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  • File : 1289364275.png-(5 KB, 124x124, Happysmile.png)
    5 KB Anonymous 11/09/10(Tue)23:44 No.12743172  
    We said we would do it yesterday in conversionfags thread, and here it is.

    Today, /tg/ starts making a B-monster-movie RPG.

    Coming up in my next post, the brief overview I have so far for the system.

    Pic unrelated
    >> Anonymous 11/09/10(Tue)23:50 No.12743220
    BASIC PRINCIPLE

    Every single challenge involves one of five statistics the PCs have. At its most basic, the characters roll 1d6 and add their relevant stat, and a result of 7 or more wins. This required number only changes under exceptional circumstances. If the check is failed, there are negative consequences sometimes involving having to take a life expectency check.

    Character creation involves three stages. Setting statistics, choosing traits, and rolling 'secret'. The five statistics are:
    Shoot: Your ability to attack someone or something from a distance, or avoid the attack. Anything involving ranged attacks is resolved with Shoot. E.G. Unloading a shotgun at the approaching giant radioactive ant involves a Shoot check.
    Fight: Your ability to attack the enemy up close, or avoid the attack. Anything involving up close fighting is resolved with Fight. E.G. Avoiding being deliberately stepped on by the gigantic crab demolishing the city involves a fight check.
    Survival: Your ability to hide or run from danger. Anything involving escaping or avoiding danger is resolved with Survival. E.G. Attempting to flee from the horde of man-eating mosquitoes in a car involves a Survival check.
    SCIENCE: Your ability to think of explanations and solutions. Note: May involve magic as well as science. E.G. Your ability to successfully deduce the creatures are telepathic is SCIENCE.
    Life Expectency: How long you are expected to survive in the overall plot.
    >> Anonymous 11/10/10(Wed)00:02 No.12743326
    >>12743220
    All five statistics start at 1, and have a maximum value of 5. You are able to distribute an additional 8 points betwen them. 1 is horrible, 2 is an average person, 3 is exceptional, 4 is excellent, 5 is godlike.

    Once you have done that, you may choose two traits from a list (not yet complete). Traits are beneficial things such as:
    Entourage - "Oh no! It got... what was his name again?": You attract people around you, intentionally or unintentionally. At appropriate intervals the group gains d3 Meat Shields.
    Insane - "I warned 'em this'd happen! But no one listens to Crazy Willy!": You may reroll your fight or shoot roll over the course of the game, up to as many times as you have points in Survival.
    Unweary Survivor - "Why me!? Why is this happening to me!": You begin the game with d6 meat shields and a life expectency of 1, whatever it actually is. Once you have survived one encounter with the enemy, your life expectency returns to its normal value.

    Traits provide more abstract benefits and characterising features.
    >> Anonymous 11/10/10(Wed)00:04 No.12743339
    >>12743326
    The final area is secret. This is rolled in secret by the Director/GM. If appropriate he will inform the player of their secret. As long as the player keeps their secret... well... secret, they gain +1 to life expectency. Once it is revealed they lose this bonus, and may take penalties as appropriate. Multiple options on the Secret chart are "You have no secret at all", but the player should not be informed of this.
    Examples of secrets are:
    "You are the monster": Inform the player they are either the one of the monsters in disguise, a cultist of the monster, the creator of the monster, etc etc. Long story short the player wants the party to lose.
    "You are in love": Randomly choose a character in the party. You are in love with them. Whenever they lose a point of life expectency roll a d6, on a 1 you blurt out your love and lose the +1 life expectency, as well as losing another -2 life expectency. If this brings you to 0 or less, you die the moment the monster shows up again. If your love dies you lose all your life expectency and those points go into both Fight and Shoot. If you need to take a LE roll, you automatically fail and die dramatically.
    >> elusive !6Fk.zjvlFM 11/10/10(Wed)00:05 No.12743343
    and a fa/tg/uy follows through!

    I'll be saving this for possible future use.
    >> Anonymous 11/10/10(Wed)00:08 No.12743372
    There really ought to be an "audience likeability" factor. Like, how much that char. could relate to someone in real life would have a minor effect on their actions or something?
    >> Anonymous 11/10/10(Wed)00:12 No.12743399
    >>12743339
    In play, anything where there should be no risk is accomplished fairly easily. Only when there is genuine risk do you roll a Fight/Shoot/Survival test to avoid being harmed.

    Auto-success penalty: You can automatically succeed in a Fight/Shoot/Survival check by permanently giving up a point in the appropriate stat. E.G. If you have a fight of 2 and are in combat with a Zombie, you can choose to automatically pass a check to kill it by sacrificing a point of Fight. Your fight will be 1 for the rest of the movie.

    SCIENCE: When using science to analyse the monster, the GM/Director sets a very high requirement (E.G. 10 or 12). You can achieve bonus' to help reach this result by analysing the Monster and using Technobabble.

    You can analyse the monster by taking a science check in combat. Each time you do this you gain +1. You also count as analysing the monster each time your scientific plans fail.

    You can achieve up to +2 by using technobabble. Misuse of scientific theories in a way that SOUNDS plausible is required for technobabble. For example "The reason the monster's muscle are capable of holding up its weight - despite this violating the square-cubed law - is due to a basic principle of physics. 'For every action there is an equal and opposite reaction'. As the creature grew, its muscles grew proportionally to be able to support its weight as the equal reaction."

    The GM rolls your SCIENCE check in secret and tells you you have passed no matter what. The only way to know if you have failed or passed is to try out your weapon.

    Achieving only half the required result makes the monster stronger (roll again on the Monster Trait list). Achieving between half and the required result does nothing. Beating the required result harms the monster (GM/Director decision if it dies or is just weakened)
    >> Anonymous 11/10/10(Wed)00:13 No.12743416
    >>12743399
    Extras/Meat Shields.

    At various points the group may be joined by Extras (also sometimes unfortunately referred to as Meat Shields). Keep track of how many are with the party. Every time a member of the party would be required to take a Life Expectency check, instead an Extra dies. There is no option to take the check instead of having the Extra die, they automatically die instead of taking the LE check.
    >> Anonymous 11/10/10(Wed)00:20 No.12743468
    I fell in love at

    >Misuse of scientific theories in a way that SOUNDS plausible is required for technobabble.

    YES
    >> Anonymous 11/10/10(Wed)00:21 No.12743475
    >>12743416
    Props: When describing actions, appropriate, dramatic use of props may net a +1.

    For example: "I pick up the gun and shoot them" nets no bonus to the Shoot check.
    "I pick up the gun and shoot the gas pipe next to the monster, then throw my lighter at the monster" nets a +1 bonus to the Shoot check.

    Characters: It is expected you will die. Often. With this in mind new characters played by players of currently deceased characters may join. These should be pre-prepared. All players should join the game with a number of characters prepared in advance.

    This is a new addition based on fa/tg/uy suggestion in another thread. Style points (may need a new name).
    >> Anonymous 11/10/10(Wed)00:28 No.12743522
    Wow....I have no proper way to describe how awesome this is.
    >> Anonymous 11/10/10(Wed)00:30 No.12743536
    >>12743475
    Style points are used at the end of the game to determine who has 'won'. Criteria are needed to determine style points, as well as GM/Director discretion.
    Examples of criteria would be:
    Coming up with technobabble to explain the monster's capabilities
    Succeeding in a dramatic stat check in an area you are weak in (a score of 1)
    Completing the game with your original character
    Revealing a secret at a very dramatic moment
    Completing requirements for a secret (E.G. ensure the party's failure)

    MONSTERS
    Monsters can be chosen by the Director, or can be randomly determined. To randomly determine a monster, roll 4d6 (may end up being higher DXs, depending on possible options)

    The first and second D6 are applied to the Trait chart. Traits are things such as "huge", "Man eating", "horde", "Immortal" or "Radioactive". If the same trait is gained twice, its results are doubled. Traits have in-game effects. E.G. 'Huge' monsters cannot be harmed with fight and shoot checks, but are vulnerable to Survival checks to avoid them. 'Horde' monsters can be killed at the end of a scene, but there will always be more of them. 'Man Eating' will always engage in Fight distance if possible, and 'Radioactive' have a Shoot ability (firing radiation).

    The next D6 determines monster type. The current options are
    1. Supernatural
    2. Mammal/Reptile
    3. Human
    4. Alien
    5. Insect
    6. Sea Creature

    The 4th D6 checks on a sub-monster table unique for each monster to determine specific type. E.G. Supernatural could be Vampire, Zombie, Mummy, living Nightmare, etc. Human could be Serial Killer, Mad Doctor, etc.

    This is designed to be as random as possible. It would be possible to get a HugeX2 Zombie (a dead body terrorising the world that stands approximately 100 feet tall). Or a Radioactive Man Eating Serial Killer that cooks people with radiation so he can eat them.

    More work is needed in this section.
    >> Anonymous 11/10/10(Wed)00:30 No.12743537
    Should really convince my gaming group to try this out.
    >> Anonymous 11/10/10(Wed)00:33 No.12743577
    That's what I have so far /tg/.

    Feel free to expand on it further. I'm at work and need to jump on the bus in about 15 minutes, so keep the thread alive until I get home.
    >> Anonymous 11/10/10(Wed)00:41 No.12743652
    >>12743577
    One final point: Most of the rules are left deliberately vague so it can fit into any setting and allow any action without having to consider how possible something is. E.G. Climbing into a space ship vent system to avoid the alien monstrocity requires the same Survival check as swimming through a pirahna filled lake while others are being eaten by the carnivorous fish as radiation shoot from their eyes. It's all just Surviving.

    What needs working on are:

    Monster Traits
    Monster sub-types (or types if people want)
    Traits for characters
    Secrets for characters.

    If people want to suggest other things, feel free!
    >> Anonymous 11/10/10(Wed)00:42 No.12743668
    >>12743577
    P.S. I did mean what I said here. Please keep this thread alive so I can find it in an hour or more.
    >> Anonymous 11/10/10(Wed)00:47 No.12743696
    >>12743668

    I'll try and come up with the 6 monster sub-types for each type.
    >> Anonymous 11/10/10(Wed)00:48 No.12743707
    My posts from the other thread, possible mechanics
    Award Survival points at the end of each Act, and check Cool: the players apply any points from Cool received for special Goals attained this Act to their total. The player with the highest Cool "wins" the Act and gains a bonus of some kind.

    There are two kinds of death, in order of coolness:
    Sudden Death. No cool. Stabbed in the back, sobbing wreck in the corner, etc.
    Cool Death: the character dies awesomely (going down fighting to save the rest of the party, trying to rescue a Boyfriend/Girlfriend, &c) or has a Sudden death in an amusing/ironic way (the Jock is killed with a football, the Cheerleader is stabbed while on the trampoline, etc.)
    The character gains Cool for dying in this way.

    Certain Special Goals reward the character for dying in a particular manner, which may even be Uncool normally.

    Special Goal: "You are the Final Girl."
    -The character does not receive "cool points", but gains double Cool for survival and 5 Life Expectancy.

    Character type: The Black Guy. Lose Life Expectancy. You gain double Cool for a Cool Death, and bonus Cool at the beginning of the game.
    >> Anonymous 11/10/10(Wed)00:48 No.12743712
    continued:

    Come to think of it, the "Coolest" character from the first two Acts could buy a "ressurection" in the final Act: depending on the goals, this could be a "redemption"-style ressurection, helping out the other characters, or even get them revealed as The Villain All Along (another Goal Card)
    >> Anonymous 11/10/10(Wed)00:52 No.12743741
    With the rewards system in place, you can add another B-movie trope.

    You ever notice that they don't get the Buick/Shotgun/bat/magnum until the third act? Survivors can buy dramatically appropriate items in the intermissions between the Acts off the movie, but lose Cool permanently - this helps counterbalance their survival.
    >> Anonymous 11/10/10(Wed)00:52 No.12743742
    I think the random rolling of the monsters should be a little different--

    "First, roll 2d6 and and use both results on the traits table. If the same trait comes up twice, double its effect.

    Then, roll 2d6 again and add the results to get your monster type (this gives it a pool of 11 different types--from 2-12 monster types. Much better for replay value, I think.).

    Finally, roll 1d6 to get your monster subtype. Use the table of the monster type you rolled"

    Sound good?
    >> Anonymous 11/10/10(Wed)00:59 No.12743798
    >pool of 11 different types--from 2-12 monster types

    Going off the original list:


    2. Mammal
    3. Human
    4. Alien
    5. Insect
    6. Sea Creature
    7. Supernatural
    8.Reptile
    9.Undead
    10.Possession (Evil toys and shit like that.)
    11.Mythical
    12.Tim Curry
    >> elusive !6Fk.zjvlFM 11/10/10(Wed)00:59 No.12743801
    think about adding some of the stuff from these games in. They already have great references to cult classics movies as well as b-rate one.
    http://www.boardgamegeek.com/wiki/page/B-Movie_Series
    >> Anonymous 11/10/10(Wed)01:00 No.12743803
    >>12743742
    I'd think we could fit in more subtypes than types, but go for it.
    >> elusive !6Fk.zjvlFM 11/10/10(Wed)01:00 No.12743807
    >>12743798
    I LOLed at the tim curry.
    >> Anonymous 11/10/10(Wed)01:02 No.12743827
         File1289368962.jpg-(17 KB, 300x390, THEM!.jpg)
    17 KB
    >> Anonymous 11/10/10(Wed)01:03 No.12743831
    >>12743798

    I'd drop the possession type and make a robot type instead.

    Or maybe add an "Evil AI" Subtype to the possession type?
    >> Anonymous 11/10/10(Wed)01:05 No.12743843
    >>12743831
    Shit, totally forgot about robots. I want to keep the possession type if for nothing other than cymbal-banging monkey and cursed items shenanigans.

    Feel free to alter the list as you see fit, I was just spitballing.
    >> Anonymous 11/10/10(Wed)01:07 No.12743868
    >>12743843

    Here's my list. Thoughts?

    Enigma will be stuff like "the shadows come to life" and shit. A six on the Enigma table will just be "The party never sees the monster"
    2. Supernatural
    3. Mammal
    4. Human
    5. Alien
    6. Insect
    7. Sea Creature
    8. Undead
    9. Reptile
    10. Mythical
    11. Gone Wrong
    12. Enigma
    >> Anonymous 11/10/10(Wed)01:09 No.12743885
    >>12743868
    I see some potential overlap from Enigma and Supernatural, but other than that, I like it.

    Still might want to squeak robots in there somewhere, though.
    >> Anonymous 11/10/10(Wed)01:09 No.12743890
    Secrets:

    -Overpowering fetish: There is some sexual desire that is out of the ordinary that a character has. If encountered they can't help but be drawn to it. The character is enthralled with it for a certain amount of time at GM's discretion and then must make a difficult (say 9) survival check when the monster shows up.
    -Phobia: The character has an overpowering fear of something. The character will not go near the object of fear, unless the monster is present. If the monster appears a survival check is required. If the check is failed, two life expectancy checks (at the now lower LE) are required.
    -Relative of the monster: The monster is either a friend or relative. If the character wants to make a fight or shoot check against the monster, they must first make a survival check. If they reveal the secret, they no longer have to make the survival check.
    -Veteran: The character is ex-military. The character can reveal their secret and get +1 to shoot and fight, but -1 to LE (on top of the normal loss).

    That's all I can think of for now. As racist and sexist as it may be, there should definitely be traits based on ethnicity and gender. Like being black gives you a penalty to LE and a bonus to fight and shoot because the black guy dies first, but he goes out swinging.
    >> Anonymous 11/10/10(Wed)01:11 No.12743909
    >>12743868

    I miss the Tim Curry, but I guess it couldn't last.
    >> Anonymous 11/10/10(Wed)01:13 No.12743931
    >>12743890
    >>relative of the monster

    Can also cover "the creator" very well :3
    >> Anonymous 11/10/10(Wed)01:13 No.12743933
    >>12743831
    But shouldn't Evil AI a subtype of Tim Curry?

    >>12743909
    We can always pretend.
    >> Anonymous 11/10/10(Wed)01:16 No.12743970
    >>12743868
    The problem with a 2d6 monster type is that it creates a bell curve, so types 6-8 will be more common. I think 1d6 remains the best for truly random, and then make the specificities in subtypes.

    1. Supernatural
    2. Human
    3. Land Animal
    4. Alien
    5. Sea Creature
    6. SCIENCE! gone wrong
    >> Anonymous 11/10/10(Wed)01:16 No.12743974
    >>12743931
    So Relative/Creator

    as for Tim Curry--there's always houserules
    >> Anonymous 11/10/10(Wed)01:16 No.12743978
    >>12743798
    The only problem with this is that there's only two ways to get a 2 or 12, and many ways to get a 6 or 7. Can you readjust this so that fun stuff can be in the center of the probability?
    >> Anonymous 11/10/10(Wed)01:17 No.12743989
    >>12743931
    I think creator is different, because then the character wants the monster to succeed, while relative just doesn't want to harm them. An important distinction.
    >> Anonymous 11/10/10(Wed)01:18 No.12743998
    >>12743978

    The fun stuff would be...what? Humans and Supernatural?
    >> Anonymous 11/10/10(Wed)01:19 No.12744013
    >>12743989
    Depends if it's a rogue creation or not.
    Victor Frankenstein sure as hell didn't want his creation to succeed.
    >> Anonymous 11/10/10(Wed)01:19 No.12744015
    >>12743890
    What if everyone chooses "Black" in character creation? Who dies first?

    Also, if we want this as campy as possible, "Black" needs to be less racially sensitive. Maybe "Negro"...
    >> Anonymous 11/10/10(Wed)01:19 No.12744025
    >>12743998
    >>12743978

    Fun stuff is subjective, hence why a 1d6 would be superior. Gets rid of the curve.
    >> Anonymous 11/10/10(Wed)01:20 No.12744028
    >>12743989

    Not necessarily. Could be a "what have I done" thing.

    I think it should be less "don't want to harm them" and be more "god I hope no one fucking finds out"
    >> Anonymous 11/10/10(Wed)01:20 No.12744030
    >>12743998
    More like Insect and Supernatural/Enigma.
    >> Anonymous 11/10/10(Wed)01:21 No.12744052
    >>12744025
    It just feels better having a larger pool.

    Plus, the DM can always just pick and choose from certain tables if he wants to.
    >> Anonymous 11/10/10(Wed)01:22 No.12744063
    >>12744030

    I put Enigma there because I feel it should be the "oh shit, we got boxcars" result.
    >> Anonymous 11/10/10(Wed)01:25 No.12744111
    >>12743890
    Secrets could also include "something awesome", where one of the chars reveals a skill he or she never usually displayed before, or was unlikely to display. Can only be UNLIKEY though, so a nerdy "Science" skiller ought to suddenly gain ranks in the "Fight" skill, although it has to be very specific and determined by the GM.
    >> Anonymous 11/10/10(Wed)01:28 No.12744138
    >>12744025
    Another way to get rid of the curve is to use a sort of d66 method like Maid RPG. One die is the tens digit, the other is the ones digit. This removes any bell curve from addition, I think. Also may remove the need for subtypes, as it produces a much bigger initial chart.
    >> Anonymous 11/10/10(Wed)01:29 No.12744157
    >>12744111

    Sounds like "I know kung-fu" or something. There should be a different secret for each stat. Or at least fighting and shooting.

    "I actually graduated from MIT"
    "I actually practice shooting every week"
    "I lived on my own in the woods for 6 months"

    stuff like that
    >> Anonymous 11/10/10(Wed)01:29 No.12744159
    Use a d12?

    Hell, put a d20 in there.

    >>12743707
    I like Goals for creation. Hand them out the same time as the Secrets. Goals should be easy to fulfil and the person who "wins" at the end of the campaign or session is the person who completes the most of their goals for their many, many characters (among other factors).

    >Are you Negro?
    >N: Kill the thing that just killed the Negro.
    >Y: Be the first to die.
    >> Anonymous 11/10/10(Wed)01:30 No.12744167
    More Characters:

    The Cheerleader (bonuses for raising morale of teammates, being sexy, etc)
    The Reporter (Constantly getting in trouble: gets Cool for taking pictures, leaving logs and diaries lying around, etc.)
    The Cop (Protect and Serve)
    The Merc (Get the money and get out alive!) - both the Cop and the Merc are Veteran characters.
    The Crazy (make wild-ass predictions, try to demoralize/freak out the group)
    >> Anonymous 11/10/10(Wed)01:30 No.12744169
    Secret:

    -MONSTER!: At a dramatically appropriate moment this character can reveal themselves to be one of the monsters. -2 LE (on top of normal loss) but +2 Fight and +2 Shoot. The remaining heroes must then make opposed Fight/Shoot checks against the new monster. With each Hero success making the monster take an LE check.

    -Slow Death: After this secret is revealed, each Survival check this character makes lowers their LE by 1 permanently. However, they gain 1 stat point for every LE point lost and can put that into any stat that isn't already a 5.

    -Right all along!: The character can make a ridiculous claim about the monster. At some point the GM MUST reveal this claim to be true. The character then gets -1 LE (on top of the normal penalty) but gets +3 SCIENCE.
    >> Anonymous 11/10/10(Wed)01:32 No.12744193
    >>12744138
    Yeah, but d66... Should we go for specific types or generic types? With a large variety, being too broad can lead to redundancy, which is bad for d66.

    We're gonna need to break out the coffee machine, aren't we?
    >> Anonymous 11/10/10(Wed)01:34 No.12744218
    >>12744159
    I like the idea of Goals being how you win. But that raises the question, of what happens once you complete a goal? Do you get a new one, or should you kill off your character to get a new character with a new goal?

    Also, this system could be used for a fun on going post apoc kind of game.
    >> Anonymous 11/10/10(Wed)01:35 No.12744238
    >>12744159
    >d12
    ARE YOU A WIZARD

    We could change Negro to Expendable Crewmember or Cannon Fodder or something for political correctness, but it just doesn't roll of the tongue.
    >> Anonymous 11/10/10(Wed)01:36 No.12744244
    >>12744193
    You can split it up. I forget the number of total options in such a chart, but it's not actually 1-66, as the lowest is 16, and nothing can go past 6 on the ones digit.

    Consulting my copy of Maid and a bit of quick math says it needs 36 unique results/entries. And this is if one doesn't want to, say, double-up on roll results.
    >> Anonymous 11/10/10(Wed)01:37 No.12744249
    >>12744193

    Man, I've already got the tables halfway done for the first try!

    I think 2d6 would work fine. You could also do it on a d12 and re-roll on a 1.
    >> Anonymous 11/10/10(Wed)01:37 No.12744250
    >>12744218
    We could have it be more of a board-game length, and have it GAME OVER YOU WIN when you complete them, and roll up a new game. Or it could be optional or whatever.
    >> Anonymous 11/10/10(Wed)01:37 No.12744251
    >>12744238
    Redshirt rolls off the tongue pretty well. And most people know what the term means.
    >> Anonymous 11/10/10(Wed)01:38 No.12744262
    >>12744238

    Redshirt, bro.
    >> Anonymous 11/10/10(Wed)01:38 No.12744268
    >>12744251
    >>12744262

    Redshirtmind
    >> Anonymous 11/10/10(Wed)01:39 No.12744275
    >>12744249
    >secretly generates a Tim Curry based monster on a 1
    >> Anonymous 11/10/10(Wed)01:40 No.12744290
    Here's the first half of a rough 2d6 table...not all full

    2. Supernatural
    a.Demon
    b.Witch
    c.Possessed object
    d.Voodoo priest
    e.
    f.
    3. Mammal
    a.Hound(Cujo)
    b.Werewolf
    c.
    d.
    e.
    f.
    4. Human
    a.Axe murderer
    b.Cannibal
    c.Mad Scientist
    d.Implacable man
    e.Psychotic/Split Personality/Schizophrenic
    f.Puppet Master (think jigsaw. Guy who likes to mess with your head)
    5. Alien
    a.Mind controller
    b.Mindless killing machine
    c.Hunter-killer species
    d.
    e.
    f.
    6. Insect
    a.Parasite
    b.Giant Ant
    c.Spider
    d.Scorpion
    e.Mantis
    f.Wasps/Hornets/BEEEES!
    >> elusive !6Fk.zjvlFM 11/10/10(Wed)01:40 No.12744292
    >>12744250
    I'd say bonus points. So someone that died early on has a chance of winning still. Think like the geeky guy in the scream movies. Survives the first one, gets killed in the second but then he has a warning video pop up in the third one that helps save the day buy warning Sidney.

    Or it just gives that player bonus points because of the survivors giving respect to the fallen, IE the ones that achieved their objectives.
    >> Anonymous 11/10/10(Wed)01:41 No.12744300
    >>12744290
    Second half

    7. Sea Creature
    a.Shark
    b.Squid/Octopus
    c.Merfolk
    d.Creature from The ? Lagoon
    e.Sea Slime
    f.
    8. Undead
    a.Vampire
    b.Zombie
    c.Ghost
    d.Skeleton
    e.
    f.
    9. Reptile
    a.Python
    b.Crocodile/Alligator
    c.Dinosaur
    d.Lizardman
    e.
    f.
    10. Mythical
    a.Hydra
    b.Dragon
    c.Gryphon
    d.Manticore
    e.Harpy
    f.
    11. Robot
    a.
    b.
    c.
    d.
    e.
    f.
    12. Enigma
    a.Living shadow
    b.Monster is never seen
    c.Doppelganger
    d.Slenderman
    e.Inescapable Horror
    f.Tim Curry

    Feel free to tamper, alter or toggle as you see fit.
    >> Anonymous 11/10/10(Wed)01:43 No.12744319
    >>12744300

    Err...I guess I'll just post mine when I'm done and we can mix and match.
    >> Anonymous 11/10/10(Wed)01:44 No.12744322
    >>12744250
    I think the goals should be things that can be accomplished repeatedly. That way you can have one goal for each character, but that goal never needs to be replaced (unless the character dies.)

    >>12744167
    I think character types should be traits if that hasn't already been established.

    >>12744157
    +2 to SCIENCE, +2 to shoot, and +2 to survival respectively. "I took Karate as a kid" could be +2 to fight and "You mean I'm actually pretty?" could be +2 to LE (for a total gain of +1).
    >> elusive !6Fk.zjvlFM 11/10/10(Wed)01:47 No.12744354
    As the game goes on there should be a secondary roll to the creature chart to make it harder.

    Like
    1. you killed my brother, similar creature to the last pops up
    2. back again, last creature killed pops back up with better stat
    3. why didn't you save me? 1d6 of the last dead players come back as zombies and attack
    4. Giant. adds giant subtype and boost stats
    5. Other dimension. similar to the base creature with but has stats switched around.
    6. Team up. 1d6 of previously killed monsters pop back in.
    >> Anonymous 11/10/10(Wed)01:48 No.12744360
    >>12744319
    Go for it man. I'm too tired to really form very coherent thought processes, so I'm just here to give people a springboard to work from.
    >> Anonymous 11/10/10(Wed)01:49 No.12744366
    >>12744319

    On reading, it looks like we had a few of the same ideas. Should work out fine.
    >> Anonymous 11/10/10(Wed)01:51 No.12744396
    I'm going to rename "Insect" to "Bug" so that the entomologist [sp] in me doesn't twitch when I put Spider on there.
    >> Anonymous 11/10/10(Wed)01:52 No.12744399
         File1289371944.jpg-(66 KB, 220x340, 60714[1].jpg)
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    Does anyone have this? Looks mighty related.
    >> Anonymous 11/10/10(Wed)01:52 No.12744401
    >>12744300
    >>12744290

    Ideas, put them where you please.

    Mummy, Cthulian horror, evil AI, Bat, Love Bot, Military Bot, Construction Bot, Deer (or general herbivores), Leeches, Inanimate Objects, Ghosts, Elemental, Plants, Music/Video (think the Ring) and that's all I've got. I know a lot of these are probably crap, but take what you will.
    >> Anonymous 11/10/10(Wed)01:54 No.12744422
    I feel the strong need for hybrid monsters (rolling a monster's type and subtype twice, applying both subtypes).

    I assume the monsters are going to have some sort of stats or a template, so just tossing this out there.
    >> Anonymous 11/10/10(Wed)01:56 No.12744433
    We need monster traits!

    1. Horde
    2. Giant
    3. Radioactive
    4. Man Eating
    5. Immortal
    6. Reroll and pick two.

    If anyone thinks of more expand this list!
    >> Anonymous 11/10/10(Wed)01:56 No.12744438
    >>12744422

    Sounds like that should be in either "Gone Wrong" or just in the Alternate Rules section.
    >> Anonymous 11/10/10(Wed)01:57 No.12744444
    >>12744433

    What if you roll dual 6s?
    >> Anonymous 11/10/10(Wed)01:58 No.12744453
    >>12744422
    New Monster Trait!

    Hybrid: Roll on the monster type twice. Then combine the two Subtypes you get. That is the monster!

    Huge Radioactive Tim Curry Love Bot anyone?
    >> elusive !6Fk.zjvlFM 11/10/10(Wed)01:59 No.12744456
    >>12744444
    KEEP GOING!

    That could end up being a fucked up monster
    >> Anonymous 11/10/10(Wed)01:59 No.12744461
    >>12744444
    Then you get four traits! And this could go on ad nauseum until you are practically fighting Satan.
    >> Anonymous 11/10/10(Wed)02:02 No.12744476
    Seems like we need two traits tables now. May or may not be too complicated
    >> Anonymous 11/10/10(Wed)02:04 No.12744490
         File1289372670.jpg-(57 KB, 320x240, 1248009356826.jpg)
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    OP here.

    I am so proud of you /tg/

    So very, very proud.

    Reading contributions now.
    >> Anonymous 11/10/10(Wed)02:05 No.12744495
    Another possible trait: Winged
    >> Anonymous 11/10/10(Wed)02:06 No.12744501
    >>12744495

    and Poisonous/Venomous
    >> Anonymous 11/10/10(Wed)02:09 No.12744528
    >>12744433

    1. Horde
    2. Giant
    3. Radioactive
    4. Man Eating
    5. Immortal

    6. Fast (it's fast)
    7. One Hit Kill (takes only one hit to kill someone and one hit against it and it dies)
    8. Plot Armour (-x to Character's Fight/Shoot)
    9. Feign Death (the monster feigns death)
    10. Death Throes

    Ideas: Horrible/Terrible/Dreadful, Slow & Powerful, ... Chainsaw Wielding ([weapon])

    z. Reroll and pick two.
    >> Director !YwsR1DIfhw 11/10/10(Wed)02:10 No.12744531
    >>12743798
    >>12743868
    Love them (and considering adding Tim Curry as a monster now, with subtypes of Clown and Transvestite. Although Clown could exist as some kind of Misc monster). My only concern about making it a 2d6 roll is the probability skewing towards results of 7.

    It could work if you roll a dice and flip a coin at the same time. H1-H6 is heads and the dice roll, and T1-T6 is tails and the dice roll. Avoids probability curves and gives us an extra monster to work with.


    >>12743707
    >>Character type: The Black Guy. Lose Life Expectancy. You gain double Cool for a Cool Death, and bonus Cool at the beginning of the game.

    I love this. On the bus I was pondering changing 'Secret' to just 'Penalty', with some of them being open. The reason for the change was making 'Token' a penalty. If you did not remember to say something that reminds everyone that you're a member of a minority every ten minutes, you suffer a penalty to LE rolls.

    P.S. Don't worry, the tripcode is just temporary for this thread. Not going to fag things up.
    >> Anonymous 11/10/10(Wed)02:11 No.12744535
    Alright! All done!

    For your consideration, /tg/:

    (1, IF ROLLED ON D12) Celebrity of choice--need not roll subtype
    2. Supernatural
    3. Mammal
    4. Human
    5. Alien
    6. Bug
    7. Sea Creature
    8. Undead
    9. Reptile
    10. Mythical
    11. Gone Wrong
    12. Enigma

    SUPERNATURAL
    1. Witch
    2. Poltergeist
    3. Demon
    4. Living Shadows
    5. Wizard
    6. Sasquatch

    MAMMAL
    1. Dog
    2. Cat
    3. Ape
    4. Mouse
    5. Deer
    6. Bear

    HUMAN
    1. Mad Scientist
    2. Escaped Convict
    3. Insane Hobo
    4. Cultists
    5. Serial killer
    6. Puppet master

    ALIEN
    1. Parasites!
    2. Invaders!
    3. Slavers!
    4. Shape-shifters!
    5. Man-eaters!
    6. They are among us!

    BUG
    1. Ant
    2. Beetle
    3. Leech
    4. Spider
    5. Scorpion
    6. Mosquito
    >> Anonymous 11/10/10(Wed)02:11 No.12744536
         File1289373074.jpg-(9 KB, 344x285, boris_invincible.jpg)
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    Archived.

    Item: Glasses. The character gets a bonus SCI. At any time he would fail a Survival roll, he may automatically pas it - but lose two points of Survival permanently as the glasses are broken. He must now roll a Survival check at any time recognizing a character is important to identify them correctly.

    I am INVINCIBLE!
    >> Anonymous 11/10/10(Wed)02:11 No.12744537
    For use with a d10.

    1. Horde: If a monster is a killed another appears after 2d6 rounds. If rolled multiple times increase the number of appearing monsters by 1.
    2. Giant: The monster is big and gets +2 to Fight. Increase both size and Fight bonus by 1 for each additional roll of this trait.
    3. Radioactive: The monster has a shooting attack, and any character within 5' of it must make an LE check. increase the aura by 5' for every time this is rolled.
    4. Man Eating: This character gets +1 Fight and always closes to melee. Increase fight bonus by 1 for each time this is rolled.
    5. Immortal: Monster has +2 LE, increase bonus by 1 for each time this is rolled.
    6. Reroll twice.
    7. Hybrid: Roll on the monster type twice. Then combine the two Subtypes you get. Add one subtype for each additional roll.
    8. Fast: The monster moves +10' per round. Add 5' per additional roll of this trait.
    9. Contagious: If a character succeeds an LE roll against this monster they gain the Slow Death secret. If this is rolled a second time, the character also gains the MONSTER! secret and becomes the monster when they die. Additional rolls after the second of this give the character's monster form one additional trait per roll.
    10. Shape Shifting: The monster can become one additional form per roll of this trait.
    >> Anonymous 11/10/10(Wed)02:12 No.12744542
    >>12744535

    And part deux

    SEA CREATURE
    1. Piranha
    2. Sea Serpent
    3. Killer Whale
    4. Shark
    5. Octopus
    6. Merfolk

    UNDEAD
    1. Vampire
    2. Zombie
    3. Mummy
    4. Lich
    5. Ghost
    6. Skeleton

    REPTILE
    1. Snake
    2. Alligator/Crocodile
    3. Dinosaur
    4. Lizard
    5. Dragon
    6. Turtle

    MYTHICAL
    1. Minotaur
    2. Harpy
    3. Siren
    4. Kappa
    5. Troll
    6. Kraken

    GONE WRONG
    1. Misguided AI (Robot)
    2. Misguided AI (Computer)
    3. Possessed inanimate object
    4. Sentient science experiment
    5. Mutant
    6. Platypus (WHERE IS YOUR GOD NOW)

    ENIGMA
    1. Hooded figure
    2. Wizened old crone
    3. Doppelganger
    4. Gentleman in a pleasant suit
    5. Shining light and booming voice
    6. Monster is never seen by players
    >> Anonymous 11/10/10(Wed)02:13 No.12744550
         File1289373224.jpg-(111 KB, 1024x768, ASHFACE.jpg)
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    BRUCE CAMPBELL HIGHLY RELATED TO THIS THREAD!
    >> Director !YwsR1DIfhw 11/10/10(Wed)02:16 No.12744569
    >>12743890
    Fetish is brilliant. I'd make it just a fairly plain penalty to all survival checks around the monster. I love the rest as well, particularly Veteran.

    >>12743989
    I had considered something similar to a Creator/Relative distinction. At the Director's decision the monster may reciprocate the unwillingness to harm, making it more likely for the secret to be revealed.

    >>12744111
    I intended for Secrets to be a bit of a penalty. So this could be similar to the Veteran idea suggested elsewhere. The skill is revealed, but at the cost of LE.
    >> Director !YwsR1DIfhw 11/10/10(Wed)02:21 No.12744610
    >>12744218
    There's a bit written about goals. My first thought is that they should somehow be linked in with the Secrets section. After all, there's already a Secrets option that sets the player's goal as "get everyone killed and make sure the monster wins"

    I do like the idea of attaching some kind of positive goal to the negative secrets. "In Love" could have the goal of having sex with the person you're in love with, but you need to both pass survival rolls otherwise you get killed by the monster either during or after sex.

    The more I read the suggestions, the more I think we need to establish a trait list. A fucking huge trait list. If we can get to a d66 (roll 2d6, multiply one by ten, 36 different results) list of them, it would be amazing.
    >> Anonymous 11/10/10(Wed)02:24 No.12744636
    >>12744610

    I like that idea. Even a d100, if we can get that many.

    So the traits basically combine Secrets and Penalties?

    GM rolls traits in secret, passes notes to the players the trait concerns?
    >> Anonymous 11/10/10(Wed)02:25 No.12744647
    >>12744610
    Dramatic Reload- You never have to re-load or keep track of ammo... normally. Whenever combat starts, roll 1d10. On a 7 or higher, you must spend the first 2 rounds of combat reloading your weapon and can not attack as you drop shells and frantically jam cartridges into your weapon.
    >> Director !YwsR1DIfhw 11/10/10(Wed)02:27 No.12744666
    >>12744550
    BRUCE CAMPBELL
    Fight: 3
    Shoot: 4
    Survival: 2
    SCIENCE: 1
    Life Expectency: 3

    TRAITS:
    Badass: +1 to LE rolls if you make a one-liner or moderate or lower quality before the roll.
    Armed: May roll his LE with his Shoot score up to as many times per game as he has points in shoot.

    Secret: "It's all my fault"
    Accidently caused the monster (or at least believes he did). After this is revealed loses the Secret LE bonus and suffers a -1 penalty on any Fight, Shoot or Survival roll intended to aid another character as he is forced to watch his actions kill everyone around him.
    >> Anonymous 11/10/10(Wed)02:28 No.12744669
    1. Horde: If a monster is a killed another appears after 2d6 rounds. If rolled multiple times increase the number of appearing monsters by 1.
    2. Giant: The monster is big and gets +2 to Fight. Increase both size and Fight bonus by 1 for each additional roll of this trait.
    3. Radioactive: The monster has a shooting attack, and any character within 5' of it must make an LE check. increase the aura by 5' for every time this is rolled.
    4. Man Eating: This character gets +1 Fight and always closes to melee. Increase fight bonus by 1 for each time this is rolled.
    5. Immortal: Monster has +2 LE, increase bonus by 1 for each time this is rolled.
    6. Reroll twice.
    7. Hybrid: Roll on the monster type twice. Then combine the two Subtypes you get. Add one subtype for each additional roll.
    8. Fast: The monster moves +10' per round. Add 5' per additional roll of this trait.
    9. Contagious: If a character succeeds an LE roll against this monster they gain the Slow Death secret. If this is rolled a second time, the character also gains the MONSTER! secret and becomes the monster when they die. Additional rolls after the second of this give the character's monster form one additional trait per roll.
    10. Shape Shifting: The monster can become one additional form per roll of this trait.
    >> Anonymous 11/10/10(Wed)02:29 No.12744686
    >>12744669
    11. One Hit Kill (takes only one hit to kill someone and one hit against it and it dies)
    12. Plot Armour (-2 to Character's Fight/Shoot)
    13. Feign Death (the monster feigns death)
    14. Death Throes (If the monster is killed everyone must make a survival check)
    15. Horrible: A Survival check must be made to attack the monster. Increase the difficulty by 1 for everytime this is rolled.
    16. Slow & Powerful: The monster's speed is reduced by 5' (to a minimum of 5) but it gets +1 to Fight and LE per roll.
    17. Weapon of choice: The monster uses some kind of weapon. It has +4 to Fight or Shoot, but only if it has the implement. Additional rolls give it multiple implements.
    18. ???
    19. ???
    20.???
    >> Director !YwsR1DIfhw 11/10/10(Wed)02:30 No.12744692
    >>12744636
    Traits are more intended as characterising bonus' the characters have. They're explained in this post:
    >>12743326

    Although I suppose we do need different terms. Traits exist for both characters and monsters. For Monsters they're defining attributes (huge, hordes, radioactive, invisible, etc), whereas for characters they're just small bonus' in addition to attributes. The best one I've come up with is 'Entourage', which replenishes the party's supply of Extras/Meatshields.

    Anyone have a good idea for new names for traits for both characters and monsters?
    >> Anonymous 11/10/10(Wed)02:34 No.12744709
    >>12744636
    I think Secrets, Penalties, Goals, Archetypes, and Traits should all be on ONE table. So you could end up with an awful character with only penalties.

    HOWEVER, I also think that the MVP of each game/session should be decided by everyone. Each player takes a turn saying what their awesome moments were. For each stated awesome moment, every other player (including the GM) rates the moment 0-5 in secret. After the player finishes, all the other players total their scores together and give that player an overall score (this way there's no grudges about low scores). The person with the highest score at the end wins!
    >> Director !YwsR1DIfhw 11/10/10(Wed)02:41 No.12744758
    >>12744709
    I'm hesitant to put them all on one table. A secret is meant to be a big deal for that character, and players should be trying to work out what secret other characters have.

    Also, if a character genuinely is that bad, I can't see why they wouldn't just get killed quickly and move on. After all, since characters are meant to die a reasonable amount in this, players are supposed to bring multiple character sheets in.

    A few traits
    Leader: You may order extras/meatshields around and so allow yourself and the party to gain a +1 bonus to Fight, Shoot, Survival and SCIENCE. Every time this +1 bonus is used an extra dies horribly. Very, very horribly.

    And a secret I came up with on the bus.
    Fraud: Reduce your SCIENCE skill to 0 but write it on your sheet as 4. Any points you lose in doing this may be used to reroll your Life Expectency. You pretend to be a respected expert in your field, when really you know nothing about it. If your deception is discovered your LE is reduced to 1 and your science skill revealed as 0.
    >> Director !YwsR1DIfhw 11/10/10(Wed)02:50 No.12744818
    Alright, it all seems to be losing steam.

    Thanks again /tg/. You made me a very happy anon (or at least I will be once I drop the tripcode. Makes me feel creepy to be using it.)
    >> Anonymous 11/10/10(Wed)02:50 No.12744821
    >>12744758
    Ok, so make Goals and Secrets their own table, but make penalties, archetypes, and traits all one table and call it "Traits."

    Also,
    >>12744686
    18. Undetectable: The monster is undetectable to one sense of the GMs choice. Note that senses may include artificial ones such as radar or metal detectors. Each additional roll of this adds an additional sense.
    19. Hypnotic: Characters get a -2 to survival checks as they are enthralled by the monster. Additional rolls of this trait increase the penalty by 1.
    20. Cruel: The monster regularly taunts the characters in some way. Once per scene, the GM can permanently reduce a character's Survival by 1 (to a minimum of 1) by having the monster taunt character in a way that is specific to them (reminding them of past failures for example).
    >> Anonymous 11/10/10(Wed)02:59 No.12744887
    This archived? I'm gonna head to bed but I'd like to find this again tomorrow.
    >> Anonymous 11/10/10(Wed)03:00 No.12744900
    >>12744887
    It's archived. Don't think to much more will be done tonight. Tomorrow during my lunch hour I'll sit down and grab stuff from this thread to include in an overall rulebook. Hopefully in the next few days I'll have enough for a rules pamphlet. The system was always meant to be fairly rules light.
    >> Anonymous 11/10/10(Wed)03:18 No.12745047
    If I can find it, BESMfag and I were working on a chart of "random, allegedly useless crap you've got in your pockets". A shoelace, a keyring, a zippo that's out of fuel. Basic shit.
    Let the players take one or two useful items, and roll for another handful of "useless" one as what they've got in the pocketses..
    >> Anonymous 11/10/10(Wed)03:24 No.12745088
    Alright. I've amalgamated pretty much everything into a txt file. I'm gonna post it as a screen shot, so you can all see it. It's coming up shortly.
    >> Anonymous 11/10/10(Wed)03:36 No.12745163
         File1289378209.jpg-(1.07 MB, 1199x3620, B-Movie Monster RPG.jpg)
    1.07 MB
    >>12745088
    Here you go /tg/ I hope this makes it into the archive.
    >> Anonymous 11/10/10(Wed)03:40 No.12745191
    All from a few posts in a conversion thread last night...
    >> Anonymous 11/10/10(Wed)03:43 No.12745211
    >>12745163
    You are a gentleman and a scholar.

    >>12745191
    We shall reclaim the throne of "getting shit done".
    >> Anonymous 11/10/10(Wed)03:50 No.12745254
    Time to make some monsters! I'm just gonna roll at home since I doubt there's enough interest at this time of night to do a thread for it.

    Here's what I got:
    -Invisible Tim Curry that Feigns Death.
    -Cruel, Chainsaw Wielding Beetle
    -Cruel Wizard that has Death Throes
    -Slow & Powerful Snake with Plot Armour
    -Hypnotic, Shapeshifting Possessed Inanimate Object
    -Immortal Keith Richards with Plot Armour (Holy shit, he'll NEVER die)
    -Cruel Immortal Octopus with a One Hit Kill
    -Contagious Radioactive Beetle
    -Fast Pirahna with Plot Armour
    -Shapeshifting, Chainsaw-Wielding Poltergeist

    That's enough madness for now.
    >> Anonymous 11/10/10(Wed)03:55 No.12745279
    >>12745211
    I'm glad it's appreciated. I'm not OP, it's almost 4am here and I have an essay due in 14 hours I haven't started, but by god I was getting that shit done.
    >> Anonymous 11/10/10(Wed)03:58 No.12745291
    >>12745279
    May not be OP, but you are a shining example of why /tg/ rocks.

    P.S. I know you're not OP. I am.

    >>12745254
    Oh god, it's more beautiful than I could have ever imagined.
    >> Anonymous 11/10/10(Wed)03:59 No.12745298
    Fresh out of the kaiju generator:
    The enormous many-limbed mountain of flame. It reached Earth travelling on a passing asteroid. It protects its mysterious life source.

    The huge plesiosaur-tarantula that eats metal. It was the result of genetic experimentation. It mindlessly seeks someone to give it orders.

    The huge many-limbed blob of crystal that spits fire. It was spawned by the Earth to stop humanity from harming it. It is the tool of alien invaders.

    The gigantic cobra that vomits acid on enemies. It was created by a lost civilization. It is a friend to all children.

    The gigantic tentacled blob of flesh. It was created by unconcious psychic energy. It despises humanity.

    The huge many-limbed sphere of liquid. It used to live in the sun. It protects its mysterious life source.

    The enormous many-limbed lump of earth. It was created by alien invaders. It mindlessly seeks someone to give it orders.

    The huge monkey that spews acid. It comes from another dimension. It is protective of one specific human that has a strange bond with it.

    The gigantic armored tyrannosaur-dragon. It came from the past. It mindlessly seeks someone to give it orders.

    The gigantic hard-shelled butterfly-lion that eats metal. It hatched from a giant egg. It protects its mysterious life source.
    >> Anonymous 11/10/10(Wed)04:00 No.12745301
    >>12745254
    >-Invisible Tim Curry
    Well... we're fucked. In every sense of the word.
    >> Anonymous 11/10/10(Wed)04:05 No.12745324
    >>12745301
    And by the gods, we love it! I mean, he's just a sweet transvestite from Transsexual Transylvania...
    >> Anonymous 11/10/10(Wed)04:28 No.12745470
    >>12745324
    It's the voice.
    Although I wish he'd wash off the Clown Makeup...
    >> Anonymous 11/10/10(Wed)04:51 No.12745594
    As a lover of cheesy, campy movies, I love everyone in this thread.
    >> Anonymous 11/10/10(Wed)05:19 No.12745727
    Bump for love. Can't wait to see what gets cooked up next.
    >> Anonymous 11/10/10(Wed)07:54 No.12746321
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    Awesome thread. I do enjoy competitive RPGs.

    Also, pic related as other inspiration.
    >> Anonymous 11/10/10(Wed)10:06 No.12747010
    bump
    >> Anonymous 11/10/10(Wed)11:43 No.12747527
    Just realized that there was nothing in here about Monster stats? Do they have the same stats as Characters? Or are they a force of nature that the characters just make checks against the flat 7 difficulty? How are they killed?
    >> Anonymous 11/10/10(Wed)14:09 No.12748543
    >>12747527
    Hmm... well we're still hammering things out so that WOULD be the logical next step...
    >> Anonymous 11/10/10(Wed)14:23 No.12748660
    >>12748543
    Maybe the monsters have the same stats as the characters, but instead of 8 points they get 12. Every stat has no max, but a 1 is still always a failure. Whenever the monster fails an LE check one of its stats chosen by the GM goes down by 1. If any stat is reduced 0 the monster dies.

    If this method is used I think it requires a modification to the Horde trait, that the max stat for a horde monster is 2.
    >> Anonymous 11/10/10(Wed)14:26 No.12748687
    >>12748660
    That might make the Movies TOO long. B-Movies are relatively fast paced.
    >> Anonymous 11/10/10(Wed)14:26 No.12748689
    >>12748660
    Invisible Tim Curry that Feigns Death
    Fight: 5
    Shoot: 3
    Survival: 3
    SCIENCE: 2
    Life Expectency: 4

    TRAITS:
    18. Undetectable: The monster is undetectable to one sense of the GMs choice. Note that senses may include artificial ones such as radar or metal detectors. Each additional roll of this adds an additional sense.
    13. Feign Death (the monster feigns death)

    Thoughts?
    >> Anonymous 11/10/10(Wed)14:29 No.12748710
    >>12748687
    Maybe 8 points as well then, with the same life loss system, but bonuses from traits don't count for life loss.

    Immortal Keith Richards with Plot Armour
    Fight: 3
    Shoot: 3
    Survival: 2
    SCIENCE: 1
    Life Expectency: 4 (6)
    >> Anonymous 11/10/10(Wed)14:35 No.12748759
    >>12748710
    That means you'd have to wound the monster 9 times to kill it, which requires first to hit it, then for it to fail it's LE check.

    So Bruce Campbell shooting Keith Richards would need to roll 9 3s, and Keith to Roll 7 1s, then a 2, then a 3. Scratch that, Keith has Plot Armour, so Bruce needs 9 5s. Anyone know how to figure out what the percentile chance of Bruce killing Keith is?

    Of course this is a little unrepresentative as this is one on one (which wouldn't happen till the end), and Keith is also one of the toughest monsters possible.
    >> Anonymous 11/10/10(Wed)14:43 No.12748827
    >>12748759
    I think the "plot Armor" trait should ONLY Help something until the Final Act of the Movie.
    I mean, very few B-Movies have the monster dieing until then.
    >> Anonymous 11/10/10(Wed)14:54 No.12748928
    Something else to be worked out is how do monster subtypes affect the monster's mechanics? I think each subtype should provide a +1 bonus to two different stats (allowing for 25 combinations), or +1 bonus to one stat and an automatic trait, or 2 automatic traits. Things like Bats being able to fly should just be assumed.
    >> Anonymous 11/10/10(Wed)15:36 No.12749277
    We should also have FUNNY things in this...
    Like a monster subtype "Bad CG" or "A Puppet" I can't think of a way this would affect the game, but stuff like that is NEEDED!
    So far we've focused too much on the Horror part of B-movies.
    >> Anonymous 11/10/10(Wed)16:35 No.12749892
    Bump for the bump god, and for a question. How does death work? Does LE act as hit points, or will there be an actual hit points stat? Or will it be something else entirely?
    >> Anonymous 11/10/10(Wed)16:43 No.12749958
    >>12749892
    For characters, if they fail an LE check they die. Which is one reason you need multiple characters prepared. As for how LE works in relation to monsters, this has been the only real suggestion so far >>12748660
    >> Anonymous 11/10/10(Wed)16:52 No.12750033
    >>12749958
    OP here.

    The original intention was that when you lose an LE check you lose a point of LE, which makes further checks more difficult. Once you have lost your last LE point, you are brutally killed in an entertaining manner.
    >> Anonymous 11/10/10(Wed)16:54 No.12750050
    >>12750033
    What about the monster?
    >> Anonymous 11/10/10(Wed)16:59 No.12750094
    >>12748660 OP again
    The original intention was that monsters don't have stats, and act more as challenges imposed by the Director. However on the bus this morning I considered that they need at least two stats. Challenge Rating and Resilience.

    Challenge rating is how many tests are needed to either drive the monster off or escape an attack. In any good monster movie there are multiple encounters with the beast(s) as the protagonists do their thing. So, for example, a monster with a Challenge Rating of 5 would need five tests that are designed to drive it off to suceed in order for the characters to survive that.

    Checks are really divided into three groups. Save yourself, save others, hurt it.
    Save yourself are checks you do to avoid having to take an LE check (a Shoot check to avoid being shot, a Fight check to avoid being eaten, a Survival check to avoid crashing your car as millions of foot long wasps are attacking it).
    Up to one person can do a 'save other' check to help someone who has failed a check of their own. They can roll for the other person, but if they fail risk having to take an LE check as well.
    Hurt It checks are designed to drive the monster away. They could be using Fight to electrocute it with a broken power line, or using shoot to headshot the zombie. (Only in exceptional circumstances would Survival be used in a harm it check).

    Challenge rating would determine how many Harm It checks are required to drive it away.
    >> Anonymous 11/10/10(Wed)17:08 No.12750151
    >>12750094
    I certainly like that idea better than the idea of monsters having the same stats as characters. Course this means the entire monster trait system needs to be reworked.
    >> Anonymous 11/10/10(Wed)17:15 No.12750208
    >>12750094
    Resiliance is a much wider stat. It refers to how difficult it is to put the monster down for good. For example, a Zombie Horde could have a challenge rating of 1 for a single zombie, or 3 or so for a group of zombies, whereas a giant amorphous blob would have a challenge rating of 5 or 6. However the blob may have a Resilience of between 6 and 10, while a horde of zombies could have a Resilience in the 20s or 30s.

    Resilience is rolled when the party are accomplishing something designed to actively destroy the beast. This could be anything from setting off a bomb in the zombie's main horde, to concocting a scientific formula designed to melt the shapeshifting alien, to escaping to the military column and watching as it attacks the creature.

    Roll 1d6, add the relevant stat and subtract that from their Resilience.

    And now, work calls. Keep up the good work /tg/.
    >> Anonymous 11/10/10(Wed)18:25 No.12750825
    >>12750151
    Most of it should be fairly stable. Things such as "+1 to fight" can just be edited to be "-1 to fight" and apply to the characters instead. Since it's just a d6 roll it's the same, mathematically.

    >>12750208
    A little more on resiliance: Damaging a monster's resiliance should only occur in large scale events. Throwing acid at the Vampire to escape will affect the Challenge Rating. Calling a demolition company to destroy it's crypt during daylight will affect resiliance.

    I'm thinking monster traits could also be used to give some monsters weaknesses to certain types of attacks (just a +1 when players make the roll) and strengths against others (a -1). E.G. Zombies have a weakness against Shoot, blob monsters are strong against everything but Science.

    SCIENCE and resiliance:
    SCIENCE has a much stronger impact on resiliance than other stats, if done with preparation. Using the above mentioned "Roll SCIENCE to find a weakness, don't know the result until used" technique, can inflict double damage. Of course, if the player rolls half of less than the required amount of SCIENCE they still believe they've accomplished it, but they actually add their SCIENCE roll to it's resiliance and give it a new randomly determined trait.
    >> Anonymous 11/10/10(Wed)20:29 No.12752243
    Wow, B-move system, how has it not already been done?
    >> Anonymous 11/10/10(Wed)20:51 No.12752457
         File1289440270.jpg-(234 KB, 615x714, 1284968278292.jpg)
    234 KB
    >>12752243
    Pic related

    >>12750825
    This makes the Fraud a doubly dangerous character: he finds the wrong Flaw... This could actually be a Goal, if you did it right. I really think character-type specific Goals are a good idea.

    I like the idea, anywho.
    We need a system whereby the "creature" is unknown and basically unkillable in the first few encounters. Keeps the tension up and all that.
    Perhaps the system I proposed earlier, where the players cash in Cool for items, could also be transferred to buying new Traits : Armed being a particularly important one to pick up. You could even lock up certain traits until the character makes a successful Check - Sci to make a weapon, or Survival to find one, for example.

    also - Secret: Infected. Think the little girl in Night of hte Living Dead, or Shawn's mom. If the monster is Infectious, any character with the Crippling disease/Dying flaw might turn out to be Infected, for example. It's not as much of a problem with your Jeff goldblums in your Jurassic Park game, but in an urban setting against human-sized opponents? you better watch the fuck out.
    >> Anonymous 11/10/10(Wed)20:58 No.12752527
    >>12744015
    Well how about Red shirt
    >> Anonymous 11/10/10(Wed)20:58 No.12752542
    >>12752457
    But... but... I LIKE the idea!
    >> Anonymous 11/10/10(Wed)21:35 No.12752952
    DRUNK DUMP!
    >> Anonymous 11/10/10(Wed)21:36 No.12752962
    >>12752952
    Sorry, I meant bump, drunk bump.
    >> Anonymous 11/11/10(Thu)00:03 No.12754678
    bump
    >> Anonymous 11/11/10(Thu)04:31 No.12756982
    I'm trying to think about possible character archetypes, in addition to the ones I already proposed...
    The Kid - Bonus to LE. Lower Skills. Might get bonuses for inspiring others to protect him.
    The Cheerleader/Skank
    The Jock - could also include things like Bikers, Brawlers. Professional-ish fighter.
    The Veteran (high sanity)
    The Detective - probably roll together with Private Investigator and Reporter
    Hacker. could be a subtype of the Nerd.
    The Nerd - Scientist and Mad scientist could be part of this class/archetype as well.
    The Bitch. Fits well with the cheerleader, but this one is status and wealth-obsessed. The wife in The House on Haunted Hill, etc.
    The Screamer/Victim Girl. A type of mook? Gets bonuses for having a reasonable, in character freakout. "GAME OVER MAN. GAME OVER!" This might do better as a Goal.


    Several characters in classic movies have more than one Class/Major Trait.
    The Negro in Night of the Living Dead, for example, is also The Veteran: calm, placid, and rational, with concrete survival methods. The DM was a dick for giving him an Ironic Death, though...
    Likewise, Ripley is a Veteran and a Cop - again, high sanity and practicality, but with a strong momma bear/protective streak and a self-sacrificing bent.
    >> Anonymous 11/11/10(Thu)04:34 No.12757006
    >>12756982
    thinking of it, the Kid could even make a second Survival roll to >force< someone to protect him if he fails one.



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