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Messages - Leshrac

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16
Role Playing Public Radio Podcast / Re: Upcoming RPPR One Shot games
« on: June 20, 2014, 04:17:49 PM »
Have you guys played Dogs in the Vineyard yet.

Its a extremely amusing narrative engine, attached to a really weird pseudo magical Mormon expansionst setting..

....but can easily be detached from that period and just run the system in another setting.

17
RPGs / Re: FATE: Let's like talk about it.
« on: June 20, 2014, 02:03:37 PM »
I am also super curious where that mecha sheet came from.  it looks pretty well produced which tells me it might actually be a retail product..but I haven't actually seen a fate engine come across the table that has that in it
(I know of Mecha vs Kajui and Apotheosis Drive, but neither of them look quite like that).

I am also running a FAE game at Free RPG day at my local comic shop.  A FAE variant of Venture City Stories Supers game, that will have the players actually developing the bad guy they fight. :)

18
RPGs / Re: BaseRaiders
« on: June 20, 2014, 03:14:41 AM »
So because the skill stuff is scattered between a few dozen pages  I consolidated all of the charts related to skills into a single document by hand with paper and copies, but I realized I could do it in a more organized manner with a publisher template

https://drive.google.com/file/d/0B1F_tR039SoTZE82QkFFeGJCeUU/edit?usp=sharing

I may later build a GM screen to get a bunch of charts together..

Unless thats something your planning on doing already Ross?


19
RPGs / Re: Eclipse Phase
« on: March 15, 2014, 02:38:27 AM »
I tend to be a bit of a FATE pusher which I want to acknowledge as I start this post.

That being said..if you found the mechanics and engine of Eclipse Phase to be too dense for you I strongly recommend looking into  Nova Praxis.  Its Transhumanism in FATE.

It doesnt have quite the same level of flexibility as Eclipse Phase (I do not believe it has uplifted animals in its options)..but it gathers alot of the transhuman ideas into a math light story heavy system.

-----

I really should give eclipse phase a try at some point.  its always seemed to deep for me but considering how many games I have under my belt id bet as soon as i get into it all of it will click together.

20
RPGs / Re: BaseRaiders
« on: February 24, 2014, 08:03:06 PM »
So I have another wierd question, that maybe Kerberos Club players could answer as well since its part of the core nature of the engine...

If a character has a Spellcaster skill...say in this case Variable X4 (Scene)?

Does the entire thing have to tie into the same skill pattern: IE: Enchanting Voice: Insight, Conversation, Convince

Or can you use the aspect to activate trappings that you couldnt normally draw a link 2 with skill points as if you are casting 2 seperate spells?

Say  Flaming Sword:  Strike, Parry and Magical Shield: Resist Damage.  Because if  we have to treat it like a normal skill..this wouldn't be possible..but if we assume you can cast multiple separate spells their is no reason for them to be linked?

or would multiple spell effects have to be replicated by separate purchases of the variable skill? (which also would mechanically require you to hang..alot of fate points into your magic).

21
RPGs / Re: BaseRaiders
« on: January 29, 2014, 03:26:31 AM »
I have had a few rambling questions, but I wanted to share my positive expereince with the game so far.

Campaign Intro
--------------------
So...I made some changes to the starting questions...they were all motivated people..who managed to get themselves so in over their head that they got in debt with the mob..so they had to owe the mob three favors..favors they knew were enforced by something powerful....they then had to do a few small favors..and then one big favor: Clean the threats out of this base...take one thing..then notify us...then your free of us (as if).

To aid in their project.  They were each given two patches with the Biomancer Logo on them.  Unstable Mutagen Packs.  And told very carefully to not use more than one at a time.

These patches:  Variable (Session) x6 -Taxing, Minor Delay.  As patches they always triggered the Temporary Miscability and also the lower level -1health boxes.

So the only info I gave them on the base..is that it was under a parking lot in a church in town.  So then we go through the base creation..and what to they build:  Aliens.

I dont mean just like its an alien base..they construct a base that is clearly gonna generate the same visceral horror as the Aliens movie.

Suffuice it to say they are all deeply traumatized and only 1/2 way through the base.

So far the temp powers they have..one on each character is:
(I dont have the sheets with me for the exact breakdown)
-Psychic Growths:  Enhanced Senses, and Psychic attack
-Technopsychic: Hacking, Programming and Dissasembly Skills.
-Crystal Claws: Combat Brutaly, Attack, Dexterity (They change shape), and Menace

I am excited to see how they deal with the hive queen when the find her and realize the reason this self aware alien breeding ship didnt overrun the city is that the Ideal contained it for research, the people they are working for want to disable and harvest all the protections...potentially not caring about the side effects.

Additionally..im curious having played with some minor powers..what sort of powers they will want after they actualy get a chance to loot the small trophy room (The Ideal was nothing if not efficient, and since they had sealed the base anyways and could teleport in..they started storing dangerous or unwanted tech in it).

If people want more I can continue to share...

22
RPGs / Re: BaseRaiders
« on: January 29, 2014, 03:07:03 AM »
Unfortunately, I believe the system is glitchy as you said.

I had similar experiences and I believe Ross aswell.

I do believe that the system is quite ok as long as you take trapping link together, but it becomes less reliable when there are gaps.
For NPC, it is okay since DM enjoy the All-Mighty license to do whatever (it still allows to guesstimate the power of NPCs), but for PC creation, I believe paper and pen is more accurate.

Did Ross say in the thread that it was a little glitchy as well.  I must have missed that. :)

Good.  Im glad its not just me.

If someone else wanted to perhaps redo this for BR..or do a variant on it in some other format (excel, flash, html) id love it. :)

23
RPGs / Re: BaseRaiders
« on: January 28, 2014, 02:54:24 PM »
So I was playing with this thing to test skills:
http://apopheniaevolved.com/content/kerberos_club_custom_skill_generator

Just testing the values and replicating variants of skills..and I noticed something wierd that I couldnt quite figure ot if its a function of the skill tree that I am missing or a glitch in the program.

So I was replicating this power to make some changes to it:
FLYING DRAGON STYLE ( 8 )
Power Tier: Extraordinary (-1 Refresh)
Leap, Strike, Dodge, Initiative [Physical]
Minor Snag (-1): Needs open space to fight effectively
with this style.

And when I did it in the order that was listed it kept on coming up as a Skill Value of 6.

I fiddled with it a bit more..and added the trappings in a different order..and then it came up as a 10.

So..that was even more confusing...

So I added them one by one watching the numbers more closely:
Set Leap (cost 1)
Add Strike (cost 6) : This makes sense so far.
Add Dodge (Cost 5):  Wait what?
Is their a intersection the Kerberos Trappings that adding dodge causes that doesnt exist in this setting?

Additionally..when I follow the map..it comes out as 9
Leap (1)
Strike (6)
Dodge (8)
Init (phy) (10)
Min Snag (9)

Im trying to figure out where I am getting lost in the numbers..and if the custom skills generator is glitchy..because if it is..i might not be able to use it.

(alternatively..if my computer is for some reason scrambling the javascript...has happened)

24
RPGs / Re: BaseRaiders
« on: January 14, 2014, 06:43:51 PM »
So I am planning out a campagin myself now and working on a starting idea to give them a semi random and very limited power before they actually pick thier more permenant powers.

Its somewhat referenced in the book when talking about Biomancer and the patches he developed that generate powers that last for 24 hours only.

My question is what would your recommendation for building powers like that be?
My thoughts would be:
-A highly rated flaw?  It doesnt really fit into the full limit of one flaw..so maby a "Charges" but worth 4 or 6.
-Just assuming their gonna go a share over and just let the only option for the Miscability Effect be "Temporary"

Which one do you think would work better?  Or do you have another idea?

25
RPGs / Re: Wild Talents question
« on: March 18, 2012, 02:19:38 PM »
So I am curious. I have a favorite character concept that I always have a hard time building in most game systems.  I am thinking WT could do it.

Its a character based on Resurrection Man
http://en.wikipedia.org/wiki/Resurrection_Man

His dying and regenerating is easy, but its the variable power thats hard.  Sometimes its insanely strong..other times its simple and weak.  The idea being the power manifests based on what sort of power he might have that could have prevented him from dying from the last death.

Now the powers always are locked when he resurrects...but every time he dies and comes back they change.  Anyone have any ideas of how I could make the variable strength make sense?

Or would it make more sense to just set the power at a specific level and just cap out the strength of his powers based on that idea.

26
RPGs / Re: Wild Talents question
« on: March 18, 2012, 02:06:48 PM »
Well the most obvious would be the visual.  If its a world where looking like The Thing would be a problem that could be a real concern.

Otherwise..its mostly theoretical.  If you took no flaws or disadvantages technically their would be no effects. 

But you could take some cool effects.

He could take a flaw for no sense of touch..or no sense of smell...or something like that. 

You could also stack a power that made him immune to actual wound effects, but take a flaw that causes him not to be aware of how hurt he is (When hes in golem form, you track his damage.

The game is flexible enough that if you were to take no flaws the visual would be the only detriment though.

Odd question here...

What are some specific drawbacks to having a transformation type power?

Like a 2HD Granite form power that just makes you look like a golem, then attached strength, HAR, and Extra Tough? Point wise it is clearly the best way to go however i am looking for specific situations where this would be a detriment.

Thoughts?

27
Role Playing Public Radio Podcast / Re: RE: Episode 62 and Hunger Games
« on: August 29, 2011, 12:57:10 AM »
hrm..i may have to look up that one.

Much like you guys I am in a bit of love with the ORE. :)

28
Role Playing Public Radio Podcast / RE: Episode 62 and Hunger Games
« on: August 29, 2011, 12:24:54 AM »
So curiously?  What system would you use for hunger games if you were to run it?

I had been thinking about running it for origins and actually doing it as a massive 3 part game.  The first game would be all the pre arena stuff and the first battle at the coronocopia.

Second would be the first few days, and 3rd session would be the last few.  So the first game would start with alot of players and slowly drop from their.

What I was trying to figure is a system thats got a fairly solid mechanics system for combat...but also a well rounded system for character development so people can rapidly level up during the scene.

I was at first thinking D20 or 4th ed, but I am not fond of the uniformity of d20 based systems...secondarly i was thinking an ORE derivative, but couldnt quite find a way to mod it that worked in a way i liked.

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