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Messages - Pringle

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Game Zone / Re: Isolation
« on: March 17, 2015, 01:55:19 pm »
  • Esser (Com): Healthy
  • Hutton (Eng): Healthy
  • Jarman (Ops): Healthy
  • Lentz (Med): Healthy
  • Baklid (Tac): Healthy

You let out a groan as you struggle up to your feet, a florescent light overhead flickers and sparks irregularly. Looking around you can see your companions in much the same condition, no one seems to be seriously hurt, just disoriented and confused.


As the star students of your class you have been handpicked to be taken on a tour of the SSA Isolation, it's nearing completion and should be ready for launch in the next few months; your first assignment will most likely be on one of the local runabout vessels but this tour is intended to show you the kind of ship you could one day aspire to serve aboard.

Commander Halbert has already shown you the state of the art medical bay, next on your itinerary is the new matter transmission platform. On route you pass a few other groups of cadets on similar tours, all of them seem to be very excited.

Commander Halbert drones on about the new experimental assisted computer core which supposedly means that even a skeleton crew could operate the Isolation for short periods of time; finally you reach the matter transmission room where Commander Halbert starts explain how this kind of device will be useful for deploying and retrieving scientific equipment from asteroids, planets and so forth.

Suddenly the lights dim and shift to an amber colour, pulsing slowly in time with an background siren. The Commander flips open his data device and taps the screen a few times before putting it away.

"Cadets, nothing to worry about, it seems there's been a small incident on one of the other decks. I just need to check that nothing has been damaged, stay here and don't touch anything."

The Commander promises he’ll be back in a few minutes before heading out of the room.


That’s the last thing you remember properly, the Commander had been gone for just a few minutes and you suddenly felt sick to the bottom of your stomach before fainting.

Game Zone / Re: Isolation
« on: March 17, 2015, 11:09:40 am »
All cadets at the Academy undergo a broad range of training which gives them a solid grounding in all the fields that may be necessary on a shipboard mission. However, at higher levels it becomes necessary to specialise in a subject area based on your future shipboard role.

Please specify your desired training path:

  • Command
    • A good commander must understand all the roles aboard ship well enough to delegate them to other people.
    • A small improvement to all skills.
  • Tactical
    • There are times when confrontation is unavoidable and a ship's weapons must be brought to bear.
    • A significant improvement to ship combat skills (gunnery, shields, maneuverability).[/i]
  • Operations
    • The day to day operation of a vessel can be an unappreciated but essential role.
    • A significant improvement to general ship operation skills (communications, scanners, navigation).
  • Security
    • Despite excellent remuneration and a dental plan, crew members can be disgruntled and require a stay in the brig.
    • A significant improvement to personal combat skills (shooting, fighting, etc).
  • Engineering
    • Even with the high level of quality control in all our manufacturing, things can and do go wrong.
    • A significant improvement to engineering skills (analyse, repair, modify).
  • Medical
    • In space no one can hear you scream, but aboard ship they can and will direct you to the nearest sickbay.
    • A significant improvement to medical skills (diagnosis, first aid, surgery).

Game Zone / Isolation
« on: March 16, 2015, 08:17:18 pm »

Welcome aboard the SSA Isolation.

Thanks to your unique skill set you have been selected for a possible position aboard our new state of the art exploration and scientific research vessel.

Please be assured that as a result of the incident with Isolation's sister ship, all safety protocols have now been updated and there is
virtually no chance of the coaxial induction drive suffering from a cascade failure.

Please submit your applications below.

So, a play by post forum RPG? I'm going to be a little stricter than JarPG but not a lot, just say if you want to play, I'll give people a day or two random amount of time to register interest and then we'll see what happens.

Game Zone / Dungeon Crawl
« on: May 13, 2014, 02:39:41 pm »
So a while ago we played a few sessions of Hero Quest using Vassal and Roll20. The games tapered off with availability and stuff but I've had numerous people say about running a dungeon crawl again so I figure we can give it a go.

I would propose that the best way to do it is to have a regular 'board game' day - weekly, fortnightly, etc - and just play with whoever is around at the agreed time. Thus the number of players may vary from week to week.

So let me know if you're interested and I'll add your name:
  • Pringle

Game Zone / Re: HeroQuest
« on: February 19, 2013, 11:11:39 am »
Session 1x00 - The Maze

The four heroes are sent into a maze by Mentor as a part of their training, there they encounter a number of orcs and alas only the barbarian and the dwarf return to the surface.

Game Zone / Re: HeroQuest
« on: February 19, 2013, 11:09:34 am »
House Rules
No Weapons: A hero with no weapons rolls a single combat dice when attack, a hit is scored only on a result of a white shield (black shields and skulls are a miss).
Treasure Chests: Searching a room for traps will reveal any normal traps on a chest; in order to open a chest a hero must move adjacent to it and 'search for treasure' specifying the chest.

  • Barbarian (BP: 8; MP: 2; Equipment: Broadsword; Special: None)
  • Dwarf (BP: 7; MP: 3; Equipment: Shortsword; Special: Disarm Trap)
  • Elf (BP: 6; MP: 4; Equipment: Shortsword; Special: Spell Group x 1)
  • Wizard (BP: 4; MP: 6; Equipment: Dagger; Special: Spell Group x 3)
  • Knight (BP: 7; MP 3; Equipment: Shortsword; Special: Guard)
  • Rogue (BP: 6; MP: 4; Equipment: Dagger; Special: Treasure Hunter)
  • Ranger (BP: 6; MP: 4; Equipment: Short Sword; Special: Peek)
  • Hobbit (BP: 4; MP: 6; Equipment: Dagger; Special: Observant)
  • Druid (BP: 4; MP: 6; Equipment: Dagger; Special: Herb Lore)
  • Cleric (BP: 6; MP: 4; Equipment: Dagger; Special: Turn Undead)
Special Abilities
  • Guard: Any time an adjacent hero would lose a body point the knight may chose to suffer the damage instead.
  • Disarm Trap: Announce you are disarming a trap and move onto a trap square; roll a single combat dice, on a skull or a white shield the trap is successfully disarmed, on a black shield the trap is sprung.
  • Treasure Hunter: Whenever drawing from the treasure deck the rogue may draw two cards and select which one to keep; the other card is returned to the bottom of the deck.
  • Observant: The hobbit is able to search for traps and secret passages simultaneously as a single action.
  • Peek: As an action the scout may 'peek' through a closed door; Morcar must reveal exactly what monsters are within the room but he does not place them on the board and they do not become active.
  • Herb Lore: The druid begins each quest with three medicinal herbs, these can be used as an action to restore 4 BP to himself or an adjacent hero.
  • Turn Undead: As an action the cleric may attempt to 'turn' all undead within his line of site; he rolls a single combat dice for each undead - on a black shield they lose 1 BP, on a white shield they miss their next turn.

Game Zone / Re: HeroQuest
« on: February 19, 2013, 11:09:16 am »
Armoury / Alchemists

Items can be purchased from the armoury between sessions; items can also be sold to the armoury at half of their listed value (rounded down).
  • Dagger (25 gold); 1 attack dice, can be thrown.
  • Hand Axe (150 gold); 2 attack dice, can be thrown, cannot be used by the wizard.
  • Shortsword (150 gold); 2 attack dice, cannot be used by the wizard.
  • Spear (150 gold); 2 attack dice, can attack diagonally, cannot be used by the wizard.
  • Broadsword (250 gold); 3 attack dice, cannot be used by the wizard.
  • Longsword (350 gold); 3 attack dice, can attack diagonally, cannot be used by the wizard.
  • Battle Axe (450 gold); 4 attack dice, cannot be used with a shield, cannot be used by the wizard.
  • Staff (100 gold);  1 attack dice, can attack diagonally.
  • Crossbow (350 gold);  3 attack dice, can attack anyone you can see, cannot attack adjacent targets, cannot be used by the wizard.
  • Chain Mail (500 gold); +1 defence dice, cannot be used with plate mail, cannot be used by the wizard.
  • Plate Mail (850 gold);  +2 defence dice, only roll 1 dice for movement, cannot be used with chain mail, cannot be used by the wizard.
  • Helmet (125 gold); +1 defence dice, cannot be used by the wizard.
  • Shield (150 gold); +1 defence dice, cannot be used by the wizard.
  • Bracers (200 gold); +1 defence dice, can only be used by the wizard.
  • Cloak of Protection (350 gold); +1 defence dice, can only be used by the wizard.
  • Toolkit (250 gold); gives a 50% chance to disarm a discovered but unsprung trap.
  • Potion of Restoration (500 gold); restore 1 body point and 1 mind point.
  • Potion of Dexterity (100 gold); grants +5 to your movement for one turn or guarantees a successful pit jump.
  • Venom Antidote (300 gold); heals 2 body points lost to poison.
  • Potion of Battle (200 gold); allows you to reroll a single attack dice.
  • Potion of Rejuvenation (500 gold); restores 1d6 body points.
  • Potion of Restoration (800 gold); fully restores all body and mind points, cures lycanthropy.
  • Potion of Rage (400 gold); grants two attacks per turn, lasts until no enemies are visible, can only be used by the barbarian.
  • Potion of Icy Strength (200 gold); for 1 turn every skull rolled on a combat dice causes 2 hits, can only be used by the barbarian.
  • Potion of Frost Skin (300 gold); roll 2 extra defence dice, lasts until no enemies are visible, can only be used by the barbarian.
  • Potion of Recall (400 gold); restores a spell that has already been cast during this quest, can only be used by the elf.
  • Potion of Speed (500 gold); grants a movement rate of 12 (no dice are rolled), grants two attacks per turn, lasts until a body point is lost, can only be used by the elf.
  • Potion of Vision (500 gold); grants the ability to automatically reveal all secret doors and 'normally' concealed traps, lasts until a body point is lost, can only be used by the elf.
You are not well known enough for any mercenaries to enter your employ.

Game Zone / Re: HeroQuest
« on: February 19, 2013, 11:08:54 am »

Class: Barbarian
Player: Jargon
Status: Alive
Kills: ?
Quests Completed: The Maze
Equipment: Broadsword (3 attack), Helmet (+1 defence)
Gold: 75

Killn, Crunk Slayer (The vengeful Crunk-Slayer Killn Boldwin, son of Maaku Boldwin, rightful heir of the Oahei Clan)
Class: Dwarf
Player: Zeis
Status: Alive
Kills: 5
Quests Completed: The Maze
Equipment: Shortsword (2 attack), Helmet (+1 defence)
Gold: 22

  • Chair'ease, the Slow (CheeseMeistro, Elf, 3 Kills, 0 Quests) - Killed by a wandering orc.
  • Nameless Wizard, the Worthless (Jargon, Wizard, 0.5 Kills, 0 Quests) - Killed by the mighty Crunk.

Game Zone / OLD CAMPAIGN - HeroQuest
« on: February 19, 2013, 11:08:32 am »

The Gathering Storm
1x00 - The Maze
1x01 - The Trial
1x02 - ?
1x03 - ?
1x04 - ?
1x05 - ?
1x06 - ?
1x07 - ?
1x08 - ?
1x09 - ?
1x10 - ?
1x11 - ?
1x12 - ?
1x13 - ?
1x14 - ?

Rogue Vector Community Game / Re: Protagonist
« on: August 31, 2012, 12:15:34 pm »
Dare I say it...

Ghost in the Machine!

Well I don't recall exactly how I voted but I propose the following...

A 2D side scrolling horror adventure game (ala Prince of Persia or Flashback) in which you take a last stand against the clockwork automatons who have taken over Victorian London! The only reason they haven't already got you is because you were locked up in a mental asylum, you manage to escape when an automaton enters your room to harvest your organs for fuel.

Game Zone / Re: Night of the Gaming Dead(world): 27/05/12
« on: May 27, 2012, 01:51:45 pm »
Alas due to a combination of entertaining guests, extra workloads and lack of computer deliveries it looks like Games Day is a bit of a flop this month.

A few of us are around and available for gaming if others turn up, but it doesn't look like it'll be a big group.

Game Zone / Re: Night of the Gaming Dead(world): 27/05/12
« on: May 21, 2012, 09:07:02 am »
Jargon makes a good point, so I'm more than happy to play Tribes in general but perhaps L4D or the Hidden would be better depending on numbers.

If we get an unusually large number of people I'd be up for TF2, I really enjoyed it when we played before but we really need like 8 people minimum.

Game Zone / Night of the Gaming Dead(world): 27/05/12
« on: May 11, 2012, 01:01:29 pm »
So, the previous poll seems to indicate most people lean towards a gaming night on the last Sunday of the month - that would make the next day the 27th of May at 12:00 UTC.

What games would people like?

Suggestions are welcome but lets assume something free (or at least something cheap or that everyone has), and something reasonably paced (I would *love* to play Wesnoth or SupCom but they're a bit long winded for a game nigh).

Realistically will probably do a couple of games but lets see where peoples' preferences lie.

Game Zone / Deadworld Game Night: Going Forward
« on: April 23, 2012, 10:16:50 am »
So, last nights game night was awesome, but when should DWS run them going forward?

I think we need to make it a regular, monthly thing, to stick with what we've done before lets make it start at 12:00 UTC with people joining in as and when they can and games continuing until we're all too tired.

I think Sunday is an ideal day (mainly because I work Saturdays so screw anyone that disagrees); and I'm personally of the opinion that it should be the first or last Sunday of each month.

Assuming we disregard the very next one (since we just had one) that'd make the next gaming day 27/05/12 (last Sunday of May) or 03/06/12 (first Sunday of June) and repeating monthly from then on.


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