Sunday, May 17, 2015

Russel Portis

Russel “Rusty” Portis

Russel could never really understand his lot in life. He was always calm, cool, and collected. Some would confuse his demeanor for uncaring. Even though his father, Dr. Dexter Portis, was a brilliant cybernetics specialist and engineer, his research could never get the funding. Dr. Vegapunk was always one step ahead of him.

At birth, destiny was already pushing its heel to Russel’s throat. At a young age he was diagnosed with osteomenos, a degenerative bone disease, the same one that took his mother. He was frail and slow his whole life, and as he grew up, he became closer and closer to death.

Hell-bent on ensuring he wouldn’t lose his only son the same way he lost his wife, Dr. Portis dedicated his life to finding a cure. Years of failure brought him to the brink of madness until he read a report about Vegapunk’s new technological breakthrough. The Pacisifista!  Dexter may not be able to cure his son’s bone disease, but if he didn’t have bones to degenerate, maybe he could survive or even thrive.

Russel was elated to be able to assist his father in his experiments. He full understood the risks and what the end goal would ultimately entail. They didn’t call Dr. Portis a genius for no reason though and he managed to replace all of Russel’s bones with a wapometal skeleton. While ultimately a success, the procedure wasn’t without its complications. The bones in Russel’s hands were just too small for Dexter to replace without severely damaging his tendons and skin, so he instead built him completely robotic hands. Russel was ultimately cured, and he was much more than a human now. He was super strong, fast, and durable! And with the shape changing qualities of wapometal, he would be able to grow up like a normal kid!

Sadly, the news of Russel’s newfound lease on life soon reached the powers that be and Vegapunk himself came down to see the results. They quickly confused Russel’s calm and thorough attitude as some sort of programming. “I’ve seen this with Bartholomew Kuma! Your son isn’t alive anymore! You’re a monster!”

Russel tried to explain that he volunteered for the procedure but Vegapunk and the Marines shut down Dexter’s lab and put a black mark on his name. These people had no vision, no sense of scope of what his father was doing! Who wouldn’t want to be better than they are? In order to try and escape this nightmare, they moved to Karate Island in the south blue, but the Marine base there poses plenty of opportunities to show how awful people are.

Dexter spent his days from then on doing nothing but drinking and sulking around the house. No one would hire him for anything but menial labor. His depression was slowly killing him and Rusty fears he’ll never recover. Russel does mostly odd jobs around town to help scrape by. His improved strength and endurance really help.

To kill time between jobs, Russel started exploring their new island home. There’s a quaint little monastery on a hill past the forest that encircles their town, with a single monk maintaining the holy grounds. One day while exploring the monastery, the monk approached Russel and introduced himself.

“Hello there, my name is Shi Yan Du. I’ve seen you around here a few times recently and you have a very strange energy about you! It’s almost as if you’re not entirely human.” The two immediately hit it off and Shi Yan Du offered to teach Russel how to control his strength and defend himself. The Way of the Thousand Fists is a very fluid and smooth fighting style, and you’d think someone who was practically a robot wouldn’t be able to move in such way. Thank goodness Dexter was ahead of his time! Other than Russel’s hands and a small metal port above his shoulder where he keeps his robotic skeleton fueled up, he’s completely indistinguishable from a regular human. He usually wears gloves to keep from drawing unnecessary attention to himself.

As time passed, Russel was able to make friends on the island. They call him Rusty because of his red hair. An amusing nickname considering he’s also a cyborg; because of his father’s reputation and your average Marine’s ego, they’ve had may scrapes with the base and nobles on the island, but always manage to come out on top or get away before having to face the big guns.

The Nobles on the island overtax the rest of the citizens of the island and the Marines frequently hustle the small businesses for free food or supplies with the threat of military force. To make things worse, Rusty now has a 50,000 berry bounty on his head. It isn’t much and Rusty suspects Vegapunk actually reviewed his father’s work and now wants the tech for himself. Thankfully, the only picture they had was from when he was a small boy, so not many people recognize him.

Rusty plans on getting off of the island with his best friend Anna, and set sail to find out what the world really has to offer. He wants to become renowned and clear his family name - to show people his father’s great vision! He will show the world the gift his father gave, and make him proud.


Sunday, May 3, 2015

Dungeons and Dragons a la One Piece: Introduction and Characters

Hey all! 

It's been a while since I've posted and I'm sorry. Work got crazy and we weren't allowed to stream or post HS videos for a while. Now I'm just waiting for open beta of Heroes of the Storm so I can start streaming that.

In the meantime, I've started a D&D 4e game with a bunch of friends and wanted to share our adventures. The setting of the game is the One Piece universe, so some things have changed. 

First: It's a no magic universe. Anything particular "magical" about the various classes is changed to be more scientific.

Second: The classes got a One Piece wash over to make more sense for the universe. Here are the following Races and how they've translated:

Human - Human
Bugbear - Large Human (like Whitebeard of Doflamingo)
Halfling - Ex-Noble (like Sabo)
Elf - Ex- Noble (like Sabo but for the more offense oriented)
Dragonborn - Fishman (Dragon breath was turned into Uchimizu) 
Thri-kreen - Crustaceous Fishman
Warforged - Cyborg

The classes available were:

Fighter
Barbarian
Rogue
Ranger
Artificer
Monk
Warlord

We also have three Devil Fruit users starting off on the crew. The Devil Fruits are: 

Iki Iki no Mi – Breath Breath Fruit

This fruit gives the user the power of super breath. This allows the user access to feats that standard “enhanced breath powers” would provide (Vacuum Breath, Ice breath, machine gun breath, etc.)

Gemu Gemu no Mi – Sports Sports Fruit

This fruit provides the user with several sports related powers. They gain a massive boost to their Athletics score, become extremely skilled in every sport, can quickly pick up a new sport and become professionally skilled in it in a matter of minutes. They can also gain several sports based powers. They can shoot flaming basketballs out of their hands, throw compressed air like footballs, repel projectiles with an invisible bat, etc.

Toka Toka no Mi, Model: Armadillo - Lizard Lizard Fruit, Model: Armadillo 

This fruit allows the user to transform into an Armadillo Lizard, an Armadillo Lizard hybrid, and atheir base form. 

While in animal or hybrid form, the user may shoot out their spiny plates doing ranged weapon damage, use their claws to do melee weapon damage and gain an assortment of abilities. 

Now, let's meet our characters I'll do each one one at a time to avoid tl;dring it. I would include pictures of the crew, but I can't draw so if anyone out there wants to help with some artwork for my crew's adventures, I would greatly appreciate it.

We have:

The lovely Dr. Anna Montana, the Sport Human. (Named after Joe Montana, obviously).
Anna was raised by her father, a Marine Captain. She looked up to him as the hero of Justice he was perpetrated to be! She thought he was out there every day, saving the world from evil and making it a better place. 

As she got older, she trained and trained to join the Marines when she was old enough. She wasn't very strong, but used her natural intellect to create potions, formulas, and alchemical compounds to help heal, defend, or damage her enemies. She too wanted to make the world a better place, make it safe for everyone. 

Anna shared her dream with her father and his Marine buddies one night when they returned for leave but didn't get the reaction she was expecting. They all started laughing at her as hard as they could. At first she thought it was because she was still young, but then they all started patronizing her. "That's cute for you to think sweetheart." "What's a pretty thing like you going to do as a marine?" "If your husband going to keep the house?" "You should marry a marine, not be one." 

She ran out of the house blind with anger and tears and ran to the local monastery. She hid their for hours trying to think of what to do when a hand, bright of immaculate silver reached out for her. Enraptured with this supposed holy visitor she reached out for it. She was lifted up by a monk with metal hands. 

"Greetings young one. My name is Russel, but you can call me Rusty," the monk said. Anna noticed his hands were indeed silver in color. Mechanical hands that felt warmer than any hand she had held before. They instantly became close friends. Russel is constantly encouraging Anna and never pokes fun at her ambitions.

By his side, she has gone from trailing after marines to getting into fights with them. Out on the sea, close to the action itself Anna can see that these men aren't the symbols of justice they claim to stand for. The way they roughshod over each town and poor citizen they come across. She's lucky her father hasn't caught wind yet. If she stays lucky, he won't know what's what until it bites him in the face. In one particular town she met a Fishman pirate name Karkinos Rey who defended the poor citizens from the injustice of these corrupt public officers. Karkinos, Russel, and Anna ended up fighting many Marines together and the two of them were invited to join his crew. 

Along their adventures, Anna found a Devil Fruit she has seen in an encyclopedia, as fate would have it, she was wrong. After eating it, she soon found herself beating everyone she came across in chess, volleyball, racing. If it was a sport, she was the best at it. After a while she soon developed the ability to conjure ethereal sports equipment that she can use as weapons. She uses this combined with her alchemy to create pretty sticky situations for her enemies (sometimes literally.) And while she doesn't have any formal schooling, she's the ship's doctor. Who needs a fancy degree when she has the miracles of science and her powers.

Thursday, January 30, 2014

New Hearthstone Gametype

Hey all,

Just wanted to stop in and propose a new gametype for anyone who wants to play with me! I call it "Hearthstone: Raid Leader."

It's a play on Magic: The Gathering's Commander system.

Here are the rule:
Mandatory 1 Legendary per deck
Based on what that legendary is decides what kind of cards your deck can have
If you choose a class legendary, your deck must contain 20 class cards and 10 neutral cards
If you choose a neutral legendary, your deck must contain 20 neutral cards and 10 class cards
There may only be a max of one of each card in the deck

I've played this 'format' with a friend a bunch of times with multiple different classes, and it was a lot of fun! If anyone is interested in giving it a try with me, add my battletag (broloth#1869) and send me a message!

Here's my first Commander Deck that I built with my paladin: http://www.hearthhead.com/deck=23311

Update: Here are 3 other decks I've created using this format.
http://www.hearthhead.com/deck=23320/druid-class-raid-leader
http://www.hearthhead.com/deck=23313/paladin-raid-leader
http://www.hearthhead.com/deck=23315/warlock-dark-portal-raid-leader

Friday, October 4, 2013

Patch 1.3


Got a lot done today!

  • New Prize Card added: Combat Roll.
  • New Prize Card added: Hope (Flip)
  • Changed the amount of Prize Cards the winner gets from a challenge from 3 to 2.
  • Increased the maximum hand size for Prize Cards to 10.
  • Added rules for clarification regarding Prize Card hand size.
  • There are now the following amount of cards in the Prize Deck:
    • There are 9 of each Common card
    • There are 5 of each Rare card
      • Hope is split into 3 different cards, there are:
        • 2 Hope (Columns)
        • 2 Hope (Row)
        • 1 Hope (Flip)
    • There are 3 of each Epic card
    • There is 1 of each Legendary card
    • This brings the Prize card deck size to 90.
  • Added official rules for:
    • Kinito
    • Biscuit
    • Fuck the Dealer
    • Give or Take

Tuesday, October 1, 2013

Patch 1.2

Patch 1.2

Max Prize hand size is reduced to 9.
Added new prize cards
Renamed many prize cards to give them more "immersive" names
Added more rules to Prize cards for clarification

Saturday, September 28, 2013

First "Patch"

So, my wife, my friend Sam, and I had a chance to do our first beta test of the game and with it came some changes to balance the game out as well as make it more fun!

Here are our patch notes so far:

Patch 1.1:


  • Official rules for Red and Black, 3-Man, and Fingers added
  • Clarification for Anomaly deaths added
  • “Fallen Hero” and “Fallen Villain” system added
  • Prize Cards added
  • Board size changed to 10x10
  • Movement dice mechanic removed, players can now move about the board freely.
  • Players may not move diagonally
  • Players may not enter and exit the same square twice.
  • Movement dice size increased to d10
  • Clarification on Alliance system added

With that, I have included the full rules below, strike-throughs signify rules that were removed or altered and red changes are the most recent ones!

Drinking Board Game


Items
Game Board – A 10x10 gridded map of Stadt City
Character Cards – Cards with a character’s picture, bio, and “Advantages” on it
Prize Cards – Cards that are awarded to the victor of a Challenge, these cards have various effects and conditions
Playing Cards – A standard deck of 52 playing cards
Two-sided Coin
Solo Cups
Various sized Dice
            Six d6
One d4
            Ten alphabet d10 of different colors
Ten numbered d10 (each one matching a different color of the alphabet d10)
            Directional Dice
Challenge Cards – Cards that have a challenge on it, these cards must be separated into piles based on the amount of players each challenge calls for
Titan Deck – Cards with a Titan’s picture, bio, and “Advantage” on it
Character Pieces
Rule Plaques
Object of the Game:
The end of the world is upon our strong heroes and villains on the island. Only the strongest will be able to survive long enough to battle the force bringing upon the end of the world and claim rule over the rest of the planet!
Temporal Anomaly: At the beginning of the game each player will roll two 6-sided dice. Whoever rolls the highest has the honor of being The Harbinger. The Harbinger is not a Character and does not ever enter play. The Harbinger cannot lose their title. If The Harbinger is eliminated from the game, they continue to fulfill their harbinging duties. In the event of a tie between the highest rollers, each highest roller will reroll their dice until only one has the highest result.
At the end of each turn, The Harbinger will roll two 6-sided dice (one Alphabet dice and one regular d6). Whichever spot on the map the dice land on is immediately destroyed. If the dice roll on an already immediately destroyed portion of the map, at least one of them is rerolled.
So for example, if B1, 5, and 6 are destroyed and the dice lands on B6, then the numbered dice can be rerolled until it lands on 2, 4, or 5, or the lettered dice can be rerolled until it lands on a letter square that isn't destroyed. As the map gets smaller, lesser dice can be used as long as each available square has a chance to be landed on.


At the end of each turn, The Harbinger will roll more and more pairs of 10-sided dice (one alphabet and one numeric). Whichever spot on the map the dice correlate to is immediately destroyed.


Any character piece on a square that is destroyed is immediately killed. That player must finish their drink.
After each round, the number of squares destroyed goes up based on what round finished. After round 1, 1 square is destroyed 1 pair of dice is thrown, after round 2, 2 squares are destroyed 2 pair of dice are thrown, after round 3, 3 squares are destroyed 3 pair of dice are thrown, etc.


After turn 2, at least two squares must be destroyed each turn. If no squares are destroyed after all the dice are rolled for that turn, continue to roll dice until a square is destroyed.


If you die to an Anomaly square during your movement phase, do not replace your character until after the Harbinger destroys part of the map.
Alliances: When two players meet on the map for the first time, they may choose to make an Alliance with each other. If they do, neither player is allowed to make an Alliance with any other player for the remainder of the game. An Alliance cannot be broken. If they choose not to enter an Alliance, they are not able to enter an Alliance with each other at any other point in the game. Players are in Alliances, not characters, so if one player's character is eliminated and they draw a new character, those players are still in an Alliance.
While in an Alliance, the two players in the Alliance do not have to compete against each other in Challenges. While in an Alliance, the two players in the Alliance do not have to compete against each other in 2 player games. In an event where a team challenge occurs, the two people in an Alliance are automatically on a team with each other. If one person in an Alliance loses a challenge, both player’s characters die. If one player dies to an anomalied zone, their partner dies but it doesn’t count as an “anomaly death” for them.
Characters: Each player draws a Character Card from the deck. Players draw characters in order from youngest to oldest. If it is someone's birthday, they get to draw first. If it is more than one person's birthday, then they draw from oldest to youngest.
When a player's Character is eliminated, they can choose a new Character from Character Deck and place their piece on an available square on the board.  If a player is eliminated three times, or there are no other Character cards to draw (whichever comes first) that player loses and they must draw a Titan card.


Whenever a player’s Character is eliminated due to a lost challenge, the Character Card is sent to the discard pile. Whenever a player is eliminated due to a Temporal Anomaly, that hero card is kept by the player (but is no longer playable). Once a player accumulates 3 Anomaly losses, they lose and must draw a Fallen Hero or Fallen Villain card.


Fallen Hero/Villain:
When a player is fully eliminated (there are no more character cards when a player is eliminated or they accumulate 3 Anamoly deaths) they must draw a Fallen Hero or Fallen Villain card.


Fallen Heroes/Villains cannot win the game nor die. When a Fallen Hero/Villain is defeated, they are sent to a destroyed square furthest away from the Character that defeated them.


A Fallen Hero’s/Villain’s goal is to destroy as many Characters as they can. Losing a Challenge to a Fallen Hero/Villain counts as an Anomaly death.


A Fallen Hero/Villain gains all of the Challenge Advantages that the heroes and villains they lost to anomalies had.


Titans: As the Civil War on Olympus winds to a close, Titans will appear and continue to claim rule for themselves. When a player is fully eliminated (there are no more character cards when a player is eliminated) they then draw from the Titan deck.
Titans cannot win the game, nor die. When a Titan is defeated, they are sent to a destroyed square furthest away from the god that defeated them.
A Titan's goal is to kill as many gods as they can before the game ends.
Turns: Until the first Challenge is played each player goes in order from Oldest to Youngest. After the first Challenge is played, whoever has the most points at the start of a round goes first, if two players are tied for points, the youngest goes first.
Movement Phase: During each players turn, the players must roll a d4 and must move that number of squares. They must move that many squares in a single direction. Once during their movement, they can roll a directional dice in an attempt to change direction. If they enter a destroyed square at any point during their movement phase, they are immediately killed.
Example: Joseph playing as Zeus is on the edge of the map and rolls a six, he decides to move two squares west and roll the directional dice. The dice result forces him to move south. He continues south for the remaining 4 squares.
During each player’s turn, they player must roll a d10 and must move that number of squares. They may move in any direction up, down, left, or right. (Players can not move diagonally). Characters can not enter and exit the same square twice. If they enter a destroyed square at any point after finishing their movement, they are killed.


If another player enters your square before your movement phase that turn, you may choose not to move.


Challenges: At the end of each turn, after The Harbinger rolls their dice, challenges are initiated. All non-Allianced characters on a square begin a challenge with each other based on the amount of people in the square. The winner(s) of the challenge survive and the loser's character dies. The winner of a Challenge gets one point and draws a victory card.
Whenever a Character is eliminated that playet must drink. The drink is chosen by the victor of the challenge.
Team Challenges are initiated when there is an even number of players on a square greater than 3. If there are 4 players on a square, a 2v2 team challenge is initiated. If there are 6 players on a square, a 3v3 team challenge is initiated, etc.
In the event of a team Challenge, players on that square who are in Alliances are automatically teamed up; everyone else is randomly assigned a team mate. To determine random teams each player will give The Harbinger their character card, The Harbinger will shuffle all of the cards and pair them up randomly.  After all the cards are evenly paired up, they are flipped over and those are the teams.
When the Challenge is over, the team that wins survives and everyone else loses.


Prize Cards: After a challenge is over, the winners of the challenges draw 3 prize cards and the losers all draw 1. Your Prize Card max hand size is 10 9. Each card will specify when it can be played and what the card does.


Drinks: A “drink” is both a noun and a verb. A drink can be beer, wine, cocktail, or spirit.  When a Challenge or card calls for a player to “finish” their drink, they must chug the remainder of their beer, wine, or cocktail, or do a shot of their spirit. (So if a player’s drink is a Solo cup of whisky that they are sipping throughout the night, they are not required to chug it when a “drink finish” is called). Similarly a “drink” is called for (i.e. a challenge or rule states “both players must drink”) then this means that each player will take a sip of their drink (this includes spirits, a player drinking spirits is not required to take a shot when they are called to “drink.”)
List of Challenges and the amount of people needed for each.
Beer Pong, Flip Cup, Checkers, Fuck the Dealer, Black or Red, Biscuit, Farkle, Boat Race, Circle of Death, Beer Bong, Fingers, Kinito, 7/11/Doubles, Quarters, Across the Bridge, Beer Snap, Give One, Take One, Forehead Idiot, Mexicali, Nothing, Three Man

Prize Cards:
Twice Dice: Play before you roll for movement. Roll two dice and move that amount
Thrice Dice: Play before you roll for movement. Roll three dice and move that amount
Diagonal +1: Player during your movement. Move one square diagonally, this movement does not count as one of your squares.
Diagonal: Player during your movement. You may use one of your movements to move diagonally.
Fly: Play after you roll for movement. You may fly over Temporal Anomalies. You may not end your turn on a Temporal Anomaly.
Slow Dice: Roll a d4 to move instead of a d10. (Can not be played the same turn as a Twice or Thrice Dice.
Column Anomaly Clear: Play any time before or after rolling for movement on anyone’s turn. Clear all of the Anomalied areas in the column your character is on.
Row Anomaly Clear: Play any time before or after rolling for movement on anyone’s turn. Clear all of the Anomalied areas in the row your character is on.
Push: Push one other character one square away from yours in any direction (except diagonally.)
Pull: Pull one other character one square closer to yours in any direction (except diagonally.)
Anomaly Protection: Play before the Harbinger rolls to destroy the board. The square you’re on has protection from Temporal Anomalies this turn.
Switch: You may play this card at any time. Switch places with any other character on the board.
Fully Anomaly Clear: Play this card as soon as you draw it. Fully clear all of the Anomaly on the board.
Teleportation: You may play this card at any time.Teleport to any other player’s currently occupied square.
Pull Burst 5: You may only play this card before any player initiates their movement phase. Pull each character within Burst 5 of you one square closer in any direction (except diagonally.)
Push Burst 2: You may only play this card before any player initiates their movement phase. Push each character within Burst 2 of you one square away in any direction (except diagonally.)