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 Post Posted: Fri Apr 08, 2011 4:46 pm 
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Ok, lets do this thing.

Where the hell are we? takes place in a D&D universe, but utilizes the fuzion/interlock system for game play. (The two mesh surprisingly well actually.) Anyway, the premise behind the game is that a small coastal technical university has just suffered a "whoopsie" in the high energy physics lab, that has transported both it, and the small adjacent marine base to someplace called "Graywatch." Where that is, is anyone's guess, but apparently it's under attack.

Who you can play: You can play as a local guide and specialist, someone familiar with the land of Graywatch, and the lands that lie beyond it. You can play as a civilian specialist from the university, but you had better have a good reason for having to come along. And you can play as a Force Recon Marine, an elite member of the special forces branch of the USMC.

What you'll be doing: Adventuring! Specifically, you'll be looking for a way home, and pacifying the invading hordes so you have enough breathing space to work on getting home in peace.

Character Creation: There are ten major stats that every character has, you get 60 points to spread between them, with a minimum of two and a maximum of ten in each. A copy of the generic fuzion system that I'm using can be found here for you to peruse at your leisure. Character creation starts on page 3.

Intelligence: (int) How smart you are, this also covers cleverness, perception, awareness, and your ability to learn.
Willpower: (will) Your determination and ability to face danger and/or stress. Your courage and cool.
Presence: (pre) Your raw force of presence or charisma, how well you get along with other people, and your ability to influence them.
Technique: (tech) Your skill with tools and mechanical and electrical devices.
Reflex: (ref) Your response time and coordination, as it pertains to aiming and hitting things. This is a big one for combat.
Dexterity: (dex) Your grace and efficiency of movement and balance. This stat directly effects how well you avoid getting hit.
Constitution: (con) How healthy you are. Your ability to heal damage and fight off disease and poison.
Strength: (str) What it says on the can. This one is important for melee combat.
Body: (bod) Your ability to take damage, and keep fighting through sheer tenacity. The higher your bod, the more damage you can take.
Movement: (move) your speed. How fast you can run and swim, how high and far you can jump.

Skills: You got 65 skill points that you can sink into whatever skills you can think of, within reason. The good news is that everyone starts out with two points in the following skills, free of charge: perception, education, persuasion, athletics, local expert, hand-to-hand, and evasion. Check out page 13 of the fuzion PDF for a list of skills. If it's not on the list, make it up.
Skills are bought at the price of one rank per skill point, so getting five ranks in spellcasting would cost you five skill points for example.

Got skill points left over? Go buy some talents. Talents are little useful quirks and abilities that make life easier. They cost three(3) skill points each, and if you can buy ranks in a talent, such as combat awareness, each additional rank costs three more skill points. You can find a sample list of talents on page 14 of the fuzion PDF.

Need more points? Take some complications. Complications start on page 9 of the fuzion PDF. Remember: potential recruits won't be accepted into the Marine Corps if they have drug addictions or major psychological or physical complications! Use your discretion.

Background: just for flavor. By now you probably have a pretty good idea of who your character is and where he comes from. sum it up in a paragraph or two, and PM the whole mess to me, I'll handle the rest.

Combat will be resolved using a modified Friday Night Firefight system, which emphasises realism and lethality, so make sure that you grab some cover. I'll be handling all the dice rolling, so don't worry about that. Friday Night Firefight can be downloaded here if you're interested.

Official Game Shtick: Awesome Music Bonus.
How it works: So you're cruising the treetops of some steaming jungle in a helicopter, and you think "geez, this is just like 'Nam!" so you post a link to Jimmy Hendrix's Voodoo Child in the OOC thread saying "This is just like 'Nam!" and I'll give everyone a bonus for the scene. All of a sudden, you notice that enemy patrol down below, something you wouldn't have before. When you open up on them with the door guns, you get a bonus to attack, and they all seem to have a hard time hitting the 'chopper with return fire... bonuses are directly proportional to awesomeness and relevancy of the music, and please, don't keep using the same song over and over again. The reasoning behind this bonus is three-fold:
1. I thought it was cool
2. It allows me to expand my music library.
3. it gives me some feedback as to where you, the players heads are at, so I can tweak the campaign.

That's pretty much it, so if you have any questions and/or comments feel free to post in thread or PM me.


Last edited by balthazar on Mon Apr 18, 2011 7:47 pm, edited 1 time in total.
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 Post subject: Re: New Game.
 Post Posted: Fri Apr 08, 2011 5:26 pm 
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This game was designed by committee.

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 Post subject: Re: New Game.
 Post Posted: Fri Apr 08, 2011 5:34 pm 
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lol. It will never be played. ;)

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 Post subject: Re: New Game.
 Post Posted: Fri Apr 08, 2011 11:47 pm 
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I guess first things first is system. Which one shall we use?

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 Post subject: Re: New Game.
 Post Posted: Sat Apr 09, 2011 3:15 am 
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Actually, I was going to pick a system that best fit whatever concept we decided to run with. For example, if there was going to be lots of guns and shooting, I would use the Interlock/Fuzion system and tag Friday Night Firefight on to handle combat, whereas a more fantasy based game would probably run better with a less lethal system like D&D.

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 Post subject: Re: New Game.
 Post Posted: Sat Apr 09, 2011 3:51 am 
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I think the Fate system is versatile enough to accommodate any game needs we come up with, but I'm not exactly an expert at these kinds of things so my opinion is about as valid as a wet mackerel.

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 Post subject: Re: New Game.
 Post Posted: Sat Apr 09, 2011 9:34 am 
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Hmm... Zombies... Guns... Magic... Where have I seen this before?

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 Post subject: Re: New Game.
 Post Posted: Tue Apr 12, 2011 6:52 am 
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Ok, Kajin wants to play his necromancer, Stan is feeling D&Dish, and Freaky just wants to play with a minimum of fuss.

Right then, I have a question.

Guns: yes/no?

More questions to follow.

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 Post subject: Re: New Game.
 Post Posted: Tue Apr 12, 2011 7:04 am 
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So long as there are zombies I could care less if I can control them or not.

And if there are zombies, there must be guns.

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 Post subject: Re: New Game.
 Post Posted: Tue Apr 12, 2011 7:34 am 
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I'm perfectly fine with guns.

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 Post subject: Re: New Game.
 Post Posted: Tue Apr 12, 2011 4:15 pm 
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Ok, so zombies + guns = win.

Did we still want to keep the D&D fantasy setting? or would you prefer something more modern?

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 Post subject: Re: New Game.
 Post Posted: Tue Apr 12, 2011 6:41 pm 
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Definitely keep the D&D setting. Modern zombies are a bit overused.

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 Post subject: Re: New Game.
 Post Posted: Tue Apr 12, 2011 11:23 pm 
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Will do. The campaign setting I originally described is out, and I'm working on something new BTW.

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 Post subject: Re: New Game.
 Post Posted: Tue Apr 12, 2011 11:24 pm 
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What was wrong with the original? It had magic, zombies, and guns.

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 Post subject: Re: New Game.
 Post Posted: Tue Apr 12, 2011 11:50 pm 
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FreakyBoy wrote:
What was wrong with the original? It had magic, zombies, and guns.


And so will the new one. But this time, I'm thinking of casting the zombies as primary antagonists rather then as allies. And less of a support structure behind the heroes, so less air-strikes, drones, and ability to call in nukes.

(Yes, there would have been nukes. There still might be, just less and smaller. Tactical rather then Strategic levels of boom.)

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