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MOCIA 2, pt 36
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The first practical Interactive Adventure in MOC form, and still the most popular. Continuing from last time's episode, we have...
About this creation
...aggressive negotiations.

"Look, there's really no need for all this. Surely together we can calm things down?"



"Yah!"

*FZAM*

"Urgk!"



"You'll *gurgle* never get *hack* off this *wheeze* ship.."

"I dunno, I'm doing a pretty good job so far."

"Not.. *gasp* anymore."

"what do you-"



*FZAM*

"Aaaarrgh!"



"Aaagh!"
"Oh, you [expletive redacted]ing [blank]frakker..."
"Agh!"

Result of weapon fire: painful glutes and associated limp. No bleeding, because as a Lazor rather than a LASER the pistol cauterizes the wounds it inflicts. Very painful, but not reliably lethal.

So, after a few minutes of moaning, whinging and generally poking at it to see how bad it is, with the resulting second bout of moaning and whinging and carrying on, our "hero" valiantly collects his slightly damp treasure and prepares for the next (painful) leg of his journey...




Map:


It's labelled.

So which of the rooms marked on the map do you think would be a good idea to peer through the air vent at?

A?
B?
C?
D?
E?
F?

I didn't include Maintenance because there's nothing left there.

You have until the 11th.
Proceed.


(and yes, the injury effect was as a result of the prototype ACCIS. The shot hitting his leg, wasn't. Just be happy that clod hadn't lugged a gauss weapon up into the vents with him. Those'll go right through you, and break any bones they find along the way.)



Comments

  February 14, 2011
Hey, I got mine up last night. When u can, plz check it out. I vote for F.
 I made it 
  February 14, 2011
Yikes, I completely forgot about this. Sorry. I'll update in the morning.
Areetsa C
Django Schermerhorn
  February 13, 2011
F
Areetsa C
That lego kid
  February 11, 2011
Hmmmmm... I'll take D.
Areetsa C
Spaztastic the Diabolical
  February 10, 2011
Do-what?
Areetsa C
Spaztastic the Diabolical
  February 10, 2011
Ehm. Yeah. I guess I am. I think I've overcomplicated the combat, so it simply goes like this: Spear beats Mass beats Shield beats Spear. Range beats Spear and Mass, Magic beats all, but only with the help of one of the above. Rouges are for suckering anyone who thinks they're big. Magic duels are lots of fun, and your element of choice doesn't really matter. Specialized magic classes (pyromancer, conjurer) still gain mainstream spells to ensure they can do more than one thing. Most ranged weapons (bows and crossbows, but not thrown) have a high piercing, allowing them to ignore an increasing amount of armor depending on the range and power of the implement in question. Oh, and most battles revolve around careful manipulation of Combat Advantage, which is a circumstantial bonus affecting Accuracy and Parry that is also dependent on the characters' mastery of the category of weapon they are using. And muskets exist for the sole purpose of infuriating the tin cans.
Areetsa C
Spaztastic the Diabolical
  February 10, 2011
Ehm. Yeah. I guess I am. I think I've overcomplicated the combat, so it simply goes like this: Spear beats Mass beats Shield beats Spear. Range beats Spear and Mass, Magic beats all, but only with the help of one of the above. Rouges are for dropping anyone who thinks they're big. Magic duels are lots of fun, and your element of choice doesn't really matter. Specialized magic classes (pyromancer, conjurer) still gain mainstream spells to ensure they can do more than one thing. Most ranged weapons (bows and crossbows, but not thrown) have a high piercing, allowing them to ignore an increasing amount of armor depending on the range and power of the implement in question. Oh, and most battles revolve around careful manipulation of Combat Advantage, which is a circumstantial bonus affecting Accuracy and Parry that is also dependent on the characters' mastery of the category of weapon they are using. And muskets exist for the sole purpose of infuriating the tin cans.
Areetsa C
Spaztastic the Diabolical
  February 10, 2011
Also. You don't gain hit points when you level up. You simply gain skills, talents, and mastery. Hit points are gained by donning better armor, meaning that characters stop fixating on weapon damage at about sixth level.
 I made it 
  February 10, 2011
Quoting Spaztastic the Diabolical
Sounds a bit excessive to me, although personally I don't like magic in my games. You left out the fact that bludgeoning weapons tend to cause bruises and broken bones whether you're wearing armour or not.
 I like it 
  February 10, 2011
Meh, F.
 I made it 
  February 10, 2011
Quoting Commander Ratchet™ I'm gonna say F, and I've been reading these from the very first one, and they have come along way, you are a great builder as well as story teller, keep it up! so I'm going with F!
Thanks, although with these it's less "have lots of skill" and more "have the commitment to update consistently at least once a week".
 I like it 
  February 10, 2011
I'm gonna say F, and I've been reading these from the very first one, and they have come along way, you are a great builder as well as story teller, keep it up! so I'm going with F!
 I made it 
  February 10, 2011
Quoting Spaztastic the Diabolical Do-what?
CON checks, "Dark" and "Holy" magic, etc. Sounds like D&D to me.
Quoting Spaztastic the Diabolical Also. You don't gain hit points when you level up. You simply gain skills, talents, and mastery. Hit points are gained by donning better armor, meaning that characters stop fixating on weapon damage at about sixth level.
As for hit points, ain't none in ACCIS: you've got three things to track: Blood Points, Fatigue Points and Morale points. Blood is blood: lose more than half of it, it's coma time. Fatigue is fatigue: the more you lose, the less you'll be getting done. Morale, well, that decides if you'll hop on the surrender train when it comes by or keep fighting, if you're an NPC because player characters aren't clever enough for that. As for injuries, most of 'em will cause bleeding (BP) or pain (MP) or both. Armour generally either stops the injury (converting it to fatigue & bruises instead because you ain't getting off that easy) or reduces the damage (changing the injury table from Axe/Zweihander/jet engine to Sword/swinging lump of jagged metal / rifle bullet to low calibre pistol etc.). Re: "leveling up" I don't think I'll include that; a skill based system where unless you practice a skill you don't get better at it would work better. I think optional perks could be applied after events; say, a phobia of heights after being thrown out a seventh floor window and into a swimming pool by a muscular goon.
Areetsa C
Spaztastic the Diabolical
  February 9, 2011
Stun/terror? Not really. If a fire-based attack succeeds in igniting somebody, they roll around on the floor taking considerable amounts of damage until someone puts them out. And even if they make it, they must overcome a massive Con save in order to get back into the fight. || Spears in buildings? They're actually quite useful in corridors, but if there's a low ceiling, it becomes impossible to turn around. They're handy for blocking off narrow areas. Especially when you use your shield friend as cover. || What I've worked out so far when it comes to magical effects is this: Fire: Sometimes ignites enemies and/or shields, depending on the material of shields and armor.|| Electric: KO on criticals. Can stun enemies. Metal armor will cause damage to go directly past AC. Metal shields cannot block directional lightning attacks. || Cold: Slows and weakens lightly armored enemies.|| Heat: Slows and weakens heavily armored enemies.|| Force: Knockback and prone effects. || Holy and Dark attacks have no special combat effects, but Holy will shatter undead and Dark is good against constructs and elementals.
Areetsa C
 I like it 
Spaztastic the Diabolical
  February 9, 2011
I'm making a dice RPG as well. It focuses on subtle strategy and minor weapon differences rather than going all-out with magic weapons n stuff. It won't really ever fit a modern-esque setting, however. And B.
Areetsa C
Spaztastic the Diabolical
  February 9, 2011
Technically I use hit points, but rarely is there ever a dude who can just shrug off a solid axe blow. And the strategy consists mainly of using your surroundings and allies to your advantage. Shields, doors, and corners are of paramount importance, as an archer can easily render an exposed character useless (often ranges from outright kill to the stack of penalties brought about by profuse bleeding). Weapon knowledge and flexibility is useful, as well. If you see someone with a greatsword, you might want to grab a spear, as the reach difference will make it very difficult for him/her to effectively engage you. But if the other person has a spear, you might want your shield dude to charge, as long thrust-y weapons have a hard time fighting around shields.
Areetsa C
Spaztastic the Diabolical
  February 9, 2011
The main downside to all this, however, is that I'm having a very hard time figuring out how to factor magic into combat. This game draws almost entirely on my experience with boffer fighting (soon to be heavy rattan, armored combat, as of Thursday), so magic could end up being rather unbalanced. Luckily, the party I'm running with now is exclusively physical, with the exception of the paladin, who merely has a simple healing spell. Although I plan on magic users being more or less archer equivalents structured to better deal with other magical enemies. Because truly, a fireball is only really dangerous if you actually ignite the enemy with it. Otherwise, they suffer nasty burns but the adrenaline will keep them swinging.
Areetsa C
Spaztastic the Diabolical
  February 9, 2011
Where did my formatting go? My beautiful formatting!
 I made it 
  February 9, 2011
Quoting Spaztastic the Diabolical
Basing it on the D20 system, are we?
 I made it 
  February 9, 2011
Quoting Spaztastic the Diabolical Fireballs.
You could add a stun/terror effect: in enclosed spaces, it'd only make sense that it'd remove oxygen from the air, causing a stun effect. And the terr0r, well, nobody likes being set on fire. It might also have explosive effects, which'd amount to nothing much without shrapnel. That's what makes grenades so deadly: little slivers of metal flying about at velocities that'd make some bullets look slow.
Quoting Spaztastic the Diabolical Spears.
Or you could step into a building, which brings up the "how's a 10 foot pole fit into a narrow underground tunnel, anyway?" argument.
  February 9, 2011
F. He's already going that way, and the second way into that area means having an exposed, unexplored rear flank.
 I like it 
  February 9, 2011
F, small room, can't hold too much, less trouble.
 I like it 
  February 9, 2011
A.
 I like it 
  February 9, 2011
F
 I made it 
  February 9, 2011
Quoting Spaztastic the Diabolical I'm making a dice RPG as well. It focuses on subtle strategy and minor weapon differences rather than going all-out with magic weapons n stuff. It won't really ever fit a modern-esque setting, however. And B.
So are you using "hit points" and so forth, or something else? And these "subtle tactics" DnD style, as in "I'm going to see if I can NOT get stuck in a hopeless melee this time" or Mechwarrior style, as in "I rip off the side of the building with my battlemech/bomb half the town into rubble with my Chippewa"?
 I made it 
  February 9, 2011
Quoting A. A. (AKA Noname) Areetsa, doesn't he have more loot?
Nope.
Quoting Danny Morgan ok, so our guy's alright?
As close to that as someone with a Lazor hole halfway through his glutes can be.
  February 9, 2011
ok, so our guy's alright?
Areetsa C
 I like it 
The Lego Man ...
  February 8, 2011
I'll say F; it's a small room, something important could be happening in there.
Areetsa C
 I like it 
Spaztastic the Diabolical
  February 8, 2011
Ah! I'm also making a dice RPG, called Fall of Legends (although now that I think of it, it's sort of a dorky name). Aaaand... I pick B.
Areetsa C
 I like it 
A. A. (AKA Noname)
  February 8, 2011
Can't we loot him? Doesn't he have any more belongings? Well, I choose F (and to loot him, of course!)
Areetsa C
 I like it 
A. A. (AKA Noname)
  February 8, 2011
Areetsa, doesn't he have more loot?
Areetsa C
 I like it 
Sidewinder The Critic
  February 8, 2011
F
Areetsa C
 I like it 
cj cutrone9
  February 8, 2011
A. please. I really enjoy your comic aresta!
 I made it 
  February 8, 2011
Quoting Danny Morgan A. And what's the point in a gun that doesn't kill, or even effectively inccapacitate targets?
It can kill, it just can't be expected to do it reliably without hitting something vital. Brain, heart, spleen etc. That's the problem with weapons that cauterize their wounds: the most probably cause of death from being shot is blood loss.
 I like it 
  February 8, 2011
A. And what's the point in a gun that doesn't kill, or even effectively inccapacitate targets?
 I like it 
  February 8, 2011
A
 I like it 
  February 8, 2011
A.
 I like it 
  February 8, 2011
A
 I like it 
  February 8, 2011
A
  February 8, 2011
F
 I like it 
  February 8, 2011
I Choose E, it looks like a hallway that would most likely be traversed.
 I like it 
  February 8, 2011
F
 I like it 
  February 8, 2011
I choose E. Great moc by the way
 I like it 
  February 8, 2011
F
  February 8, 2011
f
 I like it 
  February 8, 2011
F, Awesome job!
 I like it 
  February 8, 2011
F
 I like it 
  February 8, 2011
F.
 I like it 
  February 8, 2011
F. The other guy did come from that direction!
 I like it 
  February 8, 2011
F!
 I like it 
  February 8, 2011
E would give him a broader spectrum of what the other person ment, as i believe it is a hallway of somesorts
 I like it 
  February 8, 2011
Cool!
 I like it 
  February 8, 2011
F!
 I like it 
  February 8, 2011
f
 I like it 
  February 8, 2011
B.
 I like it 
  February 8, 2011
D!
 I like it 
  February 8, 2011
i really didn't want to kill him oh well let's go with F
 I like it 
  February 8, 2011
Ha Ha! that was funny! where was he going last time before he ran into this situation? Ah well... I choose F, revenge!
 I like it 
  February 8, 2011
F. Let's go! Finally we have a gun!
 
By Areetsa C
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