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Topics - Smoke Mirrors

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Welcome to Fate/Mechanics Test, which is a test of a system I’ve created for running games based on the Fate series, specifically for servants. I created this system with the intent to run a game called Fate/Lost Record, but first I need to see how it works. The system is built for players to play as servants without masters, as experience with various Fate games has made it clear players don’t want to play masters, and is currently focussed on the 7 normal classes, though both masters and extra classes could be adapted in with further work. I intend to run some tests of PVP, PVE, group combat, combat against bosses, exploration, role play, and other tests that may appear to be necessary. Please, feel free to try out various things. You can design servants you would want to play in the actual game, ones you are curious about but wouldn’t normally play, or simply create servants to mess around with system mechanics, in order to see what the limits are.

The main points of a servant sheet are the Origin, True Name, Class, Traits, Mana, Allignment Parameters, Class Skills, Personal Skills, and Noble Phantasm. For Casters, there are also Spells.

For Origin, True Name, Class, and Alignment, see the sheet format.

Traits
Traits are various identifying factors of a servant, such as gender, nationality, being a member of a specific group, specific ages, if they are human or not,if they have dragon blood, ect. A list of example traits can be found here.

Mana
Mana is a combination of MP and HP. When you are attacked, mana is used up to recover your injuries, and when mana runs out, you begin sustaining injuries. Mana is also used to activate noble phantasms or spells, for casters. The amount of mana you have depends on your mana parameter. You recover 10 mana per action when not in combat.
A: 100
B: 80
C: 60
D: 40
E: 20

Parameters and Class skills can be in various ranks, from E-A, with Parameters being at Minimum E, unless allowed otherwise. Class skills can be reduced to the level of no longer being present. You have 22 points to buy parameters and class skills, with basic levels for class specific class skills given based on class, which can be reduced to increase your total points.

Parameters
You succeed at a roll that falls under a specific parameter if you roll under the number of your parameter. If you succeed, you can roll a second die, and if you roll under your parameter - your first roll, you perform a critical success.

Strength: Used for rolls related to physical power
Endurance: Used for rolls related to constitution and how much physical effort you can expend without tiring.
Agility: Used for rolls related to speedy movement, evasion, and accuracy.
Mana: Used for rolls related to spells and magic resistance. Also determines how much mana you have.
Luck: Used to determine miscellaneous rolls.

Rank-Flat+++
A5101520
B481216
C36912
D2468
E1234

While E is the minimum rank for a parameter, it is still considered to be worth 1 point. For clarity's sake, here is the list of how many points each parameter rank costs.
A: 5
B: 4
C: 3
D: 2
E: 1

Class Skills
The effects of class skills by rank are listed on the following table. Below them is the starting level of each skill based on your class. You can take class skills that are not specifically listed for your class. A skill can boost your parameters more than a skill of that level would normally if it is made more specific. Riding (Horseback) C will provide a greater bonus than Riding C, but only activate when on horseback rather than on any mount.

SkillEDCBA
Magic Resistance+1 to your roll under number for Mana when rolling to resist Debuffs or Spells+2 to your roll under number for Mana when rolling to resist Debuffs or Spells+3 to your roll under number for Mana when rolling to resist Debuffs or Spells+4 to your roll under number for Mana when rolling to resist Debuffs or Spells+5 to your roll under number for Mana when rolling to resist Debuffs or Spells
Independent Action+1 to your roll under number for Endurance when rolling to resist damage.+2 to your roll under number for Endurance when rolling to resist damage.+3 to your roll under number for Endurance when rolling to resist damage.+4 to your roll under number for Endurance when rolling to resist damage.+5 to your roll under number for Endurance when rolling to resist damage.
Battle ContinuationThe first time in each combat your mana reaches 0, gain 5 mana.The first time in each combat your mana reaches 0, gain 10 mana.The first time in each combat your mana reaches 0, gain 15 mana.The first time in each combat your mana reaches 0, gain 20 mana.The first time in each combat your mana reaches 0, gain 25 mana.
Riding+1 for your roll under number for Agility when controlling a vehicle+2 for your roll under number for Agility when controlling a vehicle+3 for your roll under number for Agility when controlling a vehicle+4 for your roll under number for Agility when controlling a vehicle+5 for your roll under number for Agility when controlling a vehicle
Presence Concealment+1 for your roll under number for Agility when rolling to evade an attack. +4 for your roll under number for Luck when rolling to evade detection. When in direct combat, - to Strength and Endurance.+2 for your roll under number for Agility when rolling to evade an attack. +5 for your roll under number for Luck when rolling to evade detection. When in direct combat, - to Strength and Endurance.+3 for your roll under number for Agility when rolling to evade an attack. +6 for your roll under number for Luck when rolling to evade detection. When in direct combat, - to Strength and Endurance.+4 for your roll under number for Agility when rolling to evade an attack. +7 for your roll under number for Luck when rolling to evade detection. When in direct combat, - to Strength and Endurance.+5 for your roll under number for Agility when rolling to evade an attack. +8 for your roll under number for Luck when rolling to evade detection. When in direct combat, - to Strength and Endurance.
Item Construction+1 for your roll under number for Mana when rolling to cast a spell.+2 for your roll under number for Mana when rolling to cast a spell.+3 for your roll under number for Mana when rolling to cast a spell.+4 for your roll under number for Mana when rolling to cast a spell.+5 for your roll under number for Mana when rolling to cast a spell.
Territory CreationWhen not in combat, you can declare one non hostile area. When in that area, you gain 5 mana every action.When not in combat, you can declare one non hostile area. When in that area, you gain 10 mana every action.When not in combat, you can declare one non hostile area. When in that area, you gain 15 mana every action.When not in combat, you can declare one non hostile area. When in that area, you gain 20 mana every action.When not in combat, you can declare one non hostile area. When in that area, you gain 25 mana every action.
Madness Enhancement+4 to your roll under number for Strength, Endurance, and Agility. -4 to your roll under number for Mana and Luck. +20 to your mana. +10 to mana costs.+5 to your roll under number for Strength, Endurance, and Agility. -5 to your roll under number for Mana and Luck. +25 to your mana. +15 to mana costs.+6 to your roll under number for Strength, Endurance, and Agility. -6 to your roll under number for Mana and Luck. +30 to your mana. +20 to mana costs.+7 to your roll under number for Strength, Endurance, and Agility. -7 to your roll under number for Mana and Luck. +35 to your mana. +25 to mana costs.+8 to your roll under number for Strength, Endurance, and Agility. -8 to your roll under number for Mana and Luck. +40 to your mana. +30 to mana costs.

Saber: Magic resist (C), Riding (D)
Archer: Magic resist (D), independent action (C)
Lancer: Magic resist (D), battle continuation (C)
Rider: Magic Resist (D), Riding (C)
Assassin: Presence Concealment (D)
Caster: Item creation (C), Territory creation (D)
Berserker: Madness enhancement (C)

Divinity is also listed in the same section as Class skills, but is not decided by the point buy system, but rather based on the true name of your servant.

RankRequirementEffect
AAvatars of a god or demigods who became deities after death+25 Damage
BPseudo servants of gods, demigods who are very involved with their parents, and Pre-Ptolemaic Pharaohs+20 Damage
CDemigods who are distant from their parent, children of minor gods, figures heavily related to Jesus, and fallen deities.+15 Damage
DDescendants of gods, people who will achieve divinity in the future, children of a god and a monster, figures distantly related with holy figures, and Ptolemaic Pharaohs.+10 Damage
EThose with unrecognized or intentionally reduced divinity+5 Damage

Personal Skills

Personal Skills act as passive, situational boosts to abilities and parameters. They are defined by the player, though balanced by the GM. Personal skills provide an advancement to your parameters in certain situations, such as an increase to strength when fighting enemies of a certain type, or increased agility in a certain terrain. You have 3 personal skills. A skill can boost your parameters more than a skill of that level would normally if it is made more specific. See the example sheets for examples.

Noble Phantasm
For simplicity, all players will have 1 active noble phantasm. Noble phantasm rank is independent of the point buy system. Your noble phantasm is activated by paying mana. Higher ranking noble phantasms are able to have more effects or do more damage, but also cost more mana to use. Noble phantasms are capable of doing a variety of things, such as buffing allies, debuffing enemies, summoning mounts or objects, etc. Something summoned by a noble phantasm will have a mana total acting as HP. This total must be 20 less than the cost of the NP, but further effects can be used to increase the total.

RankCostBonuses
A50+4 Effects or +80 Damage
B40+3 Effects or +60 Damage
C30+2 Effects or +40 Damage
D20+1 Effects or +20 Damage
E101 effect or deal 20 damage

Spells
Spells are essentially minor noble phantasms for Caster class servants. Spells may perform up to 2 effects and use mana to activate. The roll for a spell’s successful activation uses a servant’s Mana stat.

Rolling
Rolls use a roll under system. After you roll, you can roll a second time using your original roll under number minus your first roll as your new roll under number. If your second roll is also a success, you have rolled a critical success. In contested rolls, whoever rolls the most successes wins. If both parties roll an equal number of successes, the party with the higher remainder succeeds.

IMPORTANT: A huge thanks to Takosher. No matter how much of an insane mess this ends up being when players start to test the system, it would not have gotten far enough to have players mess around with it without your help.

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Forum Games and Roleplaying / Suggestion Sim: Dating Sim Suggestion Game
« on: December 19, 2019, 01:20:35 am »
This is Suggestion Sim, a suggestion game dating sim I’ve decided to try out. I’m attempting a dating sim style intro rather than a classic OP, so please follow the intro and of clarifications are needed, I’ll clarify them afterward.

Welcome to the Clover Heart School, an academy for gifted students founded by the philanthropy organization known as “Clover Heart.” Today is April 7th, a Sunday, and your first day at the academy. Why are you in school on a Sunday, you ask? Well, it’s a boarding school, so you hang around on Sunday’s as well. Now, you must be so excited to be here, after all, it’s a very selective school. You’re going to make so many new friends, maybe even someone who’s a bit closer than a friend, and you’ll... but I’m getting ahead of myself. Why don’t you tell me a little about yourself?

Spoiler: Choose Like or Dislike (click to show/hide)

Spoiler: Your PC Image (click to show/hide)

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Forum Games and Roleplaying / City Souls: An idea up for adoption
« on: August 24, 2019, 08:39:39 am »
So... I had a game idea called City Souls. Basically, it’s a fighting/social game where players play as the “soul” of a still existing city of their choice. Each “soul” is a historical or close to historical citizen of the city in question, combined with the essence of the city. Abilities and powers would be determined by things from the city, such as the Industrial Revolution for London, or the French Revolution for Paris, and by the inhabitant picked. By “close to historical” I mean that London can’t have King Arthur, but Dorian Grey would be possibly allowed. All of the players would be dropped in an abandoned, underground, labyrinthine city taking traits from all the cities that players are using. It’s their choice if they fight, cooperate, both, or neither.

Since I’m far too busy with real world stuff, I am putting this here for another GM to adopt. I am willing to help them flesh it out and design mechanics, but I can’t help GM due to having too much going on. I did a test for player interest on a Bay12 heavy Discord, and it is high. If you are willing to take this up, or just have interesting ideas you think could help make this concept into a proper game, feel free to talk in the thread.

Also, if you adopt this, please let me be London.

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Roll To Dodge / Operation Road Trip [0/8]
« on: March 16, 2019, 11:31:26 pm »
Operation Road Trip

Miami has fallen. One of the last bastions of free humanity has been conquered by them. Five years ago, they came. We tried to stop them, but we were overrun. North America is the last continent with major cities still free, they probably thought we’d be the easiest to manipulate when this was all over. In all other continents, free humans only survive as scrambling resistances. By reverse engineering their technology, we have discovered new ways to combat them, but even still, they are trying to finish the job they started. You were residents of Miami, the last standing major city in Florida, though recent events will require that to be revised. Somehow, you survived the fall, but now, you have a bigger issue. There are few pockets of civilization left in the US, mostly in major cities, as for some reason, the highly advanced alien menace didn’t make major cities their main targets. You have one car, a half tank of fuel, three days worth of food, and a scrappy group of survivors to use to make your way to one of the other remaking areas. Good news, the aliens aren’t likely to chase you down, they have bigger fish to fry. Bad news, there are a lot of other major obstacles between you and civilization, such as roving aliens, gangs, and other survivors. First things first, you should probably all introduce yourselves.

Spoiler: Character Sheet (click to show/hide)

Classes
Spoiler: Skirmishers (click to show/hide)

Spoiler: Reapers (click to show/hide)

Spoiler: Psions (click to show/hide)

Hello, welcome to my 3rd attempt at a forum game. Hopefully, 3rd times the charm. This one is sci-fi, instead of my normal fantasy games, as it is inspired by XCOM 2. You are refugees from the recently destroyed Miami. The story is less serious than my previous two, but IC interactions and RPing are still recommended and will be rewarded. So, good luck and have fun.

New Rule, if this game doesn't get 6 players by the time it hits page 2, then I won't run it.

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Forum Games and Roleplaying / Mechanics Test: Hyde [5/6]
« on: December 20, 2018, 12:38:27 am »
So, this is less of a game, and more of test to see if certain game mechanic I thought up can carry a game all on its own. I’ve nicknamed the mechanic “Hyde” based on Dr. Jekyll and Mr. Hyde. It is a role play heavy mechanic, and agood amount of RPing would have to be done before the mechanic could fully be introduced. Basically, it functions to give the players abilities based on their character’s personality, by the creation of a superpowers split personality based on their personality traits, primarily the negative ones, but positive ones also effect it. More will be explained when the mechanic is fully implemented, so without further ado, let’s jump in.

Welcome to the Hyde initiative, an organization dedicated to the protection of humanity, primarily through the use of the Hyde serum in order to enhance our agents to deal with various threats. However, before you can receive the serum, we will need a bit of an idea of your personality, so we can predict what personality you will develop and prepare accordingly. As a result, we are sending you out on a few lower level assignments and observing your progress. Good luck agents.

Character sheet
Name:
Age:
Gender:
Physical Description:
Backstory:
Likes:
Dislikes:
Habits:
Hobbies:
Fears:

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Dear Student(or human who wandered in and got stuck)

        Hello, and welcome to Pandemonium Academy, the most prestigious holding facility school for monsters of all shapes and sizes. I am your future nightmare headmaster, Mr. Deimos, and this letter should inform you as to what you can expect in the coming school year. Our school is very competitive meaning that other students are totally allowed to kill and eat you, but as long as you make certain they all fear you study diligently and prepare well, you should be fine. Your class schedule, dorm number, and ID number will be issued to you tomorrow if you survive that long. Just a reminder, you will have no classmates over 10 feet (3.048 meters) in height, as our school is not equipped to handle such students and the infernal exchange students will likely arrive a couple days in. If you have any further questions, ask your dean, Dr. Dezard, make sure it's a good day, or he might use you for one of his new experiments or schedule an appointment to speak to me at your own risk. (Anne, stop editing my letter Stop scaring the students, Jeri I'm literally fear incarnate, what part of that don't you get?) Also, please fill out the student registration form attached to your letter, including a picture of yourself and a short paper about yourself, and give it to the soul sucking poltergeists I let roam the halls to catch misbehaving students hallway patrol officers when they knock on your door. This will be used to help us get to know you and pair you up with the dorm mates least likely to kill you the best possible dorm mates. Thank you and try not to die stay safe.

Sincerely
Headmaster Jericho Deimos
Edited by Mrs. Anne Deimos



Hello, and welcome to Pandemonium. This will be a RP based game where you play as a monster in Pandemonium academy. It takes the "monsters in high school" cliche, and imagines it with the monsters still acting like they are from the original source material, like Romero zombies trying to eat your flesh, and Dracula vampires treating their classmates like snacks. You start out as new arrivals with no deeds to your name, or, "fresh meat." The point of the game is to become more feared by your classmates through RPed interactions and good old fashioned violence, so others won't try and eat you, all the while avoiding people who are much scarier than you, and will not hesitate to murder you. Have fun.

Also, to all new arrivals, if you are interested in playing, don’t read the spoilers for turns and actions, but if you only want to watch, feel free to.

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Forum Games and Roleplaying / Sacrilege IC thread [4/6]
« on: November 06, 2017, 08:10:10 am »
Chapter 1, Part 1: A good place to begin.

Annabelle Winston: Annabelle sat in the center of a beautiful library hall, with scrolls and books of all shakes and sizes around. She was still dressed in her school uniform, a mystery to why she had kept it on this long, though she didn't quite know how long it had been. But none of that concerned he, she had recently regained her memory, and she knew that those world, was false. Looking outside, she could see buildings as far as the eye could see, as Memphis was a thriving city, perhaps not as large as Alexandria, but one of the greatest. Outside she could see a bakery, a market, and a smithery, along with many people wandering through the streets. What do you do?

James R. Shadan: You're in the desert and you can see the faint outline of a city in the distance.

Louis Blackwater: You're in the desert and you can see the faint outline of a city in the distance.

Jammy Nervermer: Jammy stood in the alleyway, watching as the people walked by. His immediate outburst upon regaining his memory had lost him his job, but he had managed to play it off and avoid the asylum, or worse, Serapis. His tattooed back was warm from the desert sun. He sat their stroking a rat, tame as can be thanks to his powers. Anyone would think he was crazy, funnily enough he was one of the only sane one, he thinks. Whatever the case, he looked out, he was in a bad part of Memphis, nearby he saw a shop he knew traded in stolen goods, and a little way over was a brothel. Of course, he could head to another area. What do you do?

Jason/Octavian Grey: Octavian wandered through the desert, his flock and assistants behind him. Despite his own asocial tendencies, he had decided it would be a good idea to get a team. Other people who remembered the time before Serapis, or BS. I do have to say I like that idea, I should have thought of something like that. But enough about me, back to Octavian. Anyway, Octavian stood with his flock at a pasture a little bit outside of Memphis. There was a checkpoint to get into Memphis, as with most big cities. If he wanted to go in, he would likely have to go on that way, or, he could find another entrance, if he wanted to enter at all. What do you do?

Carter Graham: Carter wandered in the desert, attempting to find a scientific reasoning for the recent events. "This does not simply happen!" He cried out, "this counteracts almost all laws of science!" Unfortunately for him, it did happen, and now he has to deal with it, tough luck, have fun. Anyway, where was I, oh yes. Carter wandered through the desert, red sand matting on the soles of his shoes. Using his cloak to shield his eyes from the sand in the wind. He could see the faint outline if a city on the horizon. What do you do?

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Forum Games and Roleplaying / Sacrilege OOC thread, [4/6]
« on: October 30, 2017, 12:23:20 pm »
Sacrilege

From history immemorial, records of mankind paved the path for civilizations to flourish; from localized, to regionalized, to nationwide control, and then international communication. Mankind flourished from their connection to one thing most natural: Thoughts. In generations from the beginning of written history, thoughts were the building block of societies and stories; from concept to idea to application, they were the figurative foundation to our present reality of today. They were ascribed to deities, of whom were borne from thought itself--ideas shaped in a higher power, of which were created in forms of many kinds.

A person in this modern world would feel belittled, humbled, or even awed, by how important their everyday life affects the world inasmuch as a drop of water affects an ocean, and this exists only because of how connected our societies have become. It is easy to become lost in the abstract and disconnect to what is around, when access and availability exists so freely. And yet this became the framework of an even greater being--one who worked with thought in its own timeline. Serapis, the name of an ancient deity, became the cornerstone of society rather than man's free thoughts, and changed the world inside the enigma of time. We learn, that memories are what we use the most; and will learn that we hold more than what we usually see.

This world you knew is no more; lost to the power of gods.

. . .
It is your job, to kill a god, and bring everything back to normal. To kill a god, you have to first weaken him.


Welcome to Sacrilege, a high fantasy, roleplaying-heavy forum game that takes place in a theme of our modern world warped by an ancient God, personified, characterized, and limited like us mortals, yet which begins in media res. This is a world where history and the present time is taken over by Serapis, god of Alexandria. He rose from the sands of time to conquer your world as he had conquered his own, remodeling it to his writing and knowledge, with enough control to wipe the memories of every sentient being alive into believing it had always been this way, once.
All modern inventions still exist, and can be found; they are incredibly rare, and will either be preciously kept items believed to be much like magic or art pieces as no one knows what they do. Devices are generally not fully understood, with the technology gap being vast, and may be scrapped for parts. Your characters are some of the lucky few who still remember their own lives, due to being able to wield 'magic'. However, your friends, enemies, even your family, have no memory of you, and all believe they are the followers of Serapis who live in a time and place that is a conglomeration of Ancient Greek, Roman, and Egyptian culture, albeit with modern day mannerisms. All characters live relatively close together, all in proximity to the capital city.

This game updates at least once weekly.

Spoiler: Mechanical Aspects (click to show/hide)

Spoiler: Character notes (click to show/hide)

Spoiler: Character Sheet Format (click to show/hide)


Discord link where there is a tab for this: https://discord.gg/XXa2JQ
EDIT: I apologize that the discord link expired, please PM me for a new link if you want to join.

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