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Tags: Breedable, List, AndrAIa, ReBoot, Pets 

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Sigma Octantis

PostPosted: Tue Dec 27, 2011 11:05 am


Sidekick Academy
Paintball



About Paintball:

First things first: Gear and Safety. Everyone playing needs to have three things: Paintball Goggles, a Pod Pack, and a Marker (a paintball gun.)


Paintball goggles: These come in many different shapes and sizes, but three things are absolutely critical about them: They must have a mouth guard, ear guards, and a lens tested up to regulation. If you're playing hard and breathing hard, your goggles might fog up. Do not remove them under any circumstances. (Paintballs, if they come into contact with your eye, are less likely to pop then your eyeballs. Don't remove your mask.) If Isaac or Dani catch you removing them, you'll likely to be tackled to the ground (for your own safety) and removed from the field. [Example]

Pod Pack: A pod pack is very similar to a belt. It wraps around your waist and is very elastic. In the back are cylindrical pouches that open at the bottom to house 'pods'. Pods are plastic tubes that hold paintballs and are used for reloading. [Example]

Marker/Paintball Gun: Markers vary greatly, but for speedball you will be using tourney style ones. Tourney style markers are ultralight weight with a double trigger that allows for quick fire. Paintball Markers also require a hopper (where paintballs are held and fed into the marker) and a compressed air tank to propel the paintballs. [Example]

[This feels way too wordy. Don't scare people away with the details of real paintball! Edit required.]

The System:

Character Creation
Each character has 3 statistics that reflect their playing abilities. These are Attack, Defense, and Movement. At creation, each character has a total of 6 points to distribute among these stats as they deem fitting.

Movement
The first turn is known as the 'Break Out'. The character with the highest Movement score goes first, followed by the next highest. Matching scores should be settled out of thread with a single roll or a mutual agreement.

During the Break Out, a character may move no more then half of their Movement score but may do so without penalty if the number exceeds 1.

A character may move up to two squares per turn. Moving one square presents no penalties to your roll, but moving two squares will give you a -5 penalty to your next Defense roll.


Combat
Combat is a simple roll off using d20's. An attacking player decides which player he wishes to shoot at; he may only pick one target and make only one attack roll per turn. Each player rolls a d20 and adds their Attack bonus if making the shot, Defense bonus and roll if being shot at. The defending player receives a bonus for the type of bunker they are using. Three failed defensive rolls and the defending player is out.

After attacking three times, a player will have to reload. This will take up a character's 'move' action. A character may choose to fire in the same turn, but will take a -10 attack penalty and this attack will count towards his reloaded ammo points. Regardless of a player's decision to fire, they may not move in the same turn they reload.

[Map Placeholder. o w o]
User ImageUser ImageUser ImageUser ImageUser ImageUser ImageUser ImageUser ImageUser Image

Types of Bunkers
Can - The can looks like... a soda can! They're cylindrical and provide good cover for 'ghosting', where you stand far back from the bunker and let the bunker block a person's line of site keep you safe. The can offers a +1 bonus to Attack and a +2 to Defense.
Brick - Bricks are very small bunkers, and in this case are laid on their side. They don't offer much in the way of defense but nor do they take away from it very much. Bricks shine, however, with the wide range of positions to attack from as you can fire from either side or above and maneuver to keep your opponents confused and guessing. Bricks offer no bonus to Defense, but a +3 to Attack.
Dorito - Doritos are, unsurprisingly, shaped like the chip. They're roughly triangular and have a slight Defensive disadvantage do to a strange shape that will actually draw paintballs in. However, the odd shape is also convenient for 'snapping,' leaning out just enough to fire before leaning back in. Because of this, doritos offer a +3 to Attack but a -3 to Defense.
Snake - Snakes are long, complicated bunkers that often cause head-to-head combat when two people unexpectedly run into each other along the line. Snakes grant no bonus to Attack, but +4 to Defense. However, you may only ever move a maximum of one square when navigating a snake.


(Yes, those are their real names.)
PostPosted: Wed Dec 28, 2011 7:17 pm


More detailed notes coming through, but the first points I want to raise are:

- IMAGE MAPS ARE A BAD IDEA. TRUST ME ON THIS OnO .
Maybe we can use this: http://pyromancers.com/rpg-forum-scene-viewer/

- You dont need to actually explain the aesthetics of things. The goggles and such are an nice, interesting, scene setter, but the information on the bunkers is probably unnecessary. Simply marking areas on the map as +2 / -3 etc should be fine. The maps can be marked with 'impenetrable walls' to provide those different terrains (like the snake).

- It doesnt make sense to me that you should be able to move and shoot, but not move and reload, and still be able to reload and shoot. And a -10 penalty is... impossible. Basically. I would go with reloading taking your shooting action /or/ your move action... and then throw the penalty on which ever action they chose to keep? Half movement/-10 penalty what ever.

- On the subject of movement... if people are able to put points into it (and movement isnt based on a pass-fail system), then they really should be able to move more than 1 square if they have put ranks into it, si? What about you can move your half movement without penalty, and you /can not/ move more than your full movement? (You'll need a larger grid.)

- When people attack: Have them post a quote of the person they are attack. Have a post with the 'codes' for attack different people. Example:

[quote="Sigma Octantis"][align=center][size=18][color=red]Attacking Issac[/color][/size][/align][/quote]

Sigma Octantis
Attacking Issac


That way the person being attacked is notified that they need to roll a defence.

Defence rolls dont need to be made before the next person takes their turn, it just needs to be made before the attacked character's next turn? Si? On that note... turns skipped after 24 hours? 36 hours? Any longer than that and the game could go on for months.

Andraia
Captain

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Bucket O' Nothing

 
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