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Topics - Dwarmin

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1
Roll To Dodge / Endless Pokemon Journey-The RTD! (Well darn)
« on: December 31, 2022, 02:01:48 pm »

Art credit: Biel Lopez on Pinterest

Hopes and dreams
Adventure and danger
Joy and Sorrow
Friends and Foes

Slightly Advanced RTD System
If you’re in doubt about your success, pick an ability and roll, with one die for each point you have in an ability. You take the highest roll.

6-You fully succeed!
4/5-You succeed, but with consequences.
3/1-You failed!

The quick sell. I'm in a writing mood. So I'm whanging together an RTD with no planned plot and no planned end date. We'll simply play until the wheels falls off. Who's game for a pokemon adventure?

Picking the four most interesting sheets. Not the first ones.


Spoiler: Abilities Descriptions (click to show/hide)



Spoiler: Harm and Black Out (click to show/hide)

Spoiler: Trainer Battles (click to show/hide)

Spoiler: Backpack and Gear (click to show/hide)



Quote from: Trainer Card (Fill this in!)
Name/Alias:
Description:
Background:
Dream:
Greatest Fear:

Abilities
SNEAK 1/2/3
CALL    1/2/3
FIGHT  1/2/3
TRICK   1/2/3
RESIST 1/2/3
TINKER 1/2/3

Wallet: 0
Gear: 2/2

Active Pokemon List
1. ? ? ? (HP 1/1) (Healthy)
2.
3.
4.
5.
6.

Any questions?

2
Roll To Dodge / MKL21 Grand Prix-S1, R2: Choco Raceway (Turn 5-Mudslide!)
« on: September 08, 2021, 12:53:39 pm »
http://www.bay12forums.com/smf/index.php?topic=178963.0 <--OP
Discord---> https://discord.gg/HsaCCmyztB (come in and chat!)

Rookie Codecs
Rocket Starts: http://www.bay12forums.com/smf/index.php?topic=178983.msg8311593#msg8311593

...

A fine day for racing, Bob!
Indeed, Jim!
I could wax on about the nostalgia of kart fumes, the squeal of rubber, the clinking of shells being loaded into the box-a-ports...
But how about we get to the race, Jim?


Not Shit Map still courtesy of freeformscholar (with some additions by me!)

Let's go over the newly designed track piece by piece! After the rocket start, our racers enter the RED SEGMENT, the first straight. You're going to notice the entire track was designed for power sliding-you'll get a no penalty to power sliding here, and when you hit the broad line of Dash Panels your speed will pick up!

It should be noted, any explosive attacks that send a racer flying have a chance to send them over the edge into the water-this is a hazard shared over the entire track.


Here's the first tricky maneuver, Jim-the entire waterway of this side of the track is filled with Red Cheep Cheeps, who rise to the surface when there is a race to watch the fun and occasionally leap over the track in a glistening arc. Racers can attempt to snatch one with a high jump!

This maneuver is known as the new STUNT action!

But why do you catch fish? Well...next up we'll meet an old friend! Oh wait, he's already here! Chompy will extend his chain at max length to bite the 1st place racer!

It pays to be careful, Bob! While easy to avoid, it is quite frightening...on the return lap, racers will notice a new pit stop area-making a check in here will allow your crew to cure one mid race hiccup a race, but the lost time will cause you to fall back! It also has some other benefits-allow you to shuffle your inventory, rerolling for better items, or removing bad ones. It also makes you temporarily invulnerable and unable to be targeted!


RED SEGMENT
Spoiler (click to show/hide)

....

The PURPLE curve has 2 paths-drivers who stick to the inside loop will hit the course's Item Boxes, and Power Slides always allow a free Pass Attempt, even if the slide fails! However, drivers can also swing wide to the outside loop to hit long series of Dash Panels! Choose which loop you wish to during your action, otherwise you'll default to the inside!

Don't forget about Chompy! He'll attack everyone in this segment, and it's a closer shave for anyone in the inside loop-anyone who fails gets flipped! Anyone carrying a tasty Red Cheep Cheep (His favorite food, aside from karts) gives chompy an incentive to bite them!

Cunning racers will notice there is no fences or barriers in Chompys yard-attempting to cut through will shave off precious seconds, but if Chompy catches you you'll be knocked airborne-possibly landing in the drink! Build up speed before attempting this!

PURPLE SEGMENT
Spoiler (click to show/hide)

...

This is similar to the red segment! Use your bonus to power sliding here, and Dash Panels to get +1 Momentum!  Be careful about any racers too far back, though! Projectile attacks can be targeted from red to green and vice versa.

Be warned-if denied easier karts, Chompy will take a final passing nip at any racer in this segment except for the one in 1st place. It pays to be out in front, Jim!

Cheep Cheeps will also again jump over the track, but these ones are a different coloration-as most cheep cheeps are intolerant, and only school in the same colors. Green Cheep Cheeps are a bit meatier, and Ol' Chompy doesn't like their taste at all-having one in your kart will actually make him less likely to attack you!

GREEN SEGMENT
Spoiler (click to show/hide)

...

The final BLUE curve again has 2 paths, acting exactly the same as the purple curve but with some differences-the outer curve is unchanged, while the inner curve contains a dangerous edge without railing that slips you into a small deep lake known as 'Weegees Watering Hole'-an inescapable mud pit that drowns racers dreams right before they reach the finish line. This course feature was designed by Luigi himself, Jim!

But, with a Cheep Cheep in tow, you can bypass BOTH curves and use them to flutter right over the gap and hop forward to the red segment! A sure way to win, Bob-and it allows you to scoot cleanly into the pit stop if you're ailing!

Either way, the finish line is right in view! Punch it!

BLUE SEGMENT
Spoiler (click to show/hide)

Finalized item Table and Special Race Items



3
Game Thread---> http://www.bay12forums.com/smf/index.php?topic=178983.0
Discord---> https://discord.gg/HsaCCmyztB (A few more bones right now! Feel free to come in and chat!)

So you wanna be a Racer? Since its explosion in popularity ten years ago, Kart Racing has only increased in popularity, not only in 'Mario World' (It's his world, we just live in it), but other connected realms. With big wins came famous drivers who brought large crowds-and coin-to the lucky sponsors who had gambled on their success. But just as many lost everything, their drivers vanishing into obscurity, their sponsors gobbled up by corporations the likes of Nightmare Inc. More racers, more races, more drama-for a time it seemed the Golden Age of Karting would never end...

All of this came to an abrupt end about a year ago, as 'Sniffles' swept through the Mushroom Kingdom, and eventually the entire multiverse, bringing a close to most forms of entertainment and indeed, any enjoyment of life in general. The Old Kart League was forced to close down, its many racers being enshrined in the Mario Kart Hall of Fame. But not all was lost. Having been effectively demolished, the Kart Racing community could begin fresh-and they launched a brand new League to build from the ground up recently.

The New MKR League is much like the Old League. Racers compete fiercely, sponsors wheel and deal, and underhanded tricksters attempt to cheat and bribe the system. But the show must go on!

Spoiler: The Rolls (click to show/hide)
Spoiler: Turn Phases (click to show/hide)
Spoiler: Turn time limit (click to show/hide)
Spoiler: Items (click to show/hide)

4
Forum Games and Roleplaying / ASOF (Game Thread) Day 1-Jao is useful
« on: October 09, 2016, 01:42:53 pm »
OOC Thread--> http://www.bay12forums.com/smf/index.php?topic=160945.msg7202126#msg7202126

Working out of the metropolis of New Miriam, The Legendary League is a mercenary guild that travels all over the world-hiring adventurers of every race, creed and motivation, working primarily toward good and profitable causes. Which one is more important tends to be up to each individual member.

You're relatively junior ranking in the Guild, all things considered. Sure, you can brag you've seen alot of taverns, and bagged your fair share of giant rats and bandits, but up till now you've not had a real adventure...even your most recent 'quests' from the guild are little more than mail delivery-most guild members of lower ranks act as couriers and information gatherers, staying out of trouble until they've proven their salt.

You might have thought the chance would never come for you, until a sudden, fierce storm kicked up one day, as you were making a routine trip across the Blackendecker Sea.

"Don't worry, mates!" The portly Captain said to you. He notably swigged from a bottle at this point.

"I've been thought a hundred of these sudden storms, aye, two hundred! They kick up like the nineteen Hells, sure, but then they blow away, fade off real quick. We'll be just fine!"

...

You awakened some time later, one by one, with the gritty taste of sand between your teeth and the briny smell of the sea still in your hair. As you regain your wits and stand to your feet, you can see the sun setting behind a distant mountain like a golden crown being set atop the head of a regal king. The beach you stand on is littered with wreckage, though little appears salvageable - a few of your weapons, some armor, a couple days rations, and maybe a length or two of rope. In a daze, you fall back on your survivalist instincts and begin gathering what you need while you survey the surrounding land.

Verdant jungles, herculean cliffs, and cascading waterfalls decorate this island, which might be a tropical paradise if only you weren’t stranded here. Miles off to the North, you barely have time to spy a great stone wall, as of a city, before the sun finally hides behind the mountains.

Just as darkness falls, you hear a panicked cry from the jungle not far off. The voice is high in pitch, like a child’s, though of a foreign tongue. Whatever the language, the meaning is clear: someone is in trouble.


...

Following the screams is always good for business-at least in the Legendary League. That's not a literal motto, thankfully. The League favors "The Ultimate Test Always Comes from Within". Pretty standard stuff.

Heading North, the sounds of the yelling (and the howling, and the buzzing) become louder and louder, and you all arrive to find some poor creature having quite a bad day, as could be guessed.

As best you can tell, he (she?) resembles small frog-like humanoid-surely no more than a foot tall, a swirl of bright green red and blue skin, with sucked tipped fingers and toes. It seems to be barely reigning in it's panic, trying to fend off some sort of monster with a tiny spear-this intriguing creature is both sinking into a large quicksand pit, and being harassed by a half dozen aerial monstrosities that resemble a cross between a wasp and a monkey, being armed with large claws, a stinger, ape-jaws, and a muscular build. At the moment, only one of the Gorillawasps(?) is making loops and passes-trying to snatch the Frogbeing(?) out of the soup with with it's large frontal claws, while the others in the pack hang back, perhaps too cowardly to risk falling in themselves. They don't seem to notice your group yet, too busy beating their chests and howling at each other.

There's good money the little fellow will sink before the Monkeybees (?) 'save' him (for dinner), so if you want to change the odds you'll have to intervene.


Spoiler: Map Legend (click to show/hide)

Spoiler: Enemies (click to show/hide)

Players
Spoiler: Anders N'thlei (click to show/hide)
Spoiler: Emilia Reginleif (click to show/hide)
Spoiler: Jao Feng Ling (click to show/hide)
Spoiler: Balecar Silvertongue (click to show/hide)


5
IC Thread--> http://www.bay12forums.com/smf/index.php?topic=161025.0
Open Legend Kickstarter--> https://www.kickstarter.com/projects/626049486/open-legend-open-source-rpg-and-amaureas-dawn-sett (Least I could do was link to their project. :) )
Changelog--> https://github.com/openlegend/core-rules#changelog

The Story So Far...
Our heroes first mission has gone quite awry! On what was supposed to be a routine mission for the Legendary League, they were shipwrecked on a strange island by forces unknown...hearing a local under attack by Howler Wasps, they decided to try and rescue him...

Codex Legendarium (Encountered Enemies)
Spoiler: Howler Wasp (click to show/hide)

...

Right, so I've wanted to make some sort of game lately. I've landed upon the Open Legend RPG system, finally. This is pretty much a sandbox campaign, designed to give Gm's and players a chance to see how the game runs. I figured I'd give it a shot.

http://www.openlegendrpg.com/ <--For your viewing pleasure.

I don't like first come, first served. Like a cruel tyrant, I will pick sheets according to random whim and fancy, rewarding my friends and punishing my enemies. Which means they should be interesting characters, yes. Given this a test campaign, however, I'm not strict on the player limit. I could take more people, if interest is high.

Feel free to ask questions, because I need to learn the system too. Though don't be afraid to, you know, read the site too.

6
What we've got here is failure to communicate.

Aurora
Spoiler (click to show/hide)

Eins
Spoiler (click to show/hide)

Johnathan Block
Spoiler (click to show/hide)

Abram
Spoiler (click to show/hide)

Aegis
Spoiler (click to show/hide)

Emerald Star
Spoiler (click to show/hide)

Erase
Spoiler (click to show/hide)

7
The truth is…

It just is.

So what’s the truth?

They knew…hope they knew…some truths. They live on a world called ‘Earth’. It’s the year 1916, and the world is mostly at peace.

They are residents of a small, pleasant town called Farfield-just on the border between the New Confederacy, and the Lone Star Republic-in the Southeastern region of the former United States. They have some amazing abilities-in fact, a great number of people in their world do. Some people can fly. Others can punch through solid walls, or shrug off bullets and energy weapons. And, lots of other things. For as long as they can remember, they’ve lived here…in peace. They have friends, family, a job-nothing to do with their abilities, really-not like the Heroes and Villains who regularly clash in big city streets, even to this day. Nothing that exciting ever happens here!

It’s not a bad life. It’s comfortable. Truth is, things are good here-people are friendly, and the town sticks together, and theirs strong love and deep friendship undimmed by tide or time. That’s one thing that is not a lie.

And yet, everything else might be. Problem is…they can’t remember anything before that. It was hard to even get their minds around the question, an unknown time spent in a contented fog. Memories are fragmented, lost-only some seem real. The best answer you got was that everyone in town was involved in some sort of…accident…that encouraged them to retire here, and damaged their memories. It would explain why almost every person in Farfield seems to possess unique abilities, but doesn’t seem inclined to use them for anything other than hobbies…why they can't figure how long they've been here...why they can’t seem to figure out how to leave…and perhaps, why they’ve never even tried. Other seem not to notice those subtle discrepancies, or if they did…they usually vanished for awhile. When they came back, they didn’t ask any more questions. This small group of friends careful up till now, has been hoarding this forbidden understanding like gems-slowly waking up to the fact that almost everyone around them is living in a dream.

It’s time for them to wake up...


Pretty much, I want to try my hand at running a superhero game.

ICONS OGC--> https://ogc.rpglibrary.org/index.php?title=Icons
Everything you need to create a character and play is at this link.

Spoiler: Character Creation (click to show/hide)

Spoiler: Char Sheet (click to show/hide)

Spoiler: Experience and Cash (click to show/hide)

--
Spoiler: House-rules (click to show/hide)

Spoiler: Effects (WIP) (click to show/hide)
Final notes.

It's very much an untried system. So feel free to pester me with questions!

No first come/first serve. I'm choosing the most inventive sheets I get. Interestingly enough, even if you don't get a player spot, you might enter the game as a cameo role, (Or monster of the week) if I liked your sheet enough.

1/6 isn't a typo. A certain friend who shall henceforth go unnamed helped bounce ideas around with me for this game and kept my spirits up to encourage me to go ahead and do this, so they got a preferred spot. If this troubles you, please do go away.

Also, there's really no 'setting' in this game so far-aside from quasi-utopian, vaguely steampunk, golden age heroes. I will likely be basing further details upon the players I pick. If some wants to be a grimdark shadow hunter, there's probably going to be vampires, I mean. :P

8
The air is so much cleaner, now.

There aren't enough people left to dirty it up again. The great machines of society have stopped, the grand mechanisms of industry and economy coming to a shuddering halt. Nature is slowly inching back from the brink-even now, the great Whales are beginning to repopulate the seas...the Timber Wolves howl and prey once more in the hills of places once known as 'Wisconsin' and 'Minnesota'...the former United States is becoming the wild, dangerous, untamed place it was once, and perhaps always was-and now, it will be again. The Rotters don't care about animals. One of those odd things. They usually ignore them, though Rotter Animals are not unheard of...

This probably matters little to the subjects of our story-a small band of tempest tossed men and women who have survived, despite all that has been thrown against them until now. Most of them can't remember a time when they ever felt safe. There had always been the War. Tarrak vessels, shaped like the blades they were named for, streaking from the sky...sowing death and destruction...Tarraks Ground Troops-looking so much like us-dropping down in the millions...their massive war machines still little the world, like so many crushed metal insects...one wonders if the victory was worth the cost. Or if we truly did win, or merely enter another phase of the invasion...

...

It is a time for prayers...for the wanderers of the former United States of America, are following a star.

Chuck's radio, usually so silent these days, recently came to life as they sat around the campfire, swapping stories and enjoying their meager supplies. A desperate message has been repeating, over and over.

Quote
{...Pellie Island...come to Stone Beach...we have food, shelter...evacuation...to a safe place...we have...the cure...come to Stone Beach...via Gunman point...stay off the water...pirates...raiders...dead things in the water...come to Stone Beach...we are the DEQ, and we are here to help...}

The group huddles around a tattered county map, huddling in their shanty camp-sheltered under the still standing East Point bridge.

http://www-personal.umich.edu/~aleskiw/maps/images/PI2005.jpg ((OOC: You guys start in square 7B))

...three weeks of dangerous travel on foot, at best. Maybe for nothing...maybe for everything...

A can of beans is warmed over a tiny fire. A sewing needle tightens another pair of already worn boots. Decisions have to be made. Time is pressing.

...

Eleven people gather around a fire for the discussion. There was a few more the week before...and even more, the week before that...

It seems no matter where you go, you are being picked off one-by-one. The agreement is that a permanent shelter is needed-a place to secure, to fortify against the coming winter months. This place could be exactly what you are looking for...or merely the place where your journey ends.

...

The Old Man is the first to speak. "...The Government leveled most of the bridges we've seen. Why are these still standing? Maybe this DEQ is a government agency...maybe, they left this place intact for a reason." He says, warming his hands by the fire, and snatching occasional looks at Claire-as if she might vanish into thin air if he looks away too long.

Millie merely laughs. "Any, maybe they decided this place was a lost cause and saved their bombs for more useful targets. Like us. We know the government is just as afraid of the militias as the rotters...too bad the President got himself eaten, or I'd never vote for him again."

The Fisherman merely grunts. "Whatever we do we're doing." He mutters.

Carolin pipes up last, enthusiastic as ever. "Strangely, I have to agree with Strong, here. We need to decide fast. We can't stay under this bridge forever-we're running out of food. I for one wonder why anyone would be dumb enough to broadcast their location to everyone like that...they must be more afraid of rotters than humans. While I can question the logic, it's the way things should be, right? We should pull together, rather than fighting one another for the scraps."

"Said, oh, everybody from the beginning of time. People are mean-people were mean before, and no ones mood has been improved quite some time."

"..also, Name is Trond, American girl..."

Turay skulks at the edge of the firelight-a pathetic spectacle, one he no doubt does to invoke pity.

...

As usual, the conversation seems to leave gaps for the more hardened survivors-Everett the Hunter, Bernice the Runner, Luke the Shooter, Max the self proclaimed Hero, Claire the Lifesaver and Chuck the Scout-all semi mocking titles given by Millie, true, but all decisions generally center on them...

((Btw, it's perfectly fine to not take the opportunity. I can freeform another adventure easily.))

Spoiler: NPC Allies (click to show/hide)
Spoiler: Luke Holiday (Stirk) (click to show/hide)

9
Forum Games and Roleplaying / Reign of Rot-Day 1 (Game Thread)
« on: October 23, 2015, 11:02:48 am »
http://www.bay12forums.com/smf/index.php?topic=153669.0 <--OOC Thread

The air is so much cleaner, now.

There aren't enough people left to dirty it up again. The great machines of society have stopped, the grand mechanisms of industry and economy coming to a shuddering halt. Nature is slowly inching back from the brink-even now, the great Whales are beginning to repopulate the seas...the Timber Wolves howl and prey once more in the hills of places once known as 'Wisconsin' and 'Minnesota'...the former United States is becoming the wild, dangerous, untamed place it was once, and perhaps always was-and now, it will be again. The Rotters don't care about animals. One of those odd things. They usually ignore them, though Rotter Animals are not unheard of...

This probably matters little to the subjects of our story-a small band of tempest tossed men and women who have survived, despite all that has been thrown against them until now. Most of them can't remember a time when they ever felt safe. There had always been the War. Tarrak vessels, shaped like the blades they were named for, streaking from the sky...sowing death and destruction...Tarraks Ground Troops-looking so much like us-dropping down in the millions...their massive war machines still little the world, like so many crushed metal insects...one wonders if the victory was worth the cost. Or if we truly did win, or merely enter another phase of the invasion...

...

Our small group is currently fleeing-that's the best word-South, to avoid the chill in the wind that preludes a long and harsh Winter. They were safe enough in the former Canadian Provinces, for a time. Rotters are not entirely fond of cold, and it makes them sluggish and easy to avoid. The same cold would have killed them all, perhaps-this group decided to move on, looking for warmer climates-it was an unspoken agreement that the party had become too large-too many mouths to feed, especially over Winter. So, some stayed. Others followed, and died-bandits, wild animals, rotters...vehicles broke down and were abandoned with a casual regularity. Nothing lasts long out here. You are thankful for what you have, and don't dare hope for more.

There are only seven left, now, on foot. They are desperate for shelter. Their supplies are thin. There's not going to be a return trip. Even if they could make it back, those they left may not let them in.

...

They've been walking quite a long time, but civilization-as it is-its getting closer. Empty gas stations and fast food kiosks, most already being reclaimed by the forests, are more abundant. Mostly empty, of course. It's hard to find anything these days that hasn't been picked over a half dozen times-and if it's not been scavenged, there's usually a good reason...

The cracked cement road they're walking on is in poor shape-it's likely in a few years, the cracks will become gaps, then giant fissures that will make wheeled travel an impossibility. Back to riding horses. A thought for the future, but for now...there's a sign.

 A big one, placed at a seemingly arbitrary point on the side of the road.

The group pauses momentarily, taking in the stamped yellow metal, the words and the rude red spray paint someone defaced it with, perhaps leaving behind a warning, or baiting a trap-perhaps a crazed vandal sought to portray his thoughts. It's not like it comes as any sort of surprise.

Spoiler: The Sign (click to show/hide)

The chickadees still twitter in the alder trees. There's not outward sign of any threat. The road goes on, if they want to take it.

...

As with most groups of survivors, the seven of them can't be said to fit perfectly together. They couldn't differ more-but, it's that exact reason that makes them stronger, than any one of them would be alone.

Jason Lane-a nondescript, every day guy. He's past the point of fearing death...but, not past the point where he won't fight it till his last breath. Solid as a rock, you might call him-his presence is stabilizing force among the Survivors. Unselfish, he spurns his own needs for others on his best days. A voice of calm and reason in a world gone mad...and, pretty good with a machete, when it comes down to it.

The one known only as 273. His build is rough, rocky-like a mountain that learned to walk. Armed with a well used pipe and seemingly able to endure any hardship. He revels in his newfound liberty, trying not to think of who might be looking for him, even now, what they might do if they take him back. He treasures every breath of air. Every bit of food. He has lived in a prison, of a world gone to Rot. Right now, he's never felt more alive...and free.

Gianna Piagratolli. Young in a world where you have to grow up fast-a girl clinging to her youth like a flotation device in a stormy sea. Part of her doesn't want go grow up, doesn't want to face this world-a life, in this world. The rest of her remembers who died to keep her alive, and tries to be strong, to be brave. Even if her only chances of survival are a bit of luck and how well she uses her wits. She still wields her hockey stick with the same grace she used to smack pucks in the Ice Vault Arena. Not more than a few times, was she glad she was born with an athletic streak.

Martin Bryant, better known was 'Doc'. A compassionate, intellectual man. He doesn't belong here. Part of him knows that people like him were supposed to die. His mind was to be extinguished, like so many others. But he did survive. The same hands that learned to save lives learned to wield a gun with brutal, clinical efficiency. He doesn't have many patients anymore...but, Martin Bryant still remembers who is, and what he does. He saves lives. As many as he can.

Johnson Holliday. A Lawman in a world with no laws to enforce. His eyes are usually haunted with the memories of those he failed to save, though never to the extent it clouds his vision. Slung over his shoulder is a weapon truly ancient in comparison-in a time where men could use pinpoint energy weapons and rail guns, such a primitive firearm best belonged in a museum...but in these times, it's solid dependability is a boon. It's weight and grip are a comfort to him. To remind him of his duty...which he feels he has failed, so many times, and so often. To protect and serve. These few lines often come to him, keeping him from despair. Even if he doesn't always live up, to his own ideals...

Ebony. When did the cliche become something more? When did the fashions of the Gothic subculture become something that resonated in the living world? The Dark Bards of the Wastelands. The Sirens of the Apocalypse. Ebony has embraced this-a woman with no past and an uncertain future-and become a symbol of something dark, moody, and mysterious...in a world of walking corpses, she seems something of a natural fit...her Katana, produced from old truck springs in a Chinese factory, cuts as well as any folded steel from the lost island of Japan. She keeps it carefully hidden, for to draw such a weapon requires the shedding of blood...

Harriet Frey. Another wanderer, cast adrift. She's had to learn how to live without the comfort of a roof. Or friends. Or family. Harriet has learned to do without a good deal of most things, and learning to live without has sharpened her senses, and honed her mind. Hunger has turned her into something else entirely, than who she was-true hunger, something she had never felt before the fall. Her heavy crowbar seems almost misplaced in her scrawny hands, but she has learned to use it...and done many things she's not proud of, to survive-and to help others survive. She has seen the best and worst of humanity, and put herself on the side of 'doing the right thing'-the hard thing. She knows enough that this ideal will lead to her own death...and, perhaps, accepts that.

Spoiler: The Main Cast (click to show/hide)

And this, is their story.

Spoiler: Group Status (click to show/hide)
Survivors
Spoiler: Jason Lane (Glacies) (click to show/hide)
Spoiler: Number 273 (kj1225) (click to show/hide)

10
http://www.bay12forums.com/smf/index.php?topic=154786.0 <--Game Thread
https://drive.google.com/file/d/0B438R2MBFQ1mWmhCd0Zzd3pBT1E/view <--Game Info

We thought we won the War.

We were all wrong.

The Invaders had left something behind them, as they fled back into the infinitely permeable sky.

The Black Rain.

After the rain, came the fevers.

The chaos.

The fall of nations.

Then, the Rotters. Our own dead and dying, risen against us.

...

Of that colossal wreck, boundless and bare, you are all that remains. The Survivors.


Spoiler: Rotterpedia (click to show/hide)

11
Forum Games and Roleplaying / World of Darkness (test campaign) Scene 1
« on: September 29, 2015, 01:17:46 pm »
OOC Thread-->http://www.bay12forums.com/smf/index.php?topic=153197.msg6515881#msg6515881

[You hear the tender click of a recording machine being turned on. An antiquated device, but it's likely anything more sophisticated would not work in the Presence.]

You want to know the story? About how you came to be born? It is a long tale...one that could last many nights, or just one. Depending on which mirror you glance through.

In one mirror, four strangers enter a dark building owned by no-one at all, and...they vanish forever. No one hears of them ever again, and in truth, few bother to look. They leave dark holes in the lives of the people they left behind, questions best left unasked, and certainly never to be answered. The World forgets about them. It's like they were never here. In this mirror, you're never born. And the World, ignorant of this potential, is grateful for that small blessing.

Of course, that's the opposite of what you were asking for-a happy ending. You want a tragedy. A great and dreadful tale of how such a thing as yourself came to be, by the unwitting actions of a few good (and not so good) folks, but a small taste of the horror you intend to sow. A story of the great and miserable irony of a handful of genuinely well meaning people managing to bring about the end of everything they knew and loved.

Very well. I shall be your Scheherazade. It's quite apt, don't you think? Only, I suppose the whole world is at the mercy of your bowstring.

[There is a momentary sound you first liken to static, but as it continues you begin to think it sounds more like a voice. An electric saw that somehow learned to laugh, I have heard it described-I admit the subject lacked imagination, and that was probably better for him. It is a sound that fills one with deep, unrelenting despair. It is the end of all things. Many people openly weep. Or laugh. Most shut the recording off at this point, even if not instructed to, even if instructed not to under threat of pain. Others, are driven to physical violence against the machine, striking it over and over till their fists bleed, or drawing weaponry (If provided) and attacking it. If restrained and forced to listen over a length of time exceeding one hour, my studies show a man or woman will attempt to destroy themselves, at least 80% of the time. The rest suffer long term, if not permanent, mental trauma.

I have not listened to the recording myself, but I have been able to piece together a somewhat incoherent narrative from the words of my patients.]


...

The three people I was talking about before-Madeline, Agris, and Diane-they first met, waiting for an elevator. Fairly dull for an opening line, I admit. They were all feeling that sense of lazed detachment and bitter, deep seeded depression-poetically, you could call it doom-that had been infecting them ever since they saw the damned ad, and to be honest for their entire lives. Three persons who couldn't be more alike, despite their physical differences...in some mirrors, they spoke to one another, formed a bond, that helped them later...well, 'helped' is a relative term...

The deepest shadow can still flinch, do you know? It can draw back in the face of a bright, hot light...even, if it's not defeated entire.

...

I know you don't want to hear that.

[I have not been able to make any sense of what I have heard here. Something about a door? A Key? And a flower?]
...

In another mirror-they remained lost in their own thoughts, watching the blood-red, electronic numbers run down the elevator door, feeling nothing, waiting for the end, waiting to be called. They kept their distance and didn't look each other in the eye. After all, they might be competing for the same job. Of course, that's when the first twinge comes. That sense of wrongness, of deep regret, of profound, heartless inevitability. What sort of job were all they looking for, anyway? It's hard to hold onto...and, discouraging to try. Better to not think too hard about. Better to keep your eyes to yourself, and wait to be called.

Spoiler: Madeline (click to show/hide)

...

Spoiler: Agris Bezverkhy (click to show/hide)

...

Spoiler: Diane Ceres (click to show/hide)

Let me tell you what they did next. (Player Actions)

...

Of course, we shouldn't forgot the 4th character in out little vignette.

Spoiler: Alice Konicek (click to show/hide)

...

Well, to business. You want action, excitement! Enough exposition. More explosions. Fine. You really are a child, aren't you? Somehow, that makes this so much worse.

...

Alice
is blind in many ways, but she sees further than the idiots waiting for the elevator, like so much cattle in a feed chute. She sees the telltale tingle of dense, ambient magic, spun like a spiderweb around the building-and for much the same reason. She sees the guards, no one else saw-standing stock still on either side of the door, hands loose around their wastes, not moving an inch. Inhuman, her senses warn her. Not right. She remembers why she is here...

Diane Ceres. Her father, a wealthy man. Old money and old friends. Diane's father got a warning. Diane's father, desperate, enlisted the help of a local scumbag (though a talented one) by the name of Alice Konicek to retrieve her from whatever pit his daughter has gotten herself into. Money has been promised, a great deal of money. It's straight work, as straight as can be. Find Daddies little girl. Don't hurt her more than you have to-bruises can be lied about, a missing head not so much-get her in your piece of shit car, drive to the pickup spot. Don't get caught. Don't embarrass the Family Name. Keep it quiet. Above all, get the girl. Get the girl.

To think, if she'd been a bit faster-might have nabbed the bitch outside the door, been off without seeing whatever no doubt terrible things are hiding inside what her tentative research has shown is to be a building owned by no one at all. Well, the first she saw of Alice, she was too close to snatch. Too close to those stiff, statue like men with the splayed hands. The ones she is concerned about.

Nothing to do about it but think on her feet, try to figure a plan...or, tell off, call Daddy and send flowers-tell him to buy a nice satin coffin. Hah. Alice is many things, but a she does have a sense of right and wrong. Of justice. Of what is owed and what is to be paid. Her old friend, rage, rises like smoke in the back of her mind. They're doing this. Them. In her city. It's not right. It's never been right.

And she's being paid, of course. That helps quite a bit to motivate her.

She had a plan. Or die she? Let me tell you what happened next. (Player Actions)

12
Game Thread--> http://www.bay12forums.com/smf/index.php?topic=153329.0

Current Characters


Alice Konicek, Grubby Hunter for Hire (Gig)
http://www.myth-weavers.com/sheet.html#id=570511

Madeline, Gullible Old Lady (Fniff)
http://www.myth-weavers.com/sheet.html#id=566671

Agris, Optimistic Handicapped Immigrant (HBman)
http://www.myth-weavers.com/sheet.html#id=569022

Diane Ceres, Hopeful Doctor in Training (Twinwolf)
http://www.myth-weavers.com/sheet.html#id=569578

---
I'm interested in branching out. :P

So, I wanna run a small game in the World of Darkness setting-your basic gothic punk-evil hidden in plain sight, yet humans generally ignorant of the truth of vampires, werewolves, and Old Gods-except for a few heroes, who try to fight against the tide. That sort of setting. I'm reading up on the world and tossing ideas around. I'd like to check for player interest and perhaps recruit some players for a test chapter.

Intro
Quote
Are you looking for for an exciting new career?
Twinhall Corporation is coming to your neighborhood!
Hiring at all levels of experience, we welcome a diversity of skillsets.
We're currently hosting an open job fair at...

You can't say why such an unassuming ad first caught your eye. You have lost your job, but it wasn't your fault, right? still, your bank account has dropped a whole digit. You've had to cut back, tighten your belt, slim down. And sometimes you wake up early in the morning, unable to sleep, worrying, stressing over future, or lack thereof. The ad seemed like a dream come true...like all your problems would be solved, soon.

So, you ended up at a decent looking, red-brick office building at 10'oclock at night-a quiet street, you think. Not many businesses or people around here. The inside is lit with minimal, atmospheric lighting-actual lit candles, how charming. It strikes you as odd but it doesn't truly concern you. Nothing really concerns you, and this should concern you the most...but of course, it doesn't. You're relaxed, confident, focused-even happy, for the first time in months. You won't have to worry any longer. There's nothing to fear...anymore.

You straightened your clothes, and entered the office building without another word, looking forward to a future with Twinhall-stepping into the dimly lit atrium, past the thick glass doors. From outside, it looked like the shadow of the building seemed to have swallowed you whole.

...

The Sorceress runs her hand over the ad in the newspaper, chanting under her breath, and scowls.

"It's bait for a trap." She says, fair white skin paling. "There's a seductive Dweomer woven into the words...if you don't know what it is, it sounds like the best idea in the world to you. A catch for the helpless, the desperate, the lost. There's a lot of bitterness in this spell. I...can't imagine it'll end well for them."

After that, the discussion mostly revolved around on weaponry, tactics, possible enemies-vampires, wolves, spirits...Gods? You know that bad things always prefer to feed on the innocent, no matter what they are. Ignorance is no defense, no quite the opposite...you learned that yourself a long time ago, and what's more you decided to do something about it. This looks like a job for you. You have to help, before it's too late...


Spoiler: Character Creation (click to show/hide)
Spoiler: Basic System (click to show/hide)

13
http://www.bay12forums.com/smf/index.php?topic=152408.msg6422223#msg6422223 --> OOC Thread

The trip Eastwards to Sevenfork was smoother than any of the strangers anticipated-the eight wheel, eight room carriage, driven by both powerful steam engines, and reliable horse power, surprisingly free of jostling and bumping. Their drinks-cheap, thin, military issue beer-were not even slightly disturbed. House Grunbremoch may have a reputation for relentlessness, but they do make fine rides, it seems-even if they stint on the amenities. Paper folding screens provide a patina of privacy between the rooms, and there are no true beds, merely small couches for resting-these screens lack the sort of decoration, or embellishment which you would expect in any proper Imperial fashion. Small, iron-barred windows give a carefully controlled view of the Far West outside, rattling by-mostly endless grey dust, yellow grass, blue skies...not much to see, but a few of these strangers keep an eye out all the same. Not much can turn to something much pretty quickly.

The company is certainly interesting, though, those that have showed themselves. A toothless Jade swindler-type who looks to wear his stolen clothes with a sort of obscene pride and a scarifying air...a lithe, masked woman in a red poncho, wielding a strange instrument, from which the sounds can be heard from her room, as she tinkers with it...a young man who seems like he'd be more comfortable on a horse, than lounging in a carriage...and perhaps at least three others, hidden behind their privacy screens. The corridor in between the rooms is painfully narrow, only able to admit one person at a time, or perhaps two contortionists. Still, they could have talked to one another, if they wished. It had been a long run, and entering the dogleg final miles toward Sevenfork, idleness was natural. Any trip where you weren't shot up, or held for ransom, tended to become boring over time...


Immanuel Jade (Harry Baldman)

Spoiler: Inventory (click to show/hide)
Spoiler: Journal (click to show/hide)

Wen-Li Dulcette the Wind-tossed Blossom (Giglamesh)

Spoiler: Inventory (click to show/hide)
Spoiler: Journal (click to show/hide)

Sai Lu (Playergamer)

Spoiler: Inventory (click to show/hide)
Spoiler: Journal (click to show/hide)

Victoria Dyson (Serconman)

Spoiler: Inventory (click to show/hide)
Spoiler: Journal (click to show/hide)

Hiraya Mawari (Tiru)

Spoiler: Inventory (click to show/hide)
Spoiler: Journal (click to show/hide)

14
http://www.bay12forums.com/smf/index.php?topic=152429.msg6425013#msg6425013 -->Game Thread

The Secession Wars ended with the inevitability of a coming winter.

The new world was created. Peace and prosperity for all. For those who had lost everything in the War, there was no place for them. They headed west, to start new lives. For warriors, even those who had fought on the winning side, there was no place for them, either. Steeped in too much blood, and possessed of a skill and trade that was no longer desired, they also headed west.

Beyond the Periphery lies the Frontier. Settlements began to blossom. Yet even here the flower of civilization asked too much tending, and so men and women pushed further West.

Beyond the Frontier. Into the Far West.

“I look to the North,
the cold wind smells of pine and iron.
I look to the East,
the cool wind smells of jasmine and brine.
I look to the South,
the warm wind smells of citrus and loam.
I will not look to the West,
for the wind is full of dust,
and it smells of blood and glory.”
- Loora Vol, Poetess


Spoiler: Map of the Far West (click to show/hide)
Spoiler: Mechanics (click to show/hide)

Spoiler: World Lore (click to show/hide)

Spoiler: Character Submission (click to show/hide)
Spoiler: Final notes (click to show/hide)
((Reserving the post right below this, btw, for stuff. Don't post there. Also, please do not rush your character sheets-I will take the players who seem to be having the most fun designing their characters.))

Accepted Characters
Spoiler: Playergamer/Sal Liu (click to show/hide)
Spoiler: Tiruin/Hiraya Mawari (click to show/hide)
Spoiler: Sercon/Victoria Dyson (click to show/hide)

15
Timeline

2010-2020
It was the year 2010 and Unidentified Flying Objects (UFOs) have started appearing with disturbing regularity in the night skies. Reports of violent human abductions and horrific experimentation struck terror into the hearts of millions. The mass public hysteria has only served to expose Earth's impotence against a vastly superior technology.

Many countries initially attempted to deal independently with the aliens. In August 2014, Japan established an anti-alien combat force; the Kiryu-Kai. Equipped with Japanese-made fighter aircraft, the Kiryu-Kai certainly looked like a powerful force. However, after 5 months of expensive operations they had yet to intercept their first UFO. The lesson was clear: this was a worldwide problem which could not be dealt with by individual countries.

On October 9, 2012, representatives from the worlds most economically powerful countries gathered secretly in Geneva. After much debate, the decision was made to establish a covert independent body to combat, investigate and defeat the alien threat. This organization would be equipped with the world's finest pilots, soldiers, scientists and engineers, working together as one multi-national force. This organization was named the Extraterrestrial Combat Unit...XCOM.

The 1st Alien War began in earnest, not long after.

The war showed the best the best and worst humanity had to offer. XCOM persisted in combating an enemy with numeric, technological and strategic superiority and were able to achieve victory after victory, though not without cost. Slowly, XCOM forces were able to turn aliens own technology against them, evening the field of battle. But the Aliens kept coming.

In the end, XCOM command was faced the prospect with an unwinnable war. While humanity was willing to fight on, political will was more brittle-opportunistic Politicians and power seekers urged an end to the violence though submission to the invaders, though not in so many words. The World Council soon began to dwindle as the member nations turned away, one by one. The paramiltary force known as EXALT-composed not of invaders but power hungry multinationals-also attempted it's own grab at world control, but their efforts were swiftly defeated.

Finally, XCOM launched a desperate attack on the aliens mother vessel, that was coordinating the entire scope of invasion-the Temple Ship. In one swift strike, they beheaded the Aliens powerful psionic control network and destroyed their primary means of coordinating their troops and ships.

No agents returned from this mission, unfortunately...but, it appeared to be successful in stopping the invasion.

~2015
A small sidenote in the wider war was XCOM's need for a quick, highly reactive force that could traverse aquatic environments and salvage UFO's shot down over bodies of water, most of which were found to still have precious elerium and components intact. Though small, X-USD as it was called, was formed out of the dregs of XCOM's budget. While X-USD never officially fought an active conflict with aliens, they were fundamental is securing alien technology that advanced human knowhow-or found a home on the black market, bolstering the war chest. X-USD small size prevented them from harvesting much, though-as much as 90% of alien material that landed in deep and coastal seas was left unclaimed after the war.

~2022
X-USD was reorganized into X-COM INC, a publicly traded company. Initial invested was primarily from XCOM veterans, who saw a booming business in cleaning up the alien tech that lay unclaimed. Indeed, even as XCOM was seeing it's funding rapidly cut, X-COM INC was able to achieve great profit by collecting and selling caches of alien technology and elerium-often, and ironically, fighting EXALT-who were not as defeated as they might have seemed-shadowy forces, and criminal cartels.

Needless to say, it was not only profit motive-many unexplained USO sightings had even then begun to appear...to be derided, and denied by governments around the world, explained away as an aging XCOM fearmongering, attempting to justify it's budget, seeing 'lights in the deep'.

XCOM command could not help note but notice the similarities previewing the first war.

--
2041
The last scarred sites of the alien war of 30 years ago are healing. To all intents and purposes the threat to the Earth may never have happened. XCOM as it was has been disbanded, for all intents and purposes-it's member nations each boasting their own child organizations-EURO-COM, RUS-COM, AUS-COM and the like. Some are forgotten and funding neglected relics-others have been used for more practical concerns, such as hunting terrorists and insurgents in their home countries and abroad.

X-COM INC still maintains a few undersea bases around the world, and is still solvent-if only just. Nearly all Alien wreckage has long been salvaged. Recent headlines, however, have found them a target of many recent government contracts...in the oceans long-silent forces have been aroused. It seems when the Alien Temple Ship shuddered in its death throes a powerful Tachyon beam darted out to a long dormant receptor. 30 years ago, the vast chambers of unnumerable species began their re-animation cycle...

X-COM must now face a new terror: an army of aliens already installed in the depths of the world's oceans.

1:34 PM, July 22, 2041
X-COM loses contact with a remote outpost in the arctic sea...

....

Link to Equipment and Class thread
http://www.bay12forums.com/smf/index.php?topic=151983.0

~Current Aquanaut List~
1. Name: Maria Vane
Age: 21
DOB: 10/19/2020
Height: 5'8"
Weight: 109 Pds

Hair: Blonde
Eyes: Hazel

Bio: Fresh out of college, she signed up for service while drunk.

Class: Infantry
Skills: Bullet Swarm, Executioner

Equipment:
Shoulder Pouches [4/4 slots] Auto Med, Shredder Carbine Clip
-
Leg Pouches [4/4 slots] 2x Magna Blast Grenades, 2x Shredder Carbine clips
-
Backpack [9/9 slots] Ceramic Plate Insert, Techmail
-
Belt [6/6 slots] Shredder Carbine
-

Quote
Stats
Strength: 14 (+2)
Dexterity: 13 (+1)
Constitution: 13 (+1)
Wisdom: 9 (-1)
Intelligence: 8 (-2)
Charisma: 9 (-1)

Subject Notes: Physical reactions above par. Enhanced strength, reflexes, and stamina-good subject. Subject awkward and combative when challenged mentally, however. Request subject mental reinforcement through remediation math classes.

AC: 12
HP: 55

2. Name: Steady 'Kila' Khan
Age 21
D.O.B: 20/10/2041 (Game takes place in year 2041)
Height: 6ft
Weight: ~230pds
Hair: Blonde
Eyes: Blue

Bio: Yes he is a biological human, thanks for asking!

Class: Infantry
Skills: Bullet Swarm
Steadfast

Equipment:
Hands:Shredder Cannon 6/6

Shoulder Pouches [4/4 slots]
Shredder Cannon clips x4

Leg Pouches [4/4 slots]
Magna-Blast x4

Backpack [9/9 slots]
Techmail
Ceramic Plate

Belt [6/6 slots]
HUV goggles
1 shredder cannon clip

Quote
Stats
Strength: 18 (+4)
Dexterity: 5 (-5)
Constitution: 14 (+2)
Wisdom: 9 (-1)
Intelligence: 11 (+0)
Charisma: 16 (+3)

Subject Notes: Physical strength extremely good-candidate for heavy weapons program, or labor detail. Strong personality, resistant to trauma. Reflexes and personal reactions extremely poor, likely from inferior depth perception. Agent is liability in direct combat, request backline duty, possible ammunition loader.

AC: 6
HP: 58

3. Name: Stan Eaman
Age: 21
D.O.B: 1/1/2020 (Game takes place in year 2041)
Height: 5'10ft
Weight: 150pds
Hair: None
Eyes: Brown

Bio: An ordinary man, he was the descendant of alien abductees from the first Alien War. Fortunately, the only twist in his genetics that has revealed itself is a inability to grow head hair aside from eyebrows. Mocked as a young man for never growing facial hair, he signed up to get revenge on the aliens for their crimes.

Class: Assault
Skills: Run and gun, Flush

Equipment:
Hands
- Hydro-Jet repeater [Explosive rounds, hi cap mag]
Shoulder Pouches [4/4 slots]
- Hydro-Jet High cap mag, Shredder rounds
Leg Pouches [4/4 slots]
- Auto-med, magna blast grenade
Backpack [9/9 slots]
- Ceramic plate insert, techmail
Belt [6/6 slots]
- HUV goggles, dye grenade

Quote
Stats
Strength: 12 (+1)
Dexterity: 16 (+3)
Constitution: 14 (+2)
Wisdom: 10 (+0)
Intelligence: 10 (+0)
Charisma: 7 (-3)

Subject Notes: Physical reactions very good. Very good aim, quick to seize upon vital situations. Mental skills average, note-untreated psychological issues due to abductee trauma. Subject should avoid high pressure situations.

AC: 14
HP: 58

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