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Topics - thatroleplayerGal

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1
Forum Games and Roleplaying / Origin Story (SG)
« on: December 28, 2018, 09:03:00 pm »
Throughout time, there have been heroes. Not all of them have had powers. In fact, none of them have.

That's about to change.

Somewhere, superheroes and supervillains will begin to reveal themselves. Good versus evil. The power struggle humanity knows all too well.

To start, pick a city setting, whether it's real or an original fictional city, and decide on a character. Powers can come later. This is an origin story, after all.

2
Forum Games and Roleplaying / (Interest check) Vampire the Masquerade?
« on: March 21, 2018, 07:58:50 pm »
I'm relatively new to the actual rules of Vampire (though I've been following the lore for an uncannily long amount of time), so I'm not sure how experienced of a Storyteller/GM I'd be, but I'm definitely willing to give it a shot if enough people are interested.

Basically we'd start with one or two basic sessions, and if there's enough of a dedicated playerbase left from those then we'd have a big, over-arching storyline involving the players accidentally stumbling into Golcanda-related lore, and a group of mysterious kindred that start trying to hunt them down to stop them from discovering the 'truth'.

Rules would be V20 edition but with Potence and a few other disciplines using their Revised rules instead of the unnecessarily gimped V20 versions of them. The story would be set somewhere in the Final Nights era and thus around the second millennium, though probably around the 70s or 80s rather than the 90s and 2000s. Some metaplot would be ignored, like the Week of Nightmares and the Ravnos clan being almost eradicated. Gangrel fractured into Camarilla and Sabbat sects equally, rather than leaving exclusively for the Sabbat. The Cappadocians failed to break through the Shroud and thus never re-emerged as the Harbingers of Skulls. Etc, etc. That kind of thing.

Would anyone be interested in this? It's a lot to take in and I'm not quite sure if this forum is dedicated enough to put in all that time and effort into such a complex game.

3
Main Thread

You are the Invaders, some god-awful unknown species from the depths of space. Older than any current species, with an origin unknown to all but you, your species have decimated galaxies and won't stop until the end of all sentient life has come about in the universe.

You are The Craving.

Map:
Spoiler (click to show/hide)

The Invaders
Spoiler: The Craving (click to show/hide)

4
Main Thread

Home. That's all you want. A long time ago, the invading species took that from you. And again. And again. You've been on the run throughout countless galaxies and you keep watching as they fall. Well, no more. This time, it's yours. Your species did not evolve for billions of years just to be taken down by some kind of dangerous alien life-form that can't even invent technology.

You are the Terrans, the human empire.

Map:
Spoiler (click to show/hide)

The Expansionists
Spoiler: Terrans (click to show/hide)

5
Invaders Thread

Expansionists Thread

The year is 3081, the galaxy is unknown, far beyond the reach of any known civilization. Almost. A race of ravenous, species-destroying aliens have decimated most of the known Galactic Federation, and this isn't the first galaxy they've done this to. One species' homeworld was destroyed by these creatures long ago, and just as they've begun to start anew, the alien species has re-emerged to attempt an eradication once more.

You are one of these alien species, be it the expansionists starting anew, or the invaders consuming the known world. Thrive, expand, conquer.

Map:
Spoiler (click to show/hide)
The names of the homeworld planets are dependent on which of the two species each faction picks. Opaque white circles represent open space, which may be used to establish a Cruiser/Hive or simply travel through. White circles with an outline are not open space, but rather planets. Anything with a deep indigo ring surrounding it represents special terrain, which may be researched to unlock a unique gameplay mechanic. The red rectangles floating throughout space are similarly related.

The Invaders are Red. The Expansionists are blue. They are represented with a blue or red circle surrounding their homeworld, as expected.

Planets are worth a set amount of credits. This can vary between planets.

Planets:
Spoiler (click to show/hide)

Phases
Purchasing Phase: The first phase. In this phase, you purchase units, Cruisers/Hives, and structures. You may only place units or structures in territories that you have control of, but you may place them in any of them that you wish. This includes purchasing and placing units onto Cruisers/Hives, and units may be placed onto Cruisers/Hives that were purchased during the same turn as the new unit. All factions receive at least 100 Credits/Evolution Points at the beginning of each Purchasing Phase, as well as any planetary credit bonuses. Maintenance costs for structures will be taken out of your credits, however, and if maintenance ever exceeds your credits, structures will automatically be disassembled in the order they were created until you have positive net-gain once again.

Proposal Phase: Propose a research project. Up to two proposed projects may successfully be accepted and moved onto the Research Phase, though the same project may be proposed each Proposal Phase so long as it was rejected. At the end of the phase, a quote on the price and research-time of the project(s) will be given.

Research Phase: Research or evolve new units, structures, and passive abilities from the list of accepted research proposals from the previous phase.. Certain powers/units/structures provide research bonuses to this phase, reducing research prices, research-time, and chance of research success. A 6-sided dice will determine the success of the research or evolution, though modifiers can apply.

Movement Phase: In this phase, you may move your battalions, invade Neutral or Enemy territories, and move your Cruisers/Hives.

Combat Phase: In this phase, battle will commence. There will be three sub-phases managed by me.

In the Defense sub-phase, an eight-sided dice will be rolled to determine total defense for your armies. Applicable defense-modifiers acquired from your units and research projects will be added on to the result of the dice, equaling your final result. If a Cruiser/Hive is in orbit above a planet, it essentially acts like a buffer for the planet itself, and has its own defense roll that must be overcome to destroy it and acquire access to the planet. Planetary attacks will occur instantaneously, initiating at the same time the Cruiser/Hive is destroyed and requiring no extra turn to commence invasion.

In the Attack sub-phase, a six-sided dice for each battalion of units will be rolled. On the roll of 5 or 6, that battalion's attack will be successful, whereas anything less will result in the attack failing. Each battalion attacks independently unless stated otherwise, and attacks are directed first toward the enemy's Defense result, gradually reducing it until no longer present or until no longer able to attack. Once the defense has been depleted, the remaining attacks may be distributed across the enemy units however you wish, allowing you to direct all remaining attacks toward one unit or distribute them more evenly across the board.

This can be confusing for some, so here is an example.


Spoiler (click to show/hide)

The Expansionists
Spoiler: Terrans (click to show/hide)

Spoiler: Terrestrials (click to show/hide)

Spoiler: Amf (click to show/hide)

The Invaders
Spoiler: The Craving (click to show/hide)

Spoiler: Chitar (click to show/hide)

6
DF Adventure Mode Discussion / Night Troll rescue?
« on: August 02, 2017, 04:12:46 pm »
Is it possible to rescue kidnapped individuals from Night Troll lairs? I'm just wondering since there's a few months time gap between abduction and transformation, making me curious if it's possible to find a kidnapped spouse prior to their transformation.

7
When the lands were green/
/and the world still amidst/
/strongholds of honey/
/Only chaos stirs.

-Unknown Author, post-Great Cataclysm

The First Race had created a world of harmony; disease could be cured by the simplest of spells, animals did not bare fruit to tooth and red and claw, but instead served their once great masters. They had harnessed magic and used it to purify the land and beasts of evil and hatred.

But they could never purify their own.

Their envy was always their downfall. If another had more, they had to as well. They took, took, and took, never giving back. One after another, the weak were destroyed and the strong defended what they had prized. You would think even greed had its limits, but the infinite supply of magic ensured this would never happen.

The strongest mages of every kingdom gathered their magic into powerful potions and spells, releasing them across the world. Elixirs that corrupted and plagued those they spread to, armies of unimaginable power destroying everything in their path, and worst of all... the Incantation.

With the Incantation, the Great Cataclysm was unleashed upon the earth. Each kingdom used their own, unaware of the other doing the same.

And just like that, everything was gone.

The Incantation had unleashed a massive bounty of Cataclysmic Energies, destroying everything in its path. The First Race was destroyed that day, and their descendants crawled forth from the wreckage with new vigor. They had lost their divinity, but gained a knowledge the First Race had never possessed.

One thousand years has passed since the Great Cataclysm, and the world is ripe with plants and animals once more. Though not the harmonious existence the First Race once had, the world has settled into some form of self-sufficiency.

However, more Remnants of the old world are being found each day. As the day-to-day politics of the new kingdoms and races continue on, an unknown threat emerges from the shadows...

___

The scenery flies by as the wooden cart carries you, one prisoner among many, to an unknown destination. You recognize your captors as slavers, though are powerless to do anything against them.

Each of you have a different story; a different life. But to the slavers, you're nothing but a prize. You've all wound up in the same place at the same time, completely unaware of the events to come.

Your story begins here...

Mechanics
Spoiler (click to show/hide)

8
Forum Games and Roleplaying / The End of Magic [SG]
« on: April 11, 2017, 11:22:41 pm »
The void; a massive expanse of incomprehensible nothingness. You drift through the inky blackness without consciousness; without thought.

...

...


Then, a voice calls out to you. Soft. Gentle. It speaks with incomprehensible wording.

Who... what...

Your consciousness, however fragmented, begins to take form.

Am I...

Primordial energy invades your being. Pain. Feeling. Pleasure. Sensation.

Is this...

Your fragmented thoughts swarm together as one. Anger. Sorrow. Happiness. Love.

Your mind is stretched across one thousand moments in time, and your body one thousand light years of space.

Then, like a rebound from a rubber band, you're flung through reality. Shapes begin to take form. White, fluffy shapes. Clouds? You recognize them. A vast expanse of green and blue grows ever closer. The air curves around your face.

You are falling.

What form do you take?

9
Forum Games and Roleplaying / Corporate [SG]
« on: April 06, 2017, 07:18:19 pm »
Corporations had gathered so much influence that there were more laws in support of them than any individual. The government was nothing more than a husk; a shadow puppet to keep the citizens believing democracy hadn't failed them.

Then the Corporate Rush occured, and everything changed.

Countless corporations, most of them holding near-monopolies over a variety of products, rose up in defiance against the government, calling it an obsolete and broken system. The people were hesitant, though it didn't take long for them to change their views...

The global, one-nation government was disbanded. Through protesting and a few spiteful letters sent in, the senators, ambassadors, and the Council slipped into hiding. Laws no longer had any meaning. Life had settled into new shoes.

Eighty years passed, and corporations grew and fell. Science, weaponry, genetic engineering, and the art of war had advanced.

They needed soldiers for a fight that could only be fought through the shadows. A corporate war utilizing the most advanced technologies, so that a mere dozen operatives could take down entire megacorps, and make sure that one corporation; your very employer, rises to the top.

You are one of the corporate agents, super-soldiers willing to do anything, and everything, to ensure your place in the world.

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