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Adaptive Manipulator
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PostPosted: Fri Apr 30, 2010 10:03 pm


Ok so this is now the thread for my local gaming people....

Still trying to get the other 2 losers on here but its all good mostly Ill be using this place to post odd stuff or to bounce ideas.



At the moment im working on my 4e campaign, and now im thinking of a possible MTG themed campaign for a later date.... prolly using 3.5 tho 4e is still an option. The MTG thing would most likely be an alternate time line thing or a group of nobodys during a set period, either during the rathi overlay or the brothers war... tho any time could be run im most familiar with things during the weatherlight saga (Weatherlight thru Apocalypse)

radda radda radda  
PostPosted: Wed May 05, 2010 8:03 am


Current Campaign 'seeds' (that which grows into a full campaign tree!):

A Very Overlord Monster Mash (3.5, special rules):
An evil overlord has finally resurrected after being dealt a final blow by a group of heroes, and doesn't have many resources left. Looking at what he has on hand in his final holdings, he uses a shard of his power to 'promote' a group of common monsters into the ultimate monster strike force. You are one of these elite monsters, and your job is to go exact revenge, and bring back your dark lord's evil empire.
Rulings: Non-humanoid monsters only, constructed using Savage Species Monsters as PCs rules. No monster hit-dice over 5, and total ECL cannot exceed 7. A good case can be made for 8. Large or larger monsters will get Dungeonbred applied for free. If your ECL is under 7, you get one template (that needs to go through DM approval) to bring your ECL to 7.

The Elven Wars (4th, special rules):
Many fantasy settings have wide and vast ruins of former elven holdings, that have been abandoned for hundreds of years. The elves state it was part of their empire in the golden days, and that they have since given them up. This is a campaign detailing the rise, and fall, of the great elven empire. From the initial expansions, to the Kinslayer Wars that would seperate a great nation, you are a cog in the wheel. Part of an elven Special Purpose Combat Unit, you're a vital cog indeed in guaranteeing success.
Only Eladrin, Elves, and Drow allowed as PC choices. Drow are simply 'alternate elves', and look just like any other elf while still retaining their current run of abilities. You get a bonus feat at character creation that is still being determined, but is for sure giving everyone Skill Training: Stealth for free.

Panic at Dusk (new World of Darkness, special rules):
It all starts off so simply. All you did was get on the bus to go home at the end of the day, just like always - for whatever reason, you drifted off to sleep. When you woke up, things were massively different. You're even pretty sure this isn't the bus you went to sleep on! The group has crossed a border between this world and the next, and gotten stuck someplace in between. It's up to you to get home now, provided the night doesn't catch you first.
The game is using the modified rules for child characters below - as an additional cost of entry, I want a full page overview (Verdana, 10 point, single spaced. Pretend you have enough education to make it nice to read) of your character prior to the day you got on the bus. If you're supernatural, that means how you got to where you are in your training. The more emotional investment you put into your character, and the more attached you get... the better.

Still working on a synopsis for everything else, this is just off the top of my head so far.

iEnginseer
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Adaptive Manipulator
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Hilarious Lunatic

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PostPosted: Wed May 05, 2010 3:29 pm


RAWR! ...that is all.

Or is it?

I stall to easy when working on campaign stuff, My 4E thing is slowly moving, ready enough for the first session still fluffing.


Unlike iEnginseer i dont have any interesting name for my thing, its just my evil campaign retooled and expanded for 4E... no real notes to make haven't restricted anything... yet.

there are other ideas im working on... but not enough info to post anything yet.
PostPosted: Fri May 21, 2010 3:34 pm


So ive decided to Play with the Encounter deck thing for the D&D game this sunday, 50 monsters in all... well see how i like it lol  

Adaptive Manipulator
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Hilarious Lunatic

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iEnginseer
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PostPosted: Sat May 22, 2010 3:32 am


Adaptive Manipulator
So ive decided to Play with the Encounter deck thing for the D&D game this sunday, 50 monsters in all... well see how i like it lol


I play Goblin Warrior in Attack mode, and end my turn! :3c
PostPosted: Mon May 24, 2010 8:05 pm


Infodump:

Necropolitan (4th racial choice, revised from 3.5 and inspired partially by Arisen in Allods):

Quote:
Ability Bonus: +2 Intelligence, +2 Constitution
Size: Medium
Speed: 6 squares
Vision: Darkvision

Languages: Common
Skill Bonus: +2 Arcana, +2 Endurance
Living Dead: You do not eat, drink, sleep, or breathe. You never make Endurance checks to resist Starvation, Thirst, or Suffocation. All other effects happen normally.
Trance: You do not sleep. Instead, you enter a meditative trance to refocus the necromantic energy that powers your body. This requires four hours of inactivity to gain the benefits of an extended rest. You are not fully aware in this trance, as your mind is totally devoted to this process, and are otherwise treated as if you were unconscious.
Undead Persistance: You use a minor action instead of a standard action to use a Second Wind.
Unfeeling: You gain a +1 bonus to your Will defense.


Also, the Bonus Feat from the Elfwar game as written now:
Quote:
Specialist Training
You gain training in the Stealth skill. You also gain +1 to all of your defenses. Create a new entry on your character sheet near your Passive Senses entitled 'Passive Stealth', as you also gain the ability to Take 10 on any Stealth Checks while moving overland (reducing your movement to 8 squares during the process). During a mission, you cannot take 10 on Stealth checks as most guards are actively alert, and you lose this increased movement speed. You may still be called on to make Overland Stealth checks, if something is specifically hunting you.


Possibly working on a Boneguard racial thing as well, if I can't find the ability I'm looking for, I'll go through and update as necessary.

iEnginseer
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Adaptive Manipulator
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PostPosted: Tue May 25, 2010 11:24 pm


Diggin both the race thing and the feat, im setting up my rogue now...
PostPosted: Sun May 30, 2010 2:43 pm


Ok so chris has a one shot he wants to run next week.

Star wars saga: Lvl 8, core only (you can throw ideas from other books and wait on a ruling). 50Mil creds for the group to split. Or 16,666,666.66666667 creds each lol.


So im off to poke thru the rule books.


EDIT: Ok sooo we can only have 4 droids lvl 4, 1 slave lvl 6, and were not supposed to take advantage of the money...

EDIT: did i mention the boss mob is lvl 25? oh and player lvl was bumped to 10....  

Adaptive Manipulator
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Hilarious Lunatic

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iEnginseer
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PostPosted: Mon May 31, 2010 10:58 am


Dear Doctor Logis, how does a ruthless Star Wars Bounty Hunter spend 16 million credits in starting funds?

Gosh, dear reader, that's the best question I've had all day! Infact, I have an answer for that very situation, if you'll bear with me. Here we go, kiddies!

1 Marauder Corvette Assault Frigate (Starships of the Galaxy) with Advanced Slave Circuts: 2,406,000 credits
12 Vulture Droid Attack Fighters (Starships of the Galaxy): 228,000 credits
4 Imperial Assault Shuttles (Starships of the Galaxy) with Advanced Slave Circuts: 3,424,000 credits
1 LAAT/i Gunship (Core Rules) with Advanced Slave Circuts: 71,000
160 Droideka Assault Droids (loaded into shuttles): 3,360,000
60 Pit Droids (Clone Wars Sourcebook): 78,000
10 R2 Series Astromech Droid (Core Book) Pilots: 45,000
70 IG-86 Series Sentinel Droids (Clone Wars Sourcebook): 546,000

And that only costs you about 10,158,000 million credits. You still have at least a good 5-6 million credits to spend on other things you may feel the need to purchase (1,020,000 credits will get you an automated Droid Carrier ship with 400 B1 Series Battle Droids in it, if you need to sop up extra cash).

You can fund your own small war with 16 million credits, my friend!

EDIT: Also forgot to mention that a Vulture Droid Fighter equipped with a Class 8 Hyperdrive is only 19,300 credits a shot. The ones in the above calculations don't have hyperdrives.
PostPosted: Fri Jun 04, 2010 5:18 pm


Here's something that just occured to me would be a real mind-screw for the Horror game...

How about, instead of playing adults, the lot of you poor souls were playing children instead? Children of the various sorts of bump-in-the-night nasties you are, but children all the same. I stupidly cracked up WoD: Innocents, and the gears in my head started turning as they inevitably do during such projects.

I'd have to change a huge amount of the backstory and some of the final encounters, I think, but I feel it may produce a far superior nightmare-fantasy story then the previous one would, for all the 'sanitizing' and 'white-washing' I'd have to do in order to keep with the adjusted ages of the characters involved. Maybe have the rest of the 'survivors' be children as well, that instead of actually having the jobs the original cast did... were their children that picked up a bit. Just enough to function, not enough to know what's going on.

The thought intrigues me.

iEnginseer
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iEnginseer
Crew

PostPosted: Mon Jun 07, 2010 11:18 am


Due to a resounding success, what follows are the creation rules for the Horror game (modified to accomodate children):

Players are, at most, 12 years old. If you have any supernatural abilities at all, you are age 10. If you're a normal human child, you're 12 (and can use Hunter: the Vigil to assist in character creation, though obviously you're a Tier 1 hunter).

Quote:
Children have a skill-cap on skills of 3 dots unless they have the Prodigy merit. At age 10, a child has 8 points in primary, 5 points in secondary, and 3 points in tertiary skills. You also can start play with 2 skill specialties of your choice.

Children of age 12 have 10/6/4 to distribute, and can have 3 skill specialties.

Pick everything else as normal for a 'Fresh' character using the book of your choice (children of age 12 are considered Hunters, and get 5 additional Practical Experience), with the caveat that anything over 1 dot must be cleared in advance.


Quote:
Prodigy (*)
Any attribute at 4 or above
Your character has exceptional prowess at one specific skill that allows them to purchase that skill (at normal cost) over the imposed skill cap of child characters. It is recommended that this skill be in some way related to the attribute in question (if you have select Dexterity, you should probably have Athletics or Stealth as a chosen skill, for example). All instances of this merit must be cleared by the Storyteller, no exceptions.


Quote:
Errata
Mage: the Awakening - You get your Arcana as normal, except you cannot use your 'floating' dot to push an Arcana over 1 without clearance. This means you start play with two Arcana at 2 dots, and one at 1 dot. I would appreciate, however, you discussing your choices with me first. Rotes, however, are capped at 1 prior to consent on higher, on a case-by-case basis.
Changeling: the Lost - You get one free 2 dot contract. Still, as a courtesy, you can discuss it to make sure it's alright to take. Generally it should be fine.
Promethean: the Created - No adjustments, but make sure you point out that you're only built in effigy of a child and haven't been Created for too long. It's probably also easier to identify with children, as that's generally how an adult will treat you.
Geist: the Sin-Eaters - As Promethean, above. You gained your spirit very recently, at a young age. Try not to get too tragic with it. And don't get too weird with your keystone - while you can have it anywhere you want it, try to be realistic and logical.
Hunter: the Vigil - As normal for a Tier One hunter - you're obviously not going to have access to that much of your gear given the hot-drop, but allowances will be made for you to recover their equivlant relatively early (except Safehouses). You can buy Cache as a merit separate from a Safehouse for this game, but are still limited to Rating x 5 Size in equipment.


Did a quick glance-through all of the creation rules for various books at the moment - as an aside, remember the 'hot-drop into Hell' situation guys. Don't pick anything that you couldn't conceivably have in an alternate dimension scenario. Specifically locational based things, or artifacts/items that may raise suspicion at a school (Geist keystones aside).

Also, hit me up for a peek at WoD: Innocents if you want more age-appropriate Merits/Flaws.
PostPosted: Tue Jun 08, 2010 3:39 pm


Ok so my campaign is coming along, actually have some plot stuff and other fun planed (details still being hammered out).

Looking forward to the WoD and the Elf war games.

Hope to be done with this starwars oneshot this week so we can get things moving again before i lose interest in my game again.

Adaptive Manipulator
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iEnginseer
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PostPosted: Tue Jun 15, 2010 3:11 pm


Since Nick complains when I spread info between posts ( :3c), here's the infodump for the Giant Robot Pants Arena game:

Quote:
Book Restrictions
d20 Modern
d20 Future
d20 Cyberpunk
d20 Cyberscape
d20 Mecha Crusade
d20 Future Tech


Quote:
Plot Synopsis
Due to numerous technological advancements made over the years, war as we know it has been abolished on the planet Earth. Instead, the entirety of Greenland and Iceland have been (with the ascent of the peoples, who have emigrated to other countries) converted into a giant arena the likes of which no one has known before. Countries now hold 'engagements' in the form of duels between skilled groups of pilots, with each group scoring points in favor of their country in disputes. These gladitorial games culminate in the ultimate prize - the winning country gaining the title of 'World's Strongest' for a period of five years, and the right to decide the fate of the world during that period. You are a fresh up-and-coming rookie pilot, together with your fellows, and in training to give it all you've got to fight to the top... so we can know your story.


Quote:
Character Information
Starting Level 8. The system is using the Build Point model from Mecha Crusade - starting Build Points are 27,000. For individual battles, if your Mecha is not equipped to handle that situation, you will be given a 'Stock' piece of equipment (issued by the tournament sponsor) in order to still compete (so don't feel you HAVE to accomodate every situation).
There is a cap on Mecha sizes available to the players - Large and Huge. Huge mecha are all automatically 'quadrepedal', meaning they have increased speed and stability at the cost of equipment slots. The rules for this are covered in the mecha section of d20 Future. Your progress level is 8 for all equipment.


Quote:
Mecha Pilot Occupation
All players automatically have the Mecha Pilot occupation instead of any other starting package. This has a +3 Wealth modifier attached to it, as well as the following benefits:
Pick 2 skills from this list as permanent class skills - Pilot, Navigate, Repair, Disable Device, Survival, Jump, Climb, Knowledge (tactics or technology), Profession (Mecha Operator)
Pick 1 feat from the list as a bonus feat - Mecha Operation, Mecha Weapon Proficiency


Subject to change as I continue to work on the setting - though I've informed all of the people responsible, you're also required to pick (in preferential order) the top 5 countries you'd like to work for in this kind of setting. The winner of this (the country scoring the highest overall point count, using an arcane point system devised by me) will determine who you work for. More fair and agreeable this way.

Other then that, there are currently no limitations. However, don't put all of your eggs into the Mecha basket, as there'll be a lot of cloak-and-dagger intrigue throughout the game as well (dealing with other teams and the like). Mecha events will also not all be straight up brawls. Infact, here's a short list of event titles:

Domination, Assault/Defend, Onslaught, Capture the Flag, Rally, Relay Rally, Team Elimination, Singles Elimination.

Some of these events may not include the use of weapons, depending on the way the event is set up. There will also be Qualification Trials for ranking up, where the characters are put through the ringer to see if they have the guts to move on up.
PostPosted: Wed Jun 16, 2010 7:46 pm


Waka waka waka. Blurb about 'mecha classes' for the Mecha game. All classes are 'fluff' terminology and not actually represented in stats anywhere. However, I've included notes (when necessary) to get you an idea of where to look if you want to build a 'standard' mecha of this type. Typically, this is for special things from Future Tech. Do note, that some mecha (like the Huge Command) types have had slots shifted because of how they're set up. In particular, the fact that all Huge-size and bigger mecha are Quadrepedal (effectively) and lose slots as a result. This is, specifically, in reference not to their actual limbs, but the fact that unlike a Large frame they have two 'primary motivation units' that function as 'legs'. Because of this, I'm giving Huge mecha a +1 slot bonus (giving them 9 default - this means their Quadrepedal slot penalty is only 2), but they have to buy all relevant mobility upgrades twice. You don't have to take suggestions when given. Most enemy teams, however, will probably use these models.

Do note that 'non-standard' frames cost an additional 25% of the 'Base Cost' for your frame type. For example, the Large Heavy Assault mecha frame is 3,125 Build Points in standard armor. For things that affect your entire frame (some structural mods), this also increases their subsequent costs by 50%.

Quote:
Standard Frames (Large)
Assault Class (focused on closer-range combat)
Blitz Class (Focused on speed - Large Scout Walker)
Ranger Class (focused on long-range combat; Standard Large, or Large Heavy Assault)
Support Class (focused on medium-range combat and support)
Defender Class (focused on defense - Large Heavy Assault, usually with shields)


Quote:
Heavy Frames (Huge)
Heavy Assault (focused on long-range artillery support; Huge Infantry [12 slots - lose one left arm, right arm, and boots; Shift other arm slots to 'Shoulders'])
Siege (focused on medium-range heavy weapons; Huge Command [10 slots - lose both hand slots and boots; Shift arms to Shoulders])
Heavy Support (No real focus - 9 slots as standard with the extra slot in 'Shoulders')


Quote:
Super-Heavy Frames (Gargantuan)
Titan (Always custom-built - 15 slots, one extra Shoulder. Also quadrepedal [no hand or boots]. Gargantuan Siege can also be built, giving it +3 slots for a total of 18 at more expense)


These stats generally appear on your 'roster' sheet for what function your 'main' mech serves as.

Also, an explanation of how 'wealth' is going to be done for the game:

Quote:
Wealth
Calculate your starting wealth as normal, with the Mecha Pilot profession (+3 modifier). This is your personal paycheck. After battles, you will not be issued money or wealth increases (unless you rank up enough to get a pay increase), however you will get Requisition Points (effectively build points). Bank any unused Build points into your Free Requisition total. You can also buy equipment that isn't equipped onto your Mecha - during a match you can get the opportunity to sit out a few rounds to swap out equipment, and you can always change your loadout prior to a match (Specifically if you need to add on special gear for that match, like space thrusters or underwater modifications).


Clarified, because it was something I had considered but not mentioned.

iEnginseer
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Adaptive Manipulator
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Hilarious Lunatic

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PostPosted: Wed Jun 16, 2010 11:17 pm


Ok so i was poking at some stuff found the rules for converting to purchase DC now i want to know if i can have this.... medium Auto cannon from HG lol


30mm Autocannon: Dmg: 5d12, RoF: A, Range: 100m, Ammo: 60, cost 1100Bp
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