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    E.B.A.

    Thursday, November 18, 2010, 2:34 PM
    Categories: General

    Frank looked at his watch. 8:00PM. Just one more hour to go. He looks behind and still can't believe what he sees: twenty-two hostages, all bound with duct tape, mouths taped shut, sitting huddled together. Besides himself, there was Jim at the window, Marty at the counter, and Steve, bagging the money. Outside, Frank sees the SWAT team ready to break in and take them all down. Only the hostages are keeping them at bay. How did this bank robbery go wrong? Everything was perfect. Frank and Jim stop security. Marty handles the sheep and Steve takes the workers. In, out. Just like the practice runs. 2 minutes. Now, it's been 6 hours in this standoff..

    Chief Williams couldn't believe what he was seeing from behind his cruiser door. What were the chances that he would be just about to head into his bank when these fools would try to rob it. Even though he already had the place covered, this was HIS bank. He wasn't about to go back to his desk and sort papers. He was here, now. Chief Williams looked at his watch. 8:10. The criminals said they would start executing hostages in 50 minutes if they didn't receive a safe getaway. Ha! Why do criminals always think that their demands would so easily be given in? Surely by now they would have realized the moment they were out of the building, one of the 5 sharpshooters would take them out. No matter, the negotiator is about to give one more go before Williams ordered a green-light for any openings. Williams only wish right now was that there was a way to peacefully resolve this. Just a single shot fired could mean at least a week of paperwork. Just... Something... to get this wrapped up nice and neat. As the negotiator starts to walk in front of a cruiser with the megaphone, everyone started to hear... The music...

     

    "Well you’re walkin and a talkin 

     (The sound of a large, black convertible approaching)

    and a movin' and a groovin'

    (The sound of the car and music becomes louder)

    and a hippin' and a hoppin'

    (Three men in black suits can now be seen in the vehicle)

    and a pickin' and a boppin'

    (The car stops in front of the negotiator, and the men jump out facing the bank)

    Those bods are being bad,

    (They stand with one three paces in front, the other two to the left and right, 4 paces)

    You better take a stand,

    (All three men in unison start to nod their head to the music, tapping their foot with the pace)

    You're going to wake that thing in your hand.

    (The men then start to tap harder when suddenly the man in front spreads his hands wide)

    You're looking all around

    (He then moves his left hand in the air, making an 'L' while the other two mimic the first man's poses)

    There's trouble to be found

    (Swinging his left arm like striking a chord on a guitar three times, he pivots to the right and bends over looking at the ground, both arms facing down, now)

    Make sure when you find it you get to say it loud

    (As the three men continue to dance, a force starts to draw at Williams. His right foot is tapping with the music. His shoulders are swaying. He looks and sees his fellow officers doing the same. He feels the urge to dance irrestible...)

    Gotta' code three

    (Williams and the officers can't fight this urge. Holstering their weapon, they begin to dance in unison with the three uniformed men.)

    Need back up, bring me,

    (Inside the bank, the robbers have already thrown down their weapons, not able to control the force making them dance)

    My bright red fluro jacket

    (The first man walks to the doors of the bank and opens them, letting the robbers and hostages walk out together, hand in hand with smiles on their faces. The robbers allow themselves to be cuffed and thank the men before being placed in a cruiser)

     

    As the three men get in their car, Williams approaches them and says "Thank you. Please, tell me who you are so I know who to thank for this peaceful resolution."#

    The first man, who is also the driver turns and simply says, "E.B.A, Chief. The Elite Beat Agents"

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    The Infinity Gems in D20 Modern

    Thursday, September 9, 2010, 3:25 PM
    Categories: General

    I was thinking of adding the Infinity Gems as magic items in a game I'm running but know that there is a strong possibility to either completely break the game, or be such a huge advantage that a player will essentially be too strong. So I've decided to tone down the powers of each Gem a little bit, but still make them awesome to have. Here is what I think is a pretty good start:

     

    Soul Gem: Control over Souls. This Gem gives the user a +5 to any Charisma related skill check. Also stacks with any Charismatic Hero talent as well.
    Time Gem: Control over Past, Present, and Future. This Gem will allow the user a chance to re-roll any skill check, attack roll, defense roll, or save at the cost of one Action Point(this can be used as many times as action points spent).
    Space Gem: Ability to warp through Space. This Gem grants it's user the ability to teleport(your move action is now a free action and you do not provoke any AoE). This can be used a number of times equal to character level per day.
    Mind Gem:Boosts Mental Power. Gives Telepathy(limited). This Gem gives the user a +5 bonus to any Intelligence related skill check. Also a +5 on Sense Motive from telepathy.
    Reality Gem: Ability to Grant wishes. This Gem gives it's user the Wish spell, which can be used once per day at a cost of one Action Point.
    Power Gem: The power of all energies. This Gem gives the user these Feats automatically; Endurance, Great Fortitude, Improved Damage Threshold, Power Attack(strength increased to 13 if necessary), Toughness (one time effect)

     

    So I think these should make some interesting items. I may have to make some system for applying them to the Infinity Gauntlet and what it would take to wield them all together. 

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    The Van Damme

    Monday, August 23, 2010, 3:50 PM

    This is just something I'm working out. I thought of a feat a few years ago but didn't write out any details or flesh it out. I'm putting this as a reminder to myself and anyone else who sees this if they like to add to it. I'm thinking this is basically a monk or martial artist's feat. It's called 'The Van Damme'. Based off of Jean-Claude Van Damme's film Bloodsport, this is a feat that would cause massive damage when used, so it would have to be by probably someone at a higher level. Maybe with a BAB of 6 as a pre-requisite.

    Basically, when making an unarmed attack against an opponent, if the attacker focuses his/her chi on the fist that strikes after making a successfull attack, he can choose in the following round to add the max damage of the original strike against the same opponent. The conditions are that the attacker has to focus on his fist, channeling his chi(concentration check DC 10+opponent's lvl.) to create the desired effect. He can not dodge or move while in this position. If he had followed these conditions, then the max damage(minus strength bonus) of his unarmed attack is automatically given to the opponent struck in the last round. If his action is to continue to focus, the following turn would grant an additional die damage to the opponent. The damage will stack with every turn used to focus.

    When a person is struck by this attack, he must make a fortitude save vs. damage or be dazed 1 round. Only the initial attack will daze. After which, if the second attack is successful, it will only do damage.

    That's pretty much all I have in my head at the moment. I think it's workable, but might be a little bit breakable as well. 

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    Something Quite Helpful

    Saturday, May 22, 2010, 12:10 PM

    So, in a very obvious plug, I've found a very interesting podcast that might be quite helpful, and just fun to listen to. Happy Jack's RPG Podcast. So far, after listening to the first 6 episodes in the first season, I've not only been very entertained, I've also found it very helpful with the tips given in it. The show basically outlines ways to help be a GM/DM. It gives tips if your just starting out, or if you want some ideas to shake up existing games. The tips given are meant for pnp games, but I've found you can apply them to pbp games as well.

    I hope Happy Jack is as entertaining to everyone else as it is to me.

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