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Virtual Reality Center EmptyThu Sep 19, 2019 10:42 pm by SgtSarros
The site does cost about $75 a year for the picture storage we have and keeping it ad-free when logged in, more if we get rid of ads altogether as some users have wished.

If you wish to help with donations click the link below. Avoid clicking on a custom gif as those are for Pro users of StreamLabs who do not mind paying a monthly fee.

https://streamlabs.com/sgtsarros

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SgtSarros
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PostSubject: Virtual Reality Center   Virtual Reality Center EmptyTue Oct 03, 2017 9:44 pm

The virtual Reality Center is in the northern part of the city, close to the casino and entertainment district. It is run by Samantha V.
Virtual Reality Center Samant10



The Virtual Reality Center is a wonder of modern technology. It connects the mind to the computer network inside the VRC, allowing them to believe they are anywhere or they are anything. Walking on a moon, flying through the sky as an angel, swimming as a fish.. wish new programs being added every day, the VRC aims to fulfill nearly any idea someone would like to experience.

One thing that should be noted the VRC is -not- a combat arena. If someone in one of the simulations takes what would have been considered a serious injury, they are ejected from the simulation in order to prevent the mind from thinking they truly are hurt.

As the experience is still being texted, there is a law limiting any person to 240 minutes in the VRC each week to make sure they do not lose what is virtual and what is reality.
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PostSubject: Re: Virtual Reality Center   Virtual Reality Center EmptyTue Oct 03, 2017 9:49 pm

Motorcycle Racing

The VRC allows for people to participate in Motorcycle races on varying types of tracks. The track is randomly generated each time so no two races are exactly the same.

When the character enters the simulator they will have a choice of three types of motorcycles. Each has it's own roll and maximum speed. Characters who have the motorcycles skill can increase these rolls by +1CS.

Once all characters have selected a bike type, they select the difficulty of the race, and how long the race will be in segments, from 6 to 20. For those who wish to leave the length up to chance, they can roll 1d5+15.

At this point the race will begin. Segments are determined by using the following formulas:

Easy Difficulty:
Rolls are 1d7
1 and 7 are sharp turns to the left and right, respectfully
2 and 6 are gentle turns to the left and right, respectfully
3, 4, and 5 are straightaways

Medium Difficulty:
Rolls are 1d8
1 and 8 are sharp turns to the left and right, respectfully
2 + 3, and 6 + 7 are gentle turns to the left and right, respectfully
4 and 5 are straightaways.

Hard Difficulty:
Rolls are 1d11
1 + 2, and 10 + 11 are sharp turns to the left and right, respectfully
3 - 5, and 7 - 9 are gentle turns to the left and right, respectfully
6 is straightaway

On a straightaway, no rolls are needed. Your bike automatically goes the maximum'safe' speed. On a gentle or sharp turn you can either roll your bikes stat and see how well you take the turn,or you can take the 'safe' route and lower your speed for the turn. Speed reductions are 20% on a gentle turn and 40% on a sharp turn.

Bike stats:

Heavy Bike:
Stable bike. Rolls Incredible
Red Roll is 75mph
Yellow Roll is 60mph
Green Roll is 50mph
White Roll is 30mph

Medium Bike:
Balanced bike. Rolls Remarkable
Red Roll is 80mph
Yellow Roll is 65mph
Green Roll is 45mph
White Roll is 25mph

Light Bike:
Fast but unstable bike. Rolls Excellent
Red Roll is 90mph
Yellow Roll is 70mph
Green Roll is 50mph
White Roll is 20mph
10 or below counts as a botch


Score is calculated by the speed you got in each segment. Straightaway scores are the bikes yellow speed. The winner of the race is the one who as the highest score ( fastest speed ) at the end of the race.

Should someone botch ( 5 or below, 10 or below on the light bike ) they lose control of the bike and either tip it over or fall off of it. At this point a 1d100 roll is needed to determine how badly the accident is:
0 - 10: Person is ejected from Simulator, body may be in shock for a few seconds. thinking they almost did severe harm / death to themselves.
11 - 30: Bike is totaled but can continue to spectate in the event ( or maybe steal someone else's bike! )
31 - 50: Bike heavily damaged. All speeds Green and above are reduced by 10 for remainder of race. Record 0 score for this segment.
51 - 75: Bike lightly damaged. All speeds Green and above are reduced by 5 for remainder of race. Record 0 score for this segment.
76 - 100: Bike is undamaged. Record 1/2 white score for this segment.
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PostSubject: Re: Virtual Reality Center   Virtual Reality Center EmptyTue Oct 03, 2017 9:52 pm

Ice Caves

The VRC has heard the increased demand for high-speed excitement in their programs, and after an excursion that Selene and Sarros Salazar went on, they worked with the VRC to create a 'downhill' obstacle course on ice, suitable for one or two players.

Players start at the top of a steep cave completely covered with ice, and need to make it down to the bottom in as short a time as possible. Along the way they will have to deal with stalagmites, falling stalactites, gaps, drops, and more.

Single Player
In single player mode, one person has to avoid the obstacles and get to the bottom. Players will roll the following stats to avoid being slowed down by obstacles along the way:

Stalagmites - Fighting to maneuver themselves around them
Stalactites - Agility to moves out of the way in time.
Gaps and Drops - Strength to leap over or down properly.


Two Player
Two players going into the course together hold hands during the competition, and to ensure they stay together have bindings on the wrists to keep them together. As such, teams must work together in order to make it to the bottom of the cave in time. The rolls differ slightly depending on the situation:

Stalagmites - Targets player 1 or 2. They roll fighting to maneuver themselves around them. If they fail, the other player rolls fighting -1cs to try to get them out of the way in time.
Stalactites - Targets player 1 or 2. They roll Agility to move out of the way in time. If they fail, the other player rolls strength to try to pull them out of the way.
Gaps and Drops - Targets both players. They both roll Strength to leap over or down properly with a combined score or color requirement needed.


Scoring
The score is how long it took you to complete the course. The first segment takes 10 seconds, with each time you pass the challenge of the next segment reducing the time by 1, to a minimum of 5. If a segment has no challenge, then you simply reduce the time by 1, down to the minimum. A red roll reduces a segment's time by 1 second, a 100 by 2 seconds. If this reduces a segments time under 5, the next segment is reset to 5.

Easy Difficulty
10 segments long
Rolls are 1d10 per segment
1 - 2 Stalagmite. Green roll needed
3 - 4 Stalactite. Green roll needed
5 - 6 Drop. Green roll needed. In two player mode, both green or combined score of 50
7 - 10 Clear segment. No more then 5 of these can be present in a run. If the maximum is hit, roll 1d6 instead
Each Segment you fail to hit the target raises the time by 2 sec, up to a maximum of 13.


Medium Difficulty:
15 segments long.
Rolls are 1d12 per segment
1 - 3 Stalagmite. Green roll needed on 1 or 2, Yellow on 3
4 - 6 Stalactite. Green roll needed on 4 or 5, Yellow on 6
7 - 8 Drop. Green roll needed. In two player mode, both green or combined score of 70.
9 Gap. Green roll needed.. In tow player mode both green or combined score of 75.
10 - 12 Clear segment. No more then 7 of these can be present in a run. If the maximum is hit, roll 1d9 instead.
Each segment, other then gap, you fail to hit the target raises the time by 3 seconds, up to a maximum of 13.
On a failed gap where you fall into the gap, this segment will cost 13 seconds in single-player mode, 18 in two player mode ( as the players have two wrists tied together and thus only each have one free hand, making climbing out more difficult. After this the timer is set at 13.


Hard Difficulty:
20 segments long.
Rolls are 1d17
1 - 4 Stalagmite. Green roll needed on 1, Yellow otherwise
5 - 8 Stalactite. Green roll needed on 5, Yellow otherwise
9 - 11 Drop. Green roll needed on 9, yellow otherwise. In two player mode, one Yellow and one Green needed, or a combined score of 100
12 - 13 Gap. Yellow roll needed. In two player mode one Yellow and one Green needed, or a combined score of 110.
14 - 17 Empty Segment. No more then 10 of these can be present in a run. If the maximum is hit, roll 1d13 instead.
Each segment, other then gap, you fail to hit the target raises the time by 3, up to a maximum of 13.
On a failed gap where you fall into the gap, this segment will cost 15 seconds in single-player mode, 20 in two player mode ( as the players have two wrists tied together and thus only each have one free hand, making climbing out more difficult. After this the timer is set at 13.


Botching ( rolling a 5 or less ) has the same result on all difficulties:
1 - 10 End of run. Either you would have gotten impaled by a falling Stalactite, or about to hit your head falling down the gap or something similar, and the program terminated due to safety protocols..
11 - 40 Crash / loss of momentum. In all cases other then gap, this resets your time to 13 for that segment. In the case of gap add 5 seconds to pulling yourself out of the gap.
41 - 80 Slowed / Fell. Add a additional 1 second
81 - 100 No penalties.
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PostSubject: Re: Virtual Reality Center   Virtual Reality Center EmptyTue Oct 03, 2017 9:54 pm

The Beast Below

The first winner of the monthly competition, Shanoa, devised a Halloween-style player vs player survival style game where there is no 'finish line' it is the last person standing that wins.

Players enter a haunted house. From there they go down into the basement where the floor soon gives way and they find themselves in a large cave under the mansion with a giant monster right on their heels! It will take all of a person's physical ability to outlast the others and make it to the end!

The Challenges
Roll 3d10 to determine which challenges are in each segment.
1 - 2 Crates. Five foot tall crates are in your path. Fighting is needed to maneuver around them and keep running.
3 - 4 Ledges. Narrow paths over the Abyss that can only be crossed using balance and precision. Agility is needed to not fall in. Those with Acrobatics or Gymnastics can add +1 CS ( only one not both can be added )
5 - 6 Barricades. Hurdles that need to be leaped over to make it across. Agility is the roll here, +1 CS if you have the jumping/leaping skill.
7 Rubble. A pile of debris is in your path that you'll need to climb up nad over to get through. Strength is required to pass this challenge.
8 Large Rubble. This particular pile of debris goes almost to the ceiling. You'll not only need to climb but pull some large rocks out of your way to have a path to squeeze through. Strength at a penalty of -1CS is the roll.
9 Water Hazard. Chest deep water, with the current pushing against you, is the only way through, you'll have to dive in and wade across as best as possible. Endurance is needed to keep going long enough to make it across.
10 Clear. No roll needed here, you automatically pass.

On each segment there are 3 challenges as rolled above. Each challenge you pass earns you 2 points. Each challenge you fail costs you 3 points. On a red roll you gain 4 points, 6 on a 100. On a botch you lose 5 points. How many points you start with and the starting challenge rating is as below:


Easy Difficulty:
Start with 7 points
Difficulty starts at 30 / green requirement
Maximum Difficulty: 60 / yellow

Medium Difficulty:
Start with 10 points
Difficulty starts at 40 / green requirement
Maximum Difficulty: 75

Hard Difficulty:
Start with 15 points
Difficulty starts at 50 / yellow requirement
Maximum Difficulty: 90 / red


Last edited by SgtSarros on Sun Dec 10, 2017 11:47 pm; edited 1 time in total
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PostSubject: Re: Virtual Reality Center   Virtual Reality Center EmptyMon Dec 04, 2017 2:57 pm

Around the World In 80 Squares

Travel the world in our newest event! Players take the role of one of ten different pieces and move in this board game style event.

The Pieces
Players roll 1d10 to determine what piece they will play for this game. The look is merely cosmetic but players are encouraged to act out what they have become if they like. Not that There can only be one of each piece in a game ( unless playing in team mode, then each team can only have 1 of each piece ). The pieces are, in order, mouse, catgirl, dragon, wolf, monkey, falcon, kitsune, chocobo, badger, Butterfly.


The World
The world is split into 4 categories. Plains, Forest, Ocean, and Mountain. Each section of the world is 20 squares long for a total of 80. At the start of each game the order of the world is randomly determined with 1d4 to determine the first, then 1d3 for the second, then 1d2 for the third and fourth. Each part of the world uses different stat to move:
- Plains and Forest: Agility
- Ocean: Endurance
- Mountains: Strength

Players roll 1dx where X is their level in that stat based on this chart:
Shift-0, Feeble, Poor, Typical, Good, Excellent, Remarkable, Incredible, Amazing, Monstrous

So someone who has Excellent in the stat would roll 1d6 to find how many spaces they move. Once that is determined a 1d10 is rolled to determine what occurs on that space, which differs depending on the part of the world they're in:


Plains:
1 - You have an ogre challenge you to a Tug of War. Strength roll is required: Red moves you two squares forward while a yellow move one square. Green remains where you are. White  moves you one square backwards, and a botch two squares back.
2 - You help an elderly man fix his wagon before bandits find him. You lose the next turn.
3 - You get an extra turn, roll again.
4 - There are running shoes hidden in the grass. Roll Intuition. On yellow you find them, and they give you +2 to rolls in plains and forest. Once taken, this is an empty square.
5 - An unstable portal appears here. Roll 1d2 to see if you move forward/backward, and then 1d5 to see how many spaces.
6 - Rogue wizard here tries to freeze you in place with an ice spell. Roll psyche. You must roll a yellow or you lose your next turn.
7 - Gypsy camp. Here you can play the shell game. Roll reasoning. On a yellow, you earn a golden coin.
8 - You come across a Chocobo.  It gives you double movement next turn ( roll 2dagility )
9   A bandit running by tries to steal someone's goods. Fighting to take them down. On a yellow, you earn a golden coin.
10 - Empty Space.


Water
:
1 - SHARK! You quickly swim two spaces backwards to get away from them.
2 - A Mermaid / merman is hiding here, trying to charm you. Roll Psyche. You will be charmed and lose a turn unless you roll a yellow.
3. - You get caught in fishing line and miss the next turn.
4 - A beneficial current helps you move two spaces further ahead.
5  - An extra turn, roll again.
6 - You get sucked into a whirlpool. Roll 1d2 to see if you move forward/backward, and then 1d5 to see how many spaces. Note that you cannot leave the water area, so this will move you no further then square 1 or 20.
7 - A set of flippers have been lost here. Roll intuition. On yellow you find them and gain +2 to rolls in water. Once taken, this is an empty square.
8 - You come across a Dolphin.  It gives you double movement next turn ( roll 2dendurance )
9 - You see something glittering below you. Roll intuition. On a yellow you find a treasure chest with a gold coin inside.
10 - Empty Square

Mountains:
1 - You enter into a Cave network. Roll 1d2 to see if you move forward/backward, and then 1d5 to see how many spaces. Note that you cannot leave the mountain area, so this will move you no further then square 1 or 20.
2 - An extra turn, roll again.
3 - Harpies steal you and take you to their nest. You lose the next turn.
4 - You think you might have found a shortcut through the mountains. Roll Reasoning. On yellow, you find a secret path that gives you an extra turn.
5 - The path you are walking on collapses, sending you slipping down the mountains. You move three squares back.
6 - A glowing can be seen in the area. Roll intuition. On yellow, you find an orb that gives you magic wings. These grant +1 to rolls everywhere except water. This becomes an empty square once taken.
7 - You come across a Gryphon.  It gives you double movement next turn ( roll 2dstrength )
8 - A mountain lion is attacking a hiker. Roll fighting. On a yellow you gain a golden coin.
9 - A blizzard is in this area. Roll Endurance. You will miss your next turn unless you roll a yellow.
10 - Empty Square.

Forest:
1 - A large group of bandits ambushes you, and try to take you for ransom. If you have at least 1 golden coin they will take one from you. Otherwise you miss the next turn.
2 - You come across a pixie circle where they are having a singing contest. Roll Psyche. If you roll a yellow or higher you win the competition and earn a gold coin.
3 - You come across a Unicorn. Roll Reasoning. If you roll a yellow you convince it to help you.  It gives you double movement next turn ( roll 2dagility )
4 - You walk into a snare trap left by a hunter. You miss the next turn.
5 - You hear an animal in pain. Roll Intuition. On a yellow, you find a guide wolf that in return for being freed helps you through the forest, giving you +2 to rolls in forest. This is an empty square once taken.
6 - An extra turn, roll again.
7 - You end up lost in forest. by the time you figure out where you are,  Roll 1d2 to see if you move forward/backward, and then 1d5 to see how many spaces. Note that you cannot leave the forest area, so this will move you no further then square 1 or 20.
8 - You are attacked by a bear that you have to wrestle. Roll Strength. Unless you roll a yellow you lose your next turn.
9 - You come across an odd series of statues. Roll Reasoning. On a yellow you notice one of them is enchanted and take it with you. It protects against bandits, bears, harpies, and Rogue wizards. 1 use.
10 - Empty Square.

A golden coin allows you to re-roll a roll at any time. You must declare this BEFORE you are told what is on the square you land on.

Team Move Mode
This works similar to the normal game, except teams of 2, 3, or 4 move together to get to the finish line as a combined unit.
Example: Player 1 rolls a 3 and moves 3 spaces to space 3. The second player on that team rolls a 4 and moves 4 spaces, now to space 7. Extra turns stay with the active player, as do flippers / shoes / wings, but double movement and loss of turns affect the next person on your team.
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PostSubject: Re: Virtual Reality Center   Virtual Reality Center EmptyTue Dec 05, 2017 2:28 pm

Forest Defense

The September winner of the monthly competition, Mellisandra, has devised an event where you protect the forest around you from an encroaching darkness, and a creature that has been corrupted by it. Use whatever you have at your disposal to keep the forest safe!

The event has four phases. Your 'score' in each phase affects the following phases. Note that it is possible to do poorly on the first three phases, and still succeed in the final phase


Phase 1
The forest is calling for aid! A darkness is encroaching and corrupting all that it comes across. A warrior is needed to rise up and save the forest before it is too late. However, magic has long since weakened from your kind. You need to prove to the spirits of the forest you are deserving of being it's hero!

The first thing you need to do, young fae, is craft yourself a weapon. For how can you save the forest with your bare hands? You need to search the forest for items needed to craft as powerful a weapon as possible, but hurry, you do not have much time!

In this phase, players roll intuition to search the forest for materials to make a weapon out of. You have at most three attempts to find the best two sets of materials. Take your two best rolls to make a combination as follows:

Highest Roll:
Red: Magically Enchanted wood bow. Remarkable agility.
Yellow: Good wood bow. Excellent agility.
Green: Crude bow. Good agility.


Second Highest Roll:
Red: Magically Enchanted arrows. Remarkable damage.
Yellow: Good wood arrows. Excellent damage.
Green: Crude arrows. Good damage.
At least one white: You do not find enough for bow and arrows and instead use a blowgun and darts. Typical agility and damage
At least one botch: You will be fighting throwing rocks. Typical agility, poor damage.


Phase 2

Now that you have your weapon you must train to use it! Moving targets are set up ahead of you. However they move quickly, and your kind does not even have the power to summon wings anymore. Perhaps the local unicorn will offer you aid during your training...

First you need to try to convince the unicorn to let you ride her as you go across the training field. You will have two chances to succeed. If you are convincing enough the unicorn may even grant you some of her power!

Red: The unicorn lets you ride her and blesses your ammunition . +1cs Agility for phase 3, +1 psyche
Yellow: The unicorn lets you ride her. +1cs Agility for phase 3
Green: The unicorn reluctantly lets you ride her but seems to be in no hurry to aid you. No modifiers
White: The unicorn refuses. -1cs Agility for phase 3.


Phase 3
The spirits of the forest are watching you as you train, young one. You must strike the targets as accurately as possible in order to prove to them that you are worthy of their power to save the forest.  Once you are done, kneel before the great tree to receive their blessing.

You have four targets you must strike with your weapons. The closer you get to the bulls-eye, the more points you earn and the better of a blessing you get. After each shot you have the option of keeping that score and moving on, or retaking the shot. Keep in mind if you retake the shot and you do worse you do NOT keep the better score! You also only have six chances. The first two targets use normal agility, the third at -1cs and the last at -2cs. The scoring is as follows:

Targets 1 & 2: Red 5 points, Yellow 3 points, Green 2 points, White 1 point. Botch 0 points.
Target 3: Red 7 points, Yellow 4 points, Green 3 points, White 2 points, Botch 0 points.
Target 4: Red 10 points, Yellow 7 points, Green 5 points, White 3 points, Botch 0 points.


Your blessing you receive is based on how many points you gained in training:

19 points or more: The power of the ancient fae is given to you! +1cs to Agility, Psyche and damage.
14 - 18 points: The power of a warrior fae is given to you. +1cs to damage and Agility.
8 - 13 points: The power of a scout fae is given to you. +1cs to Agility
7 points or fewer: The spirits grant you the ability to fly but no bonuses, realizing such as you are you're still their last hope to save the forest.


Phase 4

The darkness has encroached deeply into the forest, and a corrupted dire bear is leading the charge! You must stop the bear before he reaches the Great Tree, or all hope is lost!

The dire bear is destroying all in his path towards the Great Tree! Flying above the dire bear you must use your weapons to weaken it enough that the power of Light within you can cleanse the darkness and stop the assault.

The dire bear must have at least 30 damage done to it in order for it to be weakened enough for your spell to take effect. You will attack the bear with your weapon. All attacks automatically hit, it does the expected damage for that color. Once you have done 40 damage, you can attempt the cleansing spell. Roll psyche at this point, and go by this chart:

Red - The bear is cured of the darkness and the power of your spell sends the darkness into retreat! The forest is saved!
Yellow - The bear is cured of the darkness and the darkness stops advancing. It will take time but the forest will recover.
Green - The darkness within the bear is weakened but not removed. You will need to do at least 10 damage before you can cast the spell again. On a second green, same as yellow.
White - No effect. You will need to do at least 10 damage before you can cast the spell again.

Do note you only have 10 rounds to stop the Dire Bear before it reaches the Great Tree and all is lost!


Scoring
Phase 1:
100 points per red, 75 per yellow, 50 per green, 25 per white. 0 per botch.
Phase 2:
200 for red, 150 for the yellow, 100 for green.
Phase 3:
10 per point scored.
Phase 4:
50 points times the number of rounds remaining. + 100 points for a Red to purify the Bear and forest.

Note that if the Dire Bear reaches the Great Tree, your score will be 0.
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PostSubject: Re: Virtual Reality Center   Virtual Reality Center EmptyTue Jan 09, 2024 3:09 pm

Shooting Gallery

[GAME SETUP]

This can be played with any number of players present, up to a maximum of 5.

Each player can set the number of lives they have (1-10) and the number of hits they can take for each life(1-10).  For finishing your scenario with lower numbers on these fields, you will receive more bonus points at the end.

There will be three separate scenarios to choose from, in order of increasing difficulty.

GENERAL RULES

Encounter Points

Each group takes turns rolling their shots at each encounter point.  An intuition roll can be made by each party member at each encounter point to determine which group goes first.  If any party member in a party of 1 or 2 rolls a green or better, the party goes first; otherwise the enemy goes first.  This changes to yellow on parties of 3-5 people.

{When you fire}

Only 1 shot per round for each party member.

Botch = Jam(Must reload)
White = Miss
Green = Hit(250 pts)
Yellow = Hit(500 pts)
Red = Three-Point Shot(1500 pts)
100 = Bullseye(2500 pts)

{When they fire}

Only 1 shot per round for each enemy.

Botch = Jam
White = Miss
Green/Yellow/Red = Hit(Lose 1 HP)

These rules are subject to change during each encounter, and any changes will be made explicitly known.

Boss Encounters

At the end of each scenario is a Boss Encounter.  These have their own HP.  Standard rules apply for hitting a boss, with likely additional gimmicks and rules.

End of Level Scoring

For clearing a stage, all players receive bonus points.

Each of the following is worth 5,000 points:

To Protect and Serve - Goes to the player that killed the fewest civilians.
Ace Marksman - Goes to the player with the highest shot accuracy.
Ace Detective - Goes to the player with the most successful Intuition rolls to either spot enemies or find weapons.
Survivalist - Goes to the player with the most lives left (HP is the tiebreaker).
I Got Your Back - Goes to the player who shoots down the most incoming enemy projectiles(Rockets/Grenades).
Final Blow - Goes to the player that lands the last shot on the boss.

If there is only 1 player, then these are not tallied, and the player simply receives 25,000 bonus points for going solo.

A score multiplier is applied depending upon the lives/HP chosen at the beginning.

10 HP: 1x
9 HP: 1.2x
8 HP: 1.4x
7 HP: 1.6x
6 HP: 1.8x
5 HP: 2x
4 HP: 3x
3 HP: 4x
2 HP: 5x
1 HP: 10x

10 lives: 1x
9 lives: 1.2x
8 lives: 1.4x
7 lives: 1.6x
6 lives: 1.8x
5 lives: 2x
4 lives: 3x
3 lives: 4x
2 lives: 5x
1 life: 10x

WEAPONS

Revolver - A standard 6-shooter.  All players start with this weapon by default.
Magnum - Deals 3 damage to bosses.  6-shot clip.
Shotgun - A yellow hits 2 enemies.  6-shot clip.
Automatic - Same as Revolver, but with a 15-shot clip.
Machine Gun - 30 shots.  Can fire up to 5 times on your turn; can strike multiple targets.  Cannot reload.
Assault Rifle - Fires in 3-round bursts only; cannot strike multiple targets.  24 shots.  Cannot reload.

---You can only carry 1 weapon at a time that isn't your revolver, and you lose that weapon when you lose a life.---

{Reloading}

If you don't have any bullets in the chamber, you need to spend your turn reloading.  You can choose to duck behind cover when you reload, and if you do, you cannot be targeted that round.

ACT 1 - Arms Black Market

[Difficulty: Easy]

Scene 1

Enemies in this scene roll Typical.

[Encounter 1]

/gm You've pulled up in a police cruiser to an area at the harbor with a well-guarded security checkpoint.  You've been tipped off that an illegal arms trade is happening at this particular dock, and by the looks of things, not only are there those who work there who might not be fully aware, but those in charge seem to know you're coming.  Behind the gate you can see a vast assortment of shipping containers, as well as a watch tower or two.  A few more vehicles are parked in font of the security gate, and soon crooks start coming out of the woodwork with guns drawn.

1 player: 1 enemy at a time, 5 total
2 players: 2 enemies at a time, 8 total
3 players: 2 enemies at a time, 10 total
4 players: 3 enemies at a time, 15 total
5 players: 3 enemies at a time, 20 total

Round 3: A civilian who has taken cover will attempt to escape.  Any white rolls during this round will result in shooting the civilian, and will cost that player 1 HP.
Round 5: A civilian who has taken cover will attempt to escape.  Any white rolls during this round will result in shooting the civilian, and will cost that player 1 HP.
Round 7: A civilian who has taken cover will attempt to escape.  Any white rolls during this round will result in shooting the civilian, and will cost that player 1 HP.

[Encounter 2]

/gm After clearing out the first wave, the party manages to infiltrate the security gate, but it's only just begun.  The place is swarming, and everyone's on high alert.  Some are trying to get out...and some are trying to take you out.  You navigate the maze of shipping containers, trying to make your way closer to the arms warehouse...

1 player: 1 enemy at a time, 8 total
2 players: 2 enemies at a time, 12 total
3 players: 2 enemies at a time, 16 total
4 players: 3 enemies at a time, 25 total
5 players: 3 enemies at a time, 30 total

Every 5th enemy is perched atop a watchtower, and you must roll a yellow to hit them.  At the same time, they must roll a yellow to hit you.

Round 3: A civilian who has taken cover will attempt to escape.  Any white rolls during this round will result in shooting the civilian, and will cost that player 1 HP.
Round 4: Each player can make an intuition check.  On a yellow, that player finds an Assault Rifle.  If multiple yellows are rolled, it goes to the highest roller.  If it's not found, the check can be made again next round.
Round 5: A civilian who has taken cover will attempt to escape.  Any white rolls during this round will result in shooting the civilian, and will cost that player 1 HP.
Round 7: A civilian who has taken cover will attempt to escape.  Any white rolls during this round will result in shooting the civilian, and will cost that player 1 HP.

Scene 2

Enemies in this scene roll Good.

[Encounter 1]

/gm Infiltrating deeper into the facility, the party approaches a large garage that's shuttered off, another group of enemies hiding behind stacks of wooden crates, some others hiding on top of the garage.

1 player: 1 enemy at a time, 8 total
2 players: 2 enemies at a time, 12 total
3 players: 2 enemies at a time, 16 total
4 players: 3 enemies at a time, 25 total
5 players: 4 enemies at a time, 30 total

Round 3: A truck will drive through the closed garage door, and a group of civilians will attempt to escape in the chaos.  Any white rolls during this round will result in shooting a civilian, and will cost that player 1 HP.
Round 4: A red barrel is spotted near where enemies are emerging.  A hit on the barrel will cause it to explode, taking down 2 enemies.
Round 5: A civilian who has taken cover will attempt to escape.  Any white rolls during this round will result in shooting the civilian, and will cost that player 1 HP.
Round 6: A red barrel is spotted near where enemies are emerging.  A hit on the barrel will cause it to explode, taking down 2 enemies.
Round 7: Each player can make an intuition check.  On a yellow, that player finds an Automatic.  If multiple yellows are rolled, it goes to the highest roller.  If it's not found, the check can be made again next round.

[Encounter 2]

/gm With the garage clear, that side is secured well enough for the party to advance westward across a set of crates and shipping containers to get closer to the arms warehouse.  Civilians are still clearing out, and barrels of hazardous material litter the landscape as you start to make a push.

1 player: 1 enemy at a time, 8 total
2 players: 2 enemies at a time, 12 total
3 players: 2 enemies at a time, 16 total
4 players: 3 enemies at a time, 25 total
5 players: 4 enemies at a time, 30 total

The 5th, 15th, and 25th enemy will, instead of firing, throw a grenade at the party, if there are 2 players or more.  When a grenade is thrown, a party member can shoot the grenade before it reaches the party, instead of shooting an enemy.  Standard hit rules apply; if the grenade lands, it hits a random party member.
The 10th, 20th, and 30th enemy will wield an axe.  On their turn, they cannot miss, and when you fire, a white roll of at least 20 will suffice to hit him.

Round 2: A civilian who has taken cover will attempt to escape.  Any white rolls during this round will result in shooting the civilian, and will cost that player 1 HP.
Round 5: A civilian who has taken cover will attempt to escape.  Any white rolls during this round will result in shooting the civilian, and will cost that player 1 HP.

Scene 3

/gm After a big push, you find yourselves in the arms warehouse.  There are plenty of crates strewn about the place, and there's a walkway up top that's crawling with crooks.  Everyone is scrambling to either gather shipments, or defend them.

Enemies in this scene roll Very Good.

[Encounter 1]

1 player: 1 enemy at a time, 15 total
2 players: 2 enemies at a time, 25 total
3 players: 2 enemies at a time, 40 total
4 players: 3 enemies at a time, 60 total
5 players: 4 enemies at a time, 80 total

Round 1: Each player can make an intuition check.  On a yellow, that player finds a Shotgun.  If multiple yellows are rolled, it goes to the highest roller.  If it's not found, the check can be made again next round.
Round 4: Each player can make an intuition check.  On a yellow, that player finds an Automatic.  If multiple yellows are rolled, it goes to the highest roller.  If it's not found, the check can be made again next round.
Round 7: A civilian who has taken cover will attempt to escape.  Any white rolls during this round will result in shooting the civilian, and will cost that player 1 HP.
Round 10: A civilian who has taken cover will attempt to escape.  Any white rolls during this round will result in shooting the civilian, and will cost that player 1 HP.
Round 13: A civilian who has taken cover will attempt to escape.  Any white rolls during this round will result in shooting the civilian, and will cost that player 1 HP.

Boss Encounter

/gm You manage to clear out the warehouse and slip through the back door, to see the same truck from before being loaded with a shipping container via a large crane.  Standing atop the container is a man wearing a muscle shirt and camoflauge pants, hefting a rocket launcher on his shoulder, serving as the last line of defense.

The boss has 10 HP for each player present.

If there is 1 player, they will exchange shots as normal.  In this case, the boss rolls Excellent.
If there is more than 1 player, the boss will use a rocket launcher, and fire 1 rocket each round for each additional player present (1 if there are 2 players, 2 if there are 3, etc).  The players, on their subsequent turn, can opt to shoot down a rocket instead of shooting the boss, where standard hit rules apply.

Each player receives 10,000 points when the boss is defeated.
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