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Messages - fearjunkie

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RPGs / Re: BaseRaiders
« on: May 24, 2017, 11:21:48 AM »
Super Soldier Serum: Lithium-22 Infusion

Created by a highly unethical scientist named Dr. Jacob Calloway.  Lithium-22 Infusions are injected concoctions of saline solution, various chemical stabilizers, and an unstable, super-energetic lithium isotope that can only be made with a nuclear reactor and exotic matter. Dr. Calloway created a few batches of the serum to empower his goons so they could more effectively knock over research labs that had components he needed. Upon injection, the subject undergoes a painful bonding experience with the drug as it alters their DNA to turn them into a human dynamo, giving them the power to generate and control electricity. However, there tends to be side effects...

Example Lithium-22 Power:

Living Generator (10)
Move+Unusual (Flight via electromagnetism), Physical Force+Range+Unusual (Electromagnetism), Shoot+Range, Shoot+Range, Major Weakness: Submersion in Water, Minor Complication: Persistent Static Buildup

RPGs / Re: BaseRaiders
« on: May 19, 2017, 05:56:45 PM »
Got a power question for the hive mind - say you found the Silver Arm of Nuada, the god-king of the Tuatha Danann, king of the fae gods and all that good stuff. What would it do?

Don't know what it does, but the Dagda probably wants to take it from you.

RPGs / Re: BaseRaiders
« on: May 17, 2017, 01:44:00 PM »
Hit the 'random page' on the Superpower wiki a few times and used the results to get some power ideas:

Ectoplasm Manipulation
  • Ectoplasmic Bolts (2) (Shoot + Range, Shoot + Spray, Major Complication: Corporeality Dysfunction Disorder, Major Snag: Only works on targets with a soul.)
  • Ectokinetic Shield (3) (Parry + Spray, Resist Damage, Minor Delay)
  • Ghost Flight (1) (Move+Unusual, Minor Complication: Allergic to Sage)

Magical Sword - I went a bit obscure with this and made Skofnung
  • Skofnung (2) (Minions+Unusual <Berserker Spirit Bodyguards>, Conviction: Rightful King of Denmark (Or So I Think)), Parry, Strike, Minor Focus)

RPGs / Re: BaseRaiders
« on: April 24, 2017, 06:56:19 PM »

This could be handy if you're blanking on concepts for superhero bases. It'd be extra handy if you have the Vintage Villainy supplement.

RPGs / Re: BaseRaiders
« on: April 23, 2017, 05:02:57 PM »
How would you go about creating a time-stopping power like Dio Brando's The World or the Bend Time ability from Dishonored?

RPGs / Re: BaseRaiders
« on: March 21, 2017, 06:25:42 PM »
Came up with an NPC concept I enjoyed too much to not share.

Alias: Cryptomancer (seldom used since the creation of OpenSorcery)
(Medium Power character)
Name: John Zamora

Before Ragnarok, John was a hacker for a cause. The cause tended to change from week to week, but he wanted to fight against corruption and speak truth to power- even if that meant leaking a few secrets to the press. However, it was after Ragnarok that he dipped his toes into the waters of magic. During a sleepless night, he was browsing torrent sites when he came across an intriguing PDF scan of an ancient grimoire. On a whim, he downloaded the file and read it, finding himself fascinated by the text. He began binge-reading all he could find on the subject of magic, scouring countless deep web sites for what base raider groups called 'the real deal'. However, it was the early days of base raiding, and there wasn't much to read. Wanting more, he decided to take up base raiding on his own. Though he barely got out alive of his first job, he managed to get a couple tomes out of a sorceror's sanctum. But instead of just keeping the books for himself, he made scans of them and uploaded them so others could read it. This generated a lot of good will towards John, which gave him an idea. He called up a few of his hacker colleagues, got a server up and running, and established OpenSorcery. Originally intended to just be a database of digitized spellbooks and grimoires, it expanded to include a forum for self-taught sorcerors and professional practitioners to discuss working with magic, and even a resources site for raiders seeking help with magically-inclined bases.

It was then that John decided to stop base raiding and manage OpenSorcery full time. He put out what's now referred to as the 'OpenSorcery Manifesto': a short text document outlining OpenSorcery's mission: to teach everyone willing and able how to utilize magic and become empowered through the mystical arts. As John put it, with the superheroes gone, it was up to the civilians to protect the world from danger, and the best way to do that was to promote what he called 'arcane literacy'. The Manifesto's release was quickly noticed by the Underground and became quite a divisive subject: some thought John was an altruist, some thought he was just doing it for attention, and some thought he was just being foolish. However, nobody could deny that OpenSorcery had become something big, and they invited John to join them. Finding himself thrust into the spotlight and unsure, John asked the members of OpenSorcery if they were willing to work with the Underground. Though some hesitated, citing concerns about their privacy and possible censorship of OpenSorcery content, most viewed collaboration as the best way to fulfill the plan laid out in the Manifesto. So, John accepted the invitation and relocated to The Underground, making connections with some of the movers and shakers there. Now, he contracts out to other base raiders, requesting the retrieval of spellbooks and other bits of magical knowledge so he may archive it for everyone else to see.

Magic User: eBook of Thoth
Background: Hacktivist
Conviction: Promote Arcane Literacy
Obsession: Arcane Knowledge Wants To Be Free
Aspect: Founder of OpenSorcery
Conviction: There's So Much Work To Be Done
Aspect: Always Question Authority
Complication: Mystics Hate Him! Technocrats Hate Him Too!

Great (+4): Computers
Good (+3): Computer Integrated Ritual Array (S),
Fair (+2): Wizrd App (E), Resolve,
Average: Empathy, Investigation

Unique and Strange Skills[/b]

Computer Integrated Ritual Array
Power Tier: Superhuman (-2 refresh)
Craft, Dismantle, Examine, Information, Repair, Research
Major Delay
Room-Sized (As per Vintage Villainy)
Cost: 2 Skill points (6 trappings, -2 for Ritual, -2 for Major Delay, -3 for Room Sized)

A sprawling, tangled mess of occult paraphernalia and modified computers fills the workroom. The Computer Integrated Ritual Array (or CIRA for short) is proof of John's theory that arcane principles and computer programming have tangible parallels. Though it's essentially permanently located in John's basement (and taking up almost the entirety of said basement), it proves invaluable in John's work and functions like any ritual magic set up.

Wizrd App
Power Tier: Extraordinary (-1 Refresh)
Variable X 3
Minor Focus: Modified smartphone
Cost: 9 Skill points (Variable X3, -2 for Spell, -1 for Minor Focus)

Having been too slow on the draw with a spell more than a few times, John developed a program he could load into a phone that uses non-Euclidean geometric calculations and various ancient mathematical systems to do the brunt of the work for him, allowing him to cast spells with a single tap.

OpenSorcery Network
Power Tier: Extraordinary (-1 Refresh)
Esteem, Influence, Networking
Minor Complication: Mystics Hate Him! Technocrats Hate Him Too!
Conviction: There's So Much Work To Be Done
Cost: 1 Skill point (3 trappings, -1 for Minor Complication, -2 for Conviction)

As founder of OpenSorcery, John has amassed influenced within the Underground, perhaps even being on speaking terms with Iconoclast and Beatrice. As a result, he's able of calling favors in from OpenSorcery members, who are more than happy to help. However, not everyone approves of John's philosophy towards how the arcane arts are to be used. Veteran Mystics in particular strongly dislike John's work. They find his mixing of technology and magic obscene, and view his mission of giving the secrets of magic to the masses as a threat to their plans. The Technocrats despise John even more, as they find his willingness to 'corrupt' technology with something as chaotic as magic as the work of a dangerous fool.

Role Playing Public Radio Podcast / Re: Upcoming RPPR One Shot games
« on: August 04, 2016, 08:41:25 PM »

Some folks made a pretty comprehensive Pokemon tabletop RPG system, and with the zeitgeist created by Pokemon GO, what better way to get that sweet, sweet search engine visibility than by jumping on the bandwagon with a Pokemon campaign? There's even supplements for running Pokemon in fantasy or sci-fi settings...though I'd rather see how Ross could manage to make Pokemon more Mythos-y. Hastur as the Carcosa Gym Leader, perhaps?

Considering Agent Provost went off to another dimension, I decided to give him a dimension-hopping Stand:

「Everyday Chemistry」

Power: B
Speed: C
Range: A
Durability: C
Precision: D
Development Potential: B


*Everyday Chemistry can put a victim in a Reality Bubble that is based on their biases and isms. As the victim stays in the Bubble, the world within confirms desires as well as prejudices, politics, and fears. The victim begins to lose track of what was their real world and what is the Reality Bubble, and suffer from time dilation. Other Stand Users can enter a person's Reality Bubble, but they may lose track of reality as well.

Role Playing Public Radio Podcast / RPPR Characters as Stand Users
« on: July 28, 2016, 05:06:22 PM »
I've been on a JoJo's Bizarre Adventure kick so I decided to come up with Stands for various Actual Play characters as I come up with fitting Stands.

First, Kowloon from The Brutalists

「Build Me Up Buttercup」

Power: D
Speed: A
Range: B
Durability: C
Precision: C
Development Potential: B


*Instant Construction: When given enough raw materials, 「Build Me Up Buttercup」can instantly construct any building Kowloon thinks of, with the size and shape of the building  taken from the Kowloon's imagination or memories.

*Architecture Manipulation: 「Build Me Up Buttercup」can alter the layout of a building as long as Kowloon is inside of it. The Stand can use its ability to trap enemies, turn hallways into mazes, shrink rooms with enemies inside until the walls crush them, etc. Alterations to the building are undone once Kowloon leaves the building.

Role Playing Public Radio Podcast / Re: Upcoming RPPR One Shot games
« on: March 10, 2016, 12:25:45 PM »
Someone posted a really cool idea for a Savage Worlds setting, it was basically Rockabilly Buffy The Vampire Slayer set in an alternate '70s America that looks like Leave It To Beaver but freaky things happen when the sun goes down.

American Nightmare

Role Playing Public Radio Podcast / Re: Upcoming RPPR One Shot games
« on: January 04, 2016, 04:31:45 PM »
It was on an April Fool's Day on /tg/ when user Lawful Nice announced 'Dungeons The Dragoning', a massive media crossover game (Mainly Warhammer 40k, Spelljammer, and Planescape, with bits of Mass Effect, Exalted, and WoD). Everyone just laughed it off until he posted the PDF: 8.8 MB, 314 pages.

This PDF. This ruleset. This...thing of terrible, sublime beauty. This is the Bible of /tg/. It is all that /tg/ is; its very soul and essence.

Works like this are enough to make a man believe in divine inspiration.

Do something with this, I beg of you. Review it on RPPR, play a one-shot, I don't care. It's unbelievable glory must be shared.

Role Playing Public Radio Podcast / Teeth of God novelization?
« on: October 27, 2015, 12:36:26 PM »
NaNoWriMo's coming up, and I really would love to write a novelization of the Teeth of God Delta Green campaign. However, I don't want to do it without having someone's blessing before hand. Should I go through with this?

Role Playing Public Radio Podcast / Re: Upcoming RPPR One Shot games
« on: August 20, 2015, 12:56:37 PM »
The guy who made Channel A also made a dark Madoka Magica-style magical girl RPG called Magical Burst. I will be sadly unsatisfied until someone runs a game of fighting Lovecraftian abominations in frilly dresses and being miserable.  :P

Role Playing Public Radio Podcast / Re: Upcoming RPPR One Shot games
« on: August 14, 2015, 09:39:23 PM »
I was reading up on the Little Bastard', the car that James Dean died in and brought death and misfortune to anyone who came across it or any of its parts. When I read about how the car disappeared in 1960, my mind immediately went to the idea of a Delta Green game in the 60s where the players have to hide the car (which has been cursed by a mythos sorceror) followed by a modern CoC game where the players have to find the car, and how the players of the first game hid the car affected how hard it was for players to find the car in the second game.

Role Playing Public Radio Podcast / Re: Upcoming RPPR One Shot games
« on: July 07, 2015, 04:40:11 PM »
There's a book available on Amazon called Dead Inside: Do Not Enter Notes from the Zombie Apocalypse that's basically notes left during an outbreak. Some of them would be good plot hooks/side details for a Red Markets game.

Some sample pages:

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