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And so it begins... 
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Joined: Fri Mar 13, 2009 10:52 pm
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 And so it begins...
Rough draft to follow....
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Mon Sep 07, 2009 9:52 pm
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Post Re: And so it begins...
Rough Draft as promised...


Attachments:
File comment: Ticket to the Moon
Ticket.pdf [236.94 KiB]
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Tue Sep 08, 2009 1:09 am
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Post Re: And so it begins...
An interesting mechanic in this game...

Object Mechanic
The basis of the system is that the player chooses an Object with which to perform his Action. The Object may be anything that the player has or can do. For instance, it could be a gun used to attack a target’s Cool by threatening to kill them. This would allow the attacker to attempt to make the target loose his Cool. The target could them retaliate using a Cool gesture to disarm the attacker by attacking his Balls. The target would do this by making his gesture adding in any appropriate skills and his Cool bonus and try to roll higher than an 8 plus any modifiers added to it by the GM. The GM may determine that the target is working against an armed man and increase the difficulty.

For physical combat it is the same thing. Base difficulty is 8 and the attacker must roll at or above that number with modifiers. The mods that might be used are up to the player who might use his Machismo if he is punching or his Smarm eyeball the target just right in his scope or Dance if you are wielding a machete at a maniac. If successful, the damage dealt is the amount the roll succeeded by. For instance, if an 8 was needed and the final total with all modifiers was 10, then 2 would be subtracted from the target stat.

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Tue Sep 08, 2009 12:38 pm
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Post Re: And so it begins...
Whoa! I hadn't noticed.

I will print and study.

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Wed Sep 09, 2009 1:18 pm
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Post Re: And so it begins...
Cool. Let me know if anything strikes you as off. I will try to change it to suit you. Then, we can dig into setting points.

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Fri Sep 11, 2009 3:48 pm
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Post Re: And so it begins...
Following with the "2095" theme...
http://www.youtube.com/watch?v=5IqfLpLuG40

She
All She ever says "Is that what you want?". She looks a lot like you, she does the thing you do but she is an IBM. The latest in technology, almost mythology, but she has a heart of stone. She has a jump suit on and she is also a telephone.

Machismo : 12 (+4)
Balls : 10 (+2)
Smarm : 6
Cool : 4
Dance : 8

She’s Skills
Martial Arts: 3
Computers : 3
Mechanical Repair : 1
Communications : 2
Dancing : 1

She’s Gidgets
All-Band Telephone/transceiver (Communication) : 1
Super Strength (Martial Arts) : 3

Oh, and more inspiration...

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Sun Sep 13, 2009 11:37 pm
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Post Re: And so it begins...
Oh, yeah, this one!!

http://www.youtube.com/watch?v=wSEVhQoka8E

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Sun Sep 13, 2009 11:39 pm
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Post Re: And so it begins...
Initiative
Initiative is determined after any rolls are made. If the character is not doing an Action tied to a skill then they roll 2d6 + their Dance mod. The person who makes a success by the most, has the option of acting first. They may hold their action and the next person may do like wise. Eventually, initiative will be inverse and the last person must act and back up the chain to the person who won initiative. Someone holding initiative may act at any point between the actions of another;i.e. between the declarations of the players actions.

Example:
Tim: Shooting his gun at Taco's Minion's Machismo: 2d6 + Tim's Machismo Mod (0) + Guns Skill (3)

Jen: Seductive Dance at Taco's Cool: 2d6 + Jen's Dance Mod (3) + Dancing Skill (3) + Jen's Gidget (Seduction) (2) - Difficulty Mod from the GM (3)

Taco: Intimidating Dance at Jen's Machismo: 2d6 + Taco's Dance Mod (4) + Dance Skill (2)

Taco's Minion: Using a Sonic Shouter at Tim's : 2d6 + TM's Smarm Mod (1) + Ray Gun Skill (2)

Rolls:
Tim: 10 + 3 = 13 Success = 13 - 8 = 5
Jen: 10 + 3 + 3 + 2 - 3 = 15 Success = 15 - 8 = 7
Taco: 9 + 4 +2 = 15 Success = 15 - 8 = 7
TM: 4 + 1 + 2 = 7 Failure = 7 - 8 = -1

The initiative order would be:
Jen and Taco -> Tim -> TM



So, does that make sense?

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Tue Sep 15, 2009 10:37 am
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