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Halloween Jack posted:The Cyberpapacy is also something that's not stupidly complicated or silly in concept, but has a lot more flavour than if the Torg creators were just like "Well there's a high fantasy world, a cyberpunk world, a steampunk world, and a Prehistoric world." I don't know how well they executed Tharkold, but the "Terminator meets Hellraiser" sounds really cool, actually.
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# ? Sep 28, 2023 19:06 |
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Halloween Jack posted:Pardon me if someone else already mentioned it, but the rights to TORG are owned by a company with plans to develop it. After Eric Gibson imploded and sold off all his WEG-related rights, Torg was picked up by Ulisses Spiele (a German company that specializes in wargames but also owns the rights to The Dark Eye). They were the ones who got all the old Torg books up on DriveThru, and they planned to release new Torg stuff this year. Ulisses is also the German publisher of Pathfinder, Shadowrun and other stuff. I would say with having to translate all those foreign books and working on the newest edition of The Dark Eye, they seem to be a bit busy. A shame, really. TORG deserves another go. Xelkelvos posted:You could probably set up a set of tables during char gen so everyone can participate in the bizarre cosm building I think we can use some Maid RPG tables as a base.
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Doresh posted:Ulisses is also the German publisher of Pathfinder, Shadowrun and other stuff. I would say with having to translate all those foreign books and working on the newest edition of The Dark Eye, they seem to be a bit busy. A shame, really. TORG deserves another go. I'm all for that, but one thing I do like about TORG is the metaplot and the big obvious villains to hang prose and art all over. So as I move forward with my dumb plan, I'm gonna keep that angle in (there's a few key bad guy dimensions that merit discussion) and then of course there's the myriad of infinite other universes to create, visit, and cause trouble in. Of course this is just my dumb plan. Everyone in here should go make a not-TORG and then report back next year.
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FMguru posted:Most of the Torg cosms are "like escapist genre X, but with a twist". The pulp world was mixed with ancient Egypt, the cyberpunk world was mixed with corrupt medieval papacy, the other cyberpunk world was full of Hellraiser demons, the sci-fi world uses giant tree-ships to travel between stars, and so on. The fantasy world stood out for how generic it was, compared to the others. The twist with the fantasy world was -supposed- to be "Was actually subject to early intervention by the space gods and that's where elves come from" but basically that got dropped when the space gods got made into Ancient Astronauts, IIRC.
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unseenlibrarian posted:The twist with the fantasy world was -supposed- to be "Was actually subject to early intervention by the space gods and that's where elves come from" but basically that got dropped when the space gods got made into Ancient Astronauts, IIRC.
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Careful with the spoilers, guys. I haven't revealed the two realms that appear after Tharkold shows back up. I want a bit of surprise to happen. ![]()
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Genius: The Transgression, The Fellowship for Manifest DirectionGenius posted:The Fellowship for Manifest Direction Most mad scientists are fairly antisocial people, at least around non-Inspired. Not so the Directors. Directors, in general, are the people people of the Peerage and their mad science is often far more subtle than the other foundations. What interests the Directors most is power: the science of it, and the practical applications. On the face of it, the Directors are an Illuminati style organization, the rulers behind the throne and the faceless suits in the corporate boardroom. While they definitely look and act the part, the Directors are very explicitly not actually such an organization: they only wish they had that much power. But in the end, mad scientists are mad and that invariably does a number on plots for world domination. Genius posted:Each Director burns with ambition, with vision, Yes, they're the New World Order from oMage with the serial numbers filed off. The Directors specialize in mad psychology, many of them masters at mind control or creating entirely new life. However, where they really stand out among their Peers is in their social ability - more than any other group of mad scientists, Directors are good with people, even mundanes. Not every Director is a psychologist or would-be political mastermind, either. Software engineers and AI researchers are increasingly common, and there's a strong contingent of Directors who study related fields including economics, sociology, history, even ecology and agriculture. There's even a smattering of geniuses who study completely unrelated fields, provided they have the requisite people skills and lust for power. As an organization, the Directors are an artifact of the Invisible War between the Peerage and Lemuria. Lemuria was (and still is) nothing if not highly organized, whereas the 19th century Peerage was decidedly not. In response, the Peerage appointed a council of directors to organize the war effort against Lemuria and the Directors have been a significant presence in the Peerage ever since. The Directors came to the fore during the early 20th century when they began to champion business and industry, bringing those assets to the Peerage's side against Lemuria. Ruthless, exploitative, and greedy, the Directors weren't exactly models of behavior but were invaluable for their ability to organize the Peerage, build an infrastructure, and keep the mad scientists pointed in the right directions. Like most of the Peerage, the Directors have since found themselves divided and deeply conflicted after Lemuria's defeat. They were as an organization created to lead and fight a war, and with the war's end the Directors have found themselves at a loss for a purpose. Many retreated into good ol boys networks and secret societies only interested in preserving the status quo, but as with the Artificers a new generation of Directors has emerged. These New Directors are not apprentices to old men in smoke-filled back rooms, rather they style themselves capable of ruling the world through a smartphone. Old Directors are prone to volcano fortresses and underground sanctuaries, but the new breed are mobile, connected, and growing. Whereas the Artificers have pretty well run with their new generation, the Directors are growing tense and the spectre of a civil war within the Peerage or a splitting of the foundation is looming. Genius posted:Organization: As the political scientists and students of power within the Peerage, the Directors are some of the most subtle mad scientists and often the least reliant on wonders. Some Directors have a variety of styles and adopt whatever look they think is most effective in a given situation, but the majority generally favor a clean, professional aesthetic to their work. Some affect a bizarre, horrific, or just plain improper aesthetic for the shock value, while a few see their Director and genius roles as distinct and employ a brutally functional look when the fangs come out. Genius posted:Character Creation: Unsurprisingly, in a group of PCs the Directors are usually the party face, though Automata means they can be formidable in a fight when need be. Directors can choose between Automata or Epikrato (the axiom of mind control and whatnot) as their favored axioms, and rarely dwell on the blunter axioms like Katastrofi. Apokalypsi for information gathering and Exelixi for body and mental enhancements are popular. Their grant further reinforces the Directors as social types: they can spend Mania to enhance their social attributes and when they do so, they do not suffer penalties for low Obligation, nor do they suffer Jabir penalties (Jabir will be covered in character creation, but it's the sperglord penalty). Genius posted:Concepts: Lab director, wannabe Bond villain, professional debunker, millionaire industrialist, member of
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Evil Mastermind posted:Tharkold is actually pretty well done, but has so amazing poo poo that I can't wait to talk about because it's gonna make the whole thread uncomfortable. It's FMguru posted:Most of the Torg cosms are "like escapist genre X, but with a twist". The pulp world was mixed with ancient Egypt, the cyberpunk world was mixed with corrupt medieval papacy, the other cyberpunk world was full of Hellraiser demons, the sci-fi world uses giant tree-ships to travel between stars, and so on. The fantasy world stood out for how generic it was, compared to the others.
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Zereth posted:Ancient Egypt stuff doesn't seem out of place for normal pulp stuff to me, honestly. Evil Mastermind posted:Careful with the spoilers, guys. I haven't revealed the two realms that appear after Tharkold shows back up. I want a bit of surprise to happen. ![]()
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FMguru posted:A whole modern world recreated with Ancient Egypt stuff is kind of new. Every town in modern Egypt now has functioning temples of Set and Isis, newly-carved obelisks everywhere, militia brigades of shambling mummies, newspapers written in hieroglyphics, and so on. It's ancient Egypt (well, a pop-cultural gloss on Ancient Egypt) brought into the early 20th century, and then packed with mad science, cackling villains, and two-fisted adventurers. It doesn't go that far, but yeah. It's really just "instead of Nazis it's Egyptian cultists".
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I interpreted "pulp" as "pulp noir" for a second there, and now I wonder what fantasy Egypt meets noir would be like. "I could tell from the moment she stepped into the office that she was going to be trouble, and trouble was the last thing I needed. But there was something about her that wouldn't let you say 'no'. Maybe it was the sway of her legs, long and snaking like the Nile, or the way her voice reminded you of a wet-season night wasted away forgetting your sorrows over dates and jugs of wine. Or maybe it was because she had the head of a crocodile."
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Hyper Crab Tank posted:I interpreted "pulp" as "pulp noir" for a second there, and now I wonder what fantasy Egypt meets noir would be like. "I could tell from the moment she stepped into the office that she was going to be trouble, and trouble was the last thing I needed. But there was something about her that wouldn't let you say 'no'. Maybe it was the sway of her legs, long and snaking like the Nile, or the way her voice reminded you of a wet-season night wasted away forgetting your sorrows over dates and jugs of wine. Or maybe it was because she had the head of a crocodile." Honestly probably a valid Nile empire adventure starter.
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Hyper Crab Tank posted:I interpreted "pulp" as "pulp noir" for a second there, and now I wonder what fantasy Egypt meets noir would be like. "I could tell from the moment she stepped into the office that she was going to be trouble, and trouble was the last thing I needed. But there was something about her that wouldn't let you say 'no'. Maybe it was the sway of her legs, long and snaking like the Nile, or the way her voice reminded you of a wet-season night wasted away forgetting your sorrows over dates and jugs of wine. Or maybe it was because she had the head of a crocodile." "Seriously Sobek this poo poo has to stop."
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"Cut the waterworks, you dizzy dame. I've been working this gumshoe racket for too long to believe you" said the detective, before using his teeth to filter a pull of thick, pulpy beer from his flask. "I'll take the case, but it's ten loaves a day, plus 1/3rd kilo of barley for expenses."
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"Boys, I think this chump has been stickin' his nose where it don't belong. Why doncha take him for a little ride? So let it be written, so let it be done."
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Selachian posted:"Boys, I think this chump has been stickin' his nose where it don't belong. Why doncha take him for a little ride? So let it be written, so let it be done." "Fit him with a pair of cement shoes, boys. That oughta weigh more than a feather!"
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West End Games actually published two entire books of hardboiled/pulp/noir short stories set in the Nile Empire ("Strange Tales from the Nile Empire" and "Mysterious Cairo"), and all the stuff on this page could have been taken directly from the stories therein.
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I wrote a Torg-alike in high-school without ever encountering Torg. It was a huge mess but the basic plot was the heroes were thrown together by a magic gate at the End of Time that could send them to any reality and tasked with hunting down their own evil opposites, who had a terrifying plan to destroy the multiverse by causing sufficient paradoxes and damage, since this had been done before and was, indeed, where the Gate had come from (he was the last guy to wipe out existence and rebuild it in his image). My high school group did a lot of mechanically loose 'whacky' games like that.
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FMguru posted:West End Games actually published two entire books of hardboiled/pulp/noir short stories set in the Nile Empire ("Strange Tales from the Nile Empire" and "Mysterious Cairo"), and all the stuff on this page could have been taken directly from the stories therein. I am a happier person for knowing this exists ![]()
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"He's a Ptolomy. Nine's third son, was due to be married in a week's time. Dunno why but his old man was planning to make him the head of the Irrigation Department." "Where'd they find him?" "Face-down in a gutter." The coroner slid the crime scene photographs over to the detective. He thumbed through them. The alley he'd been killed in was vandalized with Latin graffiti and vulgar Germanic runes. That meant he died in gang territory or the slums. "Cause of death?" "Blunt force trauma to the back of the head, crumpled his neck vertebrae like an urn under a wheel." "What'd you find when you cut him open?" "...that's the problem." The coroner licked his nervous, dry lips. "They took his jb." "*sighs* You're kidding me." "I wish. They took his lung, intestine, stomach, liver and heart." The detective rubbed his forehead and sighed. "Lemme guess, Nine wants the guy who did this found?" "Yeah. And you've got a lot of different suspects who could've done it."
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Also Ancient Egyptian Noir is great. You're all great.
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quote:Egyptian noir I love you guys. ![]()
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Zereth posted:Ancient Egypt stuff doesn't seem out of place for normal pulp stuff to me, honestly. Now if you took WoD style "dark modern horror-fantasy," mashed it up with mecha anime, and set it in the Middle East, that would be too dense. Evil Mastermind posted:It doesn't go that far, but yeah. It's really just "instead of Nazis it's Egyptian cultists".
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Night10194 posted:Also Ancient Egyptian Noir is great. You're all great. She's my sister! She's my wife! She's my sister and my wife!
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By the time they found Rami, he'd nearly bled to death. They'd hung him from his legs and given him an Osiris Special, his mouth stuffed with gauze and sealed with beeswax to keep him from screaming. Adom was livid. He threw the girls out of his office and flipped a table, ruining a sack of Persian poppies and scattering it all over his office. I'd never seen him so mad in my life. "Dogs of Gaul! This is how they repay me?!" "Adom, he's critical but the physicians say-" "They say what, Jafari?! That I'll never have a grandson? That they have made a mockery of me and mine? I wanted a dynasty, Jafari, and those disgusting dogs of Gaul have robbed me." "He'll live, Adom. We don't know that the Gauls have done this. The physicians can heal him, you know there's ways to fix him. And we can't afford to go to war with them, not when Adonis and his bath-houses are trying to muscle us out of our own turf." Adom could only shake his head. He wouldn't look me in the eye. He knew I was right, but his pride, his honor...I would know what his decision was, come morning.
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Halloween Jack posted:She's my sister! She's my wife! She's my sister and my wife! I can't believe I got jumped on this, of all things.
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Honestly if I were redoing TORG I wouldn't change too much about the setting. Just make the mechanics less 1989, make the axioms less punishing, and make it so you have a clearer chance of winning. It's a game I would still run so long as I could play a little loose with the mechanics.
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Fight! - The Fighting Game RPG![]() Chapter 4: Basic Moves, Special Moves and Super Moves Moves might just be the most important part of character creation and advancement. You might already have some basic capabilities written down, but moves define what your Fighter can actually do. As mentioned in the first chapter, Moves in Fight! are effects-based and only really come in 3 different varieties (Basic, Special and Super). There are some pre-built Moves in the appendix as guidelines. Fight! does a rather clever thing when it comes to Move balance by having the cost to purchase a Move affect its cost to use in combat: Moves are rated in levels which not only determine their purchase cost in Move Points, but also their overall power and how much Control you need to pull them off. This avoids situations like in Thrash where there's really nothing stopping you from pooling all your points into 1-2 uber maneuvers. As the Moves are effects-based, there are no special rules for weapons and similar equipment (with maybe one exception later on). If your Fighter is say a spearman, you just build a couple Moves with increased reach and damage, and maybe a pole-vaulting move. Basic Moves Basic Moves are your Light Punches and Heavy Kicks from the video games. Simple and, well, basic attacks that everyone knows how to pull off (of course modified by their fighting style). The only thing you really need to worry about with Basic Moves is their visual description, as they all function the same under Fight! rules, being Level 1 Moves (requiring 1 Control to use) and having a base damage of d4. Mechanically, there is really only one Basic Move (which you obviously already start with), though the GM can spice things by allowing Sweeps (a low-hitting Basic Move that is harder to pull off, but knocks down; a less optimal version of what you could buy as a Special Move), Basic Taunts (a Basic Move that does nothing apart from giving you a bit of Glory), and one or more Basic Throws (which are actually proper Special Moves you get for free). Special Moves Your Hadokens and Shoryukens. These are gonna take up the majority of your character sheet. They have a minimum level of 2 and are rarely above 5, with a base damage of d6. Level 9 is not unheard of, but that's already rather hard to perform. Anything above that is just silly. Level 2 Special Moves are called "Command Moves". They cost as much as a Level 3 Special Move to buy, since their low Control cost makes them very spammable. All Special Moves get slots based on their level, which you can slap Elements on to customize the Move. If you run out of Elements, you either have to increase the level or add Liabities to the Move. There are two exceptions to this rule, which we'll get soon enough. Several Elements and Liabilities can be bought in ranks to increase their effect, or modified with sub-elements. Special Move levels become really interesting when you want to convert stuff from a fighting game. Even in the predecessor games, it was rather hard to eyeball the relative power between say a Shoryuken and a Ground Flame short of looking at their frame data on a wiki, especially if you want to keep things balanced. Does this "level" thing ease the pain? Of course! See, there's a neat little advice given to the nature of levels, which may or may not blow your mind: A Moves' level equals the amount of buttons you would have to press in a fighting game (except for quarter-circle motions which count as 2 button presses due to their fluidity). Writing down your Move's controller input is encouraged if you're into that sort of flavor. The same info box goes into a bit more detail, like how most 360° motions are actually fine with 270°, or how "button-mash" Moves like E.Honda's flurry punches can be eyeballed with either Level 2 or 3 depending on how sluggish they are to activate. Charge moves are a slightly different thing and handled with an Element. The two most basic Elements and Liabilities are "Increased/Decreased Accuracy" and "Damage", modifying a Move's accuracy bonus from its base of +0 and its damage, respectively. Of particulary note is that it costs 3 times as many slots to increase accuracy than it is to decrease it (a positive accuracy bonus is that important), and that there is a slight "slot tax" to increasing damage in that even ranks in this element don't increase damage all that much (outside of a lucky damage roll), making it a bit more attractive to pick another Element instead. A lesser, but much more cheaper way to boost your accuracy comes in the form of "Subtle", "Hard to Evade" as well as "Hits Low" and "Unblockable". These give you an accuracy bonus if the opponent is defending with a specific skill (Tactics for Subtle, Evasion for Hard to Evade, Defense for Hits Low and Unblockable). Naturally, these lose their effectiveness once the oppponent remembers that your Special Move has one of those, but they can still prove useful in forcing him to pick a certain Defense skill, or punishing him for over-specializing. As there are a lot of Elements and Liabilities, I'll just go over the most interesting ones. First up are normal Liabilities:
Major Liabilities are especially nasty, and therefore count as 2 Liabilities:
Now onto the normal Elements.
Lastly, we get to "exotic" Elements that are a bit weirder/crazier. A lot of these can be traced back to a famous fighting game character or two.
With exotic elements also come exotic Liabilties:
Attack Strings The default flavor of Fight! is your classic 2D fighting game with lots of "pretzel motions". But how about traditional 3D fighting games like Tekken or Virtua Fighter that rely more on a laundry list of pre-defined basic combos? Well, this is what Attack Strings are for, as an optional rule you can apply to your campaign. Attack Strings are a special sort of combo that only consists of Basic Moves, and you can trade in "hits" of this combo to add certain Elements to the overall attack. Overall, it gives you more flexibility. And since these Attack Strings count as a normal Special Moves, you can combo while you combo. Saying "Yo Dawg!" while doing this is optional. On the downside, you now have to spend points on two Combo skills (Attack String and the now much more expensive Combo skill), and your "normal" Special Moves cost more to purchase. Super Moves The big ones. They cost as many Move Points as a Special Move of the respective level (though Super Moves have to be at least Level 5), but there is a hard cap on how many you can have based on your Power Level. Super Moves have acces to new Elements and Liabilities, have a higher base damage (d8 vs d6), and they get so many slots compared to Special Moves (Level x 2 vs Level + 1) that picking expensive stuff like Increased Accuracy is finally feasible. In fact, you have to spend at least half of your slots in Accuracy, Damage, and the Super-exclusive Breakthrough and Invulnerability Elements (unless you're Super Move doesn't actually deal any damage, of course). The list of new customizations is rather short, so here it is:
Super Energy to pull these wonderful Moves off is gained similar to most fighting games: Lose health, use an attack (even if you don't hit anything; reminds me of Street Fighter Alpha), and successfully pull off combos. You also recharge some Super Energy passively with each turn, depending on your energy maximum. There's quite a bit of tinkering you can do with how your campaign's Super Energy bar works, though the two standards presented in this book are a simple no-frills bar capable of storing 10 or more points, and the Street Fighter Alpha 3-tier system where you can store up to 3 full bars of Super Energy and where every Super Moves comes in 3 variations with increased power and energy cost. You also have to decide on whether or not Super Energy carries over from round to round. Transformations Another optional rule applied to everyone. This turns Fight! into Bloody Roar. It gives everyone a "Beast Energy Bar" with which you can turn on your Warbeast form, Hulk out, activate your Devil Trigger or go Super-Saiyan. A big, juicy buff that lasts till you run out of energy, basically. Aside form this relatively simple modification, you can add a Liability to Moves that are only usable while transformed, and you can burn your energy even faster for an even bigger buff. CharGen continued: El Oso's Moveset Now it's time to add some meat to our luchador bear. At PL 1, we get 10 Move Points to play with. This is enough to give him one Level 4 Moves and a combination of two Level 2 or 3 Moves (I'll go for two Level 3s). Since Super Moves aren't available before PL 3, we can't buy anything related to Super Moves or Energy yet. Since they are so common in fighting games, I'll assume the campaign allows for Sweeps, Basic Taunts and a single Basic Throw. The only thing we can customize here is the Basic Throw, as a that is a proper Special Move with slots left unspent (a L2 Move as 3 slots, with the required Throw Element taking up 2). To keep it basic, I'll call it a Suplex, with the added Element of "Position Shift", which is handy when the arena features some environmental hazards to interact with (a given for a wrestler). I could add some Liabilities to get more slots, but I want to keep this one simple. Before spending points on the 3 Special Moves we can start with, I have to think of El Oso's general strategy and theme. His Tall Quality gives his Basic Moves a longer reach, so we can assume he's usually standing upright (maybe a bit hunched over) and raking stuff with his forearms. As a wrestler, he should also have at least one other throw to start with. Overall, he seems to favor a mix of short- and mid-range attacks, so it would be useful to also have one Move to cover the distance. L3 Bear Rush (d, db, b + P) El Oso launches himself towards his opponent, counting on his sheer mass to get through whatever he has in stock for him. As this one cover some distance, I give it the Mobile Element. There are several choices for how this Element affects the Move, but I'll pick the "2 ranges before movement" variety (making the Move cover as much distance as a jump, and it can go even farther if we decide to not attack with the Move). This costs us one of 4 available Element Slots. The remaining three will be spend on "Temporary Invulnerability", allowing El Oso to just power through counters, interrupts or attacks from simultaneous initiative (more on that later). It heavily discourages the opponent from trying any funny tricks, is all I'm saying. For added flavor, I also pick a rank in "Increased Damage", balanced with the "Slow Recovery" Liability. It hurts more than your normal Special Move, but it's also hard for El Oso to stop if he misses. L3 Improvised Weapon (d, df, f + K) El Oso quickly grabs whatever random object he can find and attacks with it, be it a 2x4, a steel folding-chair or a bouquet of flowers. Obviously, this one's going ot use the "Random Move" Liability, giving us 5 slots to play with. I pick Reach (since he's holding a weapon), a whooping 3 ranks of "Increased Damage" (to counter the fluctuating damage of "Random Move" and because most improvised wrestling weapons hurt a lot ) and the "Critical Hit" Element, which has a certain chance of staggering the opponent for some added randomness. L4 Bear Hug (b, d, bf + P) Being a bear and all, El Oso "hugs" his opponent and squeezes the life out of him. This is another Throw, with the sub-element of "Sustained Hold" that allows El Oso to carry over the move to the next turn with a good chance for an auto-hit. This whole packages costs 4 slots, leaving us with only one left, which we use for a rank in "Increased Damage". Some tactics you can do with this moveset include a mid-range combo using the Improvised Weapon with Basic Moves, or a Bear Rush followed by a weapon or basic attacks (throws sadly don't work in combos unless the combo already starts at short range) Overall, the system's pretty darn nifty. It's straight-forward and relatively quick (unless you really want to tinker with a Special Move to get it "just right"). Most of the stuff you see in the source material is covered, lending Fight! well for conversions. And most importantly, there ain't much room for abuse, which is always good in a game where the players create their own powers/moves/etc. Next Time: Combat rules that may or may not be mortal (I think I made this joke before...) Doresh fucked around with this message at 14:06 on Apr 11, 2015 |
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Genius: The Transgression, Navigators and Progenitors I'm not dignifying either of these foundations with a proper write-up for the simple reason that they're really, really blatantly the Void Engineers and... Progenitors... from the Technocracy in oMage. There isn't even the token effort made with the Directors to distinguish them from the New World Order. The Navigators even used to be part of Lemuria but were of course treated as second-class citizens by everyone else so they jumped ship, while the Progenitors keep the oMage Progenitors' issues with their members going nuts. Genius posted:The Center for Circumferential Navigation Navigators are the physical-oriented group of the Peerage, specializing in mad physics and being the guys who love to use their crazy poo poo and explore deep space and other dimensions. They have a militaristic air bordering on fascism depending on the Navigator. Favored axioms for the Navigators are Katastrofi and Skafoi. Katastrofi we're already acquainted with, but Skafoi is a new one. Skafoi is the axiom of travel and movement: if it makes something go, it's Skafoi. Three dots is interplanetary travel, four is FTL and interdimensional travel, five is time travel. Just like the Directors' grant lets them spend Mania to improve their social attributes, the Navigators' grant lets them spend Mania to improve their physical attributes. Genius posted:Concepts: Fortunately, no Threat Null in Genius so be a faux Void Engineer to your heart's content. Don't be an actual Void Engineer, though. Void Engineers are a specific and very different thing in Genius, and not really suitable for PCs. Genius posted:The Reformed Society of Progenitors Genius honestly has no idea what the Progenitors should be, so they're wacky biologist types obsessed with transhumanism and self-transformation, and they're considered dangerously insane even by other geniuses. Like the oMage Progenitors they used to be filled with lunatics (Lemurians and Illuminated in this case), but they swear they're better now even as the game tells us all Progenitors have a dead spot in their body or soul and universally get up to poo poo that's weird even by genius standards. In other words, go play oMage. Favored axioms for Progenitors are Automata or Exelixi. Exelixi has only been briefly mentioned before, but it's the axiom of healing, buffing, and even true resurrection at five dots. The Progenitors' grant makes them experts at making tiny wonders, so they don't suffer a -1 penalty for building a wonder of Size 1, and suffer only a -1 penalty (not a -2 penalty) for building a Size-0 wonder. Large wonders are unaffected, but tiny wonders like these can be implanted into bodies. Progenitors also gain a bonus when fiddling with their wonders equal to their dexterity score, which is another mechanic that will come up later. Genius posted:Concepts: Revolutionary gene-hacker, man-beast hybrid, posthuman aspirant, fecund brood-mother, Iteration X may have been a more interesting bunch to try rehabilitating as good guys, Genius.
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Doresh posted:Ulisses is also the German publisher of Pathfinder, Shadowrun and other stuff. I would say with having to translate all those foreign books and working on the newest edition of The Dark Eye, they seem to be a bit busy. A shame, really. TORG deserves another go. Every player picks a geographical region, a genre/setting period and names a person fictional, real or made up on the spot. GM fills in holes or players make multiple additions if needed. Then roll on each table for each area, invading cosm and leader of said cosm until satisfied
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Xelkelvos posted:Then roll on each table for each area, invading cosm and leader of said cosm until satisfied Invasion of the robot vampire crossdresser cosm.
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Doresh posted:Invasion of the robot vampire crossdresser cosm.
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drat, every torg-like setting idea that comes up in this thread is golden.
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I've been away from home for too long. MiliKK ![]() Sample PC, right here. This is a curious Spanish game from 1993 (aren't they all?) that deals with a subject I'm confident in saying most of you will be unfamiliar with: military service. Specifically, compulsory military service. In Spain, all young men had to join the armed forces at 18+ years old until about 2001, which means that generations of Spanish men have all sorts of hilarious stories about their "mili" days. And not so hilarious: let's remember what happened back in the '30s in Spain and who ruled it for a very long time. (Hint, it was Franco.) This game is, as its creators (one of which is Spanish RPG eminence Ricard Ibáñez) say, is not about heroes and adventurers: PCs are just kids doing the mili. They don't have treasures to discover, empires to topple, or worlds to save: all they have to do is keep the military machine from pummeling them through hazing, stupid orders and all the poo poo that falls down on a conscript soldier into "zombie-dom" and transformation into a perfect little soldier. Did I mention that its title can be read as "Milipoop" in Spanish? ![]()
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That sounds like a pretty fun comedy game, actually.
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Yeah, that sounds like a great game to run for one-offs whenever the usual game is cancelled or people just aren't feeling it on a given day. I think that even without experience with compulsory military service, the general concept of unwilling recruits faffing off rather than doing their duties is ingrained enough in the communal psyche to work with most people.
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Now I want "Terminal Lance: The RPG". By accidents, do you mean poo poo like helicopter crashes or "accidents" like whatever happened to poor Jose?
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Kavak posted:Now I want "Terminal Lance: The RPG". Actual accidents. The writers probably didn't want people to emulate forced disappearances or the all too real military brutality that was (is) visited upon poor conscripts.
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That all sounds close enough to my experience in the US military. As much as I don't want to relive those days, MiliKK sounds like a pretty entertaining thing and I laughed at a lot of things in the review, thinking "yeah that's pretty much true."
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# ? Sep 28, 2023 19:06 |
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One could pretty much do M*A*S*H: The RPG with this.
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