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Role Playing Public Radio Podcast / Re: RPPR general chat
« on: May 30, 2017, 07:23:32 PM »
Hey Ross, is the Unknown Armies episode a one shot or the beginning of a campaign?
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Not to my knowledge. Given the economic emphasis of RM, how that would work out? I don't see WW1 frontline battles as a good setting for Red Markets.
Back Cover Text
More than 150 years have passed since the apocalypse that nearly destroyed the Earth. Today, the planet is a torn remnant of its former glory, ravaged by nuclear fallout and mutagens. New lifeforms - Mutants and Synthetics - challenge True Humanity for dominance, while warring factions compete for survival and supremacy, and all must carve out their place in this brutal landscape, or else perish as billions before them. Scrappers is skirmish miniatures game set in the wastelands, where players assemble Scrapper Crews and send them out to scavenge scraps of Ancient technology and battle rival factions. Explorers, cultists and raiders clash with mutated creatures, robotic soldiers and embittered True Humans in this wargame of salvage and survival in the ruins of the future.
Building warbands
Should you stick to the setting of the game, you are presented with a couple of choices for your warband. There are seven factions in the world to pick for your warband, each faction can pick from/or is restricted to one, two or three of the existing life form types, True Human/Mutant/Synthetic.
For instance, the faction called "The Purge" can only have members that are true humans, the "Gamma lords" is a faction purely made up of mutants, while factions like the Ectopians, Architects and Freelancers can mix life forms from of all types in their warband. Each life form type has its own list of traits that make up the basic special rules of a character.
True humans have evolved to be much smarter and have survival instincts, they can re-roll failed gear checks and are harder to kill.
Mutant life forms can re-roll dice on the trauma table after each game if they have been wounded, they ignore some radiation and the mutants are divided into 3 sub-categories providing extra bonuses depending on which type of mutant you create.
Synthetic life forms are immune to gas and poison, can ignore target priority restrictions and also have 3 sub-categories of troops that all have their own bonuses such as being able to carry more weight.
Before you can start playing you have to build your warband. You pick a faction to your liking that comes with its limitations regarding what kind of characters/lifeforms you can recruit. You get your base traits depending on the lifeforms you have recruited. Then you have to give your characters stats which are divided into Combat, Command and Constitution. You can also buy extra traits for your troops, and these are divided into generic and lifeform dependant, there are quite a bunch of traits to pick from for each lifeform type so you can tailor your gang to your liking. There are also a handful of faction specific traits exclusive to the faction you are playing.
D&D
Birthright (AD&D)
Stronghold Builder’s Guidebook (3.5 D&D)
Dragon 395 (4ed D&D) – strongholds and upgrades
Adventurer’s Vault 2; Dragon 383 – lair magic items
Dragon 412 (4ed D&D) – boats
Mordenkainen's Magnificent Emporium – hireling rules
Admiral o' the High Seas (4ed D&D; Pathfinder) aka Seas of Zeitgeist – building ships, naval combat
OSR/D&D related
Ultimate Campaign (Pathfinder) – has updated Kingmaker rules
Hell’s Rebels Campaign (Pathfinder) – build a rebellion
Way of the Wicked Book 2 (Pathfinder) – Henchmen management rules
Way of the Wicked Book 6-7 (Pathfinder) – Kingdom management rules
Adventurer Conqueror King - domain management
The Nightmares Underneath - establishing ties to and influence over local businesses and organizations
Sine Nomine (goon Kevin Crawford)
An Echo Resounding
Godbound
Stars Without Number
Other Dust
Silent Legions
HarnMaster
HarnManor – manage noble estate, growing motherfucking turnips
Pilot’s Almanac – sailing ships, trading cargo
White Wolf
Gilded Cage (V:tM)
Damnation City (V:tR)
Exalted 2e Storyteller's Companion – Mandate of Heaven rules.
Exalted 2e Masters of Jade
Traveller (Mongoose)
Traveller: Core – build planets
Merchant Prince - trading companies
Dynasty – manage dynasties over generations
Mercenary – military bases.
GURPS
GURPS Boardroom and Curia
GURPS Low-Tech Companions 1-3
GURPS Dungeon Fantasy: Taverns
GURPS Dungeon Fantasy: Guilds
GURPS City Stats
Other
Sagas of the Icelanders - Icelandic Homestead Management minigame
Mutant: Year Zero
Conspiracy X
Blades in the Dark
Reign
Ars Magica
Pendragon
Gods and Monsters (Fate)
Mystic Empyrean
Apocalypse World - hardholder has to manage their settlement, the hocus has to manage their cult, the chopper manages their gang.
Legacy: Life Among the Ruins (goon)
Weapons of the Gods Companion
Green Law of Varkith (Dungeon World) – build guild
Spellbound Kingdoms
Savage Worlds Super Hero Companion – build superhero bases
Champions (all versions) – build superhero bases
Rogue Trader: Stars of Inequity – build planets and manage colonies
A Song of Ice and Fire (Green Ronin) – run game of thrones house and holdings
Dune: Chronicle of the Imperium – manage a House Minor
Underground – changing society to be more or less crime-ridden rules
Riotminds, creators of Trudvang Chronicles, have put up a translation of their other big roleplaying game, Gotterdammerung, on Kickstarter, under the name Lex Ocultum. It's a really interesting idea. All the secret societies and occult stuff of the 18th and 19th centuries? It was true, and you are the people that had to fight the fuck ups of the ignorant nobility who dabbled in that which man should not know. In a way, it is similar to Call of Cthulhu, and it uses the BRP system, but it is based more heavily in the Enlightenment, with more of a Templars fighting in the background rather than random people swept into the conflict, at least as far I can tell.
@Twisting H: Hickman makes me glad I run a comic shop. I really need to read more of his backlog.