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Messages - Tyrant Leviathan

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2146
Thank you. I will look into it.

2147
Enemies:

Monsters: Either wild weird animals. Undead, constructs gone bad, Demi humans the works. They are in this.


Bad Humans: No brainier considering your job.

Dragons: They keep to themselves these days despite ruling the world once. But every so often they pop up.

Daemon: No. Not demon. Daemon. Greek for spirit being. It applies to any magic creature not of this Earth. Rogue Angels, traditional demons, minor pagan Gods. That kinda thing.


Your team will have two handler npcs as allies.


One is a Caller, the other a Animagus.

Other npcs will show up and each mission has multiple endings.

For variety.

Also every 5 points in intelligence ( 5, 10, 15, 20) Adds a spell to list at level up time.


So at 20. 4 extra spells. For five.

Aside that, potency is the punch factor of spells and reserve is how many can cast before needing a time out.


Name ideas for nations.


Zenith  ( France)
Belmont ( France)
zwei (Germany)
Pendragon ( England)
Xian (China)
Yamato (Japan)
Zeno ( Italy)
Alkerstand ( Australia)
Serbia ( Russia and Silk Road)
Yoma ( India)
Kamba ( Africa/ Middle East)
New Frontier ( Americas)

All above have some rid bit in world and a mission or so in them.

Thinking either case in Zwei, or New Frontier.

2148
Very good.

I deliver lots of stars because every so often get upgrade points. I try to see how people tend to play. Nice work again. Bad ass cop with skills and spells.


Time Line:

1500s magic is discovered usable to humans.

1600s was the Regin of Desgons when they rose up.

1700s had two magic wars that spanned Europe and some of Asia.

Now: Corps set up to explore, protect and monitor. Austrilan continent has worlds biggest dragon population left. For example as in North and South America European influence has reached them.

North America is a Confederation of tribes. Who are mostly Genomancers and Egoists.

South America is Channelers mostly.

Magic ability is a learned skill though some better born for it than others. Just thinking of country names and roles. Of world building. Plot is down in head.

2149
Hello all. Here is my first real sign up thread. Hope you enjoy.

---
On another world that is like our own. But, it's not. With dragons and magic. The old world has just discovered the new one. As the Magnus Corps are in full scale. Out to protect the world, from itself and invaders.


Do you have what it takes? To wear the badge?

---


Yeah the world in question is like our own. Just land mass is ten times bigger. Magic, monsters, it's 1890 and Europe just discovered North America/ South. Two magic wars. Invasion of dragons. North Pole colony, stopped the advancement. Guns are real. Even old world tanks, cars, and final fantasy style flying ships are a thing.

Below is character sign up.

Name:
Age:
Gender:
Class:
Nationality: Working on renaming Nationa and people here.
Back story:

Stats: Start with forty star points.


Strength: 1-20. Physical strength.
Toughness:1-20. Physical defense.
Stamina:1-20. How fast you heal/ what you endure.
Speed:1-20. Physical speed.
Grace:1-20. Balance and agility.
Intelligence:1-20. How many spells you get to use leveling up.
Wits:1-20. How fast can form plans on scene.
Will:1-20. Mental toughness.
Ego:100. Sanity
Potency;1-20 Takes four points to raise level. Magic power.
Reserve:1-20. Magic pool.
Soul:1-20. Takes two for 1 level. Magic defense.
Mastery:1-10. Takes five points for one level. How good you are at casting
Fighting Skill: 1-20. How handy your in a fight without magic spells.

Classes: Classes dictate what sort of magic your to use.


Channeler: Conmandinf ambient energy in the air for enchantments and quick spells. This is the most default magic user. Think the type that do energy blasts, levitate objects to fly with them. That sort of thing.

Egoist: Mental Mage. Able to pierce into minds of others and do stuff mentally.

Genomancer: They tap into the Earths mana field to do nature magic. So if done in nature. They can channel it.


Duelist: Oldest magic class. A basic warrior caster affair as they train bodies to do rapid magic casting.

Maker: Makers create familiars. To command them to aid their creators. Flesh and blood creatures too. Not machines.

Alchemist: Magic scientist who transmute matter based on their patterns. For various results.

Technomancer: The second scientist Mage. They invent things and channel electricity as well as making machine souls ( ancient AI)

Dracomancer: Those who house dragon energy and can control it to their whims.

Biomancer: Cobtrol their own bodies and can do so to others. Mostly enhancing and healing.

Servitor: Being made to serve. This Artifical magic user has a soul and will of their own. Can do alchemy to theirselves and channel let line energy.

Caller: Magic users who call things from point a to b by portals. Including themselves.

Glyph Master: Those who harness spiritual energy into markings of power. To use them in s moments notice.

Alter: One who channels into the true soul within their minds and triggers them into reality. Persona style. Or Jojos Syands.

Oath Dealer: One who makes pacts with supernatural things so they can lend strength to their spells and equipment.

Host: A poor soul who was selected to have a nigh unkillable monster soul implanted into them so the monster cannot reincarnate and terrorize again. Despite the pain they channel the creatures abundant energies to perform magic.

Edited: Damnit the 16th class was left out.


Animagus: Animal wizard. Shape shifting souls who manage to transform into beasts or gain beast traits. With Blood Stones they can expand their transforming profile.


Edited: Gear will be presented given what in the mood for. This is not a token or point game. Got games like that though. Some stuff for individuals who gain it.


Think that's it for now. Oh and everyone gets four spells starting off and maybe s multiple character deal due to world size and class pool. Will go into more detail as things come through. Got a plot in hand. Just curious to see what happens.

2150
Rolled dice. Got Magnus Corps.

After that either Society or maybe Onslaught. For the latter working in unit production rules and actual combat.

Monday Magnus Corps starts.

2151
Differences between worlds.

Corps: Europe is center of the world as Americas have just been discovered and it is in late 1800s. The Corps act as fire runners in studying activity and protecting the known world while keeping secrets. Well secret.

Game play wise each class has tricks only they can do in relation to others. Though branching the 16 into four groups of four by theme.

Also due to al the classes, countries and mission options. Multiple characters are acceptable here.

The Society: Well it is modern day era world with magic and technology existing side by side. Sadly the world government " Unity" is evil. Only the Society has the evidence and some believe. Most do not. Lots of urban fighting here with some rural missions and many hiding spots.

Gear here is in three categories. Tech, organic tech ( it's grown not built) and magik tech ( technology with magic infusion)

The Spell system here is based on the seven spheres by themselves or the spheres working with one another for greater effect.

Also three player races in society.

Human

Genome: Artifical grown living being.

 Wylding: Magic race of mana infused people who take animal/ wild traits. More attuned with nature and stuff.

The spheres are like this.

Mind: Mental powers. Psionic stuff, mind control and etc.

Nature: Commanding forces of nature. Not just four element crap either but all of it. Like gravity for example.

Energy: Controling the flow and bonds of energy in areas and beings. Including energy blasts and instant light Sabres.

States: Controling states of matter. Shifting them from one thing to another.

Dimension: Space. In three dimension sense and beyond is tampered by this magic sphere influence.

Time: Altering flow of time itself.

Anima: Controlling flow of life force. Kinda like necromancy in it deals with souls. Not just the dead. But those unborn as well. For insane results.

Some things are harder to do than others. Time and Anima are hardest ones for example. Energy and Mond are easiest. Nature is most effective in the wilds. Dimension and States are invetween in  casting range.

2152
Hmmm truthfully in a more fantasy bent right now.

Magnus Corps, The Society, or Pilgri thinking of starting.

Corps classes-

1:Channelers
2:Alchemists
3: Technomancers
4: Biomancers
5: Makers
6: Duelists
7: Callers
8: Servitors
9: Hosts
10: Dracomancers
11: Oath Dealer
12: Egoist
13: Animagus
14: Genomancer
15: Alter
16: Glyph Master

Society's sphere magic by title

Mind
Nature
Energy
Dimension
States
Time
Anima


Will do more details with time.

As for Pilgrim everyone can do magic but what is different is some people can transform, some can summon, and some have esoetic stuff.

2153
Magic:


Magnus Force: Magic cops/government agents in alternative world with magic. Has 16 different classes of magic user for variety.


The Society: Here we are freedom fighters against the corrupt world government. Magic here is 7 spheres of influence with reality. That all can access if magic user. Some harder to do than others.


Hyper Zone: Earth is changed forever as a physics experiment opens a well of energy to blanket the Earth in exotic particles. That makes magic real. Now comes part of dealing with it.


Pilgrim: Here we are devote religionists people on a sacred mission from God that spans across the world. Has a karma system. And simplest rules.


Sci Fi:

Project Weapon: Players are genetic grown super beings met for war. You guys are escapees or children of them being chased by the government.

Meta Rising: Mutants are real now. How will the world react to it?

Drifters: It's inspired by Gantz. In which people almost die but teleported to another dimension to fight in a game to entertain the hosts. The price? Freedom and can live out their lives.


Aegis Program: There are many plots here I can use. But it has a very simple star system of five things that goes 1-100. Main theme is super powered humans via technology can monsters.


Wild Space: My take on space flight roving. It's a tad like D&D with all the rules. So I doubt to use it.

2154
Onslaught: THe only think I need help with is a world map. Other than that worked out.

Plot: Either Allies vs Axis (Just different world and setting.)

Or a three way dance of death. (One side is invading another to make them pay for oppressing their people, said rich imperials trying to beat them down, and third party is trying to stay alive as other two invade them for not helping.)

As for set up? Game points. Each game point leads to a development. Some can only be gotten at nation creation stage.

Unit strength: The more stuff in tech tree related to unit and use to it makes said units that much stronger/different.


Resources; In Logistics have resource points and such. It all is needed to decide how much force you can build up and send out.

We rp a turn for a whole month, get points at end, spend on development phase for next month. It goes on until there is a single winning side. You will be rping as everyone of said country. From foot soldier to government officials.

Tech tree branches: Last night I tried uploading it all together, but exceeded posting cap. So will talk about segments, and maybe do them piece by piece.

Somethings are "free" at the start. Thinking of which set up points wise. Only one super unit allowed. That's for certain but thinking 20 to maybe 60 points to spend out. Depending on kind of game we want in action. As the most points you get are 4.

And each government has strengths and flaws.

Technology: Your high tech toys here.

Tactics: How smart you people are at actual fighting.

Logistics: Your nations resource life blood in keeping war machine alive.

Society; How your people run their lives and helps in deciding what it is their fighting for.


Super powers: Yes, as it's a fictional world aside super tech. Natural born super powers exist. This is, to capitalize on it.

Magic: Or you can flip technology the bird and just go all in in magic. Instead of planes, have dragons. Instead of bullets, spells. And instead of gas motors, have magic energy spirits and stuff.


All depends on your tastes.


My other games are more vanilla. By theme.

Magic based adventures.

Sci Fi based.

Faction game: Sci fi violence/ gang deal.


I can do listings and write ups of the others if Onslaught is not appealing. But if it is, will psot up the tech tree branches.

As for other games? It depends.

Magic has like four games.

Sci fi has like five.

All depends on flavor. Will be posting the rest on a more convenient time. Holidays and all.


2155
Forum Games and Roleplaying / Re: Let's make a Random Spell List.
« on: November 20, 2016, 01:10:17 am »
Auto Spell: Used in combination with another spell. As it counts as a free spell next three turns.

2156
Well you post your character stats. Projects and pay check. And the role play action is in their daily lives and their work. The work is serious rp action stuff.


The peanut gallery part is being fans online commenting on  said work. And random die adds chaos to artist life. Which in turn affects their work.

No worries just first suggestion. Had a thread of other ideas. Next one is Onslaught. Only help I need there is a map. But rules and tech tree is there.

2157
Hi guys. My first rpg thinking of doing here is this.

Planet Sunshine:  Unlike most RPGs. Your not a hero out to save the kingdom or world. Your not a nation in war. No. This is about manga.

Here, your a simple manga artist out to make a buck publishing your stories at a studio called Planet Sunshine. Which is shounen jump in this said world.

How is it rped: You play as the manga artist in say to day life. The stories they make are the unreal action stuff. And lastly we play the peanut gallery of fans and net trolls who comment on our work.


There is no real win all situation. But awards granted by votes and I roll dice to mix stuff up.

That's it. The other I am planning on is war game. To start things up.


Thoughts?

2158
Forum Games and Roleplaying / Re: Greetings all! Brain Storm here (ooc)
« on: November 19, 2016, 12:03:20 am »
Is that link to rp games here? Because I see flash games mentioned there.


Thinking of going into detail Planet Sundhine or Onslaught. Hardly get to do those.

2159
Forum Games and Roleplaying / Greetings all! Brain Storm here (ooc)
« on: November 18, 2016, 09:33:15 pm »
New here. Love RPGs and do then as a hobby. Instead of spamming the forum with countless ideas down making my idea thread here. Until something is popular enough to get its own sign up. Then game thread. Will be doing games by theme.


Adventure: Below are cooperative adventures.

Fantasy:

Magnus Cirps: Magic agents/ cops deal.

The Society:  Here rp as freedom fighters against da man. With magic world.

Hyper Zone: A experiment rips open a quantum energy flux that bathes the world into mana. After two wars and such the world is up to exploring.

Sci Fi:

Project Weapon: Be super soldiers grown for war. Choose your fate.

Metas Rising: Mutants on the rise. What is their role in society now?



Normal:

Planet Sunshine: We are manga artists at a studio. Planet Sunshine. Rp out their lives and their works in progress and comment on said things.

War game: Below is my war game.

Onslaught: Fictional alternative WW2 world. With sci fi tech, powers, magic and etc.

Faction skirmish game: Below is said game.

THUG: Sci fi punk game in which we are street gang hood rats in a dirty future.

Will probably add more latter and bring up notes to ones mentioned.

Edited for typos. Will post future submissions on Monday.

Should be pointed out I do not have writers block. It's all already written. Just deciding which to do.

Have a awesome one and thanks for your time if you read it.

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