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1040912 No. 1040912 ID: fd2dfa

This is a test game. A test for a very simplified system that I want to see if it works or not. It may be subject to change mid-game if it’s not working as intended. Expect violence.
Discussion - https://questden.org/kusaba/questdis/res/129715.html
Wiki - https://questden.org/wiki/The_Family_Business

The world’s in a period of great upheaval. Centuries old rule is being challenged. Old magic and primal forces rage across the land. Old and terrible gods set their eyes upon creation. It is a time of great story and great heroes.

But this isn’t one of them.
84 posts omitted. Last 50 shown. Expand all images
No. 1063783 ID: 7a1a17
File 168404767990.png - (741.64KB , 1920x1200 , 27.png )

Your most interesting conversation is intercut with Joanir prodding what you thought was just some stupid rock. Viyasda only encouraged him by kicking it.

This would have continued had the 'stupid rock' not suddenly collapsed and made a hole to a lower chamber!
No. 1063784 ID: 7a1a17
File 168404769180.png - (393.15KB , 1572x1200 , 28.png )

You quickly descend, without the theatrics, to see if either are hurt. Thankfully the pair seem more dazed than injured, so you start slapping Joanir for being so stupid.

:jonr:"Owa! Owa! Ba nar degin?!"

:balbo:"Where the hell even are we? Is this the dungeon?"

:viya:"No. Seem deeper I think. Dunna have that smell of sad and shit like a proper dungeon."

:balbo:"It may be an abandoned section of a previous structure the fort builders had paved over. Ruins do get buried fast in the wastelands after all."

You stop punishing Joanir to look up. You appear to be in a dark chamber, the dim light of the surface feels like a blazing torch illuminating this sort of dark. At the edges you see a glint of metal.

:balbo:"This isn't natural. These things are...weapons? Not ore. The metal is shaped. And it's piled against the wall..."
No. 1063785 ID: 7a1a17
File 168404770538.png - (479.44KB , 1572x1200 , 29.png )

:viya:"Shit this is Gormoamhi hunting shrine."



No. 1063891 ID: e5709d

Everyone fall back! Get back up the stairs, fight there!
No. 1063899 ID: 9e7305

The rogue needs to disappear! Joanir, chaaarge!
No. 1064656 ID: 7a1a17
File 168517406657.png - (677.55KB , 1578x1093 , 30.png )

Unfortunately you can't leave. The ruckus you make however will no doubt get everyone else's attention so...maybe they'll arrive before you're in real danger?

Oh who are you kidding, if you don't move you're gonna die! Viyasda has the right idea and drops a smoke bomb! Your party disappears into the murk!
No. 1064657 ID: 7a1a17
File 168517408007.png - (1.11MB , 2267x1661 , 31.png )

The smokescreen provides cover to escape the wild swings of the lead huntress. Her entourage enter the light as they attempt to spot you in amdist the smoke, revealing themselves!

>You face 3 Gormoamhi Huntresses
Health - 5
Action points - 3
Combat - 5
Tactical - 8
Esoteric - 2

No. 1064658 ID: e5709d

Balboran and Jiang Qi: Throw rocks and run away. Lure the enemy party out of formation, use the smoke as cover, and remember to dart randomly.
Joanir: If the rocks manage to deal damage, execute a single foe.
Viyasda: And all this chaos gives you enough time to stab one and slink back into the shadows.
No. 1065373 ID: fd2dfa
File 168627214723.png - (698.24KB , 1440x1400 , 32.png )

The rocks do not damage the tough Gormoamhi hide, but they do distract. The Huntresses are looking for the throwers, and Joanir goes in!

Hit! It's not lethal, but it disorients a huntress! (-1)

Viyasda drops down and delivers a backstab! The Huntress doesn't even scream as her body crumples. (instant death)
No. 1065374 ID: fd2dfa
File 168627215233.png - (393.03KB , 1280x1024 , 33.png )

The remaining huntress hurls her spear at Joanir, the most obvious target!

Joanir grunts as he takes the spear to his gut!(-1)

The wounded Huntress (4/5) is stunned.(-2 action) She recovers
and reaches for her fallen weapon to rejoin the fray!

(Joanir) = (4/5)
(Viyasda) = (2/2)
(Jiang-Qi) = (2/2)
(Balboran) = (2/2)
>Turn 2
No. 1065471 ID: e5709d

Balboran: Grab the weapon before the huntress can grab it and skedaddle
Viyasda: Dash in before the huntress can grab her weapon and backstab her while she's distracted by Balboran
Joanir: Finish off the backstabbed huntress
Jiang Qi: Flash the remaining huntress to distract her and run off!
No. 1065472 ID: e5709d

Oh right the war vial
Jiang Qi, use the War Vial, then attack
No. 1067119 ID: 7a1a17
File 168852744499.png - (643.27KB , 1280x1024 , 34.png )

Balboran takes the fallen weapon and runs as fast as he can while Joanir and Viyasda take care of the downed Gormoamhi.

Jianq Qi consumes the War Vial then flashes the remaining Huntress. The Huntress is confused.

>1 Very uncomfortable Huntress remains

No. 1067121 ID: a7a180

Bend down and pull up your skirt to reveal your thigh holster, and throw the dagger from it.
No. 1067139 ID: f8083d

Balboran: Let's try to get the last one alive. Put that spear to good use and sweep the leg!
No. 1067146 ID: 708905

Just wanted to say that Balboran in this pic had me literally laughing out loud
No. 1067156 ID: e5709d

Use your combined Combat to capture her alive.
No. 1069027 ID: 7a1a17
File 169040975999.png - (600.02KB , 1280x1024 , 35.png )

By your powers combined, you are Captain-wait no.

You restrain the Gormoamhi. She flails and strikes out, but the dog-pile(no pun intended) keeps her immobilized. When she's finally worn out, you bind the huntress.


>Gained 1 Gormoamhi prisoner
>Gained 12 Gormoamhi throwing spears

>Explore the dungeon further(Esoteric test)
>Get the hell out, it's not safe!(Skip test, progress!)
No. 1069041 ID: e5709d

Important question: has the war vial worn off yet? We'll go into the caves if it has.
No. 1069043 ID: a7a180

Explore further. We are terrific at esoteric!
No. 1069046 ID: 7a1a17

>Important question: has the war vial worn off yet?
Yes. The battle's over. So stats are reset
No. 1071476 ID: fd2dfa
File 169369698311.png - (214.17KB , 1600x1200 , 36.png )

The camp is roused by all the noise, and you make sure that prisoner is tied up real secure! Last thing the caravan needs is fighting an entire nest of those things.

The rest of you in the meantime head into the caves. If only for safety's sake. Surprisingly you don't find much. Normally Gormoamhi have their little hidey-roads they litter with stuff they thing is trash. And most of it is trash but you can get lucky...
No. 1071477 ID: fd2dfa
File 169369698596.png - (237.32KB , 1600x1200 , 37.png )

[Esoteric check passed]
And it looks like you found a Gormoamhi youth! More than that, it's a male! Hard to say if this is a good thing or a bad thing. The Gormoamhi don't let the young ones leave the nest, and the males are never allowed to stay on their own. He darks back into hiding when you make eye contact, but freezes up when you round the corner.

Gained second Gormoamhi prisoner.

You're not sure if this was a good thing or bad thing.
No. 1071478 ID: fd2dfa
File 169369699406.png - (1.63MB , 2545x1533 , 38.png )

The next day the caravan breaks camp and leaves, storm be damned. Progress is good, and you are expected to reach your destination by midday.

Then you see smoke on the horizon, the black clouds disappearing into the gray murky sky. Scouts move ahead, and you find out just why the colony hasn't been sending any runners. It is indeed undersiege, but the besieger is something beyond your worst expectations.

It's a godsdamned Fire Jotna. And it's dropping an army of Ash Valkyn into the colony!

>There's no way you're breaking the siege with what you have. You'll need to go around that army.

>Go through the cistern. The Valkyn don't seem to be watching it.
>Breach the southern gate. It will be lightly defended as the Valkyn stay close to the Jotna.
>Search for a secret entrance in the crypt. There's always a secret entrance.
No. 1071481 ID: e5709d

Just keep your caravan in motion and give the prisoners permission to do the dirty to relieve tension.

Hm. What do you know about the Fire Jotna's logistical needs? If they require a specific diet you might stand a chance to simply cut their supply lines and starve the titan out.
It's strange. The Jotna could clearly purge this fortress with a single stomp. Who is holding them back and why?
Use the crypt. You may as well help yourself to a little bonus, seeing as your employers forgot to mention the 200-ft tall lava elemental spewing fire succubae everywhere.
No. 1071482 ID: a7a180

Go for the cistern. Staying close to water is a good idea when a fire titan is near.
No. 1071549 ID: 53b46b

Seems logical +1
No. 1071552 ID: f8083d

Yes, cistern will be the best option here.
No. 1074551 ID: fd2dfa
File 169708920495.png - (502.49KB , 1527x981 , 39.png )

You opt for the cistern. Given the state of the siege, no one else opts for the other options. The water is surprisingly clean, so you aren't wading through reeking filth. Just tepid rain water, which itself is still unpleasant for its own reasons. The grate comes apart in Joanir's hands, and you slide into the slimy tunnel one by one.
No. 1074552 ID: fd2dfa
File 169708920618.png - (852.32KB , 1725x1529 , 40.png )

:kema:"The hells is THIS?!"

The cistern lead into what looks like a maze of tunnels, floors and staircases. And that's not including the tunnel bored into the side of the closest wall.

:kema:"There's a whole godsdamned city down 'ere!"

:jonr:"Oh hir galu bat. Zein bitxia."

[Esoteric Test Passed]
:balbo:"These are the wastes. Entire civilizations are lost to the muck. And the most solid foundations for a new township is on top of the ruins of an old one."

"Well where are we supposed to go then?"

[Tactical Test Passed]
:Viya:"Split up. Tunnel leads down, but possibly enemy sappers. If so, it is the fastest way into the city. Otherwise, we try our luck with the maze. Split ensures at least on group makes it to the city before the siege is over."

Sound idea. The bunnies(not sure if you're allowed to call them that) are arguing with each other again. You may know western languages, but not at their speed! It sounds like gibberish. Looks like you're the deciding vote again. But which side will you go down?

>The dug out tunnel that looks suspiciously well lit
>The dark stone passage that is ominous and dark.
No. 1074553 ID: a7a180

Given it's a siege, we'd best try to navigate around the sappers. Go for the maze.
No. 1077752 ID: fd2dfa
File 170055371525.png - (364.25KB , 1180x1200 , 41.png )

After more arguing, some of which was actual words instead of angry daoine noise you could not follow, it was decided you'd brave the maze. Which itself was a challenge of patience and Balboran's tolerance for his partners' antics.

[Esoteric Test passed]
As Balboran had said, this place feels like it may have once been a palace or a fortress. A shame that it is now made to move literal shit out of the city above. Between you and Balby(He asked you never to call him that again), you manage to destermine the route out of this twisting collection of aging tunnels, crumbling hallways, and passages filled with algae, muck, and things you don't want to name. You find your way...
No. 1077753 ID: fd2dfa
File 170055372288.png - (175.39KB , 1000x1000 , 42.png )

...to what looks to be an altar. The bloodstains and Valkyn bodies, a fight had erupted here recently, possibly in the last couple of days. Among the non-plantperson corpses, you find a large tome, embossed in silver and odd lettering.
[Esoteric Test Passed]
While you can't make out the language, you recognize this as one of a collection of tomes from an ancient era, the ones that told how to split the veil between this world and another. And how to bring visitors from that side to this one
[Tactical Test Passed]
Given the state of the bodies and how the blood seems to converge at the nexus point of the summoning altar, you opt to not take the book.

Also there is a crystal the visitor left behind. Likely a token of thanks for feeding it.

[Esoteric Test Passed]
It's not. But it's valuable nonetheless and harmless on its own so you all agree to take it

[Otherworldly crystal formation obtained!]

There's a passage that leads further up. The light implies you may be near the surface. As you approach the mouth, you hear the sounds of battle...
No. 1077754 ID: fd2dfa
File 170055373149.png - (728.70KB , 3000x2000 , 43.png )

It seems a warband of Valkyn had used this passage to infiltrate the inner city already, and its surprised defenders are fighting to keep them hemmed in! With your help, you might just turn this stalemate around!

> 4 2 Avaqut Gatars
Health - 6
Action points - 2
Combat - 7
Tactical - 4
Esoteric - 1

>1 Human hand-canonneer.
Health - 3
Action points - 2
Combat - 2
Tactical - 7
Esoteric - 1

>6 Valkyn Raiders
Health - 9
Action points - 3
Combat - 7
Tactical - 7
Esoteric - 2

[Party stats >>1041422 ]
No. 1077756 ID: a7a180

Balboran, the hand cannoneer is a valuable asset. Give him the special brew if he karks it.
Viyasda, get in the opening shot while their backs are to us.
Norberg, assist the gatar against the wounded valkyr before we lose another one.
Jiang Qi, these valkyr may be fire resistant but some weedkiller to the eye slots should still sting!
No. 1077757 ID: eb0a9c

Jiang Qi and Balboran should carefully apply the War Vial, then charge in to flank.
Viyasda, the one in the doorway has their back turned. End them. Then throw a smoke next to the two allies so you can all disengage from the polearm and retreat to safe distance.
Everyone else, swarm and flank the nearby enemy engaging the lone ally.
No. 1077759 ID: 708905

Seems solid +1 to rhis plan
No. 1082176 ID: fd2dfa
File 170667526994.png - (2.72MB , 3000x2000 , 44.png )

Viyasda moves for the closest Valkyn to her. She dispatches her target with a slash at the legs, and then a downward stab as her victim crumples.(instant death)

Viyasda then deploys smoke! The room is washed in grey mist.

Joanir assist the beleaguered Gatar with a solid blow to the back of the Valkyn's head. (-1). The Gatar uses the dirtraction to land his own blow (-1)

The hand-canoneer gets a shot off. Skill use: grape-shotte!
The Valkyn's chest explodes in a colored mist as it collapses to the floor!(instant death)
No. 1082177 ID: fd2dfa
File 170667527735.png - (1.26MB , 2927x3681 , 45.png )

Valkyns hear the commotion and return to see their sister's corpse! They strike at Viyasda! (FAIL) The plant-raider strikes air as Viyasda disappears into her smokescreen. A frenzied Gatar fills the gap, ramming his sword into the Valkyn's armor!(-1)

The confusion traps the Valkyn raiders behind their injured sister

>4 Raiders remain
>2 Are open to attack
(8/9), (7/9)

No. 1082179 ID: a7a180

Keep them pinned in the door frame! Dealing with fewer at a time is safer.
No. 1082183 ID: 945e38

Can't let them enter. We need our best tank at this chokepoint.
No. 1087266 ID: 7a1a17
File 171158042683.gif - (361.52KB , 2000x2000 , pause.gif )

Okay here we go
BBB Errata:
Blitzed Bunnies will now roll dice for tests so there's less confusion about what to do. Or maybe there will be more. But when in doubt, roll dice and something should happen.

Stat dice:
In and out of combat, everything still relies on character stats. It's just different now. Everything is done with d10
When a character is performing any test/attack/action that uses their stats, you need to roll. The difficulty determines how many dice you roll, and what 'success target' you need. The wider the gap in your favor, the more dice you roll. Conversely, the higher their stat is to yours, you still get more dice...but your success target is higher.

Joanir is about to smack this plant girl in the face. Her Combat stat is 7, his base is 8, but with the bonus gained from the armory way back when, it is now 9. That means he gets 2 bonus dice atop his baseline 1. And as he holds advantage, that means his success target is also lowered from the baseline 5.
No. 1087267 ID: 7a1a17
File 171158049481.png - (1.11MB , 2000x2000 , 46.png )

rolled 3, 9, 3 = 15

Let's put that in action. Joanir swings his club. 3 d10 with a target of 3 or higher...
No. 1087269 ID: 7a1a17
File 171158085201.png - (0.96MB , 2000x2000 , 47.png )

rolled 2, 5, 10 = 17

3 Successes! However he only needed 1 so it's a hit. The extra successes are simply bonus damage! The Valkyn is reeling! The one behind now has an opening!

Because of the difference in power, the second Valkyn has disadvantage. That means it'll get 3 dice to attack Joanir, but now it needs 7 or higher to hit, and worse! It needs 2 successes! The second Valkyn swings its charcoal-sword thing!
No. 1087270 ID: 7a1a17
File 171158118734.png - (937.33KB , 2000x2000 , 48.png )


And had the Valkyn scored 1 more success that would have accomplished some major hurt on the Utaqi. But Joanir's combat stat prevails, and takes it on his weapon!

Extra notes:
-Baseline is 5 for success if the stats evenly match
-Items can be used to give bonus dice in the future
-If you score more than the needed number of successes, you can bank Critical Success(10)s, but not regular successes, and use them later to trigger character abilities, or replace failed rolls in the future. This should help compensate for unlucky rolls and keep ability spam down.

Okay. This was a free combat round to demostrate the new system. So enemies and allies don't take action.


There are now 3 Valkyn in play!
(9/9), (5/9), (7/9)

No. 1087315 ID: a7a180

We should probably get Joanir some reinforcements. Hold the doorway while the gunner reloads.
No. 1087602 ID: 1e0c72
File 171200061392.png - (644.60KB , 2000x2000 , 4124.png )

The jotna ponders its existence and how flammable the planet is.

(For real though, I need more specific action and some dice)
No. 1087604 ID: eb0a9c

Joanir - Keep wailing on the isolated target, disengage if one flanks
Viyasda - Vanish again, prepare to backstab whichever Valkyn looks like the leader
Norberg - Spend a turn defending the gunner
Jiang Qi - Finish the downed Valkyn off
Balboran - Check for survivors, heal them if you can
No. 1087611 ID: a7a180

For real though, you still haven't given us a list of specific actions. Telling everyone to 'attack' over and over is redundant.
No. 1089418 ID: 868f55

(I'll give you that. But I was looking for more specifics. Actions are context sensitive. Like an action for two characters can be something like "Balboran and Jiang Qi pick up the carpet and use it to catch a charging valkyn". That's a tactical decision, and I'd roll the combined tactical score.

Or maybe Jiang Qi throws out a firecracker to distract the Valkyn and blind them. That's an esoteric roll. If you think a character can do it, then you can use it.)
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