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Dog Kisser
Mar 30, 2005

But People have fears that beasts do not. Questions, too.

You jolt into wakefulness, already in position. You see the other Unsealed staring at you, in their own positions. They vary in appearance, but not in function. You are Unsealed, carved for war, built to fight the Great Enemy. But the Long Hands select only the very best of the batch for the Seal. One of you will proceed from this arena, one of you will form the basis for one of the long Fingers of Sealed that stretch out from the Hands. The others? Reduced to rubble. To less than rubble. Waste and trash unfit to see the light of day.

Far above, the Long Hands watch, impassive. Then - the signal. You moved.

WELCOME posted:

Welcome to Unsealed, a game in which you are cute little golem things pounding the snot out of eachother. I’ll be taking 8 people (first come first serve, expect an update pretty quickly so make sure you’re able to keep up) to play. To create your character, pick:
    A Name: An adjective, up to 10 characters long.
    A Colour: A colour, distinct from the others. You can give me an RGB or just say ‘red’ or something.
    A Form: Pick a head, eyes and body from the list below.
Each Unsealed has 10 HP, 2 Move, and 4 Range. Each round, you can take a Move Action and a Combat Action in whatever order. Actions listed as Flex Actions can be used instead of either your Move or Combat Actions. You’ll want to [spoiler] your actions, because this is a competitive game. Or don’t, I’m not your dad! Regardless of how you do it once your actions are in I’ll roll 1d12 for each of you to see the action order - lower rolls are better!

COMBAT ACTION posted:

Each Unsealed is vested with arcane power pulled from an alchemical core. Starting with 100 Stability, you must drain it to attack, but with a moment’s rest it will recover quickly. For each Combat Action, roll 1d100 and roll under your current Stability.
  • If you roll above Stability, your energy congests in your core - but you regain 20 Stability.
  • If you roll equal to or below Stability, use one of the following attacks and subtract the listed Stability from your total.
    • Shot [10] - Deal 2 Damage to target in Range
    • Power Shot [30] - Deal 6 Damage to target in Range
    • Multi Shot [30] - Deal 2 Damage to 3 distinct targets in Range
    • Beam [50] - Deal 4 Damage to Line up to Range
    • Blast [50] - Deal 3 Damage to AoE1 centered on point within Range
    You may also expend your Combat Action by Cycling, which refills your Stability to 100.

ABILITIES posted:

Each Unsealed has an Ability, picked at random from this list. When you kill someone else, you gain their ability. Each player can have up to two Abilities - anything picked up beyond that refills your choice of Stability or Health.
  1. Sight - Double Range
  2. Fleet - Double Move
  3. Mantra - Regain 1d10 Stability a turn
  4. Phantasm - Move through Obstacles, +1 Move
  5. Barrier - Raise a 2 HP Obstacle in an unoccupied hex in Range as a Flex Action
  6. Hearth - Gain Burn [30] Deal 2 DoT Damage to target in Range until they use their Combat Act to put themselves out.
  7. Focus - Halve Stability Costs
  8. Composure - Double Jam Stability regain
  9. Thorn - Half of Damage received from attackers within 2 hexes is also inflicted on dealer
  10. Unbalance - Gain Jamming Shot [25]: Make a 2 Damage attack within Range and the target cannot attack the next turn.
  11. Root - Gain Halting Shot [15], deal 2 Damage to the target and prevent them from moving for the next turn
  12. Skipping - Gain Ricochet [50] Deal 4 Damage to a target in Range, and then 3 to a second target within 3 spaces of the target, then 2 Damage to a third target within 2 spaces of that, and then 1 to a target within 1 space of that target. Previous targets can’t be hit more than once.
  13. Rain - Gain Rapid Fire [50], make 5 attacks (1 Damage each) at any valid targets within Range
  14. Adequate - Initiative is always 5; win Initiative ties
  15. Take - Gain Draining Shot [50], deal 5 Damage and recover 5 HP
  16. Lash - Gain Lashing Strike [0], deal 4 Damage to adjacent hex with no roll.
  17. Surprise - Gain Hidden Mine [30]. Place a secret bomb in any space in Range (hidden from all). Anyone who steps onto it takes 4 Damage.
  18. Reinforce - Second Ability is reinforced
  19. Familiar - Gain a Sub-Unit. Sub-Unit has 3 HP, and its own Move/Act. Its speed is your speed+1, and can only perform Bite [10]: 2 Damage melee Range action only, using your Stability. When you kill a foe and your Sub-Unit is dead, it can be resurrected in an adjacent hex in place of healing yourself or refilling your Stability.
  20. Touch - Deal +2 Damage, but have -2 Range
  21. Emphasis - Shot [10] deals 4 Damage instead of 2.
  22. Swift - Your Initiative rolls twice and picks fastest
  23. Tenacious - If you are killed, regenerate with 5 HP in a random hex with no Abilities
  24. Resurgence - Regain 10 Stability per Damage taken
  25. Rampart - Enemies entering adjacent hexes take 1 Damage per hex crossed
  26. Overload - If you roll above your Stability, deal 2 Damage to adjacent hexes
  27. Unstable - Teleport a number of Hexes equivalent to damage taken last turn as a Flex Action
  28. Efficiency - You may take two Move Actions or two Combat Actions
  29. Manifest - You may spend 5 Stability to allow your Combat Actions to pierce all obstacles
  30. Reticulate - Gain an Ability slot. This Ability does not consume a slot.
  31. Lethargic - Enemies within Range automatically have lower Initiative
  32. Scramble - Gain Scramble Burst [30] - Enemies within Range have their movement directions reversed
  33. Endure - Regenerate 1 HP a turn
  34. Spite - If you would be killed by an attack (or attacks), deal your Stability/10 Damage, divided among your attackers.
  35. Wrack - Reduce the Stability of an adjacent enemy by 20 as a Flex Action
  36. Pressure - You may choose to do 1.5x the Damage by losing 25 extra Stability on a Combat Action

Dog Kisser fucked around with this message at 18:18 on May 17, 2021

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Cloud Potato
Jan 9, 2011

"I'm... happy!"
Name: Happy
Colour: #420A55 (kinda purple)
Body: 5-3-4
Ability?: 1d36 17 Surprise - Gain Hidden Mine [30]. Place a secret bomb in any space in Range (hidden from all). Anyone who steps onto it takes 4 Damage.

Cloud Potato fucked around with this message at 17:10 on May 17, 2021

AJ_Impy
Jun 17, 2007

SWORD OF SMATTAS. CAN YOU NOT HEAR A WORLD CRY OUT FOR JUSTICE? WHEN WILL YOU DELIVER IT?
Yam Slacker
Name: Omnia
Color:#123456
Body: 4-4-6
Ability: 1d36 4 Phantasm, move through obstacles, +1 move.

AJ_Impy fucked around with this message at 15:18 on May 17, 2021

WereGoat
Apr 28, 2017

Name: Lumpy
Colour: Greenish-White
Body: 4-4-3
Ability: Ability?: 1d36 13- Rain - Gain Rapid Fire [50], make 5 attacks (1 Damage each) at any valid targets within Range
Stability: 100

WereGoat fucked around with this message at 15:44 on May 17, 2021

chin up everything sucks
Jan 29, 2012

Name: Bitey
Color: Burnt Orange
Body: 2-1-3
Ability: 1d36 20 Touch - Deal +2 Damage, but have -2 Range

chin up everything sucks fucked around with this message at 16:45 on May 17, 2021

Lux Anima
Apr 17, 2016


Dinosaur Gum
Name: Mystery
Colour: Indigo
Body: 5-5-5
Ability Roll: 1d36 6 - Hearth

Lux Anima fucked around with this message at 16:55 on May 17, 2021

Zore
Sep 21, 2010
willfully illiterate, aggressively miserable sourpuss whose sole raison d’etre is to put other people down for liking the wrong things
Name: Sincere
Color: Dark Red
Body: 1-5-6
Ability?: 1d36 8- Double Jam Stability regain

Zore fucked around with this message at 16:57 on May 17, 2021

Arcanuse
Mar 15, 2019

Name: Craven
Colour: Gold
Body: 5-4-6
Ability?: 9:Thorn - Half of Damage received is also inflicted on dealer
Stability: 100

Theantero
Nov 6, 2011

...We danced the Mamushka while Nero fiddled, we danced the Mamushka at Waterloo. We danced the Mamushka for Jack the Ripper, and now, Fester Addams, this Mamushka is for you....
Name: Smelly
Colour: Brown
Body: 4-2-2
[Ability: 1d36 14 Adequate - Initiative is always 5; win Initiative ties

Scribbleykins
Apr 29, 2010

Any scientist with the right background can brew his own booze.

...

What do you mean electrolytes aren't used for brewing booze? That's silly!

...

Well when all you have are chunks of TNE and an overly large water ration, all the world looks like a still!
Grimey Drawer
Name: Delectable
Color: Amber
Body: 6-1-6
Ability: Rampart

Aabcehmu
Apr 27, 2013

Confusion As a Natural State of Being
Name: Shocking
Colour: Sky Blue
Head: 5
Eyes: 4
Body: 4
Ability: 1d36: 5 = Barrier

Jvie
Aug 10, 2012

Name: Hazardous Beige
Head: 3, Eye: 6, Bod: 1

POWER: 1d36 2
Fleet - Double Move

Junpei
Oct 4, 2015
Probation
Can't post for 11 years!


Name: Burning
Color: Vermillion
Skill gain: 1d36 1
Sight: Double Range

Dog Kisser
Mar 30, 2005

But People have fears that beasts do not. Questions, too.
Welp this is 12 instead of 8 but that makes the map easier to build anyhow. Recruitment closed.

Dog Kisser
Mar 30, 2005

But People have fears that beasts do not. Questions, too.

You took in your foes, slowing approaching. Who would be the first to fall?

MAP posted:

UNSEALED posted:

Here’s your Unsealed! Dropped them in Discord, but posted them here for your convenience. In each of your posts, post your picture, your name, and your stats/abilities for everyone’s convenience. As a reminder, you can [spoiler] your actions or not, as you wish. Regardless, you will be assigned an Initiative at the beginning of the combat round, and your Unsealed will attempt to fulfill your orders as well as they can given their Initiative. If you can’t move because of a suddenly-appearing obstacle or your target moves out of your range, your Unsealed will attempt to path around it or find a new target. If it is unable to, your Stability will be restored.

Good luck, and I’ll be back after the first of you croaks!

Junpei
Oct 4, 2015
Probation
Can't post for 11 years!

HP: 10/10
Range: 8
Move: 2
Stability: 100/100

Move 1 space West, 1 space Southwest.

Stability roll: 1d100 2

Using Power Shot on Shocking.

Arcanuse
Mar 15, 2019


[10 HP][2 Move][4 Range]
[Abilities]
[1]:[Thorn]:Half of Damage received from attackers within 2 hexes is also inflicted on dealer
"AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA"

Craven AAAAAAAAAAAA posted:

Move [Southwest 2]
Stability Roll: 1d100 5
:blastu: Power Shot:[SINCERE]

Arcanuse fucked around with this message at 06:30 on May 19, 2021

Lux Anima
Apr 17, 2016


Dinosaur Gum

HP: 10/10
Stability: 100
Move: 2 // Range: 4
Abilities (1/2): Hearth
- Gain Burn [30] Deal 2 DoT Damage to target in Range until they use their Combat Act to put themselves out.

If allowed, wait for Bitey to move first:
> Move: none
> Stability: Stability Roll (vs 100): 1d100 90 - Success!
> Attack: Burn [30] on nearest enemy in range 4 for 2 DoT damage!

WereGoat
Apr 28, 2017


Ability: Rain - Gain Rapid Fire [50], make 5 attacks (1 Damage each) at any valid targets within Range
Stability: 100
Hp: 10
Range:4
Move:2

Stability: 1d100 100 -_-
Move E, SE.
Power Shot (30) at Omnia

AJ_Impy
Jun 17, 2007

SWORD OF SMATTAS. CAN YOU NOT HEAR A WORLD CRY OUT FOR JUSTICE? WHEN WILL YOU DELIVER IT?
Yam Slacker

10HP
3 Move
4 Range


Move 1 east - 1 northeast - 1 east, through the obstacle using Phantasm. ------------------

Stability: 1d100 38 -------------

Power shot on Bitey. ------

-------------------------

--------------------------

AJ_Impy fucked around with this message at 14:28 on May 19, 2021

Jvie
Aug 10, 2012


HP: 10
Stability: 100
Move: 4, Range: 2
[Fleet: Double Move]


"Mpphhhhhh, mphmhpmhhh!"


Shame on you. ------------------
Shame on you. --------------------------------

Aabcehmu
Apr 27, 2013

Confusion As a Natural State of Being

HP: 10/10
SP: 100/100

Move: 2
Range: 4

Abilities: Barrier

Move action: Place obstacle immediately west of Burning
Combat action: Place obstacle immediate southwest of Burning

Assuming I roll higher initiative, I'm hoping to trap Burning in the corner while I try to get out of their range over the next couple turns.


-e

I just remembered I need to roll for jamming still.

Jam: 1d100 = 67


-e2

I misread the Flex Action rules, so instead of placing a second obstacle, my Move action is to move two squares southeast. Combat action is unchanged.

-e3

Ignore e2

Aabcehmu fucked around with this message at 20:13 on May 19, 2021

Cloud Potato
Jan 9, 2011

"I'm... happy!"

Happy
HP: 10/10
Stability: 100/100
Move: 2
Range: 4
Ability: Surprise - Gain Hidden Mine [30]. Place a secret bomb in any space in Range (hidden from all). Anyone who steps onto it takes 4 Damage.

:yaycloud: "Hello, new friends!"

Move two hexes south-east.
Combat Action Round 1: 1d100 91
Place a Hidden Mine somewhere. :ssh: Stability now 70.

Scribbleykins
Apr 29, 2010

Any scientist with the right background can brew his own booze.

...

What do you mean electrolytes aren't used for brewing booze? That's silly!

...

Well when all you have are chunks of TNE and an overly large water ration, all the world looks like a still!
Grimey Drawer


HP: 10/10
Stability: 100/100
Move: 2
Range: 4
Ability: Rampart - Enemies entering adjacent hexes take 1 Damage per hex crossed.

"LET ME TASTE VICTORY"

MOV: NO MOVE FILLER
COMBACT: POWER SHOT at CLOSEST ENEMY (if multiple eligible, whoever HURT ME MOST)
If NO-ONE is in RANGE, use BLAST AOE's 1-range "extension" to tag SMELLY's (equally) coward rear end

Theantero
Nov 6, 2011

...We danced the Mamushka while Nero fiddled, we danced the Mamushka at Waterloo. We danced the Mamushka for Jack the Ripper, and now, Fester Addams, this Mamushka is for you....


HP: 10/10
Stability: 100/100
Move: 2
Range: 4
Ability: Adequate - Initiative is always 5; win Initiative ties

It's a good day to stink.


Move Action: I'm just hanging about you know not hurting anybody not moving either nope
Combat Action: Power Shot against closest enemy Stability: 1d100 66

Theantero fucked around with this message at 19:13 on May 19, 2021

Zore
Sep 21, 2010
willfully illiterate, aggressively miserable sourpuss whose sole raison d’etre is to put other people down for liking the wrong things


HP: 10/10
Stability: 100/100
Move: 2
Range: 4
Ability: Composure - Double Jam Stability regain


Move Action: Move 2 tiles up towards Craven
Combat Action: use Power Shot against anything in range. Auto-pass stability as its at 100

Zore fucked around with this message at 19:25 on May 19, 2021

chin up everything sucks
Jan 29, 2012



Hungry. Must consume.

HP: 10/10
Stability: 100/100
Move: 2
Range: 2
Ability: Touch: Deal +2 Damage, but have -2 Range


Move Action: Move 2 tiles north
Combat Action: Use Shot against anything in (my very short) range. Auto-pass stability as its at 100

Dog Kisser
Mar 30, 2005

But People have fears that beasts do not. Questions, too.

ACTIONS posted:

BURNING (2)
MOVE:1W1SW
COMBAT: Power Shot on SHOCKING - 6 Damage!
SHOCKING (4)
MOVE:Place BARRIER
COMBAT: Place BARRIER
SMELLY (ADEQUATE 5)
MOVE: NO MOVE
COMBAT: Power Shot - No Target in Range!
OMNIA (5)
MOVE: 1E1NE1E [Phantasm Movement]
COMBAT: Power Shot on BITEY - 6 Damage!
HAPPY (5)
MOVE: 2SE
COMBAT: Place MINE
DELECTABLE (5)
MOVE: NO MOVE
COMBAT: Power Shot - No Target in Range!
SINCERE (6)
MOVE:2NE
COMBAT: Power Shot on CRAVEN - 6 Damage!
LUMPY (6)
MOVE: 1E1SE
COMBAT: Power Shot - No Target in Range!
BITEY (9)
MOVE: Movement Blocked!
COMBAT: Shot on OMNIA - 2+2 Damage!
CRAVEN (10)
MOVE: 2SW
COMBAT: Power Shot on SINCERE - 6 Damage!
HAZARDOUS (11)
MOVE: 3NW1E
COMBAT: Power Shot on HAPPY - 6 Damage!
MYSTERY (12)
MOVE: NO MOVE
COMBAT: Burn on OMNIA - 2 Damage! OMNIA takes 2 Damage each turn until dispelled with Combat Action!

MAP posted:

[timg][/timg]

Dog Kisser fucked around with this message at 13:23 on May 20, 2021

chin up everything sucks
Jan 29, 2012



GET IN MY BELLY

HP: 4/10
Stability: 90/100
Move: 2
Range: 2
Ability: Touch: Deal +2 Damage, but have -2 Range


Move Action: None
Combat Action: Use Shot against Omnia. Stability vs 90: 1d100 51

Aabcehmu
Apr 27, 2013

Confusion As a Natural State of Being

HP: 4/10
SP: 100/100

Move: 2
Range: 4

Abilities: Barrier

Move action: 2NE
Combat action: Power shot Burning

Jam: 1d100 = 98

Just gotta for the hail mary, I guess.

Junpei
Oct 4, 2015
Probation
Can't post for 11 years!

HP: 10/10
Range: 8
Move: 2
Stability: 70/100



Move: 1SE, 1SW
Stability roll: 1d100 22

Combat Action: Use Power Shot on Shocking if possible. If out of range, or blocked by a Barrier, use Power Shot on whoever else is range. If that's not an option, go with a Cycling.

Arcanuse
Mar 15, 2019


[4/10 HP][2 Move][4 Range][050/100 Stability]
[Abilities]
[1]:[Thorn]:Half of Damage received from attackers within 2 hexes is also inflicted on dealer
"DUST DUST DUST DUST DUST"
"FROM DUST"
"BORN TO SLAY"
"WORLD IS A WAIL"
"I AM SCREAM MAN"
"51 BILLION VOWELS"
"AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA"


Craven AAAAAAAAAAAA posted:

Stability Roll 2: 1d100 4
:blastu: Power Shot:[SINCERE]
Move [Southwest 1][Southeast 1]

E1+2: Edited in more hamming it up

Arcanuse fucked around with this message at 06:24 on May 20, 2021

Lux Anima
Apr 17, 2016


Dinosaur Gum

HP: 10/10
Stability: 70
Move: 2 // Range: 4
Abilities (1/2): Hearth
- Gain Burn [30] Deal 2 DoT Damage to target in Range until they use their Combat Act to put themselves out.

Blood! Eldritch flames! Mystery stared after their own power, relishing the carnage the indigo flames wrought within the coliseum halls.

> Move: W2 hexes!
> Stability: Stability Roll (vs 70): 1d100 15 - Success!
> Attack: Power Shot [30] on Omnia (or else nearest combatant in range 4) for 6 damage!

Lux Anima fucked around with this message at 07:19 on May 20, 2021

WereGoat
Apr 28, 2017


Ability: Rain - Gain Rapid Fire [50], make 5 attacks (1 Damage each) at any valid targets within Range
Stability: 100
Hp: 10
Range:4
Move:2

Stability: 1d100 78
Move E, NE.
Power Shot (30) at Hazardous

Zore
Sep 21, 2010
willfully illiterate, aggressively miserable sourpuss whose sole raison d’etre is to put other people down for liking the wrong things


HP: 4/10
Stability: 70/100
Move: 2
Range: 4
Ability: Composure - Double Jam Stability regain



Move Action: Move 2 tiles SE back to starting point
Combat Action: use Power Shot against Craven, Stability roll vs 70: 1d100 58

AJ_Impy
Jun 17, 2007

SWORD OF SMATTAS. CAN YOU NOT HEAR A WORLD CRY OUT FOR JUSTICE? WHEN WILL YOU DELIVER IT?
Yam Slacker

4HP
3 Move
4 Range
70 Stability

"It's time to end this."



Move 2 West through the obstacle using Phantasm. ------------------

Stability: 1d100 69 - Nice! -------------

Extinguish the burn. --------------------------------

This is a marathon, not a sprint. -------------------------

AJ_Impy fucked around with this message at 10:13 on May 20, 2021

Theantero
Nov 6, 2011

...We danced the Mamushka while Nero fiddled, we danced the Mamushka at Waterloo. We danced the Mamushka for Jack the Ripper, and now, Fester Addams, this Mamushka is for you....


HP: 10/10
Stability: 100/100
Move: 2
Range: 4
Ability: Adequate - Initiative is always 5; win Initiative ties

It's a better day to stink.


Move Action: Just moving 1W 1SW like a sneaky little peeper ohohoho wow
Combat Action: Look at me I am not even tanking a combat action lmao I'm so cool I bet you didn't see THAT coming

Jvie
Aug 10, 2012

Jvie posted:


HP: 10
Stability: 70
Move: 4, Range: 2
[Fleet: Double Move]


"HPMMPH! Mmph."


Shame on you. ---------------------------------
-----------------------------------
Shame on you. --------------------------------------

Cloud Potato
Jan 9, 2011

"I'm... happy!"

Happy
HP: 4/10
Stability: 70/100
Move: 2
Range: 4
Ability: Surprise - Gain Hidden Mine [30]. Place a secret bomb in any space in Range (hidden from all). Anyone who steps onto it takes 4 Damage.

:yaycloud: "Hello, neighbour!"


Move 2 hexes East.
Combat Action Round 2: 1d100 21
Firing a Power Shot at Hazardous. Stability now 40.

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Jvie
Aug 10, 2012

Cloud Potato posted:


:yaycloud: "Hello, neighbour!"


"Mhmhmphm! Pfmhhmfm." *wheeze*

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