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The Lone Badger
Sep 24, 2007

Mors Rattus posted:

I think my favorite characters in UA aren't the avatars or adepts, though, it's the cabal of stage magicians who have realize their poo poo is actually way, way more impressive than actual magic.

That's because actual magic isn't actually very useful. Most people, if offered a glimpse into true magic, would shrug and keep on keeping on, because the normal-person way of doing things is actually way easier most of the time.

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fool of sound
Oct 10, 2012

The Lone Badger posted:

That's because actual magic isn't actually very useful. Most people, if offered a glimpse into true magic, would shrug and keep on keeping on, because the normal-person way of doing things is actually way easier most of the time.

Ya, a quote I've heard used is 'No sane person would think UA magic was worth the price, too bad the magic users aren't sane."

Kurieg
Jul 19, 2012

RIP Lutri: 5/19/20-4/2/20
:blizz::gamefreak:

Tulul posted:

I swear to God I saw this movie. Can't remember what it was called, though.

The Prestige's entire conceit is that the main character finds an actual, factual, teleportation device. But it's too fast and it isn't very visually impressive. His architect makes him make it seem faker. "Give them enough reason to doubt it" because the alternative would terrify them.

By popular demand
Jul 17, 2007

IT *BZZT* WASP ME--
IT WASP ME ALL *BZZT* ALONG!


It's worse then that, It's a cloning machine and he has killed all his clones

Kurieg
Jul 19, 2012

RIP Lutri: 5/19/20-4/2/20
:blizz::gamefreak:
Well yeah but that's the second biggest spoiler the movie has, and the person who said that line didn't know that.

LornMarkus
Nov 8, 2011

Kurieg posted:

The Prestige's entire conceit is that the main character finds an actual, factual, teleportation device. But it's too fast and it isn't very visually impressive. His architect makes him make it seem faker. "Give them enough reason to doubt it" because the alternative would terrify them.

Also that Nikola Tesla was David Bowie, which is equally terrifying.

Mors Rattus
Oct 25, 2007

FATAL & Friends
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Forces of Warmachine: Protectorate of Menoth



An Exemplar Errant Officer and Standard sometimes lead the Exemplars Errant in battle. They are veterans, chosen to lead for their purity of thought and heart, trusted to carry out their missions no matter what. Their dedication is so great that the knights they lead will do anything to ensure success. They always bear an Exemplar standard, to show their faith and conviction. These standards bear the history of the order and are prayed over by the visgoths themselves, and any deed under them is a sacrament. They will go to any length to keep the stnadards safe.



Flameguard Cleansers were originally the disciplinary arm of the Flameguard. Their job is to sanctify the land against heresy, purifying blasphemers with holy fire. Once called to duty, they burn out heretics with their flamethrowers, reducing buildings and people to mere ash. They watch over the fires to kill those that try to escape, but most prefer to wound or cripple escapees and toss them back into the fire, to carry out the letter of the law. The Purifier, the standard Cleanser weapon, is one of the few mechanikal advances originating in the Protectorate. They are a portable delivery system for Menoth's Fury and are horrifyingly deadly. Other nations are shocked that they'd use it on their own, and it only reinforces the cruel reputation the Menites have. Though made to purify at home, they have now been deployed outside the border, too, with the same zealotry. Each one is capable of clearing a swath of foes, and together, they can make an unstoppable inferno.



A Monolith Bearer will sometimes lead the holy zealots. The Menofix is a powerful symbol, embodying the certainity of the inevitable and the generations of pas suffering. Its presence can push the faithful to greatness, and the bearers carry Menofixes made of basalt or granite. Despite their weight, the bearers pray loudly and sing hymns in battle, pushing other Menites to ecstatic frenzy. Each monolith is a potent icon inspired by ruined, ancient Menofixes of Icthier. Often, they were held in a church until a zealot was divinely compelled to lift them onto their back as a sign of the power of the faith. The bearer reminds the zealots of Menoth's power, assuring them of their righteousness to the point that their faith can turn aside blades. Bearers rarely survive more than one battle, as snipers and spellcasters go out of their way to eliminate them. However, those who carry a Menofix die with prayers of vengeance on their lips, and their brethren often fulfill those prayers.



Idrian Skirmishers are dangerous tribesmen of western Immoren. Their legends speak of a 'changing of the earth' that wiped out most of their tribes and scoured the land, creating the Bloodstone Marches. The few that survived became the Idrians, and they know how to live in terrible conditions. The skirmishers, skilled in rifle and blade, have long guarded them. They are masters of ambush, cunning and well coordinated. They rise from the sands to intercept enemies, closing swiftly and killing many before they can react. Their kopis blades are passed down generationally, but their rifles are rather more recent. The majority of the Idrians converted to Menoth's worship in 504, but not all joined the Protectorate. Some stuck to their dunes and oases. Every year, more Idrians join the faith, and in recent years, the settled Idrians have gone back to meet their kin in hopes of convincing them to join the cause. Some skirmishers fight for coin, but others have true faith, eager to end the lives of the unbelievers.



The skirmishers are sometimes led by an Idrian Skirmisher Chieftain and Guide. Only those of great will can unite the Idrian tribes in the sands, leading them in coordinated strikes. Chieftains are proven in combat, not by birth. A knowledgeable guide is often key to their success, as the guides are peerless desert trackers with flawless knowledge of the landscape. The best guides can predict the weather a week in advance and can tell someone's approach by the faint trembling of the sand. Pious Menites are often uncomfortable around them, for their wild skills seem supernatural. They are, however, excellent at finding the enemy.



A Temple Flameguard Officer and Standard will sometimes lead the Flameguard. They are preceptors, empowered by Feora to lead in battle. They spend their lives mastering the flame spear, and their personal soldiers are capable of amazing acts. They can whirl their weapons in unison to drive fuel into the speartips and make the keening known as Menoth's Howl, an intimidating attack that has become their signature maneuver. The preceptors' standard bearers are chosen from only the most faithful, carrying standards the bear this passage from the Canon: "Stand strong as the walls of My Cities, and I will protect you always. Push against the tides of chaos, and I will move you. You are My will made flesh."



Visgoth Juviah Rhoven and the Honor Guard are ranking in the Protectorate, serving directly under the hierarch. The visgoths have power over the lives of every citizen. Traditionally, they rarely take to the field, but the stakes now are just too high. Visgoth Juviah Rhoven has spent a lifetime upholding the True Law in Sul and preparing its garrisons for crusade. Sul is his personal domain, and he took its invasion as an affront, so now he walks to war as an example to the faithful, as proof that all clergy should bear arms against the heathens. On top of being a visgoth, Juviah is one of four vice scrutators and has access to the faith's inner circle. He came to this position as the first visgoth to support Garrick Voyle, and he killed many key threats after Voyle consolidated, adding many names to High Executioner Reznik's warrants. Though Voyle appreciated his ruthless support, it was his leadership in the aftermath that earned him the rule of Sul, which prospered under his direction. Juviah Rhoven is far more feared than loved, and in Sul he is a figure of terror, as all fear they may be taken for even the most benign violation of law. After Cygnar attacked Sul, Rhoven's mercilessness became lauded, and he became adored, as well. His honor guard accompanies him at all times, bearing consecrated halberds anointed in holy oil fro mthe same reservoir as the sacred flame in the Great Temple of Sul. The guard are led by two senior knights, Darvik Gius and Marrius Cassian, who are never far from Rhoven's side. Both are stern and widely admired, and most know the story of how CAssian nearly lost an eye to a Cygnaran sword. He has refused to repair the damage to his helmet in memory of it, that he might remain vigilant. Rhoven has fought Cygnar tirelessly since the siege, wielding the Staff of Sulon ti inspire the faithful. During the siege of Sul, he led the defense of several holy sites, particularly Sulon's Remembrance and the Great Temple of the Creator. To the faithful, he is the fire of Sul.

Next time: I kick rear end for the Lord!

Humbug Scoolbus
Apr 25, 2008

The scarlet letter was her passport into regions where other women dared not tread. Shame, Despair, Solitude! These had been her teachers, stern and wild ones, and they had made her strong, but taught her much amiss.
Clapping Larry

LornMarkus posted:

Also that Nikola Tesla was David Bowie, which is equally terrifying the best thing ever..

Glazius
Jul 22, 2007

Hail all those who are able,
any mouse can,
any mouse will,
but the Guard prevail.

Clapping Larry

Ratpick posted:

Okay, yeah, I could see myself playing this too.

But seriously, I loved that Afterthought episode and it got me thinking about homebrewing some kind of a tabletop RPG where the players are all farmers.

So, Burning Wheel.

If you want to make it more Rune Factory, look up Enchanting and Art Magic in the Magic Burner, and add some Ob if you're trying to root earth magic in a crop/process it with the magic intact.

Mors Rattus
Oct 25, 2007

FATAL & Friends
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Forces of Warmachine: Protectorate of Menoth



The Allegiants of the Order of the Fist are monks who forgo weappons and armor, favoring speed and the power of their bodies. They have turned their faith into absolute discipline and self-control, turning themselves into potent weapons. The order was foudned by Garrick Voyle ten years before he became hierarch, deciphering lost secrets of the ancient priest-kings and melding them with martial techniques of the Idrians. Allegiants study stone and sand, learning methods of applying deadly force naturally. They proved their strength as Voyle's inner guard in the early months of his power, hunting the streets for treason and insurrection, vanishing several citizens. Though lesser members of the order still police the populace, the allegiants have joined the active war. They fought in Sul and Caspia, and they have refused to return to their monasteries now, assisting the crusades.



The Covenant of Menoth dates back to ancient Icthier, site of battles between Menites and Idrian tribes. One of the biggest conflicts was in 2200 BR, when the Idrians broke into the city and slaughtered the people. Their blood washed away the sands, revealing an ancient scipture. Like the Canon of the True Law, Menoth's Covenant was inscribed on the walls of Icthier, revealed by the blood of martyrs. As the last Menites were surrounded, an acolyte named Pontithius began to read the Covenant aloud, without fear. His words were like fire, promising victory, and the Menites took up arms from the fallen. Ten pilgrims defeated a hundred Idrians. After the battle, Pontithius transcribed the Covenant into an immense tome he chained to his back, carrying it for weeks to the feet of Priest King Golivant in Calacia before he callpsed. It is said that with the Covenant in hand, Golivant was unstoppable, and the last of the Molgur were driven from the Wyrmwalls. After his death, the Covenant was returned to Icthier in secret. Hidden for two thousand years, it was read only by sleect priests. Now that crusade is spreading, however, it is being spoke aloud across Immoren. While the Canon of the True Law is a guide to live by, the Covenant is a call to war, summoning potent miracles when read aloud in battle. It was discovered by blood, and only by blood is its promise fulfilled.



Becoming an Exemplar Errant Seneschal requires superlative skill, being a long veteran on foreign soil and a tireless devotion. They have the zeal to carry their faith across the world, but they need more than faith. They must also be wilderness survival experts, learning the lands they enter and gathering information for those that will come after. They are trailblazers, each skilled combatants able to root out foes in any terrain. Despite their peerless skill, however, their greatest asset is their understanding of Menoth's purpose for them. Where lesser exemplars follow orders, they do not need - they can interpret the needs of superiors while still being absolutely obedient. Any brother errant would volunteer to die for them, so clear is their special duty and their belief.



Hierophants are senior warpriests from among the choirs of Menoth. They are of advanced age and have a potent affinity for the warcasters they have served under. They learn to harmonize their prayers with the warcasters, using their faith to protect their leaders. They are a small, revered company that remain near the warcaster to pray and give counsel. Each carries scrolls containing excerpts of the True Law with bearing on war. As they fight, the hierophants find the right hymns, elevating their warcaster's mindset and power by inspiration. They also serve as clerks and attendants, noting great deeds and writing new hymns to glorify valor in Menoth's name. They also note valor and cowardice in lesser soldiers for later commendation or punishment. The verses they choose speak well to the needs of battle, and they can use their power to heal wounds and carry their warcaster's divine magic further.



Knight Exemplar Seneschals are pillars of the faith. They are field commanders of the Exemplars, serving wherever the scrutators command. They are forces of nature on the field, wielding two swords relentlessly like angels of death. Those unfortunate enough to be near them are torn apart by Menoth's righteousness. Most notable, however, is their bond with other Menites. A seneschal feels the death of the faithful like his own wounds, and such is their conviction that they will never relent from their duty until their body is literally incapable opf movement.



A Reclaimer never takes off the iron mask that forbids them speech. They know Menoth's Voice, and the last words they speak are a promise to send souls to Urcaen on wings of fire. They know not pain nor emotion, only service. Nothing can stand in their way when they hear a name whispered by the Voice. Since the birth of the PRotectorate, they have followed the armies to ease the transition of death, sending the souls of the fallen into the afterlife. The soul energy that courses through them looks like fire, searing the flesh of any who dare approach. They have some mystical connection to warjacks, able to fuel their cortexes with the souls of the faithful. Each reclaimer carriers dozens of iron Menofixes, placing them into the ground where they release souls. In the wake of battles, recently, they will cover entire plains with Menofixes of reclamation. Many welcome the sight, but some fear the increased appearance of these silent heralds in war signals dark changes, that the souls of the dead are becoming acommodity to be used in some forgotten prophecy.



Sadly, prayer alone cannot maintain a warjack. For that, there are the Vassal Mechaniks. The Sul-Menites have never really been comfortable with mechanika, but they need it. They've increased production of warjacks, but still lag behind other nations, so maintenance is all the more crucial. The mechaniks who learn their trade from the Vassals of Menoth view their duties as a holy necessity. The Vassals, being kidnapped heretics, are too few and too valuable in cortex production to be tasked with repair. During the reign of Voyle, they were instructed to train Menites to repair and maintain wrjacks and mechanika instead. These volunteers are courageous, both for battlefield repair and for putting their souls at risk by tampering with arcane mechanika. To keep their faith strong, they devote a lot of their time to studying scripture, as well. By the time their training is over, they are as expert in the Canon of the True Law as with a wrench. They are skilled at keeping 'jacks running despite immense damage, wading into battle with only their tools and their faith to keep them moving on the field. More than one battle has been turned in Menoth's favor by their work.

Next time: No, guys, really, let's deploy some goddamn crucifixes.

Mors Rattus
Oct 25, 2007

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Forces of Warmachine: Protectorate of Menoth



The Vassals of Menoth are vital to the Protectorate, but they are not trusted. The most talented of them are foreign wizards kidnapped to build cortexes by the Knights Errant and Order of the Fist. Most are Cygnaran, and a few were even members of Fraternal Order of Wizardry. They are pampered prisoners, but they are under heavy guard, and even the native-born vassals are restrained. Menites have always been hostile to arcane magic because its use violates Menoth's will, but during the Cygnaran Civil War, many leaders recognized the need for warjacksm and the Vassals have proved a wise decision. They demonstrate their worth eveni n battle with spells that can blast the foe or bolster a warjack's power. The demands of the crusade have forced the Protectorate find more native-born talent, and it seems strange to outsiders that anyone would volunteer for slavery, but Sul-Menites born with arcane talents are often so ashamed of their power that they welcome their chains. They enter the House of Truth to master their powers and pray for forgiveness of corruption.



The Wrack is the favored tool of torture for heretics. It was once common in Immoren, under the priest-kings. Today, it is again common, valued by the scrutators for the awe it inspires in faithful and heathen alike. The recent crusades have reintroduced the wrack to Menoth's foes. Those sentenced to the wrack spend days or weeks hanging from chains in a fog of incense, forced to reflect on their sins in unbearable pain. Even the strongest will quickly erodes. While most are wracked as punishment, some seek it out willingly in the hopes of absolution. The sight of wracked martyrs, glowing with the divine radiance of suffering, has sometimes been enough to end battles before they begin. Before the release of death, the wracked people's souls are redeemed by contrition, forced or voluntary, and their body glows white-hot under Menoth's gaze. The redemption cleanses them, and their soul becomes a radiant source of power for the warcasters of Menoth. When they finally die, the release of energy is consumed in an eruption of flame, another tangible reminder of the righteousness of the cause. so yeah: crosses that explode.



[n]High Exemplar Gravus[/b], first name Sarvan, is the weapon of the faith. He fears nothing, tearing apart Devourer cults and Cygnaran soldiers with equal vigor. He leads the Exemplar Vengers in battle with resounding prayers that rise even above the hooves of the horses. When Grand Exemplar Hurst died fighting Cryx, many supported Gravus as his successor. Though Mikael Kreoss was eventually named, Gravus was the only other possible choice. The people admire Kreoss for his dignity and loyalty, but respect Gravus for his pragmatism and ahderence to the Exemplar code. Gravus hopes to die in battle, fearing only that he may outlive his usefulness as a warrior. Any who has seen him ride into the enemy while his blessed flail cracks skulls knows that time is nowhere near. Age has taken its toll on him, but his will to fight is unchanged. He is a knight first and foremost, and he claims to take strength from his mount, Fidelitus, which descends from a long line of Venger horses. It was under Hierarch Ravonal that he rose to prominence, teaching the Cygnarans his name as the top cavalry commander of Menoth. On several occasions, he defeated forces of far greater number. He has a similar reputation with Khador, but for different reasons. When Severius gave the order to raze the town of Fisherbrook, bringing out the defenders, Gravus took his men to the outskirts and killed every man, woman and child he could find. In his lifetime of service, he has never questioned his orders. The priests interpret Menoth's will - he just obeys. His only evidence of any displeasure was when he was ordered to withdraw from Caspia after Voyle's death, and even then, he just looked angry and vengeful. He said nothing. He has come north with the new hierarch to fight in the new battles to come, knowing he will likely not survive to return home. He feels his death aproaching, and he is ready for it.



High Paladin Dartan Vilmon is a devotee of the Order of the Wall. He ofund his calling as a child in Sul, fasting on the doorstep of the order for days before falling unconscious from heat exhaustion. The paladins took mercy on him, taking him for training. He studied under them for years, remaking himself utterly. He proved gifted in battle even at a young age, wielding a blade with a speed and skill most would never reach in a lifetime. His ability was refined over the years, and to him, the stances and meditations of the order are prayers, and their execution brings him closer to Menoth. Even former Grand Exemplar Baine Hurst spoke praise of his skill. As with others of his order, he's had to walk between duty and obedience to the clergy and mercy and compassion. He has attempted to soften the dictates of the scrutators and shows compassion to the poor, giving relief to those sentenced to hard labor or granting merciful death to those enduring unavoidable agonies. The Harbinger chose him as her bodyguard, and he was there alongside Baine Hurst when Goreshade ambushed her. The grand exemplar sacrificed himself to give Dartan thechance to get the Harbinger to safety. He was again chosen to guard her when she went north to the Thornwood, and he witnessed her sacrifice to liberate the souls of Menites trapped in the Temple of Garrodh. He and the Testament fought side by side with the Avatar of Menoth, preserving the Harbinger's body and soul to go home to the hierarch. In recognition of his deeds, he was made high apladin,. returning to Sul to reclaim it after its siege. He put his shield aside in favor of the blade Censure, counting on his brother knights to be his shield. When Sul was reclaimed, he led the battle in Caspia alongside the Harbinger and Voyle. He alone defied Voyle's order to kill unarmed civilians, and he was ready to die for them, and surely would have if not for the Harbinger's intervention. It was in the aftermath of that battle that his courage inspired the Protectorate. The Order of the Wall, once in decline, has undergone a resurgence in respect and initiates now. It is the dawning of a new day for the order under its greatest champion.

The End!

What's next? Mercenaries, Skorne, Legion of Everblight or the Trollbloods?

Kai Tave
Jul 2, 2012
Fallen Rib
Skorne.

Hypocrisy
Oct 4, 2006
Lord of Sarcasm

I'm hoping to hear more about Vintar Raelthorne IV. Not often you see a person gain and lose two empires.

So Skorne too I guess!

Green Intern
Dec 29, 2008

Loon, Crazy and Laughable

Mors Rattus posted:

Forces of Warmachine: Protectorate of Menoth



The Allegiants of the Order of the Fist are monks who forgo weappons and armor, favoring speed and the power of their bodies. They have turned their faith into absolute discipline and self-control, turning themselves into potent weapons. The order was foudned by Garrick Voyle ten years before he became hierarch, deciphering lost secrets of the ancient priest-kings and melding them with martial techniques of the Idrians. Allegiants study stone and sand, learning methods of applying deadly force naturally. They proved their strength as Voyle's inner guard in the early months of his power, hunting the streets for treason and insurrection, vanishing several citizens. Though lesser members of the order still police the populace, the allegiants have joined the active war. They fought in Sul and Caspia, and they have refused to return to their monasteries now, assisting the crusades.

These guys seem way out of place with the rest of Menoth.

Kellsterik
Mar 30, 2012

Greg Stolze posted:

The way I view it is that in a lot of games (more often Call of Cthulhu than WOD), you wind up with a "stop the cultists from making drastic changes!" plot. In UA, you're the cultists.

I love this.

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

Green Intern posted:

These guys seem way out of place with the rest of Menoth.

I dunno, I'm kind of glad the psycho not-Christians have Shaolin Monk Warriors.

ThisIsNoZaku
Apr 22, 2013

Pew Pew Pew!

Glazius posted:

So, Burning Wheel.

Hell yeah.

Tasoth
Dec 13, 2011
So is the secret of Menoth that they're fueling everything with the souls of the dead?

Mors Rattus
Oct 25, 2007

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Their secret is that Menoth is, in fact, the giant dickbag they claim he is. (This is disconcerting for a lot of foreign Menites.)

Nessus
Dec 22, 2003

After a Speaker vote, you may be entitled to a valuable coupon or voucher!



I vote Mercenaries because it has a lot of good little sub-groups and a recipe.

Kurieg
Jul 19, 2012

RIP Lutri: 5/19/20-4/2/20
:blizz::gamefreak:
The souls of men were an investment by Menoth that he plans to collect on. the Canon of the True Law is intended to keep mankind alive until he can.

There's a reason the other faiths are as popular as they are.

theironjef
Aug 11, 2009

The archmage of unexpected stinks.



Just showing off a shirt design.

Wrestlepig
Feb 25, 2011

my mum says im cool

Toilet Rascal
Lower











City of Violence a bit more.

LornMarkus
Nov 8, 2011

chaos rhames posted:

Lower











City of Violence a bit more.

Better yet, make it matched pair of sweatpants and put it on the rear end.

theironjef
Aug 11, 2009

The archmage of unexpected stinks.

LornMarkus posted:

Better yet, make it matched pair of sweatpants and put it on the rear end.

I lack this power. I have only photoshop, illustrator, and teepublic.

Count Chocula
Dec 25, 2011

WE HAVE TO CONTROL OUR ENVIRONMENT
IF YOU SEE ME POSTING OUTSIDE OF THE AUSPOL THREAD PLEASE TELL ME THAT I'M MISSED AND TO START POSTING AGAIN
The first UA game I was in started us off as TNI agents. The GM said that Alex Able was like Richard Branson, but I didn't know who that was until I looked it up.

I think the problem that modern supernatural RPGs have is that they need to have dozens, sometimes hundreds, of weird things to give the PCs and GMs options. But most modern horror and supernatural media is based on one unnatural thing intruding on the real world. Like 'a cop who talks to ghosts' or 'a vampire and his buddies' aren't really impressive RPG parties but you can get hours of TV out of them. But nWoD & UA have pages of powers, any one or two of which could support at least a short story.

Wasn't there a Sci-Fi Original Series that was like the Rooms of Renunciation?

Doresh
Jan 7, 2015
Super Console


Time to go Chrono Trigger.

Genre & Style

Or more specifically "Era & Realism", these two dials have the biggest impact on your Super Console campaign.

Realism

This generally determines how serious the campaign is going to be, which also affects how easy (or impossible) it is to die. The realism "setting" can change throughout the campaign, depending on what makes the most fun for the players.

Silly

Full on parody mode. Monsters appear out of nowhere and probably transfer the party into another plane of existence for a battle, combat is exactly like in the video games (aka the melee fighters never actually touch anything with their weapons, they just swing at the air and then a number pops out of the enemy), Dragoons can still jump just fine in small tunnels, and days only pass when the party sleeps at an inn.
Phoenix Downs and such are also less important here, as nobody dies unless the plot demands it. If you go down in battle, you immediately stand up with 1% Health afterwards.

Console

The straight-faced version of Silly. All the silly tropes are still there, but everyone just accepts them without further questions. Things are a bit more lethal around here, as people don't stand up after a fight unless they're resurrected with an item or spell.

Mixed

A more D&Dish perspective, now abilities don't function when it wouldn't make sense (like use Jump in a tunnel), but they now actually have out-of-combat usage (like using Jump to get on top of a building). It's even more lethal here, and the item selection is probably scarcer.
The biggest change is the inclusion of combat movement and positioning, as well as some D&Dish combat maneuvers.

Brutal

No Save Points, items and equipment is crappier, and it's pretty easy to die. This "setting" only really exists to point out that realism kinda takes the fun out of a game.

Game Era

The eras follow a somewhat straight line from the beginning of creation to the wild space age, after which things might regress back.
There are also several suggestions for tone, themes, class and item restrictions and possible rules tweaks. Also here are lethality tweaks that might replace the ones from the realism dial.

The Timeless Time

The time before time, when people lived in an unchanging world, nobody ever died, and evil has yet to make its first move that will ultimately end this era.
Generally, this era serves more as an origin for fancy mystial artifacts, or to explain the world's origin. If heroes do exist in this era, they are slightly more powerful than later humans (or other intelligent folks), and they all have to be magical. Plain Fighters or Thieves don't exist (yet), though Archers can be reflavored into Mystic Archers. Chemists are also known as Farmers here, since normal items aren't a thing here (everything of use grows on trees).

Ancient Times

Were cavemen and dinosaurs (and probably lizardmen as well) fight for survival in a landscape filled with volcanoes. Overall, things have become pretty simple after evil wrecked everything for everyone forever.
Archers are Rock Throwers in this era (using the most advanced weapon available at the time), and a lot of magical and technical classes don't exist (except for Black and White Mages who are shamans. Oh, and Geomancers of course). Fighters still don't exist either, but there's the Berserker for you. A unique hybrid class comes in the form of the Feral Child, which combines abilities from the Monk and Trainer class.
As cavemen are pretty tough, they always stand up with 1% Health after a fight when KOed.

The Golden Age

After the dinosaurs and lizardmen died out (thanks, Lavos), civilization will eventually advance towards the world's first great civilization, which is inevitable doomed to collapse in a great disaster that probably involved the Main Villain in some way.
The Golden Age is overall a poor man's version of the Timless Time, with more of a focus on magitech and a social class / caste system with wealthly nobles and dirty peasants.
The only class not available in this era is the Monk (whose unarmed fighting style is too uncivilized). Everything else is available, though non-magical classes are generally reserved for the lower class. One-use items cost only half as much, and everything else is widely available.

Ice Age

Similar to the Ancient Times, but even more hardcore and dangerous. Really not very varied and interesting outside of time travel campaigns. Though this is usually where evil starts to openly appear and scheme for later eras.

Medieval Era

Here eyes are pretty far apart.

Our standard JRPG setting, where the forces of evil are busy conquering everything. Pretty standard and bland overall, aside from the lack of Calculators and Mechanists (though they might just be very, very rare).
And alternate approach ditches the sword & sorcery stuff for pirates, with armor being reflavored into cool pirate clothing and accessories.

Magitech Era

Pretty much Final Fantasy 6, with an industrial atmosphere and evil empires to deal with. Every class can be found here.
Things are also slightly more lethal here, as people don'T automatically stand up after being KOed.

Post-Magitech Era

Final Fantasy 7: Everything's pretty modern and ruled by evil corporations whose pollution and shenanigans threatens the whole world. The forces of evil are ready for another big strike, and things generally look rather grim. If the heroes can't manage to either save the world or launch a space ark to the stars, there will probably be nobody left for another era.
Berserkers don't exist here, Archers are now Gunlsingers, and Monks are called Brawlers. It is however very likely that this era uses Tasked characters instead of classes.

Space Age

The Space Opera time. Also the Showdown Era, as this is usually where the forces of evil launch their final strike against humanity, whose outcome will determine whether the next era will be a galactic Golden Age or a regress into Ancient Times.
Everything is more high-tech in this era, and magic is typical reflavored into psychic powers. Geomancers and most melee classes (especially Dragoons) are either nonexistant or pretty rare, with the Archer aka Gunslinger the main warrior class. As ranged weapons become the norm, the usual distinction between Attack Skill and Ranged Attack Skill is dropped, replaced with an universal Attack Skill running off Strength (now called Accuracy).

Next Time: Monsters! What's your favorite Final Fantasy enemy?

Ratpick
Oct 9, 2012

And no one ate dinner that night.

Doresh posted:

Next Time: Monsters! What's your favorite Final Fantasy enemy?

Bomb. Definitely Bomb.

Green Intern
Dec 29, 2008

Loon, Crazy and Laughable

Everyone's favorite! The Pug/Tonberry.

Hypocrisy
Oct 4, 2006
Lord of Sarcasm

Cataur obviously.

Baofu
Jun 15, 2007

Don't tease the octopus, kids!

biosterous
Feb 23, 2013




Only one correct answer:

Kai Tave
Jul 2, 2012
Fallen Rib

Count Chocula posted:

Wasn't there a Sci-Fi Original Series that was like the Rooms of Renunciation?

The most Unknown Armies television show ever was a Sci-Fi original miniseries called The Lost Room, though it had little in concept with the Rooms of Renunciation. The premise was that a room at a motel in 1960 underwent something referred to as "The Event" which caused it and everything inside of it to become weird, glitchy, indestructible artifacts of varying and often bizarrely specific power. A pencil that spontaneously causes a penny to appear whenever you tap it against a surface. A wristwatch that perfectly hard-boils any egg you wrap it around.

Only there are other, much more powerful objects as well. Eyeglasses that prevent combustion from occurring within their field of vision. A bus ticket that instant transports anyone tapped with it to the outskirts of a specific small town in the midwest US. A ballpoint click-pen capable of emitting lethal bursts of radiation into anyone who gets stabbed with it. A key that can open any locked door and transport you through any other door anywhere else in the world, even into the Lost Room itself.

And so of course there are cults and fringe groups hunting these things down for various reasons and a host of crazy, messed-up characters and it's legitimately a recommended watch if you're looking for inspiration for Unknown Armies or even World of Darkness stuff.

occamsnailfile
Nov 4, 2007



zamtrios so lonely
Grimey Drawer

Kai Tave posted:

The most Unknown Armies television show ever was a Sci-Fi original miniseries called The Lost Room, though it had little in concept with the Rooms of Renunciation. The premise was that a room at a motel in 1960 underwent something referred to as "The Event" which caused it and everything inside of it to become weird, glitchy, indestructible artifacts of varying and often bizarrely specific power. A pencil that spontaneously causes a penny to appear whenever you tap it against a surface. A wristwatch that perfectly hard-boils any egg you wrap it around.

Only there are other, much more powerful objects as well. Eyeglasses that prevent combustion from occurring within their field of vision. A bus ticket that instant transports anyone tapped with it to the outskirts of a specific small town in the midwest US. A ballpoint click-pen capable of emitting lethal bursts of radiation into anyone who gets stabbed with it. A key that can open any locked door and transport you through any other door anywhere else in the world, even into the Lost Room itself.

And so of course there are cults and fringe groups hunting these things down for various reasons and a host of crazy, messed-up characters and it's legitimately a recommended watch if you're looking for inspiration for Unknown Armies or even World of Darkness stuff.

I loved that miniseries, it was from back during that brief period when Sci-Fi was named Sci-Fi and also produced things like Farscape. It ended really abruptly, like they just seemed to run out of budget and film and just said 'welp'

But it was still a really neat idea with a lot of interesting stuff in it. It really does have kind of a UA feel, with the weirdness that rarely makes anyone's lives better.

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.

Kai Tave posted:

The most Unknown Armies television show ever was a Sci-Fi original miniseries called The Lost Room, though it had little in concept with the Rooms of Renunciation. The premise was that a room at a motel in 1960 underwent something referred to as "The Event" which caused it and everything inside of it to become weird, glitchy, indestructible artifacts of varying and often bizarrely specific power. A pencil that spontaneously causes a penny to appear whenever you tap it against a surface. A wristwatch that perfectly hard-boils any egg you wrap it around.

Only there are other, much more powerful objects as well. Eyeglasses that prevent combustion from occurring within their field of vision. A bus ticket that instant transports anyone tapped with it to the outskirts of a specific small town in the midwest US. A ballpoint click-pen capable of emitting lethal bursts of radiation into anyone who gets stabbed with it. A key that can open any locked door and transport you through any other door anywhere else in the world, even into the Lost Room itself.

And so of course there are cults and fringe groups hunting these things down for various reasons and a host of crazy, messed-up characters and it's legitimately a recommended watch if you're looking for inspiration for Unknown Armies or even World of Darkness stuff.

Thanks for giving me the plot to next week's session for my HtV group. :) Half that, half Warehouse 13 sounds like a fun session or two.

MonsieurChoc
Oct 12, 2013

Every species can smell its own extinction.

Kai Tave posted:

The most Unknown Armies television show ever was a Sci-Fi original miniseries called The Lost Room, though it had little in concept with the Rooms of Renunciation. The premise was that a room at a motel in 1960 underwent something referred to as "The Event" which caused it and everything inside of it to become weird, glitchy, indestructible artifacts of varying and often bizarrely specific power. A pencil that spontaneously causes a penny to appear whenever you tap it against a surface. A wristwatch that perfectly hard-boils any egg you wrap it around.

Only there are other, much more powerful objects as well. Eyeglasses that prevent combustion from occurring within their field of vision. A bus ticket that instant transports anyone tapped with it to the outskirts of a specific small town in the midwest US. A ballpoint click-pen capable of emitting lethal bursts of radiation into anyone who gets stabbed with it. A key that can open any locked door and transport you through any other door anywhere else in the world, even into the Lost Room itself.

And so of course there are cults and fringe groups hunting these things down for various reasons and a host of crazy, messed-up characters and it's legitimately a recommended watch if you're looking for inspiration for Unknown Armies or even World of Darkness stuff.

Actually, that sounds like one of the old nWoD Blue Books: Mysterious Places.

Robindaybird
Aug 21, 2007

Neat. Sweet. Petite.

OH thank you. I remember someone had that mini-series and played it on the TVs of a bus that was being chartered, I couldn't remember what it was until now.

Halloween Jack
Sep 12, 2003
I WILL CUT OFF BOTH OF MY ARMS BEFORE I VOTE FOR ANYONE THAT IS MORE POPULAR THAN BERNIE!!!!!
I had never heard it before, but recently, I was reading up on background for The Whispering Vault and somebody said "It's like Sapphire & Steel as imagined by Clive Barker." I had never heard of Sapphire & Steel before.

Count Chocula
Dec 25, 2011

WE HAVE TO CONTROL OUR ENVIRONMENT
IF YOU SEE ME POSTING OUTSIDE OF THE AUSPOL THREAD PLEASE TELL ME THAT I'M MISSED AND TO START POSTING AGAIN
Everything I've read or seen about Sapphire & Steel makes it sound amazing. Like Doctor Who with just the creepy parts. It's being rebooted too.

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Humbug Scoolbus
Apr 25, 2008

The scarlet letter was her passport into regions where other women dared not tread. Shame, Despair, Solitude! These had been her teachers, stern and wild ones, and they had made her strong, but taught her much amiss.
Clapping Larry

Count Chocula posted:

Everything I've read or seen about Sapphire & Steel makes it sound amazing. Like Doctor Who with just the creepy parts. It's being rebooted too.

https://www.youtube.com/watch?v=Dqah0bXh19E

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