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Re: REKT: Beyond The Edge (Main Thread)

#1127
Talvieno wrote:
Tue Jun 02, 2020 11:13 am
In short: REKT is starting again, probably within the next few days.
Now that he has to fight the perils of a hostile DM himself, he feels in the mood to mess with his own little sacrifices next. Very excite! :D

Also great to hear that your daily schedules got a bit better! congratulations :)
Apparently, sometimes stuff might happen.
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Re: REKT: Beyond The Edge (Main Thread)

#1133
Re-Posting Elena's char-sheet here for easy reference. Original lvl1 stats in spoiler, new stuff and rest in the open.

Original sheet:

Name: Elena White
Age: 24 (Time in cryo: 12 years)
Gender: Female
Personal Information: [[Elena White was born, originally as Christine Carter, to a happy, upper-middle class family of businesspeople on the modern, well-populated world of Tuon IV, city of Charbes, with the addition of a little brother, Marcus, when she was 2 years old.
She was a smart kid, polite and happy. People said she'd have a great future ahead.

Not long after her 6. birthday Christine and her parents visited a less busy subsidiary of the local bank chain when their lives took a sharp turn.
Two low-key criminals entered the bank, demanding credits and accessories. To aid in their escape, they also took the girl, too young to really comprehend what happened and why, hostage.
Because of a big, coordinated heist in the center that bound most of the local authorities and created chaos on the streets, help couldn't arrive in time. Still, Christine was dragged along to their ship and brought a few low-warp jumps away to Daseb X, a backwater planet with slightly higher-than-normal gravity where they had a rundown shack.

The kidnappers didn’t actually plan that far ahead and couldn’t decide what to do with their hostage at this point. After a drunken argument, they kicked her into an unused room and locked it up. Then they abandoned her and left to get further away to safety.
In the dark, with very little food and water, Christine slowly snapped.

After nearly three days she was freed by a band of street rats roaming the area, looking for useful things. She then fled into the streets.

Over the next two years Christine repeatedly spiraled down into a despairing mindset followed by short lived times of panicked confusion. Between these two states, she slowly developed a personality split off of her, a mask that didn’t have the painful memories and emotions that still drove her to the brink. Over the time, this mask developed further until it didn’t have conscious access to the memories of home, family and other things anymore as well as a sharply stunted emotional range. The mask then took on the name of Elena White.]]

After 14 months of investigative action, Christine Carter was officially declared dead.

Caught at the age of 17, Elena was committed to a mental correctional facility after she was caught on the streets as part of an effort to re-socialize and rehabilitate her for integration into society. After numerous escape attempts by Elena, she was put into an isolation cell to cool down where she suffered a psychotic break, leading to deaths and injuries amongst staff and civilians. Her caretakers came to the conclusion that their efforts hadn’t gotten them any progress and coupled with her violent outburst she was stamped off as a hopeless case and handed off to Tartarus.

DISCLAIMER: The things in [[brackets]] are information that is not known to Tartarus, the characters or...pretty much most people, simply because Elena can't actually give that information. It is there for completeness and can be seen as metagaming if used without getting that information in-game beforehand.


Elena has a body height of about 4’5” (~135cm) and looks notably malnourished. The long, brown hair shows a clear lack of care and the green eyes lack luster. Her upper arms are notably scarred and she wears a permanent smile that is usually described as creepy.

Personality: Elena is easily distracted, usually unfocused and seemingly confused at times because she’ll try hard to find happy interpretations of situations. Elena is constantly happy but unable to work out relationships and lacking a moral compass.

[[Elena is a personality specifically to be happy and to keep away from certain memories. While Elena is present most of the time, Christine still 'listens in'. If confronted with certain triggers, Elena will (more or less, depending on emotional severity) slowly recede until Christine emerges in a state of panic, trying to get away from where she is and getting home. She is extremely umtrusting and will see people in the way as trying to obstruct her path. She will try to evade people, yes. But she will see them as obstructions very fast.
Elena's job, and subconscious goal, is to keep that from happening. If confronted with a trigger, she will try to get away from it. Either by running, distraction or what amounts to mental censoring. Being cornered, she'll slowly changes away from happy to a state of growing nervousness and distress, violent behaviour can also appear. Depending on severity and subtlety of the trigger, Elena will go dormant completely for a time.]]

Reason your character got REKT: Found to be a hopeless case for rehabilitation after numerous years of psychological treatment coupled with a rampage that claimed lives and injured a number of people, Elena was handed off to Tartarus.

Old stats
Spoiler:      SHOW
Stats:
  Energy: 0
  Durability: -2
  Maneuverability: 2
  Hacking: -2
  Computer: 0
  PSI Unit: 1
  Robotics: -2
  Engines: 0
Skills:
  Charisma: -1
  Intuition: 2
  Handiwork: -2
  Conventional: -2
  Unconventional: 0
  Exotics: 1
  General Knowledge: -1
  Auxiliary: 0

New stats

Stats:
  Energy: 0
  Durability: -2
  Maneuverability: 2
  Hacking: -2
  Computer: 0
  PSI Unit: 2 (+1)
  Robotics: -2
  Engines: 0
Skills:
  Charisma: -1
  Intuition: 2
  Handiwork: -2
  Conventional: -2
  Unconventional: 0
  Exotics: 1
  General Knowledge: -1
  Auxiliary: 1 (+1)

Purchases
Total of 12.000 Creds
Spoiler:      SHOW
Ship equipment: (4000 Creds)
Null Field Psyamp (4000)

Infantry equipment: (8000 Creds)
Light suit armor (2000)
PSI Helm (4000)
- Nullfield Amp
- Gravity Amp
- Electro Amp
Rocket boots (2000)
2x Quantum Minidrones
1x Kinetic Chakram
Apparently, sometimes stuff might happen.
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Re: REKT: Beyond The Edge (Main Thread)

#1135
Sorry for the delay! I've been working on actual non-narrative weapon statblocks for REKT. I'm getting everything ready for actual tabletop play. It's gonna be great! It's just taking a mind-numbing amount of work to stat, balance, and polish.

I'm going to take a break on it though and get the turn up. It's important we keep everything moving. :)

Here's an example of a weapon statblock: The classic Assault Rifle:
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Breaking down the stuff that may not be immediately obvious:
  • Non-Electric: The weapon is unaffected by EMP blasts, and cannot be hacked.
  • Ballistic vs Dodge GR:
    • Ballistic: All normal weapon skills will be compacted into shorthand skills. "Ballistic" stands for "conventional + strength". "Dodge" stands for "Agility + Intuition"
    • GR: All character statblocks will have a list of "Graze Ratings" (GR), which are pre-calculated numbers to compare against, saving a lot of math time. The way it will work is that the player rolls the die, adds their attack skill, and then checks against the enemy's appropriate GR. If the number is equal to the GR, that's a graze (hence Graze Rating). If the total is less, it's a miss, and if the total is higher, it's a hit.
  • Damage: 2/3/4: The first number is the amount of damage it deals on a graze. The second number is the amount of damage that is dealt on a hit. The third number is the amount of damage dealt on an epic hit.
  • AP Level: 3: After it's determined that the shot is a hit, you roll a second 1d6 for Armor Piercing (AP). An AP Level of 3 is equivalent to a 66% chance to pierce light armor and a 33% chance to pierce heavy armor. If you fail your AP roll, the shot is deflected. Some weapons (e.g. the plasma rifle) have a chance to "shred" armor before the deflection is calculated, reducing its value by 1 (heavy armor becomes light armor, or light armor becomes no armor).
  • Range: 0/2/0/-4:
    • The first 0 represents your bonus against enemies in melee range. If you're using a ranged weapon against an enemy with a melee weapon equipped (or a one-handed melee weapon), you have an additional -1 penalty to hit.
    • The 2 represents attack bonus against enemies within 9 meters, but outside melee range.
    • The second 0 represents attack bonus against enemies between 10.5m and 18m.
    • The -4 represents attack bonus against enemies between 19.5m and 36m. A few infantry weapons, such as the Gauss Rifle, have the ability to fire much further than this.
  • Time: The number of actions expended when firing the weapon. Most heavy weapons require 2 actions.
  • Dual Attack: Some weapons have more than one attack mode, or special rules. For the assault rifle, you're able to wield two at once despite it being a two-handed weapon, but with vastly decreased accuracy at range.
Have a question? Send me a PM! || I have a Patreon page up for REKT now! || People talking in IRC over the past two hours: Image
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Re: REKT: Beyond The Edge (Main Thread)

#1136
The list of things that are getting changed for season 6 of REKT grows ever longer.

- Coag rebalance
- Medkit rebalance (and a new medkit tier - "superior medkit" or maybe some better name could be invented?)
- Blood Pack! New item that lets you regain blood. Taken out of the medkits because the narrative form of medkits is just confusing to deal with mathematically
- bodyparts are now balanced. most bodyparts ended up costing more because they're OP
- light and heavy armor are getting a price change
EDIT:
While I'm at it, should probably explain how the new HP system is going to work. It (mostly) matches the narrative system I was using.

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Everyone has 18 blood points. Sounds like a weird number, but it actually works out pretty great balance-wise.

Bodyparts have hitpoints, but you get penalties the lower the HP drops. For instance, for your torso, you have 20 hitpoints to start with. At 14 HP, you take a -1 (-2 after the system change) to all physically strenuous actions (running, jumping, climbing) and roll to keep from passing out. At 9 HP, you get a -2 to all physically strenuous actions. At 7 HP, you are simply not allowed to do strenuous actions at all (no dashing, no jumping, no climbing, no heavy lifting, etc). At 0 HP, your chest is destroyed and you're dead.

Accumulated damage effects only reset at the end of a mission. This means that if your chest gets to 14 HP, you will permanently have a -1 to all physically strenuous actions. (On tabletop, we'll just limit your runspeed.) You can use medkits to heal you back up to 15 or higher, but that won't erase the -1 penalty. It'll stay there. After you get to 9 HP, you'll have a -2 penalty. If you get to 7, then that's it - no strenuous actions for the rest of the mission. I MAY later come up with some super-expensive medical items that can fix these problems, but they don't exist just yet - largely because they don't need to. That'll change soon though.

Your head has only 4 HP - however - you cannot lose more than 3 HP from your head from any single attack. This mitigates the deadliness of headshots. They're still quite deadly - you could still get really unlucky and get shot twice in the head on a turn - but the chance of that is approximately 0.68%, so you should usually be good. It doesn't completely rule out the possibility of instant death, but it's still there.

When taking damage, you divide by 2. That particular bodypart gets that much added to it as "bloodloss". For instance, if an enemy hits you with an assault rifle (2 damage), you take 1 point of bloodloss. At the end of each round, you factor in bloodloss. (in play-by-post REKT, we'll do that the turn after, so you get notice of your injuries). Bloodloss adds up - if you get hit in the chest with a heavy weapon that deals 6 damage and hit twice with assault rifle fire on your arm and leg, that's 5 points of bloodloss total. After a few more rounds of that, you're gone. When you have 0 blood points left, that's it - you're dead. Game over, man.
  • Coagulants cost 500 creds each (yeah, big increase from 200) and last exactly four end-of-rounds. Each end-of-round, each bodypart loses one point of bloodloss. This means that if you're bleeding at a rate of 4 from your arm and 2 from your leg, you're now bleeding 3 and 1, and lose a total of 4 blood points instead of six.
  • Blood packs take two actions to use and give you +2 blood points. They cost 500 creds, and each blood pack can be used four times.
  • MEDKITS! All medkits take three actions to use, and it's perfectly okay to interrupt your doctoring to shoot at an approaching enemy - you just have to get to 3 actions total without moving from the tile in order for it to work. You target a single bodypart at a time with them (head, torso, arm or leg), and if the doctor's roll is successful, you are healed for 5 points of bloodloss and X points of damage, depending on the tier of medkit in question. Higher tier medkits are mostly useful for advanced doctors that need to be able to heal a lot of wounds in a short amount of time - aka "in the middle of combat".
    • Regular medkits cost 1000 creds and heals the patient's bodypart for 5 points of bloodloss and 1 point of damage.
    • Advanced medkits cost 3000 creds and heals the patient's bodypart for 5 points of bloodloss and 2 points of damage.
    • Superior medkits cost 5000 creds and heals the patient's bodypart for 5 points of bloodloss and 3 points of damage.
Have a question? Send me a PM! || I have a Patreon page up for REKT now! || People talking in IRC over the past two hours: Image
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Re: REKT: Beyond The Edge (Main Thread)

#1137
Name: Liliya 'Lilith' Kateri
Age: 19
Gender: Female
Personal Information: Liliya is a traditionally attractive young woman with blue-green eyes and purplish-blue, wavy hair. She's thin but toned, flexible, and agile. She often wears hues of blue or purple eye shadow, though sometimes prefers smokey, dark eye shadow. Her soft features and natural beauty contrast strongly with her outwardly harsh, cold personality.

Liliya is seldom found without a dark hooded cloak, and fashionable but practical clothing, almost always dark in colour, unless special occasion calls for something more extravagent.

Liliya was forced to fend for herself from a young age; relying on occasional goodwill and her own wits she managed to build, steal, or trade for essentials, and equipment. The simple weapons of early humanity became her expertise - swords and bows, silently killing animal and human prey alike. Her childhood left her stronger, and more dextrous than any with a privileged upbringing, and she levereged her abilities to secure a reputation as a deadly, no nonsense, professional problem fixer for those with the money to buy her loyalty. She secured passage from one workplace to the next, mopping up messes or creating them, going wherever the money took her.

Friends were few and far between, but those bonds she made were strong and long lasting. They knew they could rely on her, as she could them to the end of time.
Personality: Liliya is outwardly cold, calculating, and harsh. She doesn't mince words, and doesn't make any attempt to be particularly likable, though nor does she intentionally insult. To those that manage to worm their way past her cold exterior, she's fiercely loyal, and incredibly selfless - though few have managed to earn her loyalty.

She has a learned sense for the world due to her childhood, and a 'sixth sense' for when something just doesn't feel right.
Reason your character got REKT: N/A
Stats:
  Energy: 0
  Durability: 0
  Maneuverability: 2 (+1)
  Hacking: -2
  Computer: 0
  PSI Unit: 0
  Robotics: -1
  Engines: 1
Skills:
  Charisma: -1
  Intuition: 1
  Handiwork: 0
  Conventional: -2
  Unconventional: 2 (+1)
  Exotics: 0
  General Knowledge: 0
  Auxiliary: 0

Purchases:
Spoiler:      SHOW
Augments: (12500c)
  AGILITY T2 (3500c Total)
    Impact Dampeners (T1 - 500c)
    Parkour Integrators (T2 - 1500c)
  MENTAL T2 (3500c Total)
    Synthetic Eardrum (T1 - 500c)
    Amygdala Regulator (T2 - 1500c)
  OCULAR T1 (2000c Total)
    Night Vision (T1 - 500c)
  STEALTH T2 (3500c Total)
    Personal Cloak (T1 - 500c)
    Motion Synchronizers (T2 - 1500c)
Weapons:
- Custom Recurve Bow - A blue-steel coloured recurve bow constructed with resilient, high strength materials. Contains a complex set of sensors keyed to bio implants that control sets of electromagnets within the bow to amplify the effective draw weight of the bow significantly, while not increasing the physical input from the user.
- Custom Plasma Sword - A sleek, angular, charcoal coloured blade with a series of built in electromagnets that can trap, and agitate the air around the blade creating a thin film of light-purple plasma able to 'slice' through most materials with relative ease.
- Grenade Pack - 2x Smoke (Black), 1x Flash Bomb
Other (2500 c)
- Light Armour (2000c)
- Magnetic Bow Holster (Effectively quickdraw slot - 500c) - A set of computer controlled electromagnets along the spine activate and coordinate with the Recurve Bow to seamlessly move it to and from the holster on mental order from the user.

REMAINING: 0c
She's official. :3
<Detritus> I went up to my mom and said "hey... do you feel like giving five dollars to black lives matter?" and she laughed and said no :v <Black--Snow> my life does matter though ~~ added by Hema on Jun 11 2020 (2770)

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