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Topics - Tyrant Leviathan

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16
Forum Games and Roleplaying / Tomb Space: Free Runners:
« on: July 02, 2019, 12:53:08 pm »
Well yo ho. It is The abyssal ocean for ya, the ones who seek freedom, glory, power, and wealth. So what if we go into some smelly dead bastards ship, disgracing him. Who cares? We are alive, they are dead or should be. We can fix that.

Design phase. As for stuff.

Free Runners:

Pros:
Can Hire any “group member.” Including lost cultists

Luck of the Devil. Can re roll once a match ( Leader only. And can only have one of those a match and roster.

Con:

No Unique Gear: The sad trade off is there is no unique Gear in your armory.

17
Forum Games and Roleplaying / Tomb Space: Order Of Adamant:
« on: July 02, 2019, 12:46:28 pm »
The Flesh is weak, the machine is strong. As long we do not date our appliances and give them girl friend names, we should be alright. Hey, the universe is huge and so much technology to study. So we can protect it from the unworthy. Discipline makes for the best actions.



Adamant Order: The Cyborg Battle monks who study and guard the alien tech.

Pros:
Free Cyberware options ( depends on team position as to how many.)

Have robots. Which need repair not heal, also very tough, immune to sanity damage and can equip all the Cyberware options.

Cons:

Sometimes Cyberware bugs out on spot which can be quite a hassle.

Unique Gear: Cyberware! Below are the top twelve Cyberware things a cyborg can use. Robots, can literally have it all if so desired and equip them. First round freebies. Afterwards 200 pint cost.

Ware:

1: Lightning Reflexes: Makes one really fast in reflexes. Helps in combat with landing and dodging hits.

2: Juggernaut Hands: Massive Hands to lift and use bigger stuff or punching enemies out.

3: Servo Arms: Have Four Cyborg arms connected to the spine. For carrying stuff or combat.

4: Dragon Claw: Giant Power Hand with five claws for shredding and a hidden palm port for gun.

5: Smart Gun Port: Plug Your Fire arm into the port. Can now see as the gun sees with stats and all. Major bonus with Fire Arms.

6: Rider CPU: Have a secondary intelligence aiding with advice while acting out.

7: Thrusters. Put on key places so if in zero or low gravity, propelled like air craft. In Melee Combat can accelerate right places for more power in swings.

8: Life Support: Can go into places without air, toxic/space for tactical fudgery.

9: Holder: Have your Own holding compartment for a item. One handed at that. The

10: Health Monitor: Able to self check on damage and such. Displays to others and defeats toxin environment factors.


I will make sure unit troops are a solve listed in source thread. Also everyone gets three Cyber ware.

Design phase for now.

18
Forum Games and Roleplaying / Tomb Space: Neo Humans
« on: July 02, 2019, 12:40:58 pm »
They called you freaks. Out of fear, they hunted you and casted you out. Now at least your people know freedom. Space is a harsh mistress though and should be ever ready for bad stuff to happen

Notes: Get to make your teams

Each one who voted is a leader with five underlings.

On to the unique stuff.

Neo Humans:

Pros:

Psionics: Everyone in Base Team is a Psionic. Leader down to minion.

Conditioned: They are less likely to flip out/sane damage or panic/fear.

Cons:

Not all are equal: Only three classes/units can cast multiple times. Some only once a match. Others can go beyond power casting of four (like the leader) doing so, hurts them. Must roll how much directed damage in that case.

Unique Gear:

1: Force Blade: Costs 60 points. It is a blade that is channeled by psi energy. Requires a power stat point to keep charged. Melee, it hits hard.

2: Focus Point: A Keep sake that helps one channel
Psi energy in turning them on.

3: Boost: A drug met to allow psion to gain psi points. For more casting.

Starting psionics:

1:  Tactile Telekinesis: Having super strength, just with power on.

2: Telekinetic Barrier: Provides defense bonus.

3: Screamer: Channel energy in lungs to voice box and unleash. Painful scream that can hurt/kill and blast off locks.

4: Telekinetic Grab: For getting options or screwing around With foes gear.

5: Push: Knock around target with force wave.

6: Manipulation: Able to use weapons/items hands free thanks to use.

Units:

Leader: Start off free but afterwards needs 150. These guys are the head honcho, they do commands and have the best gear and access team super stuff.

Elite: These guys are the ones who can become Leaders in a pinch. Good at everything and can give orders and bring back morale. 100 points.

Caster: One who casts magic. In non power side, has Quantum tamper driver for false spells. They work, just super science than real supernatural. Cost is 80 points.

Tech Magic:

1: Quantum Bolts: Basically magic missile. Power stat decides how many and damage.

2: Ablative Field: Energy Force Field with four layers of protection. Good until all break, device loses power or switch ability.

3: Warp: Can move instantly to point A and B as long a straight path.

Brute: Big strong guys of the team. Using the biggest and heaviest stuff. Have penalty in mental stuff but can overpower most normals due to muscle mass. Cost is 60 points.

Engineer: One who is good with technology, hacking, repairs and building them. Decent in combat. 50 points.

Can hack, bonus if picking up loot, and can build things in Team time. In combat can do following specials.

1: Can turn on equipment.

2: Build a turret. For bottled check points.

3: Repair robotic/machine parts.



Carver: 50 points to buy. These guys are not good at fighting. They are the medics of this game.

1: Heal: Get some hp back.

2: Cure: Defeat status damage like disease and poison. Even get sanity back.

3: Fix ya up: Should target team mate have something crippled in stat, the Carver fixes said body part.

Minion: They are free. So no cost. All they do is have stats, can equip, and fight. That’s that really. Nothing fancy. Red shirts of game.

 Leaders, Elites and Casters Get three Powers. Brutes, Engineers And Carvers 2. Minions get 1 Power.


Alrighty first Order. Design while making up your crews of sixes. Leader and five others.

Note the stats from main thread.

19
Forum Games and Roleplaying / Tomb Space sign up 3/3 + 1
« on: June 29, 2019, 10:10:22 am »
It’s another Arms Race! With 5 sides to pick from. Most popular votes sides get to be teams (3 in total.)

Notice: This one is not armies vs armies. It’s about having your sides going into derelict craft, Alien ruins, and stuff like that. It’s called Tomb Space as the ships no longer function but can be, useful. And just because not working does not mean completely dead.

Your sides trying to go to ships and get best stuff to sell and fund future trips.

It’s like Space Hulk, just more than marines and genestealers.

Note: Depending in size, shape and quality of ships. Threat of blowing yourself up and being sucked into space is a real threat, unless a way to undone hull damage. Also why every side will have life support. As intense fun fire robs the lungs of life giving oxygen, not to mention hostile gases in those darn things.

Will post the main groups to choose from. Put their unique stuff should they become a team.

Sides:

Federation Forces: Typical human lead military faction with government funds.

Cult of Change: Those Who harvest Alien dna on purpose. To make themselves es beyond human.

The Adamant Order: Battle monks who wish to study technology and keep dangerous stuff from public use, though they themselves study so they can use it. Also for most part are basically cyborgs.

The Neo-Born: New age human beings who happen to be psionic. Due to said godts they are Nomads as they are not trusted.

Free Runners: Pirates, smugglers, and explorers. This side accepts all as long they do not threaten the mission. All about the cash and fame.

As for Units, it is 7 troop groups in each map quest. Yes, your equipping individuals this time and keeping into account their stats as well ( all that stuff in side posts. As this is going to be 4 threads. 3 IC and 1 ooc.
 

http://www.bay12forums.com/smf/index.php?topic=174206.0

Neo Humans above.

http://www.bay12forums.com/smf/index.php?topic=174209.0

Cult of Change

http://www.bay12forums.com/smf/index.php?action=post;topic=174208.0;last_msg=7990720

Free Runners above


http://www.bay12forums.com/smf/index.php?topic=174207.0

The Adamant Order above.

20
Roll To Dodge / Ruin Tech: Sci Fi Community sim, of all sorts.
« on: June 08, 2019, 05:48:33 pm »
And most things will depend on dice hence rtd.

Plot: Post Apocalypse deal, your on a community of 200 adult humans and you have rebuilder s part of the world as a community.

The issues are maintaining it, the enemies out there, and fact in the underground, is a technology site ruinsxape. Where once loyal machine and grown wonders now seek to kill human explores on the spot. And he’ll even if you get a tech chip or pieces. It is still random if your engineers can successful get anything useful out of the damn things.

So break down:

1: Keep everyone alive.
2: Dungeon underground full of goodies that you want/need. With monsters.
3: Pray That what you got is anything useful.

Who is interested? Max players is 5 ( cut down the 200 based on players. So at 5 would be like forty people a player.)

Also said people’s and so forth get the random dice generator to decide who does what.

And yes many things do exist and at start will do random roll to see what you get.

21
Forum Games and Roleplaying / Manifest Destiny: Space Spam
« on: April 14, 2019, 11:32:38 am »
 Decided to try something more Vay12, Spam gamevwith sci fi elements and only one race to choose, human. But now, get to write key background plot before starting up in action.

All chooses count.  There will be faction stats listed when it’s over, your choices affect them directly.

1: what do you call the human home world? (!Helps with themes.)
A: Earth: Level headed idea.
B: Terra: More military
C: Gaia: More Science.
D: Eden: More religion.
E: Did not start on Earth, because your people were captured by aliens and forced on another world.

2: What crisis happened to you people in general?
A: A massive world war.
B: Climate Change:
C: Massive celestial impact:
D: Alien invaders
E: Technology failure/
1: Robot uprising.
2:  New energy type fail safe ruined world.

3: How was it solves?
A: Humanity finally came together to fix this.
B: Benevolent aliens showed up.
C: Sheer Will power and effort.

^ if picked alien invaders can add method of beating aliens.
1: Other Aliens as saviors
2: Crafty to reverse engineer their tools to wipe them out.
3: Out fought them.
4: The Classic War ofbthe worlds as common germs killed their unprepared bodies.

4: Where is Humanity now?
A: Just about to go to space for first time.
B: Littered across solar system.
C: Now several systems.
D: A decent empire style chunk of galaxy/ or in faction that strong.

22
Roll To Dodge / You’re a Researcher: RTD/Story game
« on: April 03, 2019, 09:43:54 am »
Notice: Will continue Occult War today but now next rpg for here.


Plot: In the distant future as the Empire Of Holy Humanity goes into the Stars. It is noted all must help the Empire. As new threats have risen.

Below are rules to making a Researcher because that’s your goal, for most part designing things to aid the ground forces. It is soft sci fi and will toss ideas though feel free for own suggestions.

Also everyone is voting as same individual. And lots of dice. Age, gender and name is to be decided amongst yourselves.

Origin: Something about your character. 

Noble Scion: Your Family is old money. More resources and political power.

Tribal Roots: Picked from a less advanced world, your tougher and just as crafty. Bonus in weapon designs as you know how to work the damn thing.

Merchant Clan: All about that money and hiring help on the down low.

Talented Prodigy: Super Smart, so smart two extra specialities below.

Specialities: Pick from two.

Chemistry: Working chemical bonds and agents.

Biology: Genetic engineering.

Robotics: Robots and cyborgs.

Xeno Tech: Figuring Out Alien Tech.

Arch Tech: Figuring Out ancient tech.

New Age: Coming up with brand new technology unheard of before.

Vote away and after tallly, plot and starting tree.

23
For a while, before you were born.. Your elders talked about home and what it was like to be free. Now, as a grown up and fed up with the treatment of you and your people. A plot stirs.

The latest project your clan had to do was build a ship. A ship unlike any known before. That can go beyond the speed of light and cross great distances with a simple push.

The plot was simple enough. The plan took place. Old Man Maldon used to fly a aero craft. It also helped that the people could not shoot down their newest toy. Which by the way had spherical engine and wings for stabilizing and a bridge like a bird. Not a serious combat craft. But no mere barge. Your people packed before the plan. Within seconds in space with some moving. And due to them knowing mechanisms due to building the damned thing. The button was pressed.

A massive device tears a hole into space time and shuttles through. Within seconds time space bends to your whim and end up in unknown space.

Planet roll (8/8. Lucky. The best possible roll.)

The sphere was akin to depictions of Earth, as in time it was beautiful and not a giant dumpster fire. Sadly cannot keep control and your ship clashes into some green soil. In the middle of woods. This world was like Earth though, in it has all binomes to support, life.

Soon everyone who could got up. (6/8. Lost 2 units due to crash.) And found that not all made it. It was a sad experience, but they were free.

7/8 (gear) Tje new tribe managed to keep most of the useful stuff though, this will be of great help. Only, one needs actual leaders. Who will be in the council?


Yes another council game like Hunters, this time taking 600 people in a attempt to survive in a new world. 10 maxes and get to declare your jobs. As for tribe bonus got the lowest score. 2/8. Lets just credit it to what work you did and how long people been enslaved. Tribe skills s it follows.

Knowledge: Wise spread knowledge of what to do in old ways.
Fighting: Never know
Survival: Uhnyeah, outdoor survival is pretty much a god send here.
Repair: Fixing stuff
Doctor: Enough said.
Construct: Make new stuff.
Science: How to work on ship and science knowledge to work fancy stuff ( you guys did work at a high tech lab that was a private ship yard.)


Lastly your name(clan)
Your character

And Tribe religion ( make up and one of Below.)

Polytheism:
Monotheism:
Spirits:
Ancestor Worship:

24
In the future was a great man vs AI war. There were no wmds used, but a ton of fighting due to both sides numbers. In time the world was reduced to tiny nations, roving clans, and packs of feral AI.

Given at this point AI was main source of information, in pulling the plug forces humanity into a new age cave with toys approach. The Himan Mind is Divine, so says the Golden Path.

Premise: Leading your people, who are lucky enough to be in a mobile fort, to a place where no one needs to fight or die anymore.

There are three npc factions, random monster encounters. Items , events and four endings. Three good, one bad.


Saved for Clan/fort/ruler rules.

Charts: Mobile Fort Creation:

Max stat is 4. Points allowed is 10. Must have one at stats.

Quality: How fresh or fancy.

1: A barely recognizable hulk of wood, stone and repairs as it gives off smoke and nothing ever works the way you want to.

2: Need a ton of work, but could tell it seen War.

3: Neat condition. Just a few tweaks.

4: Brand spanking new. Found this baby in a abandoned base. Never used.

Speed: How fast it moves in big map.

1: Drawn by herd of critters.
2: Wheels
3: Tank track set
4: Anti Gravity hover bits.

Weaponry: How much can hurt army or settlement before running out.
1: Simple Guns And rigged projectiles.
2: Rockets
3: Missile pods.
4: Energy Weapons

Size: Dicates how big your clan is.
1: Large manor
2:  Land ship.
3: A mobile capital ship.
4: A mobile city.

Tribe: 1-6 Skills. Tier power, forgot skill points starting off, its 24.

Combat
Survival
Engineer
Science
Outdoors
Farming
Animal handling
Trading


Leader picks: Pick 2 Of Below.

1: Harem: Multiple wives, for chance to have babies.
2: Warrior born: Good fighter.
3: Luck: Plot Armor, works six times.
4: Blessed Gear: Have kick ass sci fi pre war stuff.
5: Visions: Can Get, visions of things. Can be looked at as a way to decide the tribes Fate ( weirdness magnet.)
6: Flying Steed: Maximum mobility in fight or scouting.


25
Forum Games and Roleplaying / Hunters of Darkness: Council of Nine (9/9)
« on: February 18, 2019, 10:25:14 pm »
In a world that needs protecting, it is the job of the Hunters to slay what bumps in the night. But all great things need leaders. This is where you guys come on.


Instead of board voting on single acts of one lone chief. Now “classes” as commanders of the deep dark company roots. Note only one person a time can get this stuff.

Through actions, dice, and throwing budget around new things happen. As well as things around the world.


Edit: Mother ****er got my notes.


Classes: Will pm details of what you guys pick.

1: High Rank Military Commander:

2: Media Mongul

3: Ex Special Ops

4: A honest to God Meta Human:

5: Engineer Supreme:

6: Influential Scienist:

7: Occultist:

8: Spy Master:

9: Big Business Leader:

 

26
Roll To Dodge / The Occult War ( WW2, with alternative twist.) Boot Camp
« on: February 03, 2019, 12:02:40 am »
This is a rpg. Using the back drop of a fictional WW2 situation.

IC:

In the beginning of the conflict, the Germans had invested in studying the supernatural, which has aided them in the War Effort while Italy found texts of a long forgotten “art” that is dubbed “ Sacred Geometry.” And lastly the Japanese found the “
Body of a God” and had been doing, research.

But the Allies has their own secret weapon. The Phantom Brigade. Who engaged the super natural, for they themselves are super natural.

Character maker:

Stats: 0- Puny human to 30 ( Legendary Hero.)

Starting points: 40 ( because upgrades/leveling up is RARE in this game, and the maximum to improve is up to 3 at a time.) But Yeah reach 5 stat points, get a automatic safe success in actions of that stat. At 30 it’s 6. ( given 8 is highest Roll, that’s 3/4 auto successes, which is pretty darn good.)

Actual character making rules:

Name:
Age:
Nationality: (Axis origin means your in side Suicide Squad style, earn freedom or die.)

Stats:
Strength: Physical damage in melee, pick up and use things as improvised weapons, and carry weight for items.
Speed: How fast and how many moves you can do. Also multiple actions.
Constitution: Physical defense from Physical hits, how healthy and shrugging off poison and disease.
Wits: Mental speed, thinking up solutions on the spot and bonus die via improvised actions.
Will: Mental defense against fear, mind control and for some reason defense against “power” or super natural attacks.
Intelligence: This rates how many skills/talents or how good you are at them. Combat and utility aspects here.
Perception: How Sharp your senses are. Helps in not getting ambushed, and having perfect aim with ranged combat.
Power: Super Natural here. How useful/strong/ how many times can use in situation. Hell at level 8 and beyond can have the option to declare character not a human but a super natural “thing” ( got to work details in pm) and in this set up will look over said ability, as there are limits.

Well willing to help make characters before they go off to war.

Roll chart:
1: Ouch, Critical failure. Like so bad the effects last for a good while and can effect team.

2:  Major Failure: Only elects team member who rolled, sucks to be them though.

3: Minor Failure: It is fail, with inconvience ( like maybe lose next turn, but not as damaged as first two. Or even something to shake one up for a few turns, nothing that bad.))

4: Fail: You did not do command directly or bad luck, but only effects you this turn, missing a fun shot or getting briefly shoved for little bit of damage, not bad, really.

5: Success: You manages to get it done well.

6: Better Success: Now something to talk about, it makes life a little easier.

7: You done broke it: Major critical success, but in afermath a problem arises from it.

8: Golden Success: Absolute perfect roll. All good here.


Last note: Beforeveach mission in being in friendly vase/turf, can get gear for free depending on what’s around, in the field and in enemy turf, prepare to loot some bodies.

27
Forum Games and Roleplaying / Hunters of the Darkness: Sign up:
« on: December 16, 2018, 01:21:13 pm »
Well today is my birthday and would rather give a present than ask for one. Here it is, a supernatural world/organization to deal with said problems.

I hope you guys enjoy and this gets people.

IC:


As there are things that go bump in the night, You get to make up leader and organization details. Operatives (Agents in field of notable talent) Are randomly made by me, unless pick perks that allow creation of said type.

Leader Perks and flaws:

Spoiler (click to show/hide)

Organization Perks and Flaws:

Spoiler (click to show/hide)

hope you guys have fun here. Last game of three right now.

28
Forum Games and Roleplaying / Mean Streets: A Dungeon Punk Gangster SG
« on: December 13, 2018, 04:15:27 pm »
I promised I would do new game Thursday. Here it is. Enjoy.

Its a Suggestion game just like SPAM stuff. This time your a gangster, in a dungeon punk world. Enjoy!

Behold!

Name main leader:
Gang type:
Stats: (Bonus 3 at start depending. Mafia Savvy, Smugglers, Sneak, Cult is Charm, Strong Arm is Violence.)
Start with 1 in all Stats except bonus. Have 14 to speed. (Max is 10.)
Gang Picks:
Based on which gang you picked, get choices there. Have in total 10 character points to spend.
Personal Pros: Pick 3, can pick 5 if two cons.
Rackets and Gang stuff: Gang flaws (3 in total) grant 5 bucks a flaw.
Start off with 24 coins for rackets and gang gear stuff.


Gangs:

Mafia:
Spoiler (click to show/hide)

Smugglers:

Spoiler (click to show/hide)

Cult:

Spoiler (click to show/hide)

Strong Arm:

Spoiler (click to show/hide)




Rackets: All racket are listed below. Manpower 4 to run them all, cost is next to racket. (To upgrade, times this by two.)
Den of Sin: (5) Sex Workers, drugs, gambling, and illegal blood sports. Provide the customer with the heart’s desire, though it will cost them in the long run. Special ability is can host parties to get rid of all dissent in the gang. Grants 8 funds to gang as long it works.

Legitimate Business: (3) That’s right. A legitimate business! No illegal activity here. Some may scoff at such a thing, but it is honest money, Cops cannot complain there. Though bonus is extra man power, by using employees as you see fit. Grants 6 funds a level.
Bank of the Underworld: (4) All about the money. Loans, checks to assassins and so forth. Anyone who needs desperate cash? Comes here. Though we warned you of the interest. The special here is any Racket you own. That racket gives a coin to this. ( And upgrade form get even more.) 8 funds a level.

Smuggling: (6) Grants 11 funds but the riskiest. Selling stolen artwork, jewelry, booze, drugs and cigarettes. Preferred to do it from surplus supplies to dodge taxes.
Bonus is knowing where and how to slip into the dark for smuggle runs. Adds a die to sneaking hen selling stuff.

Criminal Operation: (5) 8 funds. A huge operation going on as your crime family owns a “business” of the city. Trash, grocery stores, docks, a forge, or so forth.

Special? Depends on what it is. Like just killed someone and need to get rid of the body? If owe a butcher shop/grocery? Lets just say those nonhumans, love the special pork for a reason.

Personal Perks:
Stunning Personality: Despite your role in life. People, love you, like they cannot stay mad or even hate you. And you play right into it so mistakes are forgiven. -1 unhappiness just by personality.
A Good Boss: A pro behind the desk slaying paper work. With this, can run two rackets at same time and still run the gang.
Boys will be Boys: You love getting into trouble. And people just laugh it off. With this, rolling for heat? The number of crimes is reduced in half due to this perk.
Basic Traditions: Make good with a group in city as you know the cultures.
Big Pair of Balls: You live for danger and adventure. The more out there the heist, crime or combat? You get a modifier towards it. Just by the sheer drive of coming across as one of the most badass and craziest people around.
Firm Hand: You live like a monk. Heck, even more simple and money pitching than a monk. Conserve more cash than those types. You personally need to spend a personal coin once every 2 turns.
Discount Medicine: you know what it takes to break a man. Also know how to put one back together. Roll Savvy, bigger roll. More injuries healed.
Secret Knowledge: Know the knowledge of the underground of the city. It’s history and how magic energy resides there. Half cost for ritual magic to work.
Magic School Graduate: You actually graduated from a magic school. Meaning can use default spells and such to mix things up.
Monster Among Men: The Leader’s Brute score is X 2 than his gang score. Hinting the boss maybe  super human killing/fighting machine or maybe even a nonhuman warrior who got into crime.

Got the Dirt: pick a NPC. This npc is target of fact you know deep, dark secrets about said side.

Gear Perks:

The Secret Places: Underground layers to commit rites. It goes from 1-4. Each layer is 2 coin a layer. But deeper layer, less likely to be caught and better rite rolls.
Bad Mumbo Jumbo: Profane and disgusting, unhealthy ingredients for the rites. Adds +2 to them working. But if fail a sneaking roll to get the stuff. It’s 2 heat. (Because you never know, those organs could be human.)
Know the Fad: +1 (not a modifier just a constant when bought.)  when hosting a party. Because you’re in the know what is “in” and not. Such as displays, food and so forth. (5 coin.)
Holy Item: (Cost 2) A work of faith and love that can dispel or banish bad magics and getting rid of agents of foul forces your enemies send to you. Use to either disturb a rite (Got to find out of it) or when summoned a bad thing, use it to repel it away for good. Use is only once so gotta buy like ammo. (Sacred Cross Bow shot, holy water, holy ashes, that kind of thing.)
A Sacred Weapon: (Cost of 6) This is a sacred “Weapon” and as a result gain + Violence based on maximum depth enemy has. (If a 4, add that 4 to Violence score against gang, and the sacred weapon beats down their evil summons too.)
A Secret Dock: Have a secret dock attached to the sea or river. No one knows of it. But only your crew and secret business partners. Get access to more goods to deal. (3)
Guarded Treasury: (Cost is 2.)  Keep a tight, and watchful eye of where you store your cash. So no way your getting cheated out of your cut.
Fine Weapons: Have really high quality weapons, like fine blades with oiled holsters, or really keen blades, gigantic knives. Also bludgeoning weapons that are worth a darn. (1)
Guns: Guns! Crossbows. One handed, heavy, gigantic, and repeater. Also gun powder guns, and air powered guns. This is you getting access to guns and well bonus in Violence +4 and chance to start combat with ranged attacks. (3)
Tools of the Trade: As in the Trade of Thieves. These tools worth more than money and a huge help getting around. +3 to Sneak rolls with gang. (2)
Dressed to Kill: (Cost 3) Know how to dress up and look sharp. Gian +3 in Charm.
Grave Digging: Why did you buy that land full of dead bodies? TO dig them out, for reasons. Costs two manpower to dig up a dead body. (3)
Chemical Dependency: (2) You sell drugs, even to your henchmen. Like a messed up Serpent eating it’s own tail. So of course your junkie minions will be loyal as you got the stuff, right? Right!? (Unless get the idea to kill you and take it all.)
This distasteful pick means max dissent you get a turn failure of gang is 1. But it’s a messed up reason why.
Familiars: Summoned pet beings from another plane. Bond to a owner who in turns uses to best of advantage. (Cost is 8.) Acts as spare man power and +3 to violence rolls.
Patron: Have connections with a mysterious but helpful benefactor. Offers huge pay days but have to do the patron’s bidding at times. (3 rep. Not cash.)
Consecrated Ground: Have so much blessed bling in grounds of control that counts as holy ground like at church district. Great defense against foul magic. (3)
Rural Village: If worried about taking too much heat the boss leaves the city to go to a vacation spot before returning. (3)
Book of Dirty Secrets: like the Dirty Secret perk, this time get to collect them them for multiple black mails or shaming people. (4)
Magical Arsenal: Now have arcane magic trick gear. (6)
Item of Power: A item that channels magic power to enhance personal spells and rites.( price is 8.)
Arcane Connections: Know the dealers who sell magic items for discounts. (6)
Friends of a different sort: Here have bonus help from nonhuman refugees.(4)
Implants: Magictech or bio punk implants to enhance your crew. (12)
Nice Ride(S): Able to afford and using transportation to get around the city. Magictech automobile, flying critters or magic carpet. Discuss if buying this as flavor of setting you know? (10)
Body Armor: Now at a time in history that body armor worth a darn exists.(5)


Flaws:
Cruel Streak: You cannot deal with failure. If it goes down and not according to your plan. Your mind gets full of a cold fire that burns into the soul. When gang fails two things in one turn, roll Brute Rating. Succeed. Only one manpower is listed as exhausted or needs cool down. (Meaning the other slackers have to pick up the pace, screw them.)
Hot Headed: Got a huge temper that keeps on getting you in trouble. On a savvy failure against the Cops and Heat, gain a bonus one.
Wanted: You committed a bad act and was caught doing it. The Cops are on to you. If/When Heat is maxed. They will look for you by name basis and lock in to your home base by asking the right questions, and ask it hard.
Black Listed: your rep is killer, and pitch dark in terms of respect. Must make three rolls to pass to go to law abiding residence (in that even assassins find you bad.) If not, kicked out of the place.
Strange sense of Honor: If enemy beats you in Savvy roll, knows of you code and must follow code of conduct until the person is no longer your guest (Lasts for one turn, but given the npc can hamper your stuff. Yeah.)
Curse of Shape Shifting: Here your leader has nonhuman blood. The kind that seizures into a shape shifted critter that loses control and goes out to maul/eat unlucky people in the war path.
Gutter Trash: You were born and raised and risen from the trash of society. Hell you can even consider eating utensils as make shift shivs and skanks. Along with the most foul and crude words dripping from your mouth. When dealing with royalty, or BIG business. Chop off 3 charm while dealing with these high bred folk.
Greedy Hands: Something shiny and looks valuable? Mine! But yes, roll Savvy roll, if fail 1 heat.
Mortality Pet: Your character loves and cares for someone who is completely innocent to the criminal activities. Character will lose modifiers if caught or something happens to person.
Gang Flaws:
A Noble Air: Ironically your gang members are of nobility and would rather hang out with own kind. Charm roll, if failed, +2 heat as the normal nobles get dirt on what’s going on.
Flock of Cowards: Your crew must make a save or they run from the fight.
Superstitious Lot: Your minions are extra scared of magic, so no defense to it and bad at using it.
Rivals: To pick this means another gang is generated with sole purpose of making your life miserable.
Too Hungry: Too eager to make a buck. Way too eager. Must roll to keep in line or roll 1 die 3 sides, lose that much manpower as they do their own stuff, uncoordinated at all so a minus modifier of -2 of 6. Meaning 4 is best result.
Do not take care of themselves: These blighters do not keep themselves in good health. Sick and getting weaker. Double man power exhaustion due to bad health.

The Arcane: Magic spells, are magic spells. Done by book reading, memorizing and such. In this system based on the 9 Pillars of Reality. Mind, Conflict, Energy, Nature, States, Dimension, Time, Death, and Balance.
Spells are done on the spot. Rites? Regard darker, more potent stuff from the land, so need to go underground lairs of city to do. Plus it’s a bad idea to rite on surface. Too easy to spot due to effects.

Magic:
Mind:
1: Stun Bolt; A projectile that hits, stunning the target.
2: Mind Control: Mind control a poor schmuck hit by this spell.
3: Illusion; Really play with target audience should they fial save.
Conflict:
1: Fearsome Strength; More people slain by target in combat, target gets stronger, faster, and deadlier.
2: Seeing Red; Conjure a oval zone effect. Anything stuck in there seeks to fight and murder. Turning ally on ally.
3: Double Edged Resolution: Aura armor effect, reduces damage in half as the enemy gets hurt the other half of damage.

Energy:
1: Energy Barrier; Super protective barrier.
2: Energy Bolt: Blast forth a explosive energy bolt that can blow people up.
3: False Light: A magic globe flash light/torch so no problems with night fighting.

Nature:
1: Elements; Access Air, Earth, Fire, and Water for various things.
2: Command Creatures; Able to boss around  animals. Did we mention this city has a zoo? Oh yeah can get useful. Oh and wild/feral stuff too.
3:Conjure Elementals: Summon spirits of the natural elements to aid.

States:
1: Melt: Green bolt, hits solid mass (People, walls, etc) Melts it away asa  sickening green goo. That can also burn people or things.
2: Armor: Makes users skin as hard as adamanite for limited time.
3: Shape Change; Alter states of caster to transform.
Dimension:
1: Teleport: Go from Point A to B, in visual distances.
2: Call: Able to call in loyal creatures from other realties.
3: Teleport Target: Send enemy to another spot in the visual range.

Time:
1: Alter Speed: Slow down everyone and speed allies/yourself up. To get free licks in.
2: Time Stop: Stop time except for caster to make a escape or set something up.
3: Bolts of Slow: Energy blasts, slow down targets so easier to kill and it hurts too.

Death:
1: Spirit Death: A magic bolt, that when hits someone alive, kills instantly as soul is rendered to nothing.
2: Soul Drain: Eat life force of target, healing wounds and killing target.
3: Soul Forge; Make new magic weapons out of souls of losers. Blades, armor and such.

Balance:
1: Equalized: In a fight both parties equal each other. Becoming a manner of skill and luck.
2: Tip the Scales: Favor one more than another. But beware, got to roll. Failed roll favors the other guy and not you.
3: Focus: Defeats dissent by giving gang a single objective to face.

Rites: Below are the Rites.
1: Talking Dead: Get three answers by asking the dead stuff.
2: Animate Dead: Get to make magic zombies, multiple. (Limit, 12.) They last for four turns or if defeated. Strong undead bastards.
3:Bifrost Pass: Use the Depths as a tunneling system to appear anywhere in the city in one turn. Portal system can carry up to 16 men.
4:  Prison of Flesh: Your zombies want to stay dead? Too bad, this spell grants the undead 3 more turns of undeath though they wish to die already.
5: The Call of Darkness: Makes a Direct “gain” depths over all for more evil stuff to happen back to back.
6: Judgement Call: Cast the Sins someone has done, the target in turn gets new flaws pre success roll and gets worse until dead. As the sins freakken eat him up.

7: Open the Gates: Always a chosen gangster the ability to cast actual magic without need of a book (Pillar Stuff.)





Cost of all Rites is 4 Bad Mumbo Jumbo and At least 4 man power to ensure the rites work.

(Done! My birthday present, to you guys.)



29
Forum Games and Roleplaying / Fotron Comics: Moving Forward
« on: November 05, 2018, 06:28:38 pm »
Alrighty well the plot is we run business that makes either comic books or manga.

But first. Votes.


Single player/suggestion game? ( You Control two main business people, have to hire and make choices with npc staff.)

If this just do a write up of a male or female character. And partner in crime.

Or multiple players? ( everyone gets a job.)

In this case I would be npc owner and willing to do stuff. It still you guys are stars too.

Comic Book?

If so

1940s, 1980s, 90s or now?


Or Manga

1960s, 80s, 90s, or now?

As for game play and stats. Vote for beginning to see where this goes.


Lastly Studio/company name?

Now let’s make something happen.

30
The base of operations is on Guan 6. A nice Earth like world, retarded for funding and breakthroughs in some fields. The base is a mountain with a large plateau, with sturdy walls, automated defense system and a forest valley for relaxing and hunting wild life. Game from native or transported.

This is where the Supreme Intelligence Lies.


Currently there are two of five enemy actions going on this turn.

The “ Federation Of Freed Worlds” is attacking the Eim world of Awutila prime.

The Gaia Shield, And Forge Sect have been stationed to help.


The second being the “ Purifiers” attacking the urban world of Telidus 4. The bird like monsters wish to kill all non members of their race. And notes for savagery.

The Hands Of God have a church there, hence they are there. Also Science Corp there.

The Navy is currently probing space to find Federatio. Worlds for offense.


The Empires Sword are training their replacement troops before another tour.


How this works:

Get two credits each turn. Get to design or improve designs and assign them to faction. In good battle results more factions favor your design team. So get more resources and good stuff.


Stops when all imperial enemies are dead/taken care of.


http://www.bay12forums.com/smf/index.php?topic=171514.msg7815265#msg7815265

Above is Hub thread where pre existing things exist.

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