Pick an animal. It is yours. (Ranchers get +2 to all rolls when adopting a pet)
Leveling Up
When you are finished with 7 things or have beaten 7 enemies to dust or have adopted 7 pets, or any combination thereof, you gain a level. When you gain a level you get 1d6 more hp (the fighter gets +2 hp in addition.)
Monsters
The monsters in this game are anything the burgermaster can imagine. Normally they have 1d6 hp + 4, but that is up to the burgermaster's discretion.
And here is my magic tea party d6 game. : D
fast food, transhumanism, meteors
The aliens land on the planet in a swarm of meteors and begin devouring everything in sight. Can the humans that remain exchange information about their alien enemies to develop a weapon that can harm them? Can they revert to their unhealthy lifestyles of the past? Join the world as a true hero bent on the survival of humanity.
What you need.
You need at least three people to play The Fast Food of Death and Exchange. One person is the Burgermaster. The burgermaster is in charge of everything, and his word is law. The others are all burgers and play characters trying to save the world from aliens. You need a six sided die, and a piece of paper each(maybe).
Classes
There are three classes in The Fast Food of Death and Exchange. Each class does things that are very slightly different from other classes.
Fighter: The fighter gets a +2 bonus to his attacks.
Thinker: The thinker gets a +2 bonus to his thinks.
Rancher: The rancher gets a +2 bonus to his animal abilities.
Ability Scores
Ability scores are really simple. Roll a 1d6 to determine each one.
Fight: Fight determines your hp and attack chance and damage.
Think: Think determines your ability to execute intellectual tasks and use hi-tech weapons
Rancher: Rancher determines your abilities with animals.
Actions: Playing the Game
Whenever you want to do something your burgermaster determines which category it would fall under. Fighter, thinker, or rancher. Your apropriate score in that stat is added to your roll to determine if your attempt is successful.
When you attempt to do something you roll a six sided die. A result of 1 is always a failure. If the task is a common task then you succeed with a 2(like crossing the street with no cars). If it is a task that is uncommon you require a 3(eating a poptart in the rain). If it is a difficult task it requires a 4(like smoking in the rain.). If it is a task of epic proportions it requires a 5, 6 or sometimes even 7.
If you fail at your attempt you don't succeed at the task, and the burgermaster designates a penalty. (You fail at smoking in the rain, so you feel nicotine withdrawal. -1 to Rancher until you get a cigarette to work. something like that)
*Thinkers get +2 to all rolls when trying to do something. When two thinkers work together the second gives the first another +1.
Combat
Every once in a while you will fight something.
When you fight something you take turns.
Whoever has the highest fight goes first.
When you attack someone you roll a d6 and they roll a d6. If your result is higher you deal damage equal to your roll. If if is lower nothing happens. (Fighters get +2 for all rolls in combat)
HP
Your hp is 1d6 + your fight (+2 if you are a fighter)
pets
You may have a pet if you have a rancher attribute of 5 or more. Your pet is just like a PC, but it cannot have a class. Pick an animal. It is yours. (Ranchers get +2 to all rolls when adopting a pet)
Leveling Up
When you are finished with 7 things or have beaten 7 enemies to dust or have adopted 7 pets, or any combination thereof, you gain a level. When you gain a level you get 1d6 more hp (the fighter gets +2 hp in addition.)
Monsters
The monsters in this game are anything the burgermaster can imagine. Normally they have 1d6 hp + 4, but that is up to the burgermaster's discretion.
And here is my magic tea party d6 game. : D
fast food, transhumanism, meteors
Peace favour your sword.
I only play 3.x
I only play 3.x
- AndreiChekov
- Knight-Baron
- Posts: 523
- Joined: Fri Aug 17, 2012 12:54 pm
- Location: an AA meeting. Or Caemlyn.
I played this game with my friends and it was a great success. Well done, sir.Judging__Eagle wrote:Hmm...
I got... Hammers, Re-Roll (Cubicles), Scandal.
Some sort of game where the players use Hammers to assemble, or disassemble Cubicles; which are meant to prevent or reveal Scandals?
Peace favour your sword.
I only play 3.x
I only play 3.x
- AndreiChekov
- Knight-Baron
- Posts: 523
- Joined: Fri Aug 17, 2012 12:54 pm
- Location: an AA meeting. Or Caemlyn.
My reroll was 30s, crustaceans, and emporer.
This was too good to resist.
The year is 30 A.D.
Emperor Tiberius of Rome has been the ruler for about 16 years. All of a sudden crab people rise up from Atlantis. They decide to begin by assassinating the emperor.
Here's where you come in. You are a member of Penitus Oculatus. You must protect the emperor at ALL COSTS. against the vicious crab people.
This was too good to resist.
The year is 30 A.D.
Emperor Tiberius of Rome has been the ruler for about 16 years. All of a sudden crab people rise up from Atlantis. They decide to begin by assassinating the emperor.
Here's where you come in. You are a member of Penitus Oculatus. You must protect the emperor at ALL COSTS. against the vicious crab people.
Peace favour your sword.
I only play 3.x
I only play 3.x
Gangsta, Bow and Arrow, and Soft Drinks
Reroll got me Underwater, Royalty, and Military.
Much more interesting and coherent.
So I'm going to say that the king of Atlantis has grown tired of the "surface-dwellers" presuming to be the dominant species on earth and has launched a full scale invasion of the world.
The player characters are elite super soldiers sent down to strike at the capital of the underwater world. I expect there will be some interesting mechanics for underwater battle and such.
Reroll got me Underwater, Royalty, and Military.
Much more interesting and coherent.
So I'm going to say that the king of Atlantis has grown tired of the "surface-dwellers" presuming to be the dominant species on earth and has launched a full scale invasion of the world.
The player characters are elite super soldiers sent down to strike at the capital of the underwater world. I expect there will be some interesting mechanics for underwater battle and such.
Last edited by Wiseman on Fri Aug 09, 2013 3:15 am, edited 1 time in total.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
RadiantPhoenix wrote:The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.