Post by DUNCE on Nov 11, 2006 13:53:53 GMT -5
i forgot to mention, that along with your character sheet you should have your introduction, uppon entering THE HUNT you will need to be introduced, here's an example "Hide your daughters, bolt down your furniture, and get ready to kiss your ass goodbye, heeeeres Phoenix! Ready to raise a little hell!" something like that you know?
WINNING
there are two ways to with THE HUNT
#1 Only one Hunter alive before time runs out, the living Hunter wins
#2 More than one Hunter alive when time runs out, the Hunter (ALIVE OR DEAD) with the most points wins THE HUNT...Survivors are given cash total equal to their point total, a dead winner's money is given to his family, next of kin, or their favorite charity ( you decide the charity)...points are only awarded to Hunters, nobody else, Hunters can turn unspent money into points at the beginning of the game at a rate of one for one...Scoring is strictly up to the GM... speaking of which if anyone else wants to GM a HUNT game, go ahead and use this area, ask fred if he'll put in another campaign spot (i'm assuming it'd be like the pokemon campaign spot)
LOSING
YOU DIE YOU LOSE!...and that character is gone for good! but i'll allow you to make an exact replica of that char, with a different name at least
there will be a rigid combat order, depending on your initiative, and when your turn comes, this is what you can do...
declare target, every Hunter has a Hud or, Heads Up Display, which shows where everyone is, except for the Fox, he has a device which scrambles the reciever, which makes him appear in different places... back to the point, you declare target, and that is the person your after that turn
next, you chose the weapon you will use
then consider the modifiers...range modifiers are point blant +2 short range +1 medium +0 long -1 extreme -2, with different weapons, there are different distances, example, short range for a shotgun is 10-30 feet while short range for a rifle is 20-80 feet... there are also different modifiers, firing full auto +2, burst+1 single +0, if anyone (you or opponent) just ran -1 and for every extra target -1 if defender is surprised -2 if defender has half cover +1 to dodge, but if you want to dodge a grenade you get a -5 to your roll
then, you roll an attack
consider THOSE modifiers
calculate defense
roll damage
roll location (1d6 1 being head shot 2 being chest shot 3 R. Arm 4 L. Arm 5 R. Leg 6 L. Leg)
subtract armor
then check size vs. damage
then roll willpower against the pain of the attack
note damage
AWARD POINTS! (favorite part)
SPECIAL running doubles your movement score, but you get a -1 for your next action...you can take two actions durring your turn, whether it be running up to someone then attacking, or attacking then walking away or two movement turns, but you can only attack twice if your weapon permits it, you can also hold an action, be it both or just one, to use any time durring the turn cycle, but once the cycle restarts, that held action is lost forever
POINT DISTRIBUTION
Being killed before time runs out -2000
Destruction of a video camera in the maze -500
Dying a cowards death -500
Misc. cowardly action (begging, praying, etc.) -500
Excessive cautiousness -300
Destruction of a monitor in the maze -200
successfully avoiding a bullet +100 (per bullet)
Bad Cliche (based on audience response) +100
Successfully shooting a Hunter +200
Successful use of explosives against another Hunter +200
Successfully avoiding a Brawling attack +200
Successfully avoiding a melee attack +200
Sucessfully hitting a Hunter with an arrow or bolt +300
Successfully avoiding an arrow or bolt +300
Successful melee attack +400
Inflicting a chest wound +500
Successful Brawling attack +500
Successfully avoiding a booby-trap +500
Misc. Macho Action (makes a good instant replay) +500
Inflicting a head wound +1000
Blatant disregard for personal safety +1000
Witty statement (based on audience response) +1000
Executing a Prey +1000
Extremely brutal or merciless action +1000
Executing a game animal +2000
Still breathing when time runs out +2000
Dying a noble death +3000
Killing the Fox +5000
Being sole survivor prior to time running out +5000
FINISHING OFF A HUNTER +6000
Heres a sample combat round for those that might not get it...
after killing a bunch of prey, torch decides that blood guard has a few too many points so he sets himself to the task of eleminating the competition
torch has an initiative of 8 while blood guard has an initiative of 4, torch goes first
-torch runs next to blood guard (1 action)
-Knowing that blood guard has a fire proof suit on, torch tries to get him with his boar spear while yelling "Stick Around!!!"
-Melee skill of 5+2 (point blank) -1 (he ran) torch needs to roll 6 or less, rolling a 4, he hits by two
-blood guard has to make a dodge roll at 8-2=6 he rolls a 7 and is successfully hit
-torch rolls location 2 (the chest)
-the damage is 5d6 +5 (chest) = 21
-blood guard has 25 points of armor in the chest so nothing gets through
-blood guard's chest armor is now a 24 because he was hit
-points +1000 for blatant disregard of personal safety
+100 for that really bad cliche
+400 for a successful melee attack
+500 for a chest wound
total +2000
Blood guards turn
-aimed shor for the head (1 action...for a single action, you can aim for a body part of your opponent, but you had a -2 on your roll)
-Fires a single AK-47 shot at the head
-Rifle 8-2 (aimed shot) +2 (point blank)=8or less rolls 2
-torch has a dodge 8-6=2 to not get hid rolls a 5
-the damage is 12d6+10 (head) =53
-torchhas 25 points of head armor 28 get through
-with a size of 10 the damage is -3 to move and -3 to size
-2 willpower rolls -3 more = willpower -6=2 rolls a 10 -3 size=willpower-6=2 rolls a 7
-torch had a move of 6 (now 3) & a size of 10 (now a 7)
-head armor was 25 now a 23 because his armor was breached
-points +1000 for extremely brutal action
+200 for a successful gun shot
+1000 for a head injury
total = +2200
Next turn, torch has to decide whether to run and lose points or stay and lose his life
WINNING
there are two ways to with THE HUNT
#1 Only one Hunter alive before time runs out, the living Hunter wins
#2 More than one Hunter alive when time runs out, the Hunter (ALIVE OR DEAD) with the most points wins THE HUNT...Survivors are given cash total equal to their point total, a dead winner's money is given to his family, next of kin, or their favorite charity ( you decide the charity)...points are only awarded to Hunters, nobody else, Hunters can turn unspent money into points at the beginning of the game at a rate of one for one...Scoring is strictly up to the GM... speaking of which if anyone else wants to GM a HUNT game, go ahead and use this area, ask fred if he'll put in another campaign spot (i'm assuming it'd be like the pokemon campaign spot)
LOSING
YOU DIE YOU LOSE!...and that character is gone for good! but i'll allow you to make an exact replica of that char, with a different name at least
there will be a rigid combat order, depending on your initiative, and when your turn comes, this is what you can do...
declare target, every Hunter has a Hud or, Heads Up Display, which shows where everyone is, except for the Fox, he has a device which scrambles the reciever, which makes him appear in different places... back to the point, you declare target, and that is the person your after that turn
next, you chose the weapon you will use
then consider the modifiers...range modifiers are point blant +2 short range +1 medium +0 long -1 extreme -2, with different weapons, there are different distances, example, short range for a shotgun is 10-30 feet while short range for a rifle is 20-80 feet... there are also different modifiers, firing full auto +2, burst+1 single +0, if anyone (you or opponent) just ran -1 and for every extra target -1 if defender is surprised -2 if defender has half cover +1 to dodge, but if you want to dodge a grenade you get a -5 to your roll
then, you roll an attack
consider THOSE modifiers
calculate defense
roll damage
roll location (1d6 1 being head shot 2 being chest shot 3 R. Arm 4 L. Arm 5 R. Leg 6 L. Leg)
subtract armor
then check size vs. damage
then roll willpower against the pain of the attack
note damage
AWARD POINTS! (favorite part)
SPECIAL running doubles your movement score, but you get a -1 for your next action...you can take two actions durring your turn, whether it be running up to someone then attacking, or attacking then walking away or two movement turns, but you can only attack twice if your weapon permits it, you can also hold an action, be it both or just one, to use any time durring the turn cycle, but once the cycle restarts, that held action is lost forever
POINT DISTRIBUTION
Being killed before time runs out -2000
Destruction of a video camera in the maze -500
Dying a cowards death -500
Misc. cowardly action (begging, praying, etc.) -500
Excessive cautiousness -300
Destruction of a monitor in the maze -200
successfully avoiding a bullet +100 (per bullet)
Bad Cliche (based on audience response) +100
Successfully shooting a Hunter +200
Successful use of explosives against another Hunter +200
Successfully avoiding a Brawling attack +200
Successfully avoiding a melee attack +200
Sucessfully hitting a Hunter with an arrow or bolt +300
Successfully avoiding an arrow or bolt +300
Successful melee attack +400
Inflicting a chest wound +500
Successful Brawling attack +500
Successfully avoiding a booby-trap +500
Misc. Macho Action (makes a good instant replay) +500
Inflicting a head wound +1000
Blatant disregard for personal safety +1000
Witty statement (based on audience response) +1000
Executing a Prey +1000
Extremely brutal or merciless action +1000
Executing a game animal +2000
Still breathing when time runs out +2000
Dying a noble death +3000
Killing the Fox +5000
Being sole survivor prior to time running out +5000
FINISHING OFF A HUNTER +6000
Heres a sample combat round for those that might not get it...
after killing a bunch of prey, torch decides that blood guard has a few too many points so he sets himself to the task of eleminating the competition
torch has an initiative of 8 while blood guard has an initiative of 4, torch goes first
-torch runs next to blood guard (1 action)
-Knowing that blood guard has a fire proof suit on, torch tries to get him with his boar spear while yelling "Stick Around!!!"
-Melee skill of 5+2 (point blank) -1 (he ran) torch needs to roll 6 or less, rolling a 4, he hits by two
-blood guard has to make a dodge roll at 8-2=6 he rolls a 7 and is successfully hit
-torch rolls location 2 (the chest)
-the damage is 5d6 +5 (chest) = 21
-blood guard has 25 points of armor in the chest so nothing gets through
-blood guard's chest armor is now a 24 because he was hit
-points +1000 for blatant disregard of personal safety
+100 for that really bad cliche
+400 for a successful melee attack
+500 for a chest wound
total +2000
Blood guards turn
-aimed shor for the head (1 action...for a single action, you can aim for a body part of your opponent, but you had a -2 on your roll)
-Fires a single AK-47 shot at the head
-Rifle 8-2 (aimed shot) +2 (point blank)=8or less rolls 2
-torch has a dodge 8-6=2 to not get hid rolls a 5
-the damage is 12d6+10 (head) =53
-torchhas 25 points of head armor 28 get through
-with a size of 10 the damage is -3 to move and -3 to size
-2 willpower rolls -3 more = willpower -6=2 rolls a 10 -3 size=willpower-6=2 rolls a 7
-torch had a move of 6 (now 3) & a size of 10 (now a 7)
-head armor was 25 now a 23 because his armor was breached
-points +1000 for extremely brutal action
+200 for a successful gun shot
+1000 for a head injury
total = +2200
Next turn, torch has to decide whether to run and lose points or stay and lose his life