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Messages - Teapot

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16
RPGs / Re: Red Markets Inspiration
« on: September 07, 2016, 01:44:47 AM »
For inspiration I was thinking about an old comic, The Legend of Mother Sara, which is a woman wandering a post apocalypse Earth looking for her children. The tone was grim and futile and it'd work pretty well in with Red Markets.

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A new comic Weird Detective is the story about a New York police officer who is very strange and working his own case about when the stars come right. He may not be human in body and mind. The first issue just rolled up here in China and it's pretty good. Lamplighters may find something fun to read here.

https://www.darkhorse.com/Comics/28-936/Weird-Detective-1

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General Chaos / Re: Image Thread
« on: August 03, 2016, 11:30:22 AM »
So a dude over on rpg.net just did a minimalist cover for Red Markets:

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It's make a funny service contract, here are some ubeasts:
Quachile the walker of sand was a cross-promotion with the National Park Service and can be be found in national parks across the Southwest.
 [Not too bad, mostly consuming rations and trying not to die of desert.]

Hobor was an Amtrak deal, it can be found in train stations.
[Most stations were used in the evacuation, many fell to infection with large populations trapped behind barricades.]

Chandrazar was a special limited time one at a nearby nerd convention, but with The Crash on nobody remembered to turn it off.
[Okay, this is just to make convention jokes and get the players to run around a hotel.]

Thoyhoohar is findable at the locations of Renaissance faires.
[Many such places turned into failed enclaves.]

Patrior appears at military bases.
[The ones not reclaimed by DHQS are either full of mines or raiders.]

Recoveron was a limited edition uBeast that cycled through several Mid-Western/West Coast children's burn wards.
[Self control checks as far as the eye can see in the dark hospital corridor.]

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Set it in the Gold Coastal Australia. It's going to go under

I think the world has Australia being kind of zombie free and shooting at the Chinese fleet.

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I think that most of the islands (Angel, Alcatraz, Santa Catalina, even Hog Island) would wind up under Navy/DHQS control pretty quick as staging areas and links to Hawaii. Which I imagine is now seen more as an "unsinkable" aircraft carrier and bulwark against China. I also think most of the famous islands are going to be the sites of massacres from everyone having the same clever idea on where to go.

Also I'll toss this map out:
http://choices.climatecentral.org/#15/38.5816/-121.4944?compare=scenarios&carbon-end-yr=2100&scenario-a=unchecked&scenario-b=extreme-cuts
I'm having trouble using it but I'm in China and internets are hard here. But I like it because I am a little sad I can't set a game in the flooded ruins of New York. I think I really want a town reclaimed by the ocean for a setting.

More thoughts looking at the At-A-Glance section. A lot of them come out pretty severe, anything that starts you with a crack kind of makes dependents, not useless, but not helpful against the other two cracks. Same with some of the others, I can't tell if they're supposed to even out or not. Scavenger can use their extra bounty to raise ADP and "buy off" their problem, hustlers can skip checks but likely wind up owing 5ish bounty a game, if the game goes say 10 sessions that turns into most of a retirement plan. On the other side, the Migrants are paying between 1-5 extra bounty a game for a 20 bounty savings, so a low CHA migrant can come out ahead and a high CHA comes out behind, where the Lost are paying 20 bounty for 2 skill points. (Milestones are 20 bounty right?)

On the other hand, I'm glad IP's thing where he knows people but they don't like him is gone. It seemed too easy to all but buy will for 1 bounty extra when he tapped a reference.

I think I'd like to see the design notes on this section to get a better idea of how they're supposed to be presented. Right now I'm thinking more of pick your poison.

23
RPGs / Re: BaseRaiders
« on: June 25, 2016, 11:40:28 AM »
I've gotten the Base Raiders bite again lately and I've been trying to cook up another introductory scenario in the spirit of "Transit" and my previous "Black Friday" game, and I was curious what sort of intro Base Raider games people have come up with?

I hate to criticize but, I've never liked Transit, because it's about people blundering into powers and not about people seeking them out. I know there's a lot of ways to play Base Raiders but to me it's always about people who chose to get powers.

That aside, here's the blurb for the opening game I ran at DunDraCon:

Origin Story:
It's been a year since the super heroes and super villains disappeared. But they left behind a lot of cool loot, and it's worth all the money - If you're desperate, driven, crazy or cocky enough. Which is how one hot morning five strangers get into a van down by the river as normal humans and leave as base raiders - super powered mercenaries. But powers aren’t free, to pay off their upgrade they'll need to do the hard part of clearing and looting the base of  the super villain Destructina.

I used pre-gens, and the set-up was some dude was offering powers (the ones he got really cheap) to chumps, the chumps clear the base and he takes the loot. The base is pretty simple with the option to betray the dude hiring them.

I used pre-gen powers as well, but those could be re-written to be more inline with what a player wants. PM me and I can email you the write up if you want a look.

24
RPGs / Re: BaseRaiders
« on: September 11, 2015, 01:24:08 PM »
The ones with +'s do.

So loot question. You get it, you sell it, you divide by 10? So if I get 50 loot, sell it at a 5:1 ratio I get 10 profit and that makes 1 skill point?

25
General Chaos / Re: Image Thread
« on: August 07, 2015, 11:18:11 PM »
So I grabbed some comic shots for a wir of Base Raiders, here we go:



So Dylan Battles (he chose his own name in the witness protection program) is a Gothem henchman who ran the hell away and gets dragged back in by Kate the new Manhunter. He does tech work for her, he creepily videos her sparring with Wonder Woman and bunks with a super hero in recovery. He was awesome and I should look for some more shots of him.

26
RPGs / Re: BaseRaiders
« on: June 14, 2015, 08:41:25 AM »
I looked, the Upsilon drug is Shoot (2) plus range x2 for 4 with the snag -1 bringing it to 3 by the chart. I think it's just an uncaught error though.

27
RPGs / Re: Freaky Architectural Stuff for Ruin
« on: June 13, 2015, 06:22:39 AM »
Brutalist playgrounds because what could be more playful than concrete?
http://www.theguardian.com/artanddesign/gallery/2015/jun/09/britains-brutalist-playgrounds-in-pictures

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RPGs / Re: BaseRaiders
« on: February 27, 2015, 12:29:32 PM »
The thing that I stress with my group is the two Big Ideas, you want your powers and you want to change something. I always keep those in mind for a character.

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RPGs / Re: Geeks + Cthulhu + Charles Stross Atrocity Archives = GOOD TIMES
« on: February 07, 2015, 09:16:51 PM »
Oddly I find myself enjoying the rpg books more than the novels. Either way I love the setting and have dreams of running this (7th edition).

I'd guess the RPPR game to start a couple weeks before the next novel cones out.

Quick correction, it's Cubicle 7 publishing not Chaosium.

30
RPGs / Re: Need a system for my game...
« on: January 18, 2015, 10:40:17 AM »
I tend to like Fate more than Savage Worlds so I'd say go with that. Otherwise ORE Wild Talents is intended to do indeed this (may want to grab the bigger bad rules from Monsters I think).

My other thoughts is that with Fate you get to make the players fight to add different aspects to different parts of the school and defend these aspects from other cliques which strikes me as a nifty scenario bit.

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