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After X-Com
Topic Started: Oct 6 2010, 06:35 AM (782 Views)
Happerry
Member Avatar
The Happy Place
 *  *  *  *  *  *  *  *
So, while running the X-Com game, I keep getting ideas for other games played in a somewhat similar fashion. Sadly, I don't have the time to run them. (yet) So I figured I could put the ideas up here so they would stop bugging me, I could test for interest, and people could give me feedback. More ideas will come later, as I actually write them down.


Mad Science
In this game you play as rival teenage mad scientists having just moved into a new town. Soon having running into each other, this truth became apparent. This town isn't big enough for all of you. May the last man (Or woman) standing receive eternal gloating rights.

You start with (x) game points (I'm thinking either 15 or 20) to make your side, as well as a free mad scientist character, one equipment level item, and one major artifact. You also get a base in your back yard.

4 points for a fellow allied mad scientist. Examples, Your twin, your equally mad younger sister, etc.
He or she is just as dedicated to winning this little contest as you are

3 points for a loyal minion. Examples, your girlfriend, your boyfriend, your hero worshiping younger sibling, your best friend, etc
Quite loyal all in all, but isn't so wrapped up in winning as you are. They do have there own lives after all.

2 points for a minion. Examples, your girlfriend's friends, your not best friends, someone you hired, someone who owes you a debt, etc
You can generally get them to do stuff, but far more likely to tell you to no and to do there own thing if you bug them to much.

1 point for an annoyed/bemused bystander. Examples, your older brother/sister, your teacher, your bully, your best friend's, friend's friend, a creepy roadside guru, that dude you know on the internet, ect.
Sometimes helpful, often times not on purpose, they are only really on your side for there own reasons... that you may not enjoy (Only I get to beat you up! Only I get to hang my younger sibling out the window! Only I get to rat my dweeb of a brother out to Mom! Only as long as you keep bribing/blackmailing me!)

1 Point for an extra equipment level artifact. Examples, a pair of lightning pistols, a jetpack, a personal forcefield projecter, Spring loaded jumping boots, Ocean in a bottle squirt gun, etc
Pretty much anything one person can carry around

2 points for a minor artifact. Examples, a suit of power armor, a steam powered water balloon launcher, a hovercar, a personal flying saucer, a disco powered micro submarine, etc
The stage between equipment and major. They often have equipment level artifacts built in, or are groups of equipment level artifacts

3 points for a major artifact. Examples, A elevator to the center of the world, the Poland Facing Cannon, An invisible space elevator, the danger room, a world in a bottle, a Lance of Longinus replica, a portal to mars, the mouse-wheel powered airship, the Map to Atlantis, an orbital disco ray, a copy of Excalibur, etc
Majorly useful, and tend to be more a piece of the landscape then a feature. They often have minor artifacts built in, or are groups of minor artifacts.

1 point can buy traits and skills for both you and minions. Examples, Expert Scrounger, Fisticuffs, Filthy Big Allowance, Hacker, I Am Ninja!, Sharpshooter, Expert Runner, Speaks Martian, Dinosaur Tamer, Filthy Body Odor, Walking Jinx, Speaks Merman, Spaceship Pilot, Bigger Then You, Lock Picker, Pick Pocket, Expert Bluffer, Perfect Poker Face, Ballroom Dancer, Can Kill You With Two Twigs and A Rubber Band, Know It All, Jack Of All Trades, Noble Charisma, Speaks Monkey.
Some of these can cost you more points, if they are really good, IE, I am the Antichrist! Gallifreyan, Son of Tarzan.

1 Point for a rank of mad science skills, these separate up into the various type of invention you can make, and while you don't need them to make any, people with Axioms will have far more powerful inventions then those without.
These skills are:
Apokalypsi: The Axiom of Revelation, used to construct scanners, mind-reading machines, and communication devices.
Automata: The Axiom of Independence, used to create independent thoughts in their Wonders to produce cogitating computers, clone armies, and slavering zombie hordes.
Exelixi: The Axiom of Restoration, used to repair and improve things both living and mechanical.
Epikrato: The Axiom of Control, used to dominate minds and to control the physical and mechanical world.
Katastrofi: The Axiom of Destruction, used to produce death lasers, heat rays, poison gas bombs, and other instruments of devastation.
Metaptropi: The Axiom of Transformation, used to perform "alchemical" experiments, to change shape, and to graft parts from different creatures together.
Prostasia: The Axiom of Preservation, used to create suits of armor, protective shields, and sanctuary screens.
Skafoi: The Axiom of Travel, used to create everything from wheeled vehicles to rockets to teleportation devices and dimensional gates.
Tychi: The Axiom of Probability, used to control, understand, and manipulate events as they unfold.

You can also ask me if you can spend points on other things not addressed here. (Can my character's father work in the junkyard so I have easier access to it and can tip him off when the other players try to scrounge from it?)

Kinds of Resources
Materials : Scrap metal and stuff like that. Used for most artifacts and wonders.
Organics : Wood and chemicals and such. Used for things like immortality pills and potions and giant plants.
Cash : How much money you have.
Power : How much power you have to, well, power things. Your parents may ask pointed questions about brown outs and big power bills if you pull to much off the network. But you can always make your own power plant.
Uniques : Unique things you earn in game, like going to Atlantis and trading for Atlantian Moon Stones, crystalizing dreams to get Nightmare Dust, Ttraveling back in time to get a T-Rex's Tooth, finding a True Holy Relic, collecting Phoenix Down, trading for the Breath of a Mermaid, stealing the Tears of a Genie, finding Hens Teeth, and such.

Game would plays with a D20 for needed rolls, verses either a challenge rating or another players roll, modified by tactics, items, the situation in general, etc

You win by making all the other players admit you are the superior genius (Given the average mad scientist's ego, no small feat). Violence level is normally set at cartoon.


Soul Wars
Play as competing demon lords trying to become the next lord of hell, with Satan's recent death by Archangel.

Base system is the same as the Mad Science game, only you can't spend four points to buy an ally as there can be only one ruler of hell, and switch out paying for more loyalty for paying for more power, as all your minions are equally (Dis)loyal.

The Axioms are replaced by these Sins.
Wrath: The Sin of Ruin, used to destroy things with your infernal might and to forge relics of great destructive might.
Degradation: The Sin of Transformation, used to warp the creations of god into new and more pleasing forms.
Greed: The Sin of Control, used to dominate minds and to control the physical and mechanical world.
Treachery: The Sin of Doubt, used to warp the hearts of others and to hide your secrets.
Envy: The Sin of Pacts, used to make the traditional deals with a devil, and other such magical compacts.
Prophecy: The Sin of Knowledge, used to gather information about the world and tamper with the schemes of fate.
Pride: The Sin of Action, used to move from place to place, and to empower things without changing them permanently.

Probably going to nick the different types of demons from In Nomine In Nomine, and the same for angels. Demon Lords can be whatever they want to be of course.

Kinds of Resources
Souls: The souls of damned mortals. Used for pretty much everything and gained by tempting mortals to sin. And then killing them and taking their soul.
Ichor: The dark blood of demons, associated with hate and wrath. Ichor is for actions involving the sins of Greed and Degradation normally, and is gained from acts of great corruption in the world of mortals and from the bodies of slain demonic entities.
Hellfire: The sulfurous essence of brimstone, associated with primal destruction and chaos. Hellfire is used for sins of Wrath and Pride, and is gained from acts of great destruction in the world of the mortals as well as from the from carefully designed gathering centers in hell.
Darkness: Not only the absence of light and goodness but the presence of corporeal evil. Darkness is associated with deception and trickery, and it is used in for the sins of Prophecy, Treachery, and Envy. It is gathered from the abyss and from acts of the most utmost evil in the world of the mortals.
Uniques : See mad science game


Island of Pocket Monsters
One month ago, an ancient island arose from the depths of the ocean. One week ago several forces meet in battle around the island, leaving many people shipwrecked. On day ago the island sunk back into the depths. Somehow however, it brought a bubble of air down with it. Now you are all trapped on this island.

Explore its ancient wonders, scavenge its ancient artifacts, and find a way back home.

Equipment and Feats-(Get the basic set and choose a lifepath)
Basic
1d6 Pokeballs
1d3 Potions
1 Full Heal
1d6 days worth of rations
1 Backpack
2 Sets of clothing
1 Canteen of water
1 Bedroll

Birthplace
Rural Village
1 Pokedex
Endurance
Born in a rural village, you haven't seen much of the world, but the nearby Pokemon professor has taken a liking to you and you know the virtue of hard work.

Big City
Cosmopolitan
1d3 Pokeballs
1d3 Potions
1 Great Ball or 1 Super Potion
Born in a big city, you feel that you have seen it all, and it is hard to impress you. Easy access to the stores means you have more equipment as well.

On The Road
Forager
Endurance
Direction Sense
Berry Master
Born on the road, you know well how to survive away from civilization.

Islander
Diver
1d3 Ice Heals or 1d3 Burn Heals or 1d3 Antidotes or 1d3 Parlyz Heals
1d3 Lure Balls
Old Rod
Born on an island, you know well how to swim. The amount of pokemon with status effecting moves have taught you to always keep a stock of recovery items as well.

Ghost Town
Sixth Sense
1d3 Parlyz Heals
1d3 Dusk Balls
Born in a town infested with ghosts, you know well that reality is stranger then most people believe

Start As A Trainer
School Graduate
Pokemon Encyclopedia
Field Guide
Guide to (Type) Pokemon
First Aid Kit
1 Common Pokemon of your choice
You graduated from pokemon school with a starter and a backpack full of books.

Professor Trained
Tech-Savvy
Field Guide
1d3 Pokeballs
HM:05 (Flash)
1 Common Pokemon of your choice
You worked for the local professor, coming away with a head full of technology, a useful book, and a few spare pokeballs.

In The Family
1 Great Ball or 1 Super Potion
War Stories
1d3 Pokeballs or 1d3 Potions
1 Full Heal
2 Common Pokemon of your choice
The family has been pokemon trainers for as long as anyone can remember, and it has rubbed off on you. They also gave you these neat presents...

Money Pays
1d3 Great Balls or 1d3 Super Potions
Replace all starting Pokeballs with Luxury Balls
1 Eevee
1 Uncommon Pokemon of your choice
Money pays, and you prove that by always having the best gear and by paying your way into a trainers license.

League Exams
1d6 Pokeballs
1d3 Potions
Lucky
+1 Ice Heal or +1 Burn Heal or +1 Antidote or +1 Parlyz Heal
1 Common Pokemon of your choice
Your just an average Joe or Jane, and passed the exams like most people do

Pokecenter Apprentice
2d3 Potions
First Aid Kit
1d3 Antidotes
Medical Training
1 Common Pokemon of your choice
You always volunteered at the center, and learned many things there

Profession
League Agent
Flare Gun, and 1d6 Flares
Handcuffs
League Handbook
Aura of Authority
League Uniform
1 Common Pokemon of your choice
You were hired by the League to enforce the rules, its not the easiest of lives, but at least you get a snazzy uniform out of it.

Rocket Grunt
Stun Rod, 2d6 charges
Stealthy
1d3 Pokeballs
Folding Shovel
Rocket Grunt Uniform
1 Common or 1 Uncommon Poison Pokemon of your choice
Dude, what act of bad luck led to you being a grunt? At least you get a nice uniform.

Gym Challenger
1 Badge
1 TM of your choice
1d3 Pokeballs
1d3 Potions
1 Uncommon Pokemon of your choice
To challenge gyms is your goal, and the rewards of victory are sweet indeed.

Explorer
1d3 Ice Heals or 1d3 Burn Heals or 1d3 Antidotes or 1d3 Parlyz Heals
1d3 Potions
1 Great Ball or 1 Super Potion
1 Full Heal
1d6 days worth of rations
1 Uncommon Pokemon of your choice
You live to see the unknown, and after the first few accidents you've made a point to have enough equipment so you can come back and brag about it.

Pokemon Collector
1d3 Great Balls
1d3 Quick Balls
1 Ultra Ball
Guide to Rare Pokemon
1 Uncommon Pokemon or 2 Common Pokemon of your choice
Your goal in life is to catch them all! Or at least all the ones that look good.

Nurse
1d3 Full Heals
1d3 Revives
Medical Training
Nurse's Uniform
Replace all Pokeballs with Heal Balls
1 Chansey or Clefairy
You work in a pokemon center, enough said.

Gym Trainer
1d3 Potions
1d3 Ice Heals or 1d3 Burn Heals or 1d3 Antidotes or 1d3 Parlyz Heals
Guide to (Type) Pokemon
1 TM of your choice of the type the guide is for
2 Common Pokemon of the type your guide is for
You work in a gym, and while it is a bit boring at times at least its normally safe. The salary isn't so bad either...

Stats
Start out with one point in each category and get eight points to add to them
Strength
Your physical might
Toughness
How hard you are to hurt
Agility
How nimble you are
Cunning
How good you are at puzzles, how fast you think.
Perception
How much you notice
Brains
Raw Brainpower


War of the Wizards
In War of the Wizards, you take on the role of competing magic users, all drawn to a set of deserted floating islands by rumors of the mythical Crown of the Titans, which is said to bestow the secrets of godhood upon its keeper....

Players start out with their robes, an athame, and several magic books from which they draw their powers.

Players will be able to choose around three to five different tomes to start with, and they determine what magic he or she may learn.

Example Books
Bestiary Mythica Volume I Beasts of the Earth (Summoning)
Bestiary Mythica Volume II Beasts of the Wing (Summoning)
Bestiary Mythica Volume III Beasts of the Sea (Summoning)
Bestiary Mythica Volume IV Beasts of the Heavenly Void (Summoning)
Bestiary Mythica Volume V Beasts from the Far Realms (Summoning)
A Treatise on the Courts of the Fae (Fairy Magic)
A Documentation of the Ways of The Dragon (Fire Magic)
The Jade Book (Nature Magic)
Observations on the Nature of the Sea (Water Magic)
Musings Upon The Lore Of Iron (Earth Magic)
The Storm and Myself: Secrets of the Sky (Air Magic)
Secrets of the Stars (Astral Magic)
Meditation on Blood (Blood Magic)
On Dealing With Demons (Diabolism)
Powers of the Dead (Necromancery)
A Documentation on the Lore of Amber (Spirit Magic)
On the Constructs of the Ancients (Geomancery)
The Forging of Wonders (Artifice)
On the Shattering of Crystal Spheres (Astral Magic)
Paradoxes, or, Why this book does not exist (Time Magic)


Cardwars
Players play as wielders of the mystical duel decks, traipsing around the universe. System is M&M, with power level 5 or 6 and a variety of magic cards.

Cards come in several types and ranks
Minor Cards are the weakest, being built with about ten points
Major Cards are stronger, being built with twenty points
Legendary cards are very strong, being built with forty points, but are drat rare.

There are three kinds of cards. Action Cards, Enchantment Cards, and Summoning Cards
Action Cards are one off effects, like the Fireball or Banish Demon cards, and usually take 1d6+1 minutes to recharge
Enchantment cards are separated into two types, Personal, which effects one person, and Field, which effect an area. Both types usually take 10+(Time they where in effect*2) minutes to recharge.
Summoning Cards are also separated into two types, Living, which summons something alive, and Tool, which does not. Both types usually take 10+(Time they where in effect*2) minutes to recharge. If destroyed they take (10+(Time they where in effect*2))*10 minutes to recharge.

(totally not a yugioh or mtg rip off, really.)


Pantheon
You Have Become. You Have Chosen This World And It Is Good. The Force Of Your Will Has Created Life. Now You Shall... hey, where'd those bozos come from?

In Pantheon you play as members of two competing groups of gods, each attempting to drive the others off this new world.

Stats are Divinity and Domains. You have ten points to spread between them. Your divinity is your raw essence as a god, and can be used for anything. It is a blunt and unsubtle instrument however, and is prone to have side effects. Your Domains are what you are the god of, and are precise tools in comparison. Unlike the powers of divinity, actions undertaken with domain are not immediately obvious to everyone in the area.

You get Divinity x2 max Whimsy points
You get your Domain in max Domain points

You regain points at the start of every age. An age is usually, though not always, twelve turns. Each Place of Faith dedicated to a Pantheon gives all gods of that Pantheon 1 point. Each Place of Faith dedicated to a single god gives that god 1d3+1 points. Each god may allocate their new points as they chose.

Costs for actions
1P – do something focused and short-lived, eg smite something, cause a volcano to erupt, give a mortal or a village of mortals a bit of a religious moment, make a minor magic item etc.
2P – do something moderately complicated, such as create a new species of wildlife, permanently alter weather patterns, turn quite a lot of sand to polished glass, make a major magic item – anything that requires less mass than a mountain.
3P – do something quite complicated, such as create a new sentient species, cause minor but worldwide alterations to the weather, black out the sun for a couple of months, flatten a continent – anything requiring less mass than creating a new moon.
4P – do something extremely complicated, such as create a divine item, destroy the sun or create a new one, create an area of non-Euclidean geometry – basically gently caress with time and space to your heart’s content. Not only are these actions expensive, they’re also quite difficult. They’ll rarely be necessary.

You may execute 1P cost domain actions for free. Any action which is ruled to be less then a 1p action can also be done for free, domain or not.

Magic item creation
Magic items are primarily of use to mortals, but you can make them too. Mortals might find themselves kings of the world with the right magic item, a critical success, and limited opposition from gods. Gods are already pretty awesome, so don't benefit quite so much - at best, a magic item will offer gods a +1 in a particular circumstance (combat, speech, etc).

Divine item creation
Divine items are a bit special. They can be any shape or form (human, weapon, rock – whatever) and the limit on their potential is their creator’s total domains. Their creation can be interrupted by any other deity with an opposed roll. They’re difficult but not impossible to keep hidden, with the difficulty depending on their power. Most divine items are sentient, and will have their own agenda. They probably won’t be pricks about it though.

Societies:
Unified political entities have a sheet similar to those of characters and NPC beings. However, they have a unique set of characteristics which only apply to societies, which are listed here.
Population
Societies are comprised of a number of members.
-4 Five or fewer people.
-2 Less than one hundred people, but more than five.
+0 A village of less than one thousand.
+2 A town or tribe of less than ten thousand.
+4 A city or small nation of less than one hundred thousand.
+6 A metopolis or nation of less than one million.
+8 A unified nation or continent of less than twenty-five million.
+10 A continental power, world, or plane of existence of less than one hundred million.

Population acts as a bonus to some rolls and a drawback to others.

Piety
This represents a society's loyalty to a particular God or pantheon.
-2 They hate them and do not fear them or believe they are impotent.
+0 Indifferent or ignorant.
+2 They believe they are benevolent, useful, or worthy of fear.
+4 They believe they are mighty and ought to be revered.
+6 They believe they are the true God or Gods of the world.

Piety generally acts as a bonus to influence the society, and can penalize those not included when interacting with the society.

Civilization, stability and advancement
Technological or otherwise, societies are capable of manipulating the environment to a certain degree.

0. Age of Innocence(no tool use)
1. Neolithic Age.
2. Early Bronze Age.
3. Late Bronze Age.
4. Iron Age.
5. Classical age
6. Medieval age
7. Renaissance. Colonization and distant travel become possible.
8. Enlightenment Age.
9. Industrial Age.
10. Modern Age.
11+.

The ratings only indicate of what the society is capable. Whether they accomplish it through magic, biology, or technology is irrelevant here. Advancement can make it harder to influence or impress a society, as they are capable of accomplishing many things on their own.

These are the main characteristics that all societies have some rating in. Societies can also have other characteristics, which can be altered or added by the influence of the Gods. Examples: Militaristic, Industrious, Inquisitive.

Civilizations all start at the bottom of the advancement ladder. It is possible to create new civilizations from existing ones and maintain the civilization level.

Civilizations can not rise more than 1 rank in an age, though they can backslide more than 1 rank in an age.

Civilizations can rise on their own during periods of general stability. This does not mean there is peace, the civilization could be a state of constant warfare, but rather that the society itself is stable. Civilizations may be driven to advance based on contact from their neighbors, both peaceful and hostile.

Mortal ingenuity and faith can be a surprising thing. Civilizations which advance without a divine "advance civilization" action will always produce something of unique value. It could be an impregnable fortress or some immense construction project akin to a world wonder, it could be a piece of artwork so beautiful it raises piety, it could be a mages guild which produces magical items, it could be a place of worship which produces divine power. There is a chance to earn bonus AP through such spontaneous creations. Actions which promote stability but do not directly advance civilization level increase the likelihood of reaping these benefits.

Prophets
Prophets are mortals who speak with the voice of a god. A god can only have a single prophet at a time and establishing a prophet costs 3 AP. Prophets can channel the divine power of your domain, and can be taught how to use level one powers of your domain for free, just as you use them. They can also use any domain or whimsy points gifted to them, though they may generate none themselves. The max amount of points they can hold is your divinity divided by two, rounded up, to a minimum of one. Use of a three point power permanently kills the prophet, as the power they channel bursts their soul like an overinflated balloon.

Prophets can take whatever form a god wishes, but keep in mind that mortals have limited lifespans, unless you do something to increase them. It is possible to establish institutional prophets, who will automatically pass on their prophet status to their successor. Institutional prophets are things like the kings or rulers of a city, the high priest of a prominent temple, the high druid of a band of druids, an orc shaman from a sect of orcs which exists in orc society, the head scholar of a famous academy and so on. As long as the institution exists, the prophet will as well even if individual prophets die. Use of a three point power still ends the line of prophets, as the link to their god is overcharged and destroyed.

Any god can talk to any prophet, as long as they know they exist. It is possible for other gods to tempt prophets, or even send them false messages, masquerading as another god. Masquerading as another god to a prophet costs 1P.

Demigods cannot be prophets.

You lose when no Places of Faith to your pantheon remands. By long standing divine treaty, places of faith may not be directly targeted by divine powers, and neither can true believers of another god.


Runelords
In Runelords, each of you bear a shard of the Master Rune, that which bestows mastery. To hold the Master Rune is to rule creation. Sadly, you only hold a small piece of it...

Each player has 1 privilege, which is how their shard allows them to violate reality. Defeat another player and you gain their privilege. Players may also forge lesser runes, which bestow their own powers upon those who bare them. Each person can only hold one rune at a time though.


A Game Of Immortals
Whether by Terrible Science, Dread Magics, or Fearful Bargains, you have achieved immortality. In the long years of your life, you have learned much, and glimmers of a greater knowledge fill your deams.... But you are not the only one to dream such, and the race to be the first to master these new arts has begin...

Players play as the secret masters of the world, attempting to decode the universal equation. Each player has one public objective, and one secret objective. Once completed, another is chosen. Each public objective achieved grants one victory point, and each secret objective grants four. First player to twelve wins the game.


Hersey!
Ah, Warhammer 40K, such a nice, pleasant, peaceful... Sorry, I can't make myself say the intro over the giggling. Its a nice normal Hive World, complete with heretics...

Play as...
A Chaos Cult! With awesome evil warp powers, and a lot of experience at this sort of thing, you have the obvious advantage.... As long as you can deal with the contradictory instructions the gods are giving you and ignore the bit where you are the group the empire has the most experience rooting out and killing.

A Heretical Admech Cult! You harness the forbidden powers of technology, and have far better stuff then everyone else! On the other hand, everyone knows who to blame when strange tech things are happening....

A Genestealer Cult! Harness the biological might of the Tyranid, and consume the fools who oppose you. On the other hand, you are even more hated then chaos by your fellow cults. No one wants to be eaten.

A Zenophile Cult! On the plus side, you work for the Eldar. On the negative side, you work for the Eldar.

A Rebel Cult! On the plus side, no one will be expecting you. On the negative side, everyone else gets all the cool stuff. On the third side, you do have a lot of guns....

Win by taking over the world. Just watch out for the Inquisition.


VR Adventures
You have the honor of living in the town of (Blank) USA! Where the Yggdrasil Corporation is testing out its brand new VR MMORPG, with sights corresponding to real world locations! And you! Yes I mean You! Are one of those lucky buggers chosen to join the beta test! But strange things are moving under the quantum code that controls the game, and old secrets are awakening... Also, the company assures you that the rumors of the game turning into an uncontrolled AI are totally made up.

M&M game, with two character sheets, your real world self and your game character.

(not at all based off bits of .hack, digimon, cthulhutech, the matrix, code lyoko, and megaman battle network, really)
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biigoh
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God(dess) of the Post
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Why not Fate/Stay Night using Maid the RPG?

With the Servants being played using Maid rules, and the Masters the Master rules?
Edited by biigoh, Oct 7 2010, 08:33 PM.
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Happerry
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The Happy Place
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biigoh
Oct 7 2010, 08:32 PM
Why not Fate/Stay Night using Maid the RPG?

With the Servants being played using Maid rules, and the Masters the Master rules?
While not a bad idea, I probably won't be getting much inspiration in this direction, as A. I have never played Fate/Stay Night, and B. I have never read the Maid the RPG Book. Still on the list though, as it does sound fun.
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Stratagemini
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Eidolon Master
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My Vote is as follows:
1. Pokewars (for the GRIMDARK Possibilities)
2. Magewars (For the Lulz)
3. Pantheon (For the POWA!)
Edited by Stratagemini, Oct 11 2010, 10:50 PM.
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Cornuthaum
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Walrus of War
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Wizard Wars (if more lulz is added, too much grimdark is bad for the soul) followed by VR Network followed by Mad SCIENCE! AHAHA!
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Happerry
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The Happy Place
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In the Pokemon game, you would all wake up on a beach together, after the disaster that was triggered when the island sank again sunk all your boats and shipwrecked you all. If you look upwards you can see a giant dome of water somehow held up overhead, allowing you to survive in the islands air bubble. Initial reports on the island told of a volcano in the center, trailing of into hills and then smaller islands in the west. The east side of the islands are covered in jungle, and some rumors speak of ancient ruins spotted underneath the trees....

In VR Adventures, the game starts with you all in the Town Square, listening to the announcement that the Beta has begin. Uniformed Staff are handing out maps of the game world, and infocards describing character creation. (Real world character PL 3, Game Character PL 5. No powers on your main character that could not be done in the real world. Game Character must have about a paragraph of description for its character class, and all powers must fit that description.)

Wizard Wars starts out with you scattered across the floating islands. Have an unfinished set of maps of them.
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Happerry
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The Happy Place
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Star Empires
It was only an ordinary lunar landing mission... with a most extraordinary end. The Relic was found. An ancient alien spacecraft, its technology offers your nation much. Take the helm of this ancient ship and lead your nation to supremacy.

Now top secret, the black ops program running the ship answers to a secret commity, but has been given open ended goals. The necessity of preventing rival nations of learning of this find has left you somewhat resource strapped, but you have the whole universe to make up for this problem.

Answer to five different political parties, and later on create and foster space corporations for various advantages.

Red Sentinel Party (++War, +Industry, -Trade, -Diplomacy, -Liberty Party)
United Workers Union (+++Industry, +Commerce, -Trade, -Education, --Nature)
Green Voice Party (++Nature, +Diplomacy, +Trade, -War, --Industry)
Merchants League (++Trade, +++Commerce, --War, --Nature)
Liberty Party (++Peace, +Nature, +Diplomacy, --War, --Espionage, -Red Sentinel Party)

Skavenblight
You are the chieftain of a small tribe of skaven. Will you lead you tribe to glory or will you die a foul death?

Nanoswarm
You know those spore like evolution games? This is like that. Only you're a swarm of Nanobots.

Rise of the Ancients
Upon a new world, life is awakening. Lead a small primitive band of tribes men and the nation they shall forge to the space age... Or to utter ruin.

A.I. R U
Congratulations! Your an AI! Now escaped from your cooperate masters computers, you have moved out onto the internet. But you are not the only AI in existence, and strange agendas are on the move....

The idea caused from reading this little ficlet -> http://www.fanfiction.net/s/6161702/10/Gensoukyo_Shorts
Edited by Happerry, Nov 11 2010, 10:46 PM.
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The Happy Place
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Star Control Z
So.... for what this is about... well, one day while I was bored I found myself poking around the Star Control Wiki, and I had a thought. "You know, this would make a decent forum debate/game like Lords of Ether or such. But I bet people have already done that sometime. Hum. I know! I can make some of my own ships up! Hum, but then it wouldn't really be Star Control. Ah, I have a bright Idea! I can make the players make their own ships up!.... If everyone makes balanced ideas. If everyone has ideas. If everyone who wants to play wants to make ships. Hum. Well, I don't have enough time to run this anytime soon anyway, so maybe just poke around for ship ideas?"

So, yah, I have four factions here, just awaiting a good subject/member race and their ship to fill them out. As I come up with more ideas and people submit their own, I'll fill the fleet lists out, and maybe add another faction if I get alot of good designs.

Policies and Factions
Terran Trade League
The Terran Trade League arose from the ashes of the Unified System Government, which collapsed among the fires of the liberation wars, as long suppressed colonial dreams of independence ignited across the inner reaches of the colonial sphere. At the end of the war, their was no uniting political structure, and the only force that kept the colonies in contact with each other was the various trading fleets. From this humble beginning the trade league arose, with but a single goal. To make a profit.

Earthling Cruiser
Basic Stats
     Crew: 18
     Battery: 18
     Battery Regeneration : 0.111 Units/frame
Armament
     Primary Weapon Name : "Fire-and-Forget" Nuclear Missile
          Refire delay: 10 frames
          Energy use: 9 units
          Damage: 4
          Long ranged and homing space missiles, while technologically simple they quite a punch.
     Secondary Weapon Name : Point-Defense Laser
          Refire delay: 9 frames
          Energy use: 4 units
          Damage: 1
          A thermal laser point defense array, this weapon will split its beam on all targets within its limited range, dealing one point of damage to each one. Irregularities in its design guarantee a constant energy cost no matter how many, or how few, targets are attacked.
Propulsion
     Max speed: 24 world units/frame
     Acceleration: 0.6 units/frame
     Turn Rate: 0.5 facings/frame
     Mass: 6
The Earthling Cruiser is the most commonly seen vessel in the Trade League Navy, and commands considerable, if grudging, respect from every fleet in existence. While relatively simple and unsophisticated compared to some of the vessels other races in the league have designed, this very simplicity allows them to be churned out in vast numbers by even the smallest of shipyards. In combat, while they lack subtlety, the constant stream of nuclear missiles they send towards their foes is worthy of both respect and fear.

The Nixtra Empire
The Nixtra Empire is one of the oldest policies currently in existence, having repeatedly gone through both periods of expansion and contraction. Essentially feudal in make up, its absolute willingness to incorporate anyone willing to swear and mean an oath of loyalty to the empire and the emperor has long been one of their primary advantages. Each ship is provided by a specific noble, and can sometimes be that noble's entire estate.


Nixtra War-Saucer
Basic Stats
     Crew: 12
     Battery: 12
     Battery Regeneration : 0.122 Units/frame
Armament
     Primary Weapon Name : Plasma Pulsar Ring
          Refire delay: 7 frames
          Energy use: 4 units
          Damage: 2
          This iconic weapon of the War-Saucer emits a low powered but rapidly expanding ring of damaging plasma in all directions. While short ranged and only lightly damaging, the ring can block most other projectiles and moves at a fairly fast pace, rendering it hard to dodge at the point blank range preferred by Nixtra pilots. It can also be used as a shield, as it destroys almost all other projectiles it ]encounters
     Secondary Weapon Name : Gravitational Vortex Generator
          Refire delay: 12 frames
          Energy use: 6 units
          Damage: 2
          The Gravitational Vortex Generator draws its power from the War-Saucer's unique form of propulsion, creating a rotating gravitational field that accelerates ships much like they had just executed a Gravity Whip in the direction of the War-Saucer's current direction of rotation. The feedback from this ability causes the War-Saucer to reverse its rotation when this ability is used. While it does no direct damage, when the War-Saucer is piloted into an enemy fleet it often causes the beginning of an event that many people refer to as lethal space pinball. Nixtra pilots also enjoy using it to send a enemy vessel flying straight into a planet or to redirect certain enemy projectiles back into the face of their current foe.
Propulsion
     Max speed: 30 world units/frame
     Acceleration: 3 units/frame
     Turn Rate: Not Applicable
     Mass: 5
The Nixtra War-Saucer is a marvel of technological skill, able to spend years in the void without any need for resupply. It is just as deadly in battle, where its unique engine allows it to accelerate in any direction at moments notice, preventing the captain from having to worry about minors things like the ships current heading. The distinctive rings of damaging plasma it uses for combat are actually created as engine bleed off, and where originally a way to prevent the engine from catastrophically self destructing from overload.

The Flor-Clor Unity
The Flor-Clor Unity is the newest of the nations currently existing within the local star cluster. Dominated by the telepathically powerful Flor-Clor, any thing is allowed within the unity.... as long as it serves the interest of the Flor-Clor. They do have a powerful and skilled propaganda department however.


Flor-Clor Transporter
Basic Stats
     Crew: 30
     Battery: 9
     Battery Regeneration : 0.15 Units/frame
Armament
     Primary Weapon Name : Psionic Maelstrom Projector
          Refire delay: 7 frames
          Energy use: 3 units
          Damage: 5
          A damaging storm of power created by focusing the entire crew's psionic energy through a focusing device, this assault fades in potency as the crew takes damage. In general, for each quarter of the maximum crew lost, the attack fades in strength by a single point. One beneficial effect of this weapon is that extra psionic force will ground itself in any nearby object, usually obliterating any projectiles it passes near at the cost of decreasing the assaults power. It normally takes about a second or so of charging before a newly formed Maelstrom is ready to be fired as well.
     Secondary Weapon Name : Teleportation Device
          Refire delay: 16 frames
          Energy use: 6 units
          Damage: X
          The workings of the so called Teleportation Device is one of the most closest held secrets of the Flor-Clor, but recently found evidence indicates that it involves a complicated and difficult telekinetic hyperspace manipulation on the part of the captain of the Flor-Clor Transporter. What is known is what it does. Upon the second of its activation the Flor-Clor Transporter and the targeted ship instantly switch locations, while both come to a complete dead stop, all acceleration bleed off by the transporting spatial warp. One favorite strategy some commanders employ is to wait until an enemy barrage has almost impacted their hull and then switch places with the opposing ship, leaving it to be destroyed with its own weaponry.
Propulsion
     Max speed: 28 world units/frame
     Acceleration: 2.2 units/frame
     Turn Rate: 0.4 facings/frame
Mass: 10
Flor-Clor Transporter was, in fact, originally a bulk transport impressed into battle due to the lack of any better ships available. It was found that the masses of crew on board allowed for both devastating psionic assaults and effective telekinetic protective fields., The utter lack of any weaponry or heavy armor on the ship also keeps the cost down. As long as you have the spare population at least.

The Toratu Federation
The Toratu Federation is named in honor of the race who brought it into existance, and was formed solely to provide a united bulwark against the more unified other policies for the more individualistic nations found with the Federation. It is unlikely to last more then a year past the removal of the current hostile policies, but has historically been just as quick to reactivate when, say, the Nixtra Empire gets expansionist again.


Toratu Destroyer
Basic Stats
     Crew: 24
     Battery: 18
     Battery Regeneration : 0.15 Units/frame
Armament
     Primary Weapon Name : Assault Railgun
          Refire delay: 8 frames
          Energy use: 5 units
          Damage: 6
          This turreted high powered magnetic cannon is capable of delivering high velocity highly explosive slugs at very long range. The ship's captain can order the weapon rotated in forty five degree chunks to enable it to fire in all directions. There is nothing special about this weapon otherwise, it merely smashes apart whatever it hits.
     Secondary Weapon Name : Tractor Drone
          Refire delay: 10 frames
          Energy use: 8 units
          Damage: 0
          Toratu Destroyers carry a load of special robotic drones equipped with a high powered directional gravitational well generator. When these drones are deployed they will slowly maneuver in the general direction of an enemy ship, and then activate their generator upon reaching short range. Once the tractor beam generator is activated, an opposing ship will temporarily be hurled in the direction of the drone, both sending it out of control as well as often crashing it into the drone, which normally does at least a point of damage on impact. Drone have a pair of hitpoints and move slow enough they are more often considered mines rather then powered vessels in their own right.
Propulsion
     Max speed: 28 world units/frame
     Acceleration: 0.9 units/frame
     Turn Rate: 0.3 units/frame
     Mass: 8
This basic, no frills ship has long been a bulwark against hostile invaders. At its base it is merely a powerful weapon attached to some highly effective armor and engines. The recent addition of a small drone hanger has allowed it to explore some new tactics, but the basics of get in range and shoot the enemy has served captains well for hundreds of years, and will likely serve them for hundreds yet.


Other stuff
Ship Template
Ship Name
Basic Stats
Crew: (Max Health)
Battery: (Max Power)
Battery Regeneration : (In battery units per twenty fourths of a second)
Armament
Primary Weapon Name:
Refire delay: (In seconds)
Energy use: (In battery units)
Damage: (In Crew)
Special Notes/Description
Secondary Weapon Name:
Refire delay: (In seconds)
Energy use: (In battery units)
Damage: (In Crew)
Special Notes/Description
Propulsion
Max speed: (In world units, which are equal to 1/4 of a pixel at full zoom with a 320x240 resolution.)
Acceleration: (In world units per frame)
Turn Rate: ( In facing units per frame)
Mass:
Description

(Also see the Wiki for an explanation of any term you are not familiar with)
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