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Topics - Tyrant Leviathan

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1
Forum Games and Roleplaying / Pick the next damned game
« on: August 05, 2020, 11:43:00 pm »
Got 5 ideas in my head. Willing to do 2 of them. Like a vote and got time to play now.

The Sakura Incident: Project Faye: FF7 meets Blazblue. One of 6 race types and three starter points. Stats dictate powers.

The plot is the city of Sakura for some random reason has gone off the map so one of the groups is checking in. Well, it’s there, just strange shit is happening. Really strange Eldritch things.


2: Orbiter 2.0! Instead of competing teams everyone on one side.

3: Below the Surface 2.0: More awesome stuff this time.

4: Mad World Again: Being a bad ass reality tv Star Wars. Murdering people in creative ways. And PCs on same team.

5: People of the Wind: One of the 4 survival community games I made. In this, a green apocalypse and best way to travel is by flight/plane. As a jungle from bio warfare threatens to eat all.

2
Forum Games and Roleplaying / Stellar Legions 4.0 P V E Arms race.
« on: June 12, 2020, 04:18:14 pm »
Hello, attempting Arms race again. This time no competing teams, and not going for three sides fighting over the galaxy. This time you folks just design gear, units, etc and try to keep the Empire from dying.

Way to Win: Defeat all the enemies that threaten you, for good.  (Easier said than done as default stating is 6, with some creation picks the number rises, and the maximum of Xeno threats is 120. As there are 6 categories and 20 examples. Then th 7th foe option are rebels, due to plot or if you do a bad job.)

Battles for the Humans will mostly be defensive with key planets presented during and after battle effects (To ease on there being a map.) Some of these scum do have their own planets (to find and defeat them is to remove them) With that said, rules.

Notice!: If you read through this and have any issues, your free to talk to your group of friends/playing enthusiasts and come up with your own terms to be enjoyable. Below are just a ton of examples.



Play: There are seven phases a turn.

First is troop development phase. Build up/hire/etc and place.

 

Second is design phase. Inventing for current phase. Your company archivist who has access to Imperial files can offer insight into a previous design. Though your boss may make suggestions sometimes.

 

Third: Revise anything on your gear or just made to work out the bugs.

Fourth is Tactics and gear process. Thinking up which tactics to employ along with said fire power equipped. Also building up troops via budget/resources.

 

Fifth is battle phase. Prayer and die rolls here as everything mash up.

 

Sixth is after math, the results and deciding what to do next. Like which companies to stock up on recruits and stuff. Can use resource points here to buy new units or gear that’s available. If one is using the pre-selected units table. To hire more. Otherwise ignore this step if Arms Race.

 Seven: Ruler(s) Look over progress and get to make changes, including government stuff but that too can change, includes building wonders, accepting other religions/xenos/etc.

Then: Repeat until end. Humanity wins or fails.

Next: Government. This decides factors of ho wmany research dice, revision dice, troop numbers, and morale issues in your government.

Spoiler (click to show/hide)

After that (I will roll for plot of how this all starts.)

Techs: 30 tech at the start, to help decide what units and gear you start off with, as well as what is easier to research.


Spoiler (click to show/hide)

Wonders: Like in the Civ series, wonders, start with 5 unless certain government. They all have effects, to build up a new one you do not have takes 6 turns (And on phase 7 or group projects.)

Spoiler (click to show/hide)


That's it, when votes are in, will set things up and roll for what your facing.

Edit: If you pick the religious governments will grant access to the religions. WHich in turn have the "Cleric" option. (This setting is science fantasy, not hard sci fi. Hey it can be manly, just look at warhammer 40k)

Spoiler (click to show/hide)

3
Forum Games and Roleplaying / Rollers Block?
« on: April 21, 2020, 07:56:18 pm »
Did not see one on this forum but in Roll to Dodge and well felt like posting so people can brain storm here too.

My plans: 2 more adventures in Monster Hunter then axing it.
Actually reply to Dungeon Crisis, Forbidden Mage, Blood of Heroes and Start Magi.

Future plans:

A Community game. I have:

Orbiter 2.0
Under the Surface 2.0
Pangaea 2.0
The Colony:
Prophets of the Wastes.


In the Community game format instead of being community leaders, everyone is a individual and must use resources within said community and make/research more. So no longer a supreme leader, more like a anarchy society where everyone pulls their weight, in crazy situations. And I roll for effects and will not be a PC in those.

Aside that, X Com but medieval style, and had idea for Tomb Space 2.0 ( this time 18 sides and more super powers and plot.)

As for people being in charge of a community or Leader role.

Monster Corps: Head of a army, that grows, trains and uses lab made critters in combat

Marauders: Space mercenary sim. In control of a carrier, hire and use troopers. A universe where no alien invaders, just humans killing each other, across space.


Suggestion Game:

Outsider: Using story plot generator for intro of 6 beginnings and 6 processes, with six stage sets (666. It’s a joke) You are a lone human in a corner of galaxy that has no idea where or what Earth is. Enjoy not dying!

Set up so far yeah of the revival age of my ideas.

4
Forum Games and Roleplaying / Rise of the Magi (4/12)
« on: April 06, 2020, 06:38:00 am »
Game info:

Here you guys would be Magi, fancy term for sorcerers or sorceresses in which born with immense magical power.

Notice 1: I intend to join in this, I am not a gm
Who just lords over and throws stuff, I love playing along and in the sand box nature of this rpg. Well my GM duties is giving out xp at the end of the week and rolling for world situations for each player.

Notice 2: Each player can haul from a people on this world. The world is akin to Roman times with a few tweaks as listed, each group is mentioned, historic note and etc.

Dragma: Russians at this time in the period.

Norsica: Vikings. Picking them means the character could explore the New World over time. ( As the Americans are all NPC. Due to fact they do not have Magi but Shamans, deals and prayers with foreign powers.)

Britons: Celtics

Nords: Germans or Gauls.

Arcadian: Greeks. Noted to be advanced enough to have toilets and paper for them.

Pax: Pax and Paxians are Romans. Who are making huge waves in the European part of the world.

Kyrie: Alternative version of Hund won really like wearing animal masks.

Edenian: Jewish people’s, here are nomads as the Babylonian expies kicked them out.

Tiamatians: Said expies. In this world have the most advanced metals.

Helion: Egypt. Enough said really.

Dian: China, politics is like Han. Most advanced nation as aside toilet stuff, have man sized glider kites for flight and gun powder. So they have prototype guns.

Yanmoto: Toughest Warrior culture with some honor rules. Obviously Japan here.

So 12 slots. And we are not rulers, just residents of said cultures.

Notice 3: Magic system: Been dancing around with and deciding we can do a vote on this. One of 5 systems to do.

1: The 5 Mana schools from Magic the Gathering ( though in plot we are nowhere near as potent as a planes walker.) Start with one magic type at basic 1 level. Can learn all 5 and max them. Notice do not need land mastery to access mana, it comes to you in different flavors.

White: Creation, Order, Light, Justice, etc.

Blue: Knowledge, control, mind, water, etc.

Red: Chaos, Freedom, Destruction, Fire, etc.

Black: Death, Power, Corruption, bad stuff, etc.

Green: Nature, life, critters, earth, etc.


2: Akin to D and D Wizard magic here. Start with 2 at the basic level.

Abjuration: Defense Magic.

Animancy: Home brewed white necromancy, deals with life force directly.

Conjure: Summon stuff

Divination: Magic aight into things.

Enchantment: Empower stuff or even mind alter spells.

Evocation: Conjure energy in various forms to wreck shit.

Illusion: Trick the senses of others.

Necromancy: The dark version. False life by using demonic energy to animate the dead, siphon life force or unnatural life force tampering, also just killing things directly.

3: Based off the Pillars of Creation from Legacy of Kain fandom, 9 in total. Start off with 3 in basic level.

Mind: Mind over matter.

Conflict: Dictate fighting and reasons for it, draw strength from it, covers chaos too.

Nature: All natural elements, critter control, and stuff.

Energy: Controlling energy in all its forms and uses.

States: Changing forms of something to something else. State wise.

Dimension: Accessing other realms and realities of existence.

Time: Let’s do the time warp again! ( Control glow of time, future sight and stuff.)

Death: You kill things, alter souls and can bring false life to dead things.

Balance: Tip the scales to one side or another at a turning point.

4: Here it is based off the Spheres of Reality from Mage by White Wolf. Here we start off with three in basic level.

1: Source: Direct mana/aether/ etc energy burst from the, source to our world. Controlling that flow directly.

2: Forces: Altering or manifesting flow or patterns of energies of our dimension ( kinetics, heat, electric, etc.)

3: Life: Command and control of organic matter.

4: Matter: Like above but inorganic matter.

5: Time: Controlling flow of time.

6: Dimension: Space/travel/planar magic.

7: Soul: Altering souls and being able to use them. In various ways.

8: Death: Kill stuff dead. Also affect ghosts and make undead.

9: Mind: Mind over matter along with telepathy and even telekinesis.

10: Entropy: Tampering with Chaos, Fate, Fortune, and Events.

11: Shadow: The anti life, not death pre say but makes things dark, can kill things, and make constructs from said dark matter.

12: Destruction: All about breaking down patterns in really violent disruptions.


5: Custom! Here max to learn is 20 but nothing really pre planned and each magic has strength and weakness. We get to decide for ourselves what we do, and spend action points for new school of magic. Start with 4, (altered) each at level 1. Nothing too has though please.

Stats:

Note that at the end of each game week you will get xp points to buy up new stat points to get even more awesome.

Life Points: How fast you heal. Need life points or your dead for real.

Hp: How much you can function, at 0 your knocked out. Your LP allows you to recover.

Action Points: In this game you do actions, this is your currency for how much you get to do in a game week.

Fate Points: Get out of jail card. You get zero life points and have fate point? You sacrifice FP and your spares, for now.

Strength: How strong you are. At maxed level your super human, like snap swords with karate chips, explode boulders with kicks, and turn people into Gore balloons.

Speed: How fast you think, react, and can move. This has many uses indeed.

Constitution: How tough you are, anti fatigue, anti disease, and anti poison us here.

Will Power: Mental toughness. Also how much you can focus on your spell casting.

Intelligence: How many spells you can squeeze in every command level, also how advanced a skill you can learn at skill mentor and if you can comprehend tech and even improve on it.

Power: A bonus to how hard you magic hits.

Reserve: Your MP pool pre week turn.

Soul: How fast MP respawns each week turn ends.

Command: How advanced you are in magic mastering. This stat cap is decided by which magic system we use.

Note that after votes I will write the stat caps and what they mean plot wise.


Skills: Not making a skill list, max number is 30. There are plenty to go around though and if you want help to pick, message me ( as it can be a big deal depending on game schemes.)

Final note: Magi do not age when power manifests, so your characters age will stay that way forever. Only way to die is by other means aside old age. Also no sanity rules, your a magic born super human, crazy shit does not bother you.

Character sheet: To come if you guys vote. Not only intro info but how many stats start off with and how many to spend a week.

Then show action point system and stuff you can do with it.


Note: If less than 7 people sign up by Friday, can play as multiple people ( depending on number, if 3-4 players, 3. If 5-6, 2 pcs a player.)

Note that as I go along will make player vs player combat rules. For now just supposed to be exploring and fiddle with a world by having powers. Curious as to what the votes will be.

5
Forum Games and Roleplaying / Forbidden Magics
« on: March 12, 2020, 10:24:01 am »
Have decided 4 is my max. Dungeon Crisis, Blood of Heroes, Monster Hunter, and now this. Will just update the four until players want a ending ( though this, Blood, and MH do have definite endings.)

This one is a case of you being the bad guy. Not as a evil
Overlord, planet eating monster, or the sort. Here your just a promising mage trainee who stumbles upon stuff they should not use. But do do anyway and caught in a web of trouble. A spiraling path of love, distrust, ambition and conflicting views.


First: Name and gender. You are 18-20 here.

2: Set up of community.

Home: Rural community, county seat, metropolis.

Family: How big your family? Small, normal, large, or huge.

Status: How well off/ powerful they are. Affects your family resources and jobs. ( Relationships are rolled.)

Your job: Pick a job. Decides resources, access, skills, and friends/etc.

Guard: You are a cop basically

Hunter: You got out of town to hunt the big game.

Exterminator: You kill rats, vermin, and low tier monsters on a daily basis.

Smith Aid: You help the black smith. Naturally toughens, strengthens you, and stuff.

Assistant Healer: Aid in the healing clinic(s)

Courier: Get to leave town to deliver messages and stuff.

Lumber Jack: You leave like a hunter, only to tear down trees for their parts.

Butcher: Handy with a blade, anatomy lessons, know how to prep meat and makes you deadly with a knife. As you have sliced flesh, bone and sometimes with fancy tricks of refrigeration magic, frozen meat. Which is basically rock.

Builder: Know materials, their worth. Labor skills and work.

Farmer aid: Hard work. Outside city, freedom after shift.

Scribe: You study, record and such for a living.

Chemist: Work chemicals to aid in daily living.

Note: Technlevel here is high end Middle Ages with a tie in steam punk.

Your job decides a lot of things.


Stats: You do not get to pick, rather are more like bars or currency for actions.

HP: Your endurance and over all health. At 0 your knocked out. If left at zero and found will be able to heal naturally. If reduced to negative 20 or do your dead/destroyed.

LP: Life points. How much life you have in n reality, decides your healing rate and how long you actually live in a life span. Not a battle field thing though things can reduce, if this is zero, your dead. Not even if hp is not zero.

MP: Magic points. What powers your spells. There are ways to restore it.

Action Points: AP. This decides how many actions you get a day and do stuff. LAp decides how fast it’s restored with rest. ( Note LP cannot he dumped and you start with it maxed out. It cannot be bought out, but every other stat can upgrade fully.)


Magic Teacher: You are a legit student of magic. Below is what kind.

Wizard: D and D, not Potter here.
Druid: Draw element powers.
War Mage: Fighter with magic power.
Rune Master:  Knowledge to write out words of power.
Cleric: Holt/Church sponsored stuff.
Shaman: Talk to nature spirits for boobs. ( Border pine banned.)
Illusionist: Make illusions.



Forbidden Powers: List of all the forbidden powers and what they do. During the great magic wars they caused untold death and destruction, hence their banning.

1: Necromancy: Powers ic life and death.

2: Primal: Create or alter life to be monster servants for you.

3: Golemancy: Make, alter, and control golems.

4: Dracomancer: Using the powers of freak men dragons.

5: Mechanomancy: Like above but all forbidden magic technology.

6: Esper: Channeling pact powers of humans who evolved into magic beings themselves.

7: Time; That is a no no.

8: Demonology: Commanding hell and it’s dark denizens.

9: Blood Magic: Magic fueled by and controlling blood.

10: Wild Magic: Allowing living magic to be invited into your head, it breaks reality.

11: Channeling: No not summoning Hell or whatever else and not as extreme as Wild Magic, but your channeling external magic for free no cost spells. This kills the environment.

12: Chaos: Inviting In evil beings from the abyss who wish to break the rules and cause havoc. Have fun with mutations.


13: Alchemy: The whole transmutations thing is banned from Wizards to use and its uses threaten society.

14: Alienist: The alienist movement found knowledge of the Old Ones. These old ones gave them power, but their agenda was unknown. This is the Lovecraft option.


15: Psionics: Tapping into powers of no mp range, causes insanity, and has its own branches.

16: Truth: The one true God magic, tapping into this unknown being, who is really unhappy about his works right now.


Forbidden items: Items that channel these forbidden powers. You get up to 4. Only 4. And each is either same field or different. Player taste here. Start at 1.

Dagger: Close combat themed spells.

Sword: Better to fight with, support/team work spells. Buff and rebuff bonus.

Staff: To channel spells for long range pain.

Armor: Self buff and defense.

Tome: This is just a big ass. Book of spells. Bonus here is learning sad forbidden type really fast if study.

Altar: No new spell abilities, f make offerings get bonus to stats or empower per existing spell. Bigger the price, bigger the boon.

Ring: Lord if the rings joke. Will power save, fail and a mind controlled servant.

Gauntlet:Thanos snap jokes aside get to access random spells a day if equipped.

Familiar: A living servant who acts, does stuff, mentors spells. Has their own mind though so not your ally, takes form based on magic type.

Talisman: Fancy necklace that is a mobile altar, if kill things with a soul you get to nom on soul for no boost.

Mask: Transformation spells.

Tattoos: Self boost spells and healing spells by theme.

So yeah name, age, gender

Family size, town, job, magic teacher.

Lastly One Forbidden power and it’s item. Will do back story for last two, job dedicates stats, teacher starting spells, and will roll random for people of interest.

6
Roll To Dodge / Blood of Heroes ( Roll and Dodge with story elements.)
« on: March 11, 2020, 10:11:47 am »
Setup: I had this in mind, saw a Hero Saga and a Heroic Lineage. Needless to say, I was passed offvst myself. Anyway this game has nothing to do with my Umbra Legacy world or Dungeon Crisis. It is like a Suggestion game in everyone votes. But, there are STATS, pros, cons, feats, skills, power lists.

Hell there are positive and negative modifiers for dice rolls as well.

Situation: The World of Eden. It is not perfect, but it’s home. A world of men, monsters, Magic’s and such. There was a need for heroes. Your Ancestor rose up and fulfilled that void. Now in after math of making himself a legend. You are to be his heirs, his kinsmen, to defeat the darkness.

Win: You defeat all 20 greater evils, for good.

Lose: Defeat and no more heir options. Like at all.

Set up:

Legacy: Auto start with. Blessings from the Holy Trinity, Eden style.

1:Poteinal: From the  Pan Crestor. Heroes have ability to learn alll that needs to be learned. Skills, martial arts, and the super natural.

2: Heirs: From the All Father. Will get those ladies with babies and they give you sons.

3: Selective Heritage:  With this blessing from the Glorious Son, all skills (mundane) are passed genetically, up to three supernatural ( can choose which) are auto implanted. Father and mother spell lists if match up are learned from start as well.


4: Signature Weapon: Get to pick a signature weapon. From below that are listed.

1: Star Light Weapon: Magic light saber style weapon.
2: Daemonic Weapon: A loving weapon that fuels user with vitae while killing enemies.
3: Sacred Weapon: A weapon that’s does max damage against “evil” type.
4: Magic Weapon: Weapon that can cast spells or focus for more spell oomph.
5:Weakness Weapon: Weapon net to kill a particular kind of enemy with weakness.
Undead
Demon
Fiend
Devil
Were Shifter:
Daemon:
Fae;
6: Master Weapon: S weapon made by inhuman hands. So amazing in quality it is damn near magic.
7: Soul Bond: This relic is special, in a bitter way. It was soul bond by the person your ancestor loved the most. In the loving bond the weapon gets stronger through the generations and feds on the souls of those slain.
8: High Tech: A relic from a time of technology progress or a culture so inhumanely smart to make such a thing.

Each type has a mini list and rules. Depends on what wins.

Heir generation:

Natural Birth: Pick female companion. Half her stats, half your stats, together and from there added that getter. Starter stat in said fields.

Adopt: If you want a female hero take this route, take a kid, they have their own starter stuff and train them up.

Kinsfolk: You were blessed with a large family, when one is declared to be chosen, they inherit benefits but they have their own wants and goals.

Take up arms: Worst case situation. All died, blood wiped out, but token item/weapon ends up in the hands of someone willing. That willing person is the new hero, new blood dynasty. If they survive.

Future generations: You get to educate your heir, series of event questions, results add additional Qatar’s or skills.

Tragedy: This will happen at character creation. Every hero has a good reason for being a hero, you guys get to pick the first. Next heirs I roll up. It’s the reason your character is adventuring and fighting monsters. Instead of settling down.

Pros: Start with 2. Can get up to 5 but need 3 Cons. Or just settle on first two picked

1: Magnetic Personality: Those who get to know you, are drawn to you as if by date. Bonus to allies/contacts.

2: Blood of Heaven: Can claim divine blood in your veins. Start off with 4 powers instead of 3. The 4th being Domain/Cleric. Aside that can bless things by touch and stuff. Just no self resurrections.

3: Gifted: You and your lineage are naturally talented. Everyone starts off with additional 10 points to spend in stat pools.

4: Well Versed: Start off with extra skills.

5: Channel the Ancestor: Can call past chosen ones to aid. Stat boost, extra action(s) bonus success, spells or hp.

6: Estate: In this pro you do have a ancestral homeland to go to. Inside is knowledge, living space, shelter and a vast armory of things. Knowledge includes lore and monster knowledge.

Cons:  They seriously mess you up. But net you sweet people points.
1: Arch Foe: Due to Ancestor actions. There is a human faction out to defeat your line.

2: Man of Constant Sorrow: Bad luck and misfortune follows whoever the “heir” is. Not in combat, just in every other aspect of living.

3: Morphed: A curse. The curse is whoever has taken up arms looks like a mutant. In a world where every non human seeks to hurt or kill people and look the part. Better have disguise skill handy and not get caught by those villagers. ( Always doomed to look like a beast man morph despite not having a touch of chaos in ya blood.)

4: Feared: Due to being bad ass enough to kill off a great evil, Law Enforcement/Church\Government fear your clan and spread lies/I score you ( Think Spider Man and Daily Bugle. Or the Church and Belmonts.)

5: Lost Love: Due to a freak fluke, your ancestor had someone who got away. This woman reincarnated with the Ancestor’s line. Needless to say this love affair can complicate things.

6: Sentenced to Death: At age of 40. The one who is currently the chosen hero is doomed to die. No matter, what. No ifs, I s, or buts.


Will do character creation notes in post 2 after the pros and such are decided. That includes stats ( simplest system I have written so far.)

7
Forum Games and Roleplaying / Umbra Legacy Overlord
« on: January 17, 2020, 07:23:30 pm »


Stats:
War: Physical body and combat skill.
Int: Smarts over all.
Pol: Court Logic.
Cha: Likable/ Charming.
Magic: Casting power.
Intrigue: Spy.

Action Points: How many moves you make a round.

Character build: Pick a life path below and three traits.

Life Path:
1:  Successor: You are the rightful heir who has throned.

Pro: Bonus karma.

Con: Court sees you as a joke.

2: Prestige: Big title got you into position.
Pro: Have big loyal staff.

Con: You have rank and money, no real power at start.

3: Conquer: Got it by force.
Pro: Good at war and big bonuses there. Like biggest army.

Con: Negative karma start.

4: Tragic: Your a mobster, were not born that way but made that way.
Pro: No karma, good or bad. Given you told fate to screw off.

Con: Start with 3 Archenemies.

Castle: Pick two traits.

1: Flies
2: Transforms
3: Teleports
4: Quantum tunnels
5: Armed to teeth
6: Unit maker.


Traits:
1: Strong-blood: More War, hp and etc.
2: Favored Foe: Pick a race, bonus in combat against.
3: Martial Master: Start off with strong Kung fu.
4: Scholar: Have three skills at start.
5: Gifted: Bug boost to all stats, slower learning skills.
6: Bloody Hands: Your not afraid to get your hands dirty, can lead armies, front line.
7: Born Under A Star: Pick this, get random benefit.
8: Enchanted: Get a special decree at start.
9: Magic Master: Start off mastering one of the three magic types here.
10: Last of the Line: Last of your royal family blood.
11: Sire Slayer: You killed your dad, in actual combat.
12: Fueled by Spite: Anger allows you more action points.
13: Follower of the Path: Religion/karma bonus.
14: Ex Pillar Guardian: Know lore of land and a few spells.
15: Doctor: Heal/Cure.
16: Science Emperor: Have mastered a science of choice.
17: Ancient: Your old, really old. Given race your not slowing down.
18: Alert: Bothing can sneak up on you.

Units:
1: Troops:
2: Automations:
3: Chimera:
4: War Walkers:
5: Giant Monsters:
6: Ship:
7: Submarine:
8: Carrier:
9: Dreadnaught:
10: Transport:
11: Death Flocks:
12: Sky Corps:
13: Air Ships:
14: Dragons:
15: Sky Castle:


Races:
1:
2:
3:
4:
5:
6:
7:
8:
9:
10:
11:
12:
13:
14:

Spells and skills:

Skill:

Spells:


-

Decrees: Laws made on titled lands as form of punishment.
Latter

Items of interest: latter


Updated game like I said I would (this one.)

Make name and gender. Character is of Masters from UL. You will try to unite everyone under your rule, one way or another.



8
Roll To Dodge / Dungeon Crisis ( Sign up and play!)
« on: January 15, 2020, 12:15:30 am »
Hello. Decided to update three games a week. Monday, Wed and Friday. Today introduce new game here. Dungeon Crisis!

Plot: Our world changes over night as magic, monsters and etc is in play. We get coo new powers and abilities but nasty monsters share our world. Speaking of our world, it fused with other worlds Secret Wars style so its huge and full of stuff.

Play style: Post, I roll a d20. Results. I reward kick ass posts with a stunt system. If awesome enough goes +1 to + 4. Or at max a bonus 6 side die in total.

Classes and abilities? You make that stuff up yourself, nothing too God like and unlike my other stuff growth is cut off. Also can be a nonhuman as they are around. Lastly if died. Can always make up new stuff.

Pretty much make awesome stuff, run it by me here and get chance to make a name for yourself here.

9
Forum Games and Roleplaying / Umbra Legacy verse.
« on: December 10, 2019, 09:47:36 pm »
Hi everyone, this is based on the Monster Slayer/Story game I got going on. This thread is to record stuff for said game. Given my rpgs tend to have a ton of info/characters and such.

So, this.

Catergories:

Games:

Monster Slayer

Others: Braver Dynasty:
Under the Shadows ( those two working on.)

Rest:

World time line
World build

First life

The big bad stuff

Races/monsters

Technology

Magic

Current party members/etc

All the Freakken class types and such in this rpg system.

So yeah, plan to update as much as I can. Though will take requests by questions and will answer or explain them.

10
Forum Games and Roleplaying / Story Game: Monster Hunter:
« on: November 19, 2019, 10:29:30 am »
The Human race had a great run at ruling the world and bending nature over for progress. In time however a new force came from a unknown source. These beings are called “ The Masters.” With their incredible technology and patterns to make magic real rules the world for two thousand years. Despite being on top of the food chain and could create races of supernatural loyal minions. Their power has faded.

Their way of life dying, has allowed humanity to rise again as they resettle and populate the world. There is a need for the strong, who can kill the boogeymen of the night. This is your calling, as a monster hunter.

-

This is a new vote/story/suggestion/ what not game. You guys control actions of one who hunts monsters as a job. No stats, just dice and story telling.

First: Name, Age (18 and above.) and gender of character. Background done my next post. Until then can vote on type. Willing to do descriptions.

1: Ironclast Avenger: Picture Al from Fullmetal Alchemist, just geared towards killing things.
2: Speaker: Magic Using In speaking the first language of old, pre Tower of. Abel stuff.
3: Hexed Drifter: A warrior cursed to have Beast features and having to explain your not a mutant. Can still kick ass though.
4: Halfing: Half Human, half Master. Good luck with that.
5: Battle Mage: Kick ass warrior style with magic in the works.
6: Elementalist: Master Of Elements, to the point can fuse two together for another type.
7: Chosen One: You are literally living out a prophecy with some grey/unknown wiggle room.
8: Expert: Your Batman, except instead of taking crooks to justice you kill monsters.
9: Legion: You have a special soul, when you kill something get to access it’s soul for power, health or even copy their powers onto you.
10: Animagus: Beast Mage, can transform into anything as long can think it and define how it would function.
11: Demi Fiend: Demons tried to turn you into one of them, but will power caused it to back lash, can wield demonic power, for your own wills.
12: Anima User: Basically having a Jojo Bizarre Adventure Stan’s.
13: Pact Owner: Made deal with a devil. Magic and ability to morph into said form, as a side effect instead of your soul as fuel, Gita eat flesh instead. Maybe troublesome to collect a bounty if you ate the features of your price.


So yeah votes, biggest vote turn out is that characters story played out. First background bits and gear/skill/power. After that is picked, Adventure and monster slaying.


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Forum Games and Roleplaying / The Tower (Sign up, then play here. 6/12)
« on: November 01, 2019, 05:10:43 pm »
A tower, in the middle of wilds, that seems to go beyond the Heavens, what awaits those who enter?

Notes:

Character creation is easy, name, age, etc. Race, nothing kaiju or anything, humanoid to half giant size. Anything that fits that and does not destroy rules of causality/fate/op is good. Hell lesser Gods (Japanese style) or Demigods (Just no auto Heracules kinda thing.) will do.

Stats: Maxed out stat is 30. Funny, because you start with that number to spend.

Power: Adds damage total to your skill cards (Which will be handed out in pm, then spoilers.)
Will: Defense stat/take less damage.
Speed: How fast your character moves a turn, dodge and speed of attack.
Energy: Your spell/mana meter. Decides your cap.
Constitution; Your health bar.

Powers: power schools listed below. Also it's now 12, not 8. Read the notes again.

1: Mental: Mind over matter.

2: Nature: Tapping into powers of nature/elements.

3: Technology: Using high tech gadgets to make your life better.

4: Belief: Doing the Ork trick, belief fuels reality. Excuse to use mythology/religion/cleric stuff.

5: Alter: Most customizable power of bunch, pick form, and from there unique (Or trying to)  abilities. (Jojo stands basically.)

6: Ki: Typical anime/kung fu stuff.

7: Power: Throwing around raw energy. Light, heat, radioactive material, and just force waves.

8: Mutation: Able to alter/evolve self on the spot! Weird and nasty stuff here.

9: Knowledge: Instead of 'belief" fueling magic like powers. It is science law/fact that fuels the powers to do neat tricks.  Still magic, just magic that relates to science terms.

10: Conjure: Go forth my minions and attack. (Literally a summoner with this build.)

11: Words of Power: Magic ink/symbols that enhance power, or grants power, or does a cool trick. Noted that it is akin to Belief or Knowledge, it's just a great dealing casting faster.

12: Relic: Tapping into a actual device that has magic. A fusion of knowledge and technology. Just magic items doing the work now.

Power rules:

1: Decided the max schools to use at a time is 3. Recharge rate of just one active is 6. But 2 becomes 5. 3 it becomes 4. being nice, need the energy respawn stuff.

2: Starting fighting style dictates your starter abilities in pm. Close (in face)  Distant (Blast away.)  Snipe: Maximum distance, if can see target, can snipe.


Leveling up/new tricks:

There is currency in this game, when you find the Vendor, hand it over and menu will pop up.

Otherwise fill magic invisible gm xp flow bar. When maxed get options.

1: Brand new power school with starter stuff.
2: Upgrade pre existing action card.
3: Buy your own designer spells without the vendor.
4: 6 free stat points to spend in upgrading yourself.
5: Buy a new character to roleplay with.

So yeah character info, stats done, first school pick, fighting style picked. Then the pms to settle starting skills. After this, the Tower to be found and go in. All you need now is character stuff Naturegirl and will send complete move list. Not sharing them with public, it's a respect thing.

Hope you guys have fun. Weekends hardly ever on. But during the week, I will be.

12
Forum Games and Roleplaying / Well well we’ll ( Spitballing ideas)
« on: October 18, 2019, 08:57:46 pm »
College has kicked my writing ass aside, got to keep grades up. But when I get a break may post again.

Was curious to which of these things sounds appealing.

1: Pangaea 2.0: A mix of Conan the Barbarbian, Primal and High Fantaay. Lead your people in a cruel unloving world to stay strong.

2: Orbiter 2.0: On the ship again. This time a plot twist so resources are not limited and 5 endings as opposed to 3. Also thinking all players start on same side, but as team leaders get some independence.

3: Something super hero based in terms of the “Boys” a a suggestion game.

4: Thinking trying Hunters Of Darkness again. May keep a lore thread for all characters and stuff.

5: Stellar Legions 3.0 or not Warhammer40k. This time with map and a plot!

13
Roll To Dodge / Carnage Network: Blood Sports, Sponsors And Dystopia
« on: July 22, 2019, 03:01:32 pm »
Place holder for latter.

Also yes going to post a Tomb Space, Ruin s Tech And WW2 Occult Wars. Researcher. Well : Upoercuts it into the air and spinning pile drivers it to explode its head.:

Anyway this will be intro post for this world. And well latter the rules.

Set up:

In the Future as Mankind went to the Stars, bad stuff happened on Earth. Since the rich and mighty live off world, they do not give a crap about everyone on Earth and it’s twelece standing cities. Now, the Carnage Network was forged. Using expendable human lives and technology to provide entertainment, while parading the false hope of getting a ticket off world.

To come: Rules, stats and character builds.

14
One day on planet Earth, Cue a man man. Akin to Italian in color with a Afro and wearing casual clothing. Today, was not a good day. His computer busted, game too, The love of his life calling it quits. He had just exited a check up. The words in his mind.

“ Your a miracle, you were supposed to be dead 3 months ago due to medicine effects, but your kicking, though the false Parkinson’s is incurable.”

As he walks off he remembers Fourth of July tomorrow. His favorite cousin, a sister to him died, three years ago that day. He, drew all the negative energy yielded into his soul and instant transmissions himself.:


Cue the Heavens.


- 30 seconds latter

Piles of dead, broken bodies as Throne was melted, Gates tore to pieces. Currently on top of God beating his brains out until skull explodes. As this happens the survivors make worm holes to the Heavens.

“ Help ya out! We will gladly grant you a wish if you can beat him!”

Rules:

Typical God Mod attack stuff.
Fighting style fixated by theme music, will post said movie to get a idea of what’s in his head.

If killed after three posts your revived all over again, due to recovery angels, God Too advanced to be salvaged.


Current music: Through The Fire And Flames.

( Just de stressing, as I cannot even write in this place duebto paper costing money.)

All stats of God Mod:???

15
Forum Games and Roleplaying / Tomb Space: Cult Of Change
« on: July 02, 2019, 12:56:24 pm »
Here we are, in the home of our Gods, the ones civilized society had rejected, banished us. Fools, we are now free and do their will. As their power comes into ya. With each holy site we grow stronger and better. Maybe we can become the Destroyer, someday.

Design phase for now. As for unique stuff.

Pros:
Exclusive skill: Take the Form: All battles the Cltist start off human. Depending on which blessings have benefits. Their best trick is morphing themselves in becoming a utter combat monster, that still has same human mind/competence.

Leaders, Elites, “ Caster” and Brute Force can trick and last forever. The other three minions ( Bio Engineer, scavenger, and grunt) have a time limit. If pass time limit will take damage and go back, some cases even die.


Bonus Talent: Magic. While Tech Magic exists, and Neo psionics. The Cult Of Change has legit magic that Leader, Elite, and Caster have access to.

Con:  Unhappy Friends on the Other Side: If one botch’s a magic roll. A new die roll. That results in knock down, injury or even death.

Unique Gear:

1: Familiar:  A battle pet made from love, care, and mana power.

2: Gene Stims: Cross shaped med injectors. Where the Sacred dna is kept. Used in battle to get the Super monster form deal. Also rolls for type of dna. Currently 3 powers in injections. Max amount of injection juice is three in person. Otherwise become a gigantic tumor waiting for death.

Also note at start can pick four. After that develop your own with new dna matches. Cost for them is 200 points though. Please note with loot and Arms Race, can make your own stuff up.

Reptile:
1: Body Armor: Tough to pierce skin.

2: Tail: A spare limb, can use tools and can attack people.

3: Natural Weapons: Claws, teeth and so forth.

Insect:
1: Multiple Arms: Now Have Four Arms.

2: Scale: Move around like a bug on walls and stuff.

3: Hyper Active Eyes: Can see things clearly even while in rapid motion or if target is going that fast. Also adds chances to dodge bullets.

Amphibian:

1: Regeneration: Constantly Healing damage a turn and regrow limbs, a begeading will take them out of that was last target or destroy body. Otherwise 2-5 turns revival happens. New head growth, keeps old memories.

2: Hyper Leap: Jump good, jumping so good it’s like flying.

3: The Tongue: Have a retractable and prehensile tongue to use as grappling hook or to attack. Max feet radius is thirty cus tongue attack.

Mammal:
1: Retractable Weapons: Hidden teeth or claws deal.

2: Tough to kill: For some weird reason your tougher to kill.

3: Hyper Smelling: Can Sense targets and zone by scent. Also makes for handy lie detection.

Bird:
1: Flight: Yep the wings and all.

2: Eyes of the Sky: Really food at seeing far distance, excellent for snipers.

3: Super Strength: The very notion of a man sized being flying means one is really jacked, the case is true here.

Octopi:
1: Cameo: Bending  to the point are invisible.

2: Tentacles: Have growth of tentacles for Melee/tool use.

3: Jet Boost: In the ocean they fire off water for extra speed. Here on the back side of user, same kind of hole, except air. Either way a big boost of speed and mobility.

Aquatic Mammal:
1: Life Support: If still a Body And at 0 hp. Can do another rounds worth of actions on the spot until falling over.

2: Sonic Blast: How sperm whales eat squid. A mid range sonic blast that can do a good deal of damage and stun.

3: Echolocation: Navigate the darkness with ease and have blind fight perk.

Arachnid:
1: Spider Sense: Hard to sneak up on and first attacks in a engagement, Melee wise.

2: Venom: With this a bite and target suffers acid damage due to potency.

3: Webs: Can Fire webs. For swinging, webs to capture, ropes and balls if webbing as a ranged attack.

Plant:
1: Everlasting: Due to drawing power from air and light. No fatigue roll needed.

2: Bark Skin: Tough, still flammable.

3: Healing Factor: Declare, Gain hp back based on damage, no regrow new limbs though and declared after being hit. Die roll to decide how big the boon.

Ethereal:
1: Telekinesis: Able to do a variety of tricks. A thinking mans power.

2: Telepathy: Get yourself in the head of a event to freak them out.

3: Sacred Fire: Conjure Heat/Star energy as a narrow cone or a wide wall blast deal.

Sacred:
1: Regrowth: Declare, Gain all hp back and grow back lost limbs. Once a game battle.

2: Survivor: No worries of vacuum of space, so in a space ship, no more worries of building damage. Can even navigate outside to find a new way in ( still bad idea because team mates and objectives) though can start outside. Eat being inside.

3: Energy Blade: Focus your mental energy into a light saber arm deal.

Glow:
1: Rad Eater: Radiation does not hurt you. It empowers and heals.

2: Death Breath: Go Godzilla in those fools.

3: Aura: Gain bonus protection and attack due to Aura stuff.

3: Tome: The spell book. Leader, Elite or Caster uses it for their unique magic stuff

Spells:

1: Fire Ball: Tossing a massive sphere that goes boom. Better have a good plan ship wise, otherwise burn the fools.

2: The Hunger: Manifests a time of vermin to attack enemy, if killed the Bio mass goes to Caster, gaining hp and even stat boost.

3: Redundant Organs: Cast on self, now three times harder to kill.

4: Sense: Declare, can feel out unknown life forms behind walls/doors and so forth.

5: Gate: Open a hole in reality that leads to a point on map.

6: Summon: If successful, random generated monster(s) come to fight for the battle or if slain.

Design phase for now.

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