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Messages - theloneamigo

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61
brainstorming & development / Re: Maw of the Corpse Star
« on: July 02, 2010, 10:04:24 AM »
The Basic Moves

Defy danger
Whenever you defy danger, roll + nerve. On a 10+, you do it. On a 7-9, you do it, but the MC chooses 1:
You flinch or hesitate. The MC can offer you a worse outcome or a hard choice.
You break something.
You suffer harm.


Break something
When you break something, roll + blood. On a 10+, it’s destroyed. On 7-9, it’s destroyed, but choose 1:
You suffer harm.
You tick your fate clock up.
You lose a memory of the past.


Inflict harm
When you inflict harm on another character, roll + blood. On a hit, you inflict harm, in addition, on a 10+, choose 3. On 7-9, choose 1:
You suffer no harm.
You inflict serious harm.
You don’t take 1-fate.
Your enemy surrenders (if they’re an NPC).


Impose your will
When you try to impose your will on someone, roll + nerve. On 10+, they have to stand up to you or do what you want. On a 7-9, they have to choose 1:
Offer to do what you want in exchange for a promise.
Get out of your way.
Give you something they think you want.
Force you to take them down.


Escape hopeless situations
When you try to escape a hopeless situation, roll + nerve. On a 10+, you escape. On a 7-9, choose 2:
You get out.
You suffer no harm.
You don’t leave anything behind.


Wield an artifact of the past
When you wield an artifact of the past, roll + memory. On a 10+, hold 3. On a 7-9, hold 1. Spend your hold to:
Avoid damaging the artifact. (if you don’t pick this, it takes 1-fate)
Use its power.
Learn its secrets.


Invoke past glory
When you invoke past glory, roll + memory. On a 10+, both. On a 7-9, choose 1.
You take +1 forward.
You don’t take +1 fate.


Empathise or relate
When you empathise with or relate to someone, roll + history. On a 10+, hold 3. On a 7-9, hold 1. While you interact with them, spend your hold to:
Have them answer a question from the read a soul list.
Ask them to do something for you. If they do it, they mark experience.
Give them +1 forward.


Manipulate and deceive
When you try to manipulate or deceive someone, roll + nerve. If they’re an NPC, on a 10+ they believe what you say and do what you want. On a 7-9, they do what you want but you have to do something for them first. If they’re a PC, on a 10+ both, on a 7-9 choose 1:
If they do it, they mark an experience box.
If they don’t, they’re defying danger.


Read a soul
When you read a soul, roll + soul. On a 10+, hold 3. On a 7-9, hold 1. Spend to ask:
What have you lost?
What do you feel?
What do you want?
Are you telling the truth?
How can I convince you to (do this)?


Let in the darkness
When you let in the darkness, roll + darkness. You take 1-fate. On a 10+, hold 3. On a 7-9, hold 1. Spend your hold to:
Inflict harm.
Destroy something.
Gain a vague insight into the darkness.


Suffer harm
When you suffer harm, roll + soul. If it’s serious harm, take -1. On a 10+, choose 1. On a 7-9, choose 2:
You take -1 ongoing until you have a chance to heal.
You take +1 fate.
You take a permanent debility.
 

62
brainstorming & development / Re: Maw of the Corpse Star
« on: July 02, 2010, 10:00:07 AM »
Dramatis Personae
The Playbooks

The Elf, Wandering
She forsakes the tomb her sisters take.
She has the chance to follow still.
And yet she cannot walk away.

The Wizard, Dying
He will not live to see the end.
He has power still, might to spare.
And yet he cannot save himself.

The Sword, Unsheathed
She solves it all with blood and steel.
She fights demons, orcs, and creatures unknown.
And yet her might is no match for the darkness.

The Wheel, Turning
He deals in chance, a difficult dance.
He hopes that he can buy off his final breath.
And yet he has a final fate.

The Dragon, Grieving
She knows the end will come too soon.
She longs for life, for love without strife.
And yet her wings have fallen still.

The Dwarf, Smiling
He happily ignores the sky.
He quests and fights and drinks.
And yet he knows it all is true.

The Seer, Blinded
She once saw light and futures bright.
She now sees nothing, not even shadows.
And yet she knows that there is a chance.

The Baron, Wearied
He has served his people for so long.
He is tired - so tired it's hard to stand.
And yet he cannot rest - not yet.
 

63
brainstorming & development / Maw of the Corpse Star
« on: July 02, 2010, 09:58:49 AM »
The world is dying. As the Corpse Star rises in the black and hopeless sky, no sane creature can truly avoid knowing that the fate of the world is to be pulled into its gaping maw. The gods have long ago averted their gaze, children are born without souls, and corpses lie restless in their shallow graves.

Behold, the dark funeral crypts of the elves, prepared aeons ago to prepare for the prophesy of a dying world. Within their walls, the immortal ones wait, entombed in stone, for their final deaths.

Behold, the noisy feasting halls of the dwarves, gouging themselves to death in a centuries-long wake for the entire world. Hidden in chambers deep beneath the earth, they ignore the madness-inducing sky in favour of the endless feast.

Behold, the great silent horde of the orcs, carving a path across the star-ravaged plains to the very end of the world. Their lips sewn shut, they slaughter and destroy all they encounter in complete silence, to better hear the death throes of the spirits of the world.

Behold, the many empty vales of the halflings, long ago vanished into myth and legend. No man knows to whence they have gone, the only clue being the mad scrawls carved deep into each and every door, speaking of the croatoan.

Behold, the last desperate empire of man, its stepped temples stretching into the sky, a thousand hearts offered into the sky each day in a cruel parody of sacrifice. They hope to appease the maw and stay the death of the world, but their bloody works are all in vain.

The air is stale. Crops rot in the fields and fish float upon the surface of the stinking sea. Each and every sigil and omen and portent and sign points to a single thing: death, to all and everything that will ever be upon this world.

Some few still struggle to avert this terrible fate, but what hope can be held beneath the gaze of a hungry star?


Welcome to my second (third?) AW hack, this one inspired by, of all things, D&D 4e. To be precise, the description of the warlock power Maw of Acamar, which speaks of the hungry maw of a corpse star. When I read that, I wondered... what of the world beneath that hungry dead star?

64
Rogue Trader: Apocalypse / The Working Rules
« on: July 01, 2010, 05:17:53 AM »
The working rules from which I am running my playstorming sessions can be found here. The rule as they exist in the document are highly unstable and liable to be changed at a moment's notice to better suit the needs of the game.

65
Rogue Trader: Apocalypse / Re: Arch-Militant career book
« on: June 30, 2010, 10:32:12 AM »
Sure. I could just as easily balance it by saying that all *important* characters essentially are Not To Be Fucked With, and the Death World Veteran makes them even more not to be fucked with.

66
Rogue Trader: Apocalypse / Re: Arch-Militant career book
« on: June 30, 2010, 10:04:03 AM »
Oh, the presence of the "special move" is absolutely intended. It's a deliberate choice to add some sexuality to the normally sexless universe of Rogue Trader. I wouldn't keep it if I didn't think it appropriate... the only issue is whether *this* special sex move is appropriate for the Arch-Militant.

You're right about the weapons. I was thinking that I would balance it out with the tendency for warriors in the grim darkness of the far future to run around in ridiculous amounts of armour. And there's not necessarily anything wrong with the Arch-Militant running around inflicting ridiculous amounts of damage on your average individual. The average individual should go down like a weak daisies to an Arch-Militant - hell, the average small squad should go down like a pile of weak daisies.

67
Rogue Trader: Apocalypse / Re: Custom Ship Moves
« on: June 30, 2010, 08:10:34 AM »
Cartograph Department: To get anything useful out of the ship's cartography department, roll Charming. On a 10+, they'll send you an accurate map. On a 7-9, they'll send you a map, but choose 1:
  • It's inaccurate.
  • They demand a shipment of luxuries.

On a 12+, they'll actually tell you where they are located on the ship.

68
Rogue Trader: Apocalypse / Custom Ship Moves
« on: June 30, 2010, 07:24:48 AM »
Librarium Vault: To investigate the secret history of the ship, roll Adroit. 10+, hold 3, 7-9 hold 1. Spend to answer a question:
- Did Sarina veBarro encounter ____?
 - How did Sarina respond to ____?
 - Is a given legend about the veBarros true?
 - What was Sarina's biggest fear?
 - Where did the Blancheviperre travel?
 - Where did they find great wealth?
 - How did the Blancheviperre defeat enemies in battle?

69
Rogue Trader: Apocalypse / Re: Arch-Militant career book
« on: June 30, 2010, 07:07:01 AM »
This is the first sort-of-finished playbook for Rogue Trader: Apocalypse. Most of the moves are fairly standard, being taken straight from AW.

The only worries I'm having are around power armour, and gear. I feel like power armour is important enough to the 40k universe to be more than just a "3-armour" line on a character sheet, but I'm not entirely sure the implementation I've suggested here is quite right.

The other issue is around weapon balance, which I'm not quite au fait with yet. In general, the signature weapons are meant to be at about the same power level as the gunlugger's signature weapons, but I think they're a bit more powerful in general.

70
Rogue Trader: Apocalypse / Arch-Militant career book
« on: June 30, 2010, 06:39:27 AM »
Arch-Militant

Stats

Choose one:

bold +1 adroit +1 vigorous +2 charming -1 twisted 0
bold +2 adroit -1 vigorous +2 charming 0 twisted -1
bold +1 adroit 0 vigorous +2 charming -1 twisted +1
bold +1 adroit 0 vigorous +2 charming +1 twisted -1
bold +1 adroit -1 vigorous +2 charming -1 twisted +2


Moves:

Choose two:

Death World Veteran
You count as a small squad in battle.

Weapon Master
Choose any weapon group: plasma, chain, las, archaic, power, bolt, melta, flame. You add +1 to harm and +1 to all attack rolls when you wield that type of weapon.

Battle-Hardened
You gain +1 Vigorous.

Leadership (Bold)
You gain a squad of tough bastards (3-harm large squad tough 2-armor), better calibre than the rest of the ship's armsmen. When you direct your squad in battle, roll + bold. On a 10+, hold 3. On a 7-9, hold 1. Spend your on these actions: 

• make a hard advance
• stand strong against a hard advance
• make an organized retreat
• fight and die to the last


Power Armoured
You can use power armor (detail), and have one set. When you inflict harm, add +harm to harm dealt. When you roll to seize by force, add +power.

Power Armor:
Power +1 Harm +1 Armor 3
Power +0 Harm +2 Armor 4
Power +1 Harm +2 Armor 2


Plus

Arch-Militant Special
When you sleep with another character, both you and them take +1 forward.

Gear
You can take:
1 signature weapons
2 serious weapons
armour worth 2-armour or power armour if you took the appropriate move

Signature weapons:
Powerfist (3-harm hand ap archeotech power)
Lascannon (3-harm close/far ap las recharge)
Heavy bolter (3-harm close/far autofire loud)
Heavy flamer(3-harm close area messy flame)
Eviscerator (4-harm hand chain messy)
Meltagun (4-harm close ap messy melta)
Plasma pistol (4-harm hand/close ap reload plasma)
Inferno pistol (3-harm hand/close ap area messy flame)

 
And choose one:
Lethal (add +1 harm)
Warp-cursed (add your twisted to rolls made using weapon and to harm rolls you make)
Artifact (+valuable)
Exotic (+xenotech +1 harm)


Serious weapons:
Chainsword (3-harm hand chain)
Bolter (3-harm close/far bolt)
Bolt pistol (3-harm hand/close bolt)
Power sword (2-harm hand ap power)
Sniper rifle (3-harm scope far)
Hellpistol (3-harm hand/close las)



Advances
Take +1 Bold
Take +1 Adroit
Take +1 Twisted
Get a new arch-militant move
Get a new arch-militant move
Get a small army (detail) and leadership
Get a signature vehicle (detail) and drive hard
Get a move from another career
Get a move from another career

71
brainstorming & development / Re: dedicated hack forums
« on: June 29, 2010, 06:30:05 AM »
Can I get a forum for Rogue Trader: Apocalypse?

72
brainstorming & development / Re: Apocalypse Warhammer
« on: June 26, 2010, 11:18:03 AM »
I am running a Rogue Trader AW hack right now and it is rocking my socks off. The adventures of Lord-Captain Wilberforce veBarro and Khergan the Fist have taken on a whole new quality of life since I switched rulesets.

My working document is here, but it's really 90% happening in the moment... we are pretty much playstorming this hack.

73
Bravo! I think AW's structure has the possibility for some amazing adaptations to settings that aren't the traditional, violence-driven world inhabited by most RPGs... this is a pretty perfect example.

You might find inspiration in Rien du Tout, a classic French film about department store misadventures.

Question: why have PC customers? Most of the media in this genre tends to focus on the employees as besieged by upper management and the consumerist public. It seems strange to have PC customers in a game based in a retail setting.

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