Avatar of PrivateVentures
  • Last Seen: 6 yrs ago
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    1. PrivateVentures 8 yrs ago

Status

Recent Statuses

8 yrs ago
Current FIRST THE HOSPITAL BILLS, NOW ALL OF MY DOCUMENTS ARE GONE. GONE. FUCK. GONEEEEEEEEEEEE
1 like
8 yrs ago
still in and out of doctors and chiropractors. at least i get drugs for it lol
8 yrs ago
Locked into a new schedule. Only gonna be on here around 11:00 A.M. EST to 1:30 P.M. EST.
8 yrs ago
I don't understand why people like Supernatural so much.
3 likes
8 yrs ago
Might have to move back in with my parents. This town is toxic and my leasing company is criminal. I'm tired of spending my free time with my attorney.
1 like

Bio

I write a little bit of everything. If you really want to know what sort of things my mind goes to, here's a link:Pens and Swords

In the end, I like to think I'm an easygoing, friendly, and personable fellow. And I would certainly consider myself skilled in the art of non-aggressive communicatio- WHATCHU SAY ABOUT MY MOM

Most Recent Posts

@MrDidact@BlackSam3091I'll keep the Doctor's professional diagnoses nice and professional. Just PM me if you think any changes should be made when the time comes.
Speaking of dice, love the idea by the way, @Leos Klien. What exactly happens if he runs out of meds? Are they anti-psychotics, anti-anxiety, sedatives, or what?

I've got a new tabletop rp up, ENDGAME. Check it out if you're interested. I've got full rules and a whole system worked out. Only thing the player has to worry about it is what they're gonna do, and who they wanna play as.

EDIT: I mean, is it like, a full reality break, a personality split, a form of bipolar disorder exacerbated by extreme stress, what is going in Giles' head?
@GuntherSame. Which is why I went so hard on the planning. I figure more planning= more stable rp= hopefully more interest
@GuntherAll dice rolls will be done by me, as your GM and ship captain. I keep RoleplayerGuild open while I work, so I'll be able to respond with results instantly most of the time.

The variant determines your base stats, at the end of every mission, players who distinguish themselves will sometimes be given stat points to add to their profile.
To anyone interested, I just made a sci-fi pen and paper game in the Tabletop section: ENDGAME
To anyone interested, I have a sci-fi pen and paper game up in the Tabletop section: ENDGAME
Welcome to Endgame


The year is 2242. Humanity has successfully built and harnessed the power of the Graviton for instantaneous space travel, through the opening of a corresponding black and white hole. Earth watches with envy as Mars sends probe after probe after warship after warship into the darkness of space, a combination conquering effort and exploration endeavor. Humanity now begins toeing the line between science and enigma, reaching its long fingers into places that life as we know it has never belonged. We call out into the abyss, and the voices beyond the void have answered.

This will be a dark sci-fi adventure, controlled only by my own mathematics and your imagination. I will be your captain, of the pirate vessel, Endgame. I will provide you with maps, missions, intel, briefing, and debriefing, and your all-powerful armaments. Humanity lives within solid shells of graphene and titanium, pressurized and sealed against the vacuum of space. Choose your profession and forge your destiny.

This will be DnD styled, with my own dice rolls controlling your fates. The numerical rules of your weapons and gear will be largely unknown to you as the players, but will be the ruling factor in combat. If your character dies, you are free to create a new one, but your old one will remain deceased. Make your choices carefully, for each death will affect the morale of your captain and your crew.



PLAYER CLASSES


THIEF: Excels at lockpicking/hacking/searching/looting, falters in direct combat

ASSASSIN: Excels at stealth/hiding/agility, falters in direct combat, particularly close quarters

RAIDER: Excels at fast, powerful frontal assaults, combat oriented, low armor, low equipment load, falters in prolonged combat

BERSERKIR: Excels at taking ground, heavily armed and armored, high equipment load, falters in prolonged combat

NEGOTIATOR: Excels at disguises/mimicry, high charisma, falters in direct combat

BATTLE MASTER: Tactical command, excels at long-range combat, equipped with long range bioscan, falters in direct combat

PYROTECH MECH: Excels in direct combat, heavily armed, extremely heavily armored, slow boarding mech, fired like a missile into enemy hull, falters when heavily outnumbered

WEAPONS AND ARMOR


KINETIC DISPLACEMENT SWORDS: Deployable close-range weapons, designed to shatter hardlight ablative webbing, (energy shields), excessive damage to unprotected armor and soft bodies, usable by all classes aside from PYROTECH MECH.

KINETIC DISPLACEMENT MORTAR: Deployable close-range weapons, designed to destroy anything and everything that gets within range, excessive, often lethal damage to hardlight ablative webbing, unprotected armor, soft bodies, vehicles, mechs, usable only by PYROTECH MECH.

DISPLACEMENT RIFLES/PISTOLS: Short to mid range weapons, excessive damage to hardlight ablative webbing at short range, moderate to severe damage to ablative webbing at mid range, damage suffers a steep drop after thirty yards, becoming completely ineffective. Usable by all classes except PYROTECH MECH.

GAUSS WEAPONS: Magnetic accelerator weapons, require reloading, typically have 1 to 3 barrels, designed for extreme damage against unshielded armor, can be shut down by EMP weapons or Tesla Guns.

MAG PISTOLS: Magnetic Accelerator weapons, require reloading, typically only carry 1 to 4 rounds, excessive damage against unshielded armor, against shields, the kinetic yield is generally enough for severe formation disruption. Useable by all classes except PYROTECH MECH.

GAS POWERED RIFLES AND PISTOLS: Standard firearms, vacuum-sealed cartridges, ineffective against armor, but effective at overwhelming shielding. Upon reloading, require rechambering.

HARPOON GUNS: Use a pressurized gas cartridge to launch a harpoon, linked by a cable, often electrified to make the dragged target more "persuadeable", single shot, require reloading, ineffective against ablative webbing, moderately effective against unshielded armor, completely ineffective and certainly lethal against soft bodies. Useable by all classes except PYROTECH MECH

SKILLS


LOCKPICKING/HACKING: Requires proximity to console/Hacker Drone/code injector attachment

STEALTH: Active Camoflage is finnicky, as such, is easily disrupted

ASSASSINATION: Can only be achieved while cloaked or disguised, instant kill on soft bodies, moderately successful against unshielded armor, 50/50 chance against Ablative Webbing.

BOOST CHARGE: Only useable by RAIDER and PYROTECH MECH, requires a DISPLACEMENT SWORD or DISPLACEMENT MORTAR, can be used to hit multiple targets along the way

HEAVY RUSH: Same ruleset as BOOST CHARGE, except only up to two adjacent enemy targets can be selected. Successful implementation can easily disrupt enemy formation.

BACKSTAB: Can only be used while disguised, instakill on most unshielded targets, but disengages disguise

MIMIC: Can only imitate certain enemies, but is a foolproof disguise, unless discovered. Must mimic a previously killed target.

SAVING GRACE: Can only be used by BATTLE MASTER armed with a projectile weapon, can be used to interrupt another player's combat. If successful, can kill, stun, or maim an engaging enemy on contact

FIREFIGHTER: Only useable by PYROTECH MECH, is able to damage up to three enemies per attack, can be used in lieu of other Mech abilities, requires a projectile weapon, moderately ineffective against shielding, high damage to unshielded armor and soft bodies,

SHOCK AND AWE: Only useable by PYROTECH MECH, affects all adjacent enemies with excessive electrical current, stunning or killing small targets outright, can disrupt shielding with moderate effectiveness.

PATRIOT ACT: Only useable by PYROTECH MECH, affects up to five enemies at once, instant formation disruption, mild direct damage

SIX GUN: Only useable by PYROTECH MECH. Target one enemy, strikes six times, requires projectile weapon

SPEARGUN: Only useable by PYROTECH MECH, targets one enemy or mech, and cripples it, (unable to move or attack), only effective on unshielded targets

IDENTIFY: Only useable by THIEVES. Allows thief to scan for loot or useful materials.

SMASH AND GRAB: Only useable by sword-wielding THIEF. Deals slight damage, gives random loot or materials.

PLAYER STATS


DURABILITY- Determines how much damage an unshielded body can sustain before death

EQUIPMENT LOAD: Determines how much weight in equipment that a player can carry before being over-encumbered

STRENGTH: Determines bonuses when engaging in unarmed combat, i.e. punches, kicks, throws

DEXTERITY: Determines bonuses to sword damage and critical hits

VISION: Determines ranged weapon roll bonus

CHARISMA: Determines Mimic/Persuade/Haggle/Negotiate bonus and effectiveness

AGILITY: Determines speed and dodge/cover roll bonuses

SKILL: Determines dodge roll/sword deflection/cover roll bonuses

LUCK: Determines the mercy of the game on your character

CLASS VARIANTS


THIEF
CAT BURGLAR: 2DUR/9EQU/0STR/1DEX/1VIS/2CHA/4AGL/2SKL/4LCK
MUGGER: 3DUR/8EQU/3STR/2DEX/0VIS/1CHA/1AGL/1SKL/1LCK
PICKPOCKET: 1DUR/7EQU/0STR/1DEX/3VIS/2CHA/3AGL/3SKL/3LCK

ASSASSIN
STREET SNIPER: 3DUR/9EQU/3STR/0DEX/5VIS/0CHA/1AGL/2SKL/1LCK
HITMAN: 4DUR/9EQU/4STR/3DEX/2VIS/0CHA/0AGL/2SKL/1LCK
SIC SEMPER TYRANNUS: 2DUR/8EQU/2STR/2DEX/3VIS/6CHA/4AGL/1SKL/2LCK

RAIDER
BULLET BILL: 3DUR/9EQU/2STR/6DEX/0VIS/3CHA/6AGL/1SKL/1LCK
HYPERSCOUT: 2DUR/9EQU/1STR/4DEX/1VIS/4CHA/7AGL/5SKL/2LCK
BLACK IRON: 4DUR/10EQU/3STR/5DEX/1VIS/2CHA/5AGL/7SKL/2LCK

BERSERKIR
KNIGHT: 6DUR/10EQU/4STR/6DEX/0VIS/3CHA/1AGL/5SKL/3LCK
THE ROCK: 7DUR/8EQU/6STR/5DEX/2VIS/3CHA/0AGL/6SKL/2LCK
PSYCHO: 4DUR/10EQU/5STR/6DEX/4VIS/1CHA/3AGL/1SKL/4LCK

NEGOTIATOR
HANNIBAL: 1DUR/8EQU/7STR/1DEX/0VIS/8CHA/4AGL/3SKL/2LCK
GRIFTER: 2DUR/7EQU/1STR/2DEX/2VIS/8CHA/5AGL/2SKL/4LCK
DOPPLEGANGER: 2DUR/7EQU/1STR/2DEX/3VIS/10CHA/3AGL/5SKL/1LCK

BATTLE MASTER
HOLLYWOOD: 3DUR/10EQU/1STR/2DEX/16VIS/7CHA/2AGL/8SKL/4LCK
BRIGHT FUTURE: 4DUR/8EQU/2DEX/2STR/5VIS/8CHA/1AGL/9SKL/5LCK
TACTICOOL: 2DUR/12EQU/3STR/2DEX/5VIS/6CHA/2AGL/7SKL/4LCK

BOARDING AI (PYROTECH MECH)
SPARTAN 117: 10DUR/8EQU/8STR/4DEX/3VIS/0CHA/4AGL/2SKL/6LCK
HAL-9000: 7DUR/8EQU/1STR/2DEX/7VIS/0CHA/3AGL/2SKL/4LCK
DREADNOUGHT: 15DUR/10EQU/1STR/1DEX/6VIS/0CHA/1AGL/4SKL/3LCK

NOTE:

I kinda half-assed quite a bit of this. If you have any suggestions on how it could improve, feel free to post below.

@MrDidactHey Diadact, can we control the NPC's or, is that something we have to work with you over?


@MrDidact I was wondering this myself. I'm not sure how else I could write in Ellis' therapy sessions, and judging by the two characters' personalities, I can guarantee that there will be a lot of therapy sessions.

On a side note, @Rithy, Vella is basically Asari Charlie Sheen, it sounds like.
@Gunther Dude, read the conversation. We're all clueless.
@MokleyBeats me. I think it's Gunther's.
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