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Topics - Stirk

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31
Forum Games and Roleplaying / Cyber✪Idol 2020: Kawaii or Diie
« on: July 20, 2019, 08:51:57 pm »
It is the year 2020. Corpos rule the cities, gangs rule the streets, nomads rule the wasteland. And the music industry? Sitting on that throne is a relic of bygone times. Punks. Rockerboys. Old men stuck in the 80's, icons of a rebellion that has never happened and never will. Stagnant like a rotting corpse, wailing on guitar strings the exact same way their grandparents had. Every day their cries of "sticking it to the man" grow more and more hollow. Now is the time to strike. The people need something new. The people need Hope.  The people need....Idols.

Seeing a weakness in the market's saturation with Punkrock, Japanese companies have begun launching major investment campaigns across the former American states. Some import talent from oversees, often picking those who have already made their name. Others recruit locally, with a vast number of "Fixers" appearing virtually overnight, sniffing up anyone with talent or potential. Almost overnight, the Idol virus infected the heart of America. With success came money. People are willing to do terrible things for money in this modern world. "Idolhood" has become a true warzone. Competition is fierce and violent. It takes courage, heart, and a lot of guns just to survive in this business.

You're lucky enough to have a corporate sponsor, but not lucky enough to know who they are. Nobody wants to be associated with a failed brand. Should that include you, they will disavow all knowledge of your existence. You're only contact with them is through your fixer, "Carbuncle". He claims he took the name from a beautiful magical creature, but your fist page of net searches just bring up a skin condition. That's probably why they're letting you pick the band name instead of him. All things considered, they're granting you a large amount of freedom. Your standing marching orders are "do whatever it takes to get your brand popular, so long as your actions do not tarnish it". As long as you keep doing that, they'll keep signing your paychecks. They'll send additional, optional, jobs that Carbuncle insists really are optional. Usually sabotaging other groups in some way, though occasionally potential opportunities will also be brought up. You'll also have mandatory concerts. The big ones, ones that cost a lot of time and money to set up. These ain't optional, and you can bet your bottom eddie that other groups will take this opportunity to sabotage you. It's you're responsibility to prevent that.

Your competition is everywhere, yet one particular group has already singled you out for rivals. Dark Mirror. They seem to have taken great pains to copy your group, down to finding individual Idols with similar talents and history to your own. Only with a gothic lolli style thrown on top. Such gimmicks are hardly rare in this cutthroat world, but it is odd that they would go to such lengths when you quite literally haven't made a name for yourselves yet. Its clear that this rivalry is manufactured - whether by your own company or a rival of their own is anyone's guess. They're you're enemies, and that is all that really matters when it comes down to it.

Are you ready Chumba? Your debut concert starts in thirty.

*****************

Basically I fell into the Cyberpunk 2077 hype and wanted to try out the game. So I came up with this perfectly reasonable scenario to do so!

As such, the setting is entirely the same (with the addition of idols).

The rules are mostly the same, with the sole caveat that everyone must play the "rockerboy" class. You'll get 50 points to work with, unless you opt for the roll randomly version, in which case you will be able to do so on the Discord once I get the bot up (or have me do it for you if you have a hatred for discord). Lifepath is also optional, and you may choose options instead of randomly rolling them. Yep, that one caveat.

You can use stuff from any 2020 books you have your hands on. Go nuts.

Assuming you don't have the book, rules outlines will be provided in the discord or via PM.

Character creation opens...NOW! THERE IS NO ROOM FOR HESITATION IN THE IDOL WORLD!

Discord link

32
Forum Games and Roleplaying / Divine Spirits: Tick 5: How Rude
« on: April 27, 2019, 01:07:53 pm »
Tick 0: You All Meet In a

...

Energy. Energy and Potential. That is all that exists. Beyond the Energy is Nothing.

Some of this Energy and Potential has a form. That is you. Little Godlings. Use that Energy to unlock the Potential. Fill it how you please.

It is wild now. The Potential and Energy wants to make something just as badly as you do. You should take this opportunity to make a world. It could be much harder when things settle down.

Some figures form. Maybe they're created by the Energy and Potential, perhaps only revealed by it. There are eyes. Some alone, others paired on humanoids and beasts, others covering spheres. Some things have no eyes. Cloaks and robes and swords shine through the Energy just as well.

You know who you are. Don't hold back.

****

Spoiler: Gods (click to show/hide)

Spoiler: Mortals (click to show/hide)

Spoiler: Creations (click to show/hide)

OOC link

33
Mechanics heavily based off of KJP's Ye Gods series of games. Most of you are probably familiar with them by now. You play gods. You do god things. What more could you want?

*****************

Energy. Energy and Potential. That is all that exists. Beyond the Energy is Nothing.

Some of this Energy and Potential has a form. That is you. Little Godlings. Use that Energy to unlock the Potential. Fill it how you please.

It is wild now. The Potential and Energy wants to make something just as badly as you do. You should take this opportunity to make a world. It could be much harder when things settle down.

*****************

I've never been good at these Godgame intros. Fluff is for IC anyway, lets get to mechanics!

Spoiler: Character Sheet (click to show/hide)

Spoiler: Mechanics (click to show/hide)

Discord for quick answers to questions. All IC character stuff will be done in the IC thread.

Spoiler: Players (click to show/hide)

Spoiler: Price Checks (click to show/hide)

IC link

34
Narrator: Our story begins in Port Daynaco, a closely linked series of islands in West Blue. Every year they hold a ship-race around the island chain, attracting comers of all sorts. Some come to race, hoping to win the Daynaco Cup for prestige or the modest gold reward. Others come to bet on the races. Still others are merchants, coming to either sell their goods to the spectators or to sponsor ships for advertising purposes. All kinds of people are welcome to the race, from pirate to marine, due to the large amount of wealth generated by this event. This also makes it safe harbor for those looking for repairs or men on the run, as all are welcome so long as they don't make trouble.

Two men had a fateful meeting that day. Gauvain and Buddy Ray Sheen.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Reposting "clip show" rules.

So we will do a "jump in" style clipshow. Whoever the captain is will start off deciding to start a pirate crew. After that short intro, we jump to the first meeting. It is "jump in" as whoever is on and available at the time describes the island they met on, with a brief back and forth meeting. It will be in the style of "anime recap episode", so in-character narration can be used to assist explanations. Everyone who has joined in at this point can post several "clips" from the arch, a brief scene either showing something emotional, cool, or bonding that lead to them joining. It is meant to be short, a quick description of how your characters shared a meal happily, how one character jumped in front of another to take an attack meant for them, a short description of everyone fighting a group of enemies, etc.

I hope I made that clear and not unnecessarily complicated :P

Example!
Bob: [Narrating] Bob met up with the group at Elipsland, a perfectly circular island where even the plants and animals grew in circular shapes. He was sitting in front of his circular house when they walked by.
Cap-tan: We immediately asked where we could get food.
Bob:[insert scene about how he was a fisherman, how they went to the perfectly circular lake to fish perfectly circular fish, having fun, Cap managed to tip the boat after a big hook and Bob has to save the devil fruit eater.]

OOC link.

35
Wealth, fame, power... Gold Roger, the King of the Pirates obtained this and everything else the world had to offer. And his dying words drove countless souls to seas.

"You want my treasure? You can have it! I left everything I gathered together in one place! Now you just have to find it!"

These words lured men to the Grand Line in pursuit of dreams greater than they've ever dared to imagine! This is the time known as 'The Great Pirate Era'!

**Insert Upbeat Anime Opening here**

Well, I'd like to say more, but we don't have the characters yet! That part is left up to you! One Piece! The almost 900 episode anime that has graced my Sundays for the last god-knows-how long, and will continue to do so until one of us dies! Conveniently, this serves as a great reminder to update my game at least once a week. Something I sorely lack when I make homebrew settings!

For those of you who don't know (why are you thinking about playing if you don't know the setting :V?), One Piece is a pirate-themed shonen anime about a stretchy pirate who shouts gun types and punches things. I appreciate the gun part, the punching part is also cool I guess. Over the course of its 22 year long run, it has created a rather extensive and quirky setting. There is plenty of room in this world for more than one story, so we are kicking the rubber guy out of the spotlight and putting your likely-to-be-less rubbery guys in instead! Theoretical starting point is West Blue, with me and you inventing our own characters and Island rather than reusing those from the show.

Mechanic wise, I'm stealing the system from Feng Shui II. The first rule is "Be Cool", it is a cinematic system for a cinematic story. "I punch him!" is boring, feel free to lovingly describe how you punch him, how he crashes into the nearby scenery leaving a crater, demolishing a building that wasn't detailed before, and sends the background characters running away shouting about how you're going to destroy the city. The actual mechanical rules are also pretty simple. Basically, you have an attack stat. You have a defense stat. You roll a "Swerve", 1d6-1d6 exploding. If your attack stat is higher than your enemie's defense stat, you hit! The difference is how well you hit. If you hit a mook or multiple mooks, they're out. Either dead or KOed depending on how you roll. If it is a "named character", then you add your weapon damage to the difference between your attack + roll and their defense to get the damage. You then subtract the target's Toughness to see how hard they got hit. You tend to be able to take a lot of punishment, so long as you arn't a mook!

Final two stats are Speed, which determines how often you can hit things, and Fortune which powers your special moves and can be spent to give an extra + die to your attack. Speaking of Special Moves, you are expected to rename yours and shout them when they are being activated. Even if you have something in your mouth that should logically prevent you from shouting. These are the basic rules, there are some simple things that I'll explain later (like "Dodging", spending 1 shot to increase your defenses against a single attack), it really is easy to pick up (and the Discord will help!)

Character creation is simplified. Basically you give all the character descriptions and see what archetype you are closest to. Since we are diverting greatly from the established setting, you have blanket permission to change things fairly drastically. For example, if you want your character to be a Swordsman, you can pick the "Swordmaster" archetype then rename "Rippling Death" to "Hurricane Slash!". Or you could pick the "Killer" archtype and switch out the gun abilities for sword abilities. Or you could throw a bunch of things together and hope I accept it. A list of Archtypes will be in the discord, we can discuss it over PMs if you don't want to use that.

All devil-fruit powers will be allowed, including ones already seen in series. Generally as a balancing act, the more powerful your starting power is the less control you will have over it. Want the power to make earthquakes? Sure! Make earthquakes all day! Just know that shaking the island is also going to hurt you and your allies too! These can either be represented by taking a Magic class and flavoring your skills appropriately (for someone who uses the abilities near-exclusively) or by switching out one of your abilities for an appropriate one for your powers. For example, if that Swordsman above wanted to also be a Zoan fruit user, he can switch out "Hurricane Slash!" for "Transform I", letting him switch into beast/half beast form. He could later take some appropriate "creature" abilities, in addition to the swordsman tree. Meanwhile the Earthquake guy could pick a "Sorcerer", then paint his "blast" as him slamming into the ground causing directed fissures or earthquakes while replacing all his abilities for more appropriate ground-based ones (For example, choosing "Ice Blast" but calling it "Faultline!", and describing it as making a large fissure the enemy has to crawl out of).

Spoiler: Character Sheet (click to show/hide)

Discord link!
IC Link! Not just a placeholder. Do click that.

~Character List~

Spoiler: Trimagic (click to show/hide)
Spoiler: SpinyNerd (click to show/hide)
Spoiler: IcyTea (click to show/hide)
Spoiler: KitRougard (click to show/hide)
Spoiler: Detoxicated (click to show/hide)
Spoiler: piratejoe (click to show/hide)
Spoiler: Tyrant Leviathan (click to show/hide)

36
Forum Games and Roleplaying / Alchamech IC: A Fresh Start
« on: October 19, 2018, 08:40:32 pm »
You arrived at the HTG forward base at 08:00 this morning. It is a high-quality facility by all means, something that you will no doubt come to miss in the coming months. The main facility was built long ago by a master alchemist, a massive metallic pyramid surrounded by the sea of sand in the easternmost portions of the Great Desert. Additional facilities have been added over the years, most notably the wall surrounding the grounds, made of sandstone of a much lower quality. Casual observation reveals the nearby ground is incredibly fertile, with a field of grass filling up the area between the building and the wall. Some remnants of a garden and a series of trees remain, though they seem to have been removed at some point in the recent past.

The facility itself is large enough to house a fleet of Alchamechs without issue, dwarfing those that are currently on patrol around its base. It's sides slide open to allow entrance, breaking into panels in order to do so. Inside is practical, comfortable, and secure - at least compared to the harsh conditions of the nearby desert. Alert guards stand duty at random alongside the metallic hallway, which maintains the perfect temperature despite the blistering heat outside. It isn't quite clear where the facility's light is coming from, there are no bulbs of any kind visible in any direction.

But your goal lies outside this location. Your team stopped here for three purposes. First, to restock. Food and water, especially water, is invaluable for your mission. So is ammunition for the troops. Second, for intel. The base's commander, Abu Bakr al-Razi, has been preparing information on your opponents, if not your target. Finally, to prepare a plan of action. Due to the nature of this mission, you have been given a lot of leeway to how you will go about it. Planning is on your shoulders.

In the command room, a middle aged man in a well-kept uniform strokes his long beard. It is a fairly simple room, with a large table taking up its center. On the table are several folders, opened to allow anyone present to observe their contents.

Most visibly was that of a blond woman with an eye-patch over her left eye. Colonel Sophie Tycho, the leader of the enemy expedition forces. Intel suggests she is intelligent and experienced, having earned her rank the hard way. The bulk of her forces are mixed squads, with a reasonable distribution between light and heavy fighters, with Alchamech and alchemist support common throughout. Most are fresh recruits, but their numbers are impressive in themselves. At least a regiment in size. She has several specialized squads under her command, though they don't tend to stray far from her position. These squads are more experienced, and are said to have special alchemical upgrades related to their purposes. Her Alreona is especially competent, making her deadly to face in person. The purpose of the eye-patch is unknown. Current theories suggest that she is hiding a Purified upgrade, as it should theoretically be simple to repair any damage she has sustained. Her men have christened her "The Dragon", and our side has followed suit by giving her the designation "Dragon".

The second dossier has a picture of a mech, rather than a person. As one may guess from its inclusion in this briefing, its owner is a notable ace. Called "Castle", it is a large mech around three stories tall. Black metal in the rough shape of a knight in armor, but it uses its flat "hands" to move forward like a gorilla giving it a more animalistic appearance than that description would suggest. Its most notable feature is its rugged defense system. It has shrugged off several direct hits that should have flattened a mech of its size, or at least poked some nice holes in it. It would be difficult to defeat without finding a way past those defenses. Fortunately, it is slow. This major weakness allows even infantry to escape easily, should the fight prove too much. Its main weapons appear to be a barrage of miniature HE rockets, meant for taking out groups of infantry, and two large auto-cannons located in its "hands", meant to take out enemy armor. If it closes in on enemy it is capable of powerful, if slow, hits with these appendages ending in bursts of gunfire.

Next to this dossier is "Rook". A Purified "co-pilot" with Castle. The two tend to deploy together, as Rook's speed makes up for Castle's lack of such. A tan man with red hair, mostly hidden under an apparently mundane cloak. Current intel from blood samples collected in the field suggests that his abilities are due to "cellular alchemy", an experimental process where runes and enchantments are added directly to the subject's cells on an individual level. His speed and agility are impressive, and while it is rare for him to fight with it directly, so is his strength. He is capable of healing from any wound that doesn't kill him quickly, though on the matter of minutes rather than seconds. Whenever he receives such a wound he retreats to Castle, who protects him until he is back in fighting shape. It is likely that many of his other physical abilities have also been improved, though there isn't much field observation to this effect. His weapons consists of a unique high-calibre assault rifle, a combat knife, and anti-mech grenades. He tends to focus on infantry while Castle focuses on the enemy armor, but is capable of fighting off lightly armored targets using armor piercing ammunition and his grenades. As with Castle, he is an ace with an impressive record.

The last dossier is a pale, gloomy looking man with black hair. Unlike the others, he doesn't have an impressive combat record. However, this alchemist might be the most important target on the list. His expertise lies in dowsing, effectively making him a human radar giving him the designation "Dowse". His job is to find things, and as both sides are looking for something, this is incredibly useful. Intel also suggests that he was on the team that pinpointed the Living City's location to this desert, making him a HVT from a mundane standpoint as well. In combat, if he isn't forced to retreat, he is likely to use his abilities to assist his comrades in arms. His searching ability needs to be activated, but once it is up it would be hard to hide from his sight. It is at least comparable to a radar-focused mech's abilities in terms of effectiveness, but he must communicate this information to his allies for it to be of any use. His armor mostly consists of personal protection, throwing up a half-shell of nearby material. Any larger defenses are likely to come from Dragon's alchemist troops. He is armed with a caster gun, and while its use has not been observed in the field yet, it wouldn't be wise to underestimate him. Capturing him could leap our operation forward significantly, taking him out would at least stall the enemy

Naturally these arn't the only enemies you should be worried about, though they are plausibly the most dangerous in the immediate area. There are plenty of soldiers ready to prove themselves by beating you.

Under and around the dossiers is a map of the immediate area. Blue dots for friendly positions, red dots for the enemy. Enemy forces have set up several camps in the desert to the west, from what our scouts have reported. It is not clear if these are to slow us down, provide logistic support for the search, searching themselves, or some combination of the above. Our forces have several strongholds, though they are spread out and focused in the East. There will be more if you manage to go far enough to the West, but logistics between here and there could be an issue. It isn't clear where the aces are located at this current time.

Now, it is time to start.

37
Forum Games and Roleplaying / Alchamech: "Freeform Experement" OOC
« on: October 04, 2018, 11:17:52 am »
The Great Desert on the Southern Continent isn't something you would expect massive armies to shed blood over. Its trade route's offerings are meager compared to the money being thrown at its conquest. Yet the two largest nations on this world are throwing everything they have into taking it. While the sand means little to them, hiding within is the Living City. Once it was an unmatched alchemical marvel. While not the largest alchamech born from the human imagination, it was among the most advanced. It was a loyal servant to its entire population, rivaling smaller nations. It cooked their food three times a day. It farmed the food it would later cook. If there was too much sun, it would put up shade. If it hadn't rained in too long, it would pour water from the sky. It maintained beautiful parks and gardens, legendary in their spender. Every want or need was met instantly and without hassle. Yet it these soldiers are not seeking it out for peaceful purposes. Deep inside its belly was what is perhaps the greatest alchemical treasure trove in the world: the library that the city maintained. It is thought to contain lost arts from all the greatest geniuses in history. If it is still intact, then the Living City would be out-shown by the wonders within. Whoever captures and processes these books could claim near instant victory. The lost Mountain-sized Alchamechs, rifles that can place bullets directly into their targets even from across the world, Purified that can be mass-produced while retaining unmatched combat power, perhaps even the legendary philosopher's stone.

But there are three problems with this. To start with, the Living City got its name because it was always in motion. Six legs moved its mass across the planet, over the oceans, through the jungles, through the desert. It was said that this left it independent. No land could claim ownership of the city, save itself. It was lost a centuries ago, and has only recently been tracked to this desert. Second, the enemy has heard about it and is after the same thing. They will kill you for it if they get the chance. They would kill you even if it didn't benefit their search. Discovering the city would be difficult without bullets flinging your way. Third, this might be a big lie. Or a bunch of big lies. Many modern scholar's view the "Lost Arts" as exaggerated fiction, the city included. While many alchemical miracles exist into the modern day, they are often regarded as a mystery and rarely retain the full power they where said to possess. Even if the city was real, and the library was real, and its contents where as powerful as promised, there is no telling if the library is actually intact.

Still, that doesn't seem to bother the generals...or perhaps there is a different reason you are slugging it out in this litterbox?

"Where is the ground you must know here
And the well that is so clear
And what is the dragon with the tail
Or else the work shall little avail"


Ripply Scrolls, 15th century alchemical text.

Alchemist, some of the worlds first scientists. It is said that in our world, they invented many useful things, from gunpowder and hermetic sealing to Calculus. In this world, they did much, much more.

After discovering Aristotle's folly of the four elements, Alchemy was truly able to shine. Once true hermetic principles and the element of the periodic table was discovered, a kind of Alchemical renaissance took root across the world. Even by the middle ages, fields where fed with the equivalent of Green Revelation technology, aided by the symbols and sigils the plants grew into, increasing the amount of food available by stunning amounts  The New World was discovered by Alchemy-powered ships, leading to a global society swiftly forming with the assistance of Alchemy. Many of the wonders we have in the modern world where invented in the span of years, alchemy computers with powerful symbols as keys, cars, medicine, advanced robotics... the list goes on and on.

Of course, none of this stopped humanity from fighting. While the massive industrial power created large cities with unbelievably tall buildings, the roads between the cities hadn't been able to develop nearly as quickly. Especially to enemy cities. Rather than develop wheels or treads, the Alchemists of the world looked toward Nature for inspiration. The war machines of the world where designed off of the animals who live on its surface-including Humans themselves. Powered and protected by modern alchemy, the Alchemecs often dominate the battle field, with only other Alchemecs or highly skilled and specialized infantry standing in their way.

The march of advancement went on for years, with no sign of stagnation. The nations that exist now are much different than the ones in our world, as one could imagine. You where born well after the "Alchemical Renaissance", living in a strange world almost mirror to our own, where alchemy is the true king. The nation you live in, Hermes Trismegistus, has been at war with neighboring Ostanes for years, in a fight that may very well shape the earth.

*****

Alchamech is something of my favored vat-born designer baby. Its a setting I made years ago, tried to get it off the ground a couple of times, and failed miserably at each point. But at each point people have gotten interested, and at each point I have seem some interesting and imaginative characters get made, so I press on! In my way-too-many years in RPG gaming, I have seen many great games die. Some slowly and painfully, others quick and mercifully. I have also seen many succeed, at least until their inevitable deaths. So I'm trying this "Freeform Experiment"! One of the leading cause of death for forum games is player and GM attrition, especially in turn based games where stalling can lead to death. Active players and active GMs lead to a long game life, especially if the game can go on without certain players input (preferably without leaving the less active players behind).

So I'm here attempted one of my first guided-"freeform" forum games! For those of you unfamiliar with the play-style, basically you post what you want to do and the GM/other players respond. No waiting in line, no/very limited dice rolling, essentially a pure storytelling game. It has been a while since I played this style, and it has its own risks, making this an EXPERIMENT~! The "guided" part comes from your character sheet. While you can do anything, you arn't a god. What you can actually accomplish is based on who you are. An Officer can order his to fire, or shoot down a mook or two with his own pistol without problems. If he is up against a stronger NPC such as an imposing Mech, he could order his men to fire at it to observe the results. He couldn't immediately decide that the mech exploded into a thousand pieces, or jump up and pull the pilot out of the cockpit and instakill him, that'd be powergaming (unless the opponent was a less-opposing mookmech, in which case go-ahead :P). Be cool, but don't overdo it! And go easy on me, its been forever since I tried freeform.

To make your character, you choose one of four classes:

Alchamech Pilot: The pilots of the titular "Alchemechs", as one could likely guess from the name. Normal humans who drive magical war machines. They often possess good reflexes and aim, or at least those who don't don't tend to live long. The machines are created one at a time without the aid of mass-production, helping leading to an amazing variety of size, shape, and function. They can range from a suit of armor that the pilot can scarcely fit in to massive titans that look like walking battleships. Alchemech pilots typically undergo a short training period, spending several months learning what symbols do what and how to use the machines effectively. They often bond with a single machine their entire carrier, if not lives, performing routine upgrades as technology advances. This is standard practice due to the habit of machines forming "Homunculus", AI-like intelligence, when a single pilot integrates with them.

Alchemist: A combination of chemist and magician, the lifeblood of the world. After studying for years in a college, you have learned how the world works and are able to change it with simple drawings and orders. As a military alchemist, you serve a role somewhere between combat engineer and ground-infantry, using your knowledge to help build defense, repair equipment, and destroy the enemy. Some alchemist choose one focus, such as destroying things, and generally choose to focus even more on that, such as "Destroying things with fire", often finding themselves in specialized roles. Unless an alchemist is particularly focused on transmutation, they won't be opening chasms under enemy formations. The average alchemist can make a small trench to hide behind at a moments notice, but would need at least minutes to make fortifications capable of holding a location. To make up for this offensive weakness, they are issued Caster guns. Caster guns are mass produced like normal guns, often taking the form of revolvers or large-caliber single-shot weapons. What makes them unique is their ammunition, hand made by the alchemist it is issued too. These tend to be potent alchemical concoctions, fitted to the alchemist's unique fighting style. This ranges from vials of acid capable of eating through an alchamech's armor, to a payloads of poisonous gas deadly against infantry, to explosive shells.

Officer: A normal human, who doesn't pilot a mech or throw magic around. Instead, you used your time to advance through the ranks, either through an ROTC-like program, through field experience, or by simply paying your way up the ladder. This gives you something just as powerful: Authority. Officers command a small group of loyal infantry troops from the start, and have sway over the overall military strategy, while being capable of directing the fire of Alchemecs and alchemists. It is typical for someone, on obtaining the rank of officer, be given a Alreona type Homunculus using their own DNA as a base. Alreona Homunculus are flask-born "sons" or "daughters" of the officer, bonded like a machine. They are the Officer's most loyal soldier, fanatically so. They act just as humans do, and have a diverse appearance ranging from young children to grey-haired elderly folk older in appearance than the ones they are protecting. These Alreona give the Officer a fighting chance in "one-on-one" fights and protect them from everything that wants them dead.

Purified: It is often said the goal of Alchemy was to purify the body and soul. You got the body part down. The Purified are alchemically augment super soldiers. This can take many forms. Some have special tattoos or symbols that glow when activated, filling them with strength or energy. Others where horribly injured, having to replace their own flesh with specially made flask-flesh or Alchamechanical parts. Others where simply "born" this way, like Alreona type homunculus or even a achemicanicle butler with a particularly impressive hurmonculus of its own. They are typically sent to combat alone with their weapon of choice and plenty of ammunition, and are often able to take even an Alchmech in single combat. Some particularly strong Purified can bisect an Alchemech with a single blow of a sword or axe, others simply pump high-caliber lead into the cockpit at point-blank range.

With this freeform experiment, the character sheets have been transformed into a line of questions to help build your particular character. Many of the questions are abstract to give you an idea of what fits into each category if the question doesn't seem relevant just skip it and write down what is relevant. As in past games, each class has its own sheet:

Spoiler: Alchemech Pilot (click to show/hide)

Spoiler: Alchemist (click to show/hide)

Spoiler: Officer (click to show/hide)

Spoiler: Purified (click to show/hide)

Our discord.
Our IC

38
A song plays over the pip-boy's radio. The final equipment test, before the group sets off.

You are standing in front of the vault door. A massive gear-shaped piece of metal with the number "66" in bold white letters. In front of you is the new "Overseer". An old white-bearded man in a Vault Jumpsuit. He used to be the reactor's Engineer, a smart man who was important enough to get real food, but not important enough to be a target in the revolution. The fact he often shared his rations with the other Vault Dwellers-especially the children- also helped get him the "position". If you fail your mission, he might just be the last sane man left in the Vault.

As the song fades away, he flips the radio off on his pip-boy, expecting you to do the same.

"This frequency is Bobcat Mitch's station. Those of you from top-side probably know about it already. In addition to playing music, the DJ often reads off local news and rumors. Our scouts report the station to be a useful tool, and it is available throughout the state. The revolution and previous scouts have been a big drain to our resources. We're giving you what we can spare."

And from what you can see, what they can spare isn't much. All the human companions get one of Vault Security's old uniforms. Essentially a Vault Jumpsuit with a bulletproof vest sewn on, with a big "66" on the back. A SWAT style helmet-without a face mask- goes alongside it in the same blue color. Elbow and knee pads of the same material and style. The pockets are practical, at least, good for holding small items such as ammunition and stacks. Perhaps more valuable, the left arm has a pip-boy 3000A. Built in Geiger counter, radio, map, and more. While built for vault life, they make a perfect scouting tool.

Everyone also gets meager food rations. Cow Cakes for emergencies. A couple of Nuka-cola as a gift from the Overseer. Two stimpaks each. Medical tools for the team's medic. And weapons. A couple of combat knives. A single-shot shotgun made from a pipe and plywood. An old varmint rifle. A "sword" made out of old sign posts. And a 10mm pistol. One companion is unarmed-aside from their own claws.

"Won't lie to you. This won't be easy. Don't even know if it is possible. But it is the only hope our Vault has. I'm grateful to all of you-we all are. Those fighting for their home, and those fighting for our home. The Scouts say the mines back west have turned to something of a city. Might be a good place to find some information. Old Bozeman is nearby, ain't in good shape but might have some useful supplies if you can sneak past the raiders holing up there. Thats all I got. Its all you from here out."

He gives a solute to his bald head, before flipping the switch opening the vault. An arm comes from the ceiling, placing itself on the door. It sparks as it spins, before finally moving the door out of the way. Sunlight pours in the Vault as the group takes their first steps into the new world.

It is currently 7/22/2122 8:00. The pip-boys map shows the surrounding locations.
Spoiler (click to show/hide)

39
War. War never changes.

Nestled in the mountains surrounding Bozeman, Montana there was a single vault. Vault 66. A Vault with a small population, fitting the state. On the surface it had promised to protect the surrounding population in the case of nuclear annihilation. In reality, as is the case with so many others, its true purpose was to preform experimentation on the population. Vault 66 was placed with a "factory farm", a set up specifically made to allow an incredibly dense population of cattle, chicken, pigs, and other farm animals in an incredibly small space while leaving room to expand the operations. The efficiency of this setup was to be compared to the more traditional vault setups, as such it was given a hydroponics bay too small to support the human population and had its food synthesizer sabotaged to prevent it from operating. The animals would instead be supported by a specially made slurry, a neon-green paste with the consistency of clay, and the Vault Dwellers would have a primarily meat diet. The supplies would last fifty years-after which the Vault would open to the wasteland.

The experiment failed before it had even begun. The livestock had been slated for delivery three days after the bombs fell. While many of the Dwellers ran successfully to the safety of the Vault, they had found their food stockpiles lacking. With few other options, the Overseer ordered a small portion of the population to eat the green slurry directly. While it was found to be unpalatable- with a taste comparable to broccoli covered in grass with a salty aftertaste- it was found to be incredibly nutritious. And so, the Vault Dwellers were saved a second time.

A larger and larger portion of the Vault began to subsist primarily on the paste, now called "Cow Cakes" as a dig at their taste. The initial taste-testers had begun showing signs of improvement in overall health. They had increased muscle mass, faster reflexes, performed better on exams, and even had keener eyesight. As such, it quickly became popular among the Vault Dwellers, who continued in vain to attempt to improve the taste. The supply was near endless, as the animal population was meant to outnumber the Dwellers by a large margin, as such its consumption was encouraged by both the Overseer and Vault Doctor.

As the years passed, it became clear that Cow Cake's problems didn't end with the taste. Side effects began showing after around 10 years. Subjects would get agitated incredibly easily, leading to the occasional destructive brawl or outright murder. In some subjects, it was a minor trait that can be easily dismissed. Other subjects reacted badly, forcing them to be arrested and placed in what should have been animal pens for their own safety. Some wished to quit Cow Cakes over this, which only led to the discovery of the withdraw symptoms. As it turns out, the slurry had a mix of chems, antibiotics, and steroids meant to encourage growth in livestock, quitting cold turkey was the equivalent to a life-long junky trying the same. In addition to lethargy, drastically decreased health and muscle mass, the chances of "going mad" increased drastically. Besides, there still wasn't enough food to go around. The Overseer had long been on a "real food" diet, along with "vital personnel", who were consuming the majority of what they could produce. After all, he knew what was in the slurry the entire time...

After 40 years, approximately 50% of the population had "Gone Mad" to the point they were more beast than man. That is when the real infighting started. Not just madmen starting brawls, but a concrete effort of the population to overthrow the overseer. Murders were committed, alliances were forged, plans were hatched. Five years later, they finally went through with the plot. The slurry's benefits finally worked in their favor, allowing them to defeat the Vault's security forces and corner the Overseer. After extracting all the necessary codes to keep the vault running, the overseer was killed after being "accidentally" placed in a livestock holding container that had already contained a Madman.

It is now 2122, 45 years after the bombs fell. The Dwellers of Vault 66 know that it is only a matter of time before most the population goes mad, but they refuse to go down without a fight. Scouts were sent out in search for any aid. Mercenaries, drifters looking for a home, other Vaults, any friendly human they could find. They gathered and sent out squads of all their strongest and sanest, most just to find help. One squad has a different mission. Somewhere in the Midwest is a laboratory the Cow Pies were invented in. If it somehow survived, then maybe...just maybe...its notes can be used to synthesize a cure that could save the Vault.

You are that group. A ragtag group of adventurers, some born in Vault 66, some born elsewhere, who have all agreed to help the Vault either out of a sense of decency or self interest. Will you be able walk through the wasteland and come back heroes? Or will the land claim your lives?

*******

Fun fact about Fallout! Originally, it was going to be a GURPS game, but they ended up pulling out so that the feature had to be changed. As such, Fallout 1-2's mechanics translate OK to PBP RPGS! I hope! I haven't actually *tried* it yet, but there is no reason it shouldn't work with some small changes and dice rolls. Its something I have wanted to do for a while, and it is just late enough for me to be unable to stop myself from trying!

The game will take place around 39 years before Fallout 1 starts, in the Midwest starting in Montana. That means that some factions probably won't show up, no NCR for example, unless the players feel like they should. I ain't restricted by canon afterall :p. The outlying details are to be left vague enough for you to build your character however you want, if you want to make up a vault or town you are from go ahead.

So to make sure this actually works, and that I don't go insane even from my simplified system, you guys will make up some characters and then have them shoot each other!

SPECIAL
Spoiler: Special (click to show/hide)

Spoiler: Skills (click to show/hide)

Spoiler: Traits (click to show/hide)



As a fair warning, the grid will probably be a chessboard with names in spaces. I don't do miniatures V_V.

IC link

40
Forum Games and Roleplaying / Feng Shui 2: Dead City IC "On the Lamb"
« on: February 06, 2018, 05:30:17 pm »
OOC

[Narrator] This is the third attack. The third "Tsunami". A flood of bodies-living dead- so thick it looks like water. They gathered on one side of the city, in a huge mob, and just ran from one side to the next. Its like they are trying to sweep out anyone left alive. They arn't very perceptive during the Tsunamis. Even less so than usual. Sure, you get within ten...twenty feet, they'll try to get ya like normal. But if you're fast, you can escape. And the others just ignore you too-just keep running from one side to the other. Not like normal when they swarm ya like bees and won't stop tracking you until you killed them or they killed you.

First time it happened was at the start of all this. Killed the most people, to. Some got bit and are back on their feet. Others were trampled and are still smudges on the ground. Nobody knew what was going on. Nobody knew how to get away. The lucky and the strong survived, but so many didn't. Second time was almost as nasty. Most people thought we had zombies understood. The Tsunami was just a one time thing, something that exists only in the past. Others got the idea in their head to 'ride out the storm', loading up and sitting pretty in a bunker. Sometimes that worked, but there was just so many of them. Bunch of positions were over-run when the guys in 'em ran out of bullets or collapsed from exhaustion. Some didn't leave themselves anywhere to run. Now we're up to the third, and you know how the old saying goes. Everyone noticed the warning signs. This time we are prepared...

We must be, right?
[/end Narration]

True to the Narration, a massive swarm of undead is approaching the camera. Some are recognizably human. Others are in various states of disrepair. The camera focuses on one shambling forward-crawling with its arms. Its lower body had been removed at some previous point. Countless legs stumble over him-most at only a brisk walking pace. Several break through the windows of nearby buildings, changing their straight path only when faced by obstacles as difficult to pass as a brick wall.

The camera then focuses on our Four Heroes. Perhaps they knew each other before, perhaps this is the first time they had ever seen each other. In whatever case Fate has decided to bring them together for a single purpose: Survival.

--------
((Game: START~! As I said in the OOC, these are "Sub-mooks". As such, you can start doing actions without needing a roll. Interacting with the scenery will also be done without a roll, so go nuts in your descriptions!))

41
Forum Games and Roleplaying / Feng Shui 2: Dead City (OOC)
« on: January 20, 2018, 02:49:41 pm »
IC link

A ruined city. A shattered street. Cars dot the road, either haphazardly abandoned or left were they crashed. One is in the side of a building, in a pile of rubble. Broken buildings line either side- windows are either smashed or cracked, decorated with half-insane graffiti.

THEY WALK
NO HOPE

And yet, the city is not dead. Rather than silence, the roar of an engine fills the street. A van approaches the camera, petal to the metal. It isn't the kind of van soccer moms use to bring their kids to school. The sides were covered in barbed wire, died red with blood with the occasional piece of cloth stuck randomly throughout. The grill had a series of wooden spikes duct-taped to it, similarly colored from its gruesome use. The dark windows are covered in spiderweb like cracks, the obvious signs of bulletproof glass serving its purpose. On top, crowning this king of the Apocalypse, was a fully loaded machine gun next to the "sun roof".

Another noise followed soon after. Moaning. Hundreds -no- thousands of moans. Behind the van we can see a horde. A horde of the shambling undead marching forward like a great flood. Undeterred by the menacing vehicle, and unwilling even to let it escape.

Someone inside the van lets out a curse. The abandoned cars are blocking their path. Our camera now follows the wheels-burning rubber on the cracked road. The car makes an impressive turn, killing all its momentum inches away from crashing into the street's debris.

But the horde just keeps on coming...


***
Feng Shui! The over-the-top action RPG! I already did a writeup in this thread, so lets cut to the chase. You are a super-cool guy trying to survive (and eventually stop) a zombie Apocalypse. Use your imagination, be as cool as physically possible, and break some Zeds!

If you need assistance with character creation, hop over to our Discord or shoot me a PM to get your outline. I go over character creation a bit in the last writeup, but as a recap here is the simple rundown. First you come up with a character concept. Then you find which pre-made template fits best, and you throw your concept over that template changing things as necessary. It is incredibly simple, as is most of the game.

With that, good luck Chi Warriors!

42
Forum Games and Roleplaying / Players Choice: Feng Shui/Hunter the Vigil
« on: January 16, 2018, 02:25:28 pm »
I've been meaning to run a couple of games for a while now, and it looks like I actually have the time to squeeze another game into this semester! Theoretically! However, I was unable to decide which game I wanted to run. Interested players make for interesting games, so I decided to involve potential players with the game design! This will act both as an interest check and as a voting thing. Showing interest doesn't obligate you to actually play, so go ahead and argue your case or ask questions!

~Game One: Feng Shui 2 Dead City~

Something has caused a Zombie Outbreak across the city! Starts as a simple game of survival, leads to saving the city, then the world. All with the standard over-the top action of a Feng Shui game! Pull a zombie's spine out with your bear hands! Destroy a mob by throwing saw blades like giant ninja stars! Cause a building to explode with clever use of fireworks and propane tanks! Gun down countless zombies with an endless variety of guns! A lighthearted, cinematic game. If you can do it in a Zombie movie, video game, or whatever else, you can do it here. Set in the modern era, but if someone really wants to play a character from a different Juncture I have excuses ready to let them. If we manage to get through the Dead City ark, then the game can continue with the plot with a completely different theme.

The rules of the game are meant to be simple, and the most important one is "Make it Cool". Its the kind of game were you are allowed to make assumptions rather than asking the GM for questions, and they let it through if it is cool enough and at least somewhat logical. For example, if you are in the streets you could assume that there is a car there. Assuming that it has a machine gun on top is a bit of a stretch, but you could rip its door off to use as a shield against the incoming hoard. You could also pick up a convenient manhole cover to use as a projectile weapon, or use an electric wire from a downed power-line with a convenient puddle to shock the zeds, or shoot an intact car so that its sirens go off attracting the Zombies away from you, without having to ask if any of those things are there. Over-using something would get boring, so use your imagination! Conventional attacks-with fists, guns, melee weapons, or even magic, are also expected to be described climatically. Lovingly detail how you are destroying those monsters!

Character creation is simple. You decide what you want your character to be, then throw that dressing on the closest pre-made template (making reasonable changes to fit your character). If you want to cut through the army of the undead with a chainsaw, you could take a sword-focused template and throw the chainsaw skin over it. More rules will be discussed if we go down this path, but that should be the jest of it.

~Game Two: Hunter the Vigil ? ? ?~

Unlike the above, this game is meant to be a bit darker and more serious. Take on Vampires, Werewolves, Mages, and all kinds of other unpleasant super-naturalness with your completely human cleverness and the occasional big guns. Screw up and die, the targets are usually stronger than you in a straight up fight! Be normal people stumbling in the darkness, trying to do something about it. Or be professionals with a handful of neat powers and short life expectancy. Or even be professionals without the neat powers and an even shorter life expectancy. The point is, you are human, they are not, shoot 'em until they are corpses and you are not. If they are were already corpses to begin with, set them on fire afterwords for good measure.

As for the rules, there are plenty of variations. 1E, Mortal Remains, 2E playtest, Hurt Locker/Armory, Dread Powers VS other Corebooks, etc. If we decide to go this path, we can discuss which ones work best then! In general, it has a system of "successes". Depending on how skilled/strong you are in something, you roll a certain amount of dice. Each dice has a ~1/3 chance of becoming a success, with your final amount of successes deciding how good the outcome is. Rules wise, it is a bit more complicated then Feng Shui, especially if we end up pulling more books into this. Its something I've wanted to run for a while, though I don't have any specific scenarios mapped out yet. You would probably be able to choose from whatever group you wanted as individual players, with some plot-based excuse for why you are working together. Unless you all decide otherwise, in which case we can be from the same group or Tier-1 hunters.

So what will it be, Bay 12?

43
Forum Games and Roleplaying / Fate/STAR★LIGHT IC: Morning Phase 2
« on: October 09, 2017, 08:17:28 pm »
October 09 2017. Midnight.
The night was clear, the stars easily visible in the dark sky.

The weather was calm, without the slightest wind. Like a mirror, the lake reflected the stars above, alongside a small part of the city.

Trees, planted throughout the town, dropped their colorful leaves onto near-empty streets.

But a storm is coming. Tonight is the night the war starts.

*  *   *  *  *  *  *

44
Forum Games and Roleplaying / Fate/STAR★LIGHT OOC (3?/5)
« on: August 11, 2017, 06:13:33 pm »
The Holy Grail. An artifact of unlimited power, worth any cost to obtain. It promises a single wish with no limits. That is the simple version, at least. The reality is much more complicated, even the task of explaining the truth to the uninitiated would prove difficult. If you succeed in your explanation, what is true elsewhere is not necessarily true in this case...

Regardless, this artifact calls out to you. It chose you. Perhaps you sought it out in return, perhaps you stumbled into the War by luck (be it bad or good), perhaps you have yet to head its call. Whatever the case may be, you are in the War now. There is no getting out of it. It pulled you to America, a city named Fort Casper on a lake in the Midwest. A pleasant enough place in fly-over country, certainly the last location you would expect a bloody showdown to take place. Some of you may have lived here already.

The ritual itself was strange. You felt like a passenger in your own body, unable to control yourself for its duration. Like you were watching yourself through a fuzzy video feed. You drew symbols you may have never saw. You chanted incantations you may have never heard. If you had never used magic before, pain filled your body as if you were thrown into a pit of hot coals-thankfully even this felt numb and dreamlike- as images flashed across your vision accompanied by snippets of ghost-like whispers. When the ceremony was completed, your body fell like an abandoned doll to the floor as light filled the area. You now have the ability and knowledge to cast spells-even if you didn't before. Standing in the room was someone now familiar to you. This is where we start our story...

Concept, rules, and other such things blatantly stolen from IamanElfCollaborator's long dead Fate/millennium. Which is in turn based off of Type Moon's Fate series. Most mechanics copied+pasted. Some editing was done in the character sheets, most of it pointless paraphrasing.

As an important note, character sheets should be PMed to me. Do state your intent to play below, but keep your character a secret. For all intents and purposes, you should consider all the other players enemies (or at least, potential enemies), and information wins wars. In fact, most actions will be taken and responded to via PMs. After an important event or significant amount of time, these PMs will be collected and edited together into "Chapters" which will be posted in the IC. Please bear with me during this odd experiment :P. If effective, this means you shouldn't even know what player is what character until they die. I hope this should increase the feel of actually being in the war yourself-rather than thinking "Oh, look! Its Stirk's NPC antagonist Abe Lincoln. I'll just look at his character sheet to see everything about him doot do do da doo!"

We will be taking 5+ players. We are starting with a more traditional 7 servants, two of which will be antagonistic NPCs. The relatively small number of players should keep the odd play-style viable. The + because we are actually taking 5 servant/master pairs. If you wish to only play only a servant or only a master, you may. Ideally you would pick a partner here in the OOC thread, otherwise you will be given an NPC to play with (who may be taken over by a new player or yourself at a later date).

There are three phases in each ingame day: Morning, Day, and Night. Each phase regenerates 5 prana for both Master and Servant. Additional prana can be gained by other means, such as by stealing it from pedestrians. If a Master is killed, the Servant will fade away at a rate dictated by its Independent Action skill. Unless it is incredibly high, you will be out of the game swiftly. If your Servant is killed, you may continue the game with just your Master-though you will have to form a Contract with a new servant to have any chance of winning it. If a Master and Servant played by different players form a contract, then the players decide if they continue to control their character or give control to the other player. Masters have three Command Spells that may be used to give one specific order that must be followed. This can be something normally beyond their ability, such as dodging an attack that would have surely hit them otherwise. This Command Spells can be given away or even stolen, which gives the recipient control over the servant the command spell originated from. In a similar vain, the Servant and Master pair share two "Destiny Breaks". These allow you to survive lethal blows, dodge undodgable attacks, cast spells even when out of Prana, or other destiny defying acts. When a Master fights a Servant, the Master's parameters are considered two lower than they usually are to represent the superior strength of the Servant. At the GMs discretion, some points may be transferred between Master and Servant during character creation to represent odd cases like a powerful servant that absorbs so much Prana that its master is left weaker, or a Dead Apostle with a weak servant.

Spoiler: Master Sheet (click to show/hide)
Spoiler: Servant Sheet (click to show/hide)

45
A General in a pristine uniform stands in front of a room filled with scientists and engineers, each listing intently in various stages of disbelief. "Ladies and Gentleman, welcome to Project PROMETHEUS. I know this is sudden, I know this is surprising, but I know you all can handle it. Magic is real. Monsters are real. Both have been enemies of humanity for longer than history has been recorded. For centuries they have been content with hiding in our shadow, but something has changed. They are gathering together. They are raiding and kidnapping and preparing for something BIG. The governments of the world have banded together to fight this menace. But to fight darkness, we need light. You are that light. There is no way in God's green Earth that the vampires, werewolves, undead, and whatever crawls out from under the bed can stand up to this light. You give us the guns, we put them to good use. I look forward to working with you all."

***
Project PROMETHEUS is an arms race game against an NPC opponent, who happens to be Supernatural in nature. Inspired by games such as X-Com, Hunter:The Vigil, and Kashyyk's "World Task Force"  you play normal human scientists equipping normal human soldiers to kill unnormal nonhuman things. You work as a group, voting on what action you should take during each Phase. There are four Phases, described in detail (along with the other mechanics) below. Feel free to ask any questions you have!

Phase One: Design. This is were you design the cool new weapons and other equipment. A basic description is all that is necessary in the design phase, though you can get more detailed if you want. Weapons generally have three stats: Effectiveness, Cost, and Complications. Each stat is rolled separately, and you may reroll a single stat instead of submitting a design during this phase. Effectiveness describes how good a design is, Cost describes how many resources it needs to make it during the Production Phase, and Complications describe any unintended effects of the design. Each stat is relative, a pistol with high Effectiveness will not be as powerful in combat as a Minigun with low effectiveness, while the pistol will be much cheaper no matter the Cost and will have less severe Complications whatever the roll. In addition the priorities you set will effect what the Effectiveness means and what Complications you get. A rifle meant to be accurate with the same Effectiveness as a rifle meant to be damaging will be more accurate and less damaging than the other rifle. 

Phase Two: Production. This is were you make the weapons and equipment designed in Phase One. You have a limited amount of Resources (R) to build equipment with. Resource generally represents money, which can be used to buy mundane supplies making up any equipment. Conventional weapons typically only cost Resources, however most supernatural or advanced equipment may cost corpses or enemy material that our boys bring back in the Combat phase. You will receive more Resources each Battle phase based on your performance, the better you do the more you get paid (Base 100R). 100R is your starting resources. A standard strike squad will have seven men, which will vary over time with each mission.

Phase Three: Combat. This is were our Squads engage the enemy! For the time being, it mostly consists of you receiving a Battle Report detailing how the fight went down. The Battle Report is received by wireless body-cameras, meaning you receive a Battle Report even if the squad was completely wiped out. Survivors are able to give more details on things the Camera currently can't tell you about, such as mental attacks. The enemies fought in this phase are likely to show up again later, meaning equipping the Squad to enemy weaknesses is viable. The Supernatural forces will field more powerful creatures over time, while also developing their own troops to be more effective against your equipment. If a squad is wiped out or forced to retreat, you may loose equipment that the group had. If the game goes well, this phase might evolve into a separate minigame.

Phase Four: Dissection/Development. Here, you develop or discover new Technology to use during the next design phase. The Technology can be mundane, in which case it costs Resources to Develop. Otherwise, you can investigate the enemy corpses and materiel in Dissection. Dissection destroys the materiel in return for information on how it works. It only destroys what was dissected, leaving the rest of the object intact (if you Examine a Zombie's brain, you will still have a headless Zombie corpse to utilize). D/D has a chance of failing based on how difficult the research is, the simpler the goal the easier it will be. That is to say investigating an unconscious Vampire for weaknesses would be easier than trying to copy one of its powers. A price will be given for each idea.

And with that, lets get started. Happy hunting PROMETHEUS!

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