[Return]
Posting mode: Reply
Name
E-mail
Subject
Comment
File
Password(Password used for file deletion)
  • Supported file types are: GIF, JPG, PNG
  • Maximum file size allowed is 3072 KB.
  • Images greater than 250x250 pixels will be thumbnailed.
  • Read the rules and FAQ before posting.
  • ????????? - ??


  • File : 1273177744.png-(728 KB, 766x1000, Velocity.png)
    728 KB Anonymous 05/06/10(Thu)16:29 No.9653086  
    Wheels turn, gears change, feet impact on a slanted rooftop. Sirens roar, colour splashes, and noise cracks the streets. On nights like this, Punks can Fly.

    Welcome to VeloCITY.
    >> Anonymous 05/06/10(Thu)16:32 No.9653131
    Viral Marketing?
    >> Anonymous 05/06/10(Thu)16:33 No.9653154
    >>9653131

    Homebrew, dude. /tg/ home grown gaming goodness.
    >> Anonymous 05/06/10(Thu)16:34 No.9653164
    >>9653131

    Nope, some Anon's homebrew system/setting based on Jet Set Radio and Air Gear. Pretty cool stuff, it's been worked on for the last 3-4 days.
    >> Deodytus 05/06/10(Thu)16:34 No.9653176
    I cannot fucking wait for this game to hit playtesting.
    I just wish I wasn't the only DM who would run it in my area. I want to play...
    >> Anonymous 05/06/10(Thu)16:35 No.9653185
         File1273178111.jpg-(52 KB, 800x608, airgear-ikki.jpg)
    52 KB
    >> Anonymous 05/06/10(Thu)16:35 No.9653188
    >>9653176

    I might be running it online, on the sup/tg/ server, if you're cool with that.
    >> Anonymous 05/06/10(Thu)16:35 No.9653190
         File1273178128.jpg-(19 KB, 431x480, rick winterborn.jpg)
    19 KB
    >>9653086
    how close is the alpha to being finished, should i wait for a compiled version?

    I'm thinking of making an awesome splat for other sports.
    >> Another Generic Drawfag 05/06/10(Thu)16:35 No.9653192
         File1273178143.png-(271 KB, 800x800, CrewLogo-Ideas.png)
    271 KB
    I was waiting for one of these to show up. I'm a bit busy with a drawthread right now, but I threw together some crew logos while reading the archived stuff earlier.

    Not quite finalized.
    >> Anonymous 05/06/10(Thu)16:35 No.9653195
         File1273178150.jpg-(12 KB, 250x439, 1272854086502.jpg)
    12 KB
    fuckyeah VeloCITY thread
    >> Anonymous 05/06/10(Thu)16:36 No.9653199
    I think the game is going to require some extensive modifications for me to get the campaign type I want, but it still looks like it should be awesome.
    >> Anonymous 05/06/10(Thu)16:36 No.9653208
         File1273178209.jpg-(326 KB, 678x799, bag runner.jpg)
    326 KB
    >> Anonymous 05/06/10(Thu)16:38 No.9653232
         File1273178291.jpg-(434 KB, 1500x1500, Jet_Set_by_CoKorea.jpg)
    434 KB
    >> Anonymous 05/06/10(Thu)16:38 No.9653234
         File1273178309.jpg-(39 KB, 450x674, 20080112_Gum_by_monk_art.jpg)
    39 KB
    >> Anonymous 05/06/10(Thu)16:38 No.9653235
    >>9653190

    The original stated goal was the end of the week, but I'm not sure where we are on the schedule at the moment. I Think most of the basic rules are done, and its tricks etc which are being worked on.
    >> Deodytus 05/06/10(Thu)16:39 No.9653245
    >>9653188
    Sounds good bro. It's been forever since I was on IRC, much less sup/tg/ E-mail me when you decide start up.
    >> Anonymous 05/06/10(Thu)16:39 No.9653254
         File1273178384.jpg-(164 KB, 1024x768, YT_from_Snow_Crash_by_rubendev(...).jpg)
    164 KB
    >> Anonymous 05/06/10(Thu)16:39 No.9653257
         File1273178397.jpg-(88 KB, 545x800, bike girl.jpg)
    88 KB
    >> Anonymous 05/06/10(Thu)16:41 No.9653274
         File1273178465.jpg-(78 KB, 400x803, Skater_Girl_by_VietNguyen.jpg)
    78 KB
    >> Anonymous 05/06/10(Thu)16:41 No.9653275
    >>9653245

    Noted and saved. I'll ping you when the alpha comes through.
    >> Anonymous 05/06/10(Thu)16:41 No.9653285
    So we've pretty much had a VeloCITY thread up and running continuously since Monday?

    This is us at our best, taking an idea and making something out of it. I just wish we could hit this groove a bit more often, or develop our idea further when we do. This is something that's going to be COMPLETED and that's not a mark we hit all that often.
    >> Anonymous 05/06/10(Thu)16:41 No.9653288
    Did Nothing Man get anything more done on the Velo map since last night?
    >> Anonymous 05/06/10(Thu)16:42 No.9653305
    Finished my uni dissertation today which means I can get down to doing some VeloCITY art. Loving this setting. Can't wait to see the alpha.
    >> Anonymous 05/06/10(Thu)16:43 No.9653308
    >>9653285

    Agreed. This is /tg/ living up to our reputation- Getting Shit Done.
    >> Anonymous 05/06/10(Thu)16:43 No.9653309
    >>9653285

    Last time we really hit our stride like this was 8-bit Dystopia which was what, back in November?

    Feels good, /tg/, feels good.
    >> Deodytus 05/06/10(Thu)16:43 No.9653311
    >>9653275
    Fuck year, you know I love you, right?
    >> Anonymous 05/06/10(Thu)16:43 No.9653318
    >>9653285
    Yeah, last time we hit something like this was Server Crash, and that died out pretty hard because no one was willing to really stick to the crunch. This one looks like it might be more successful.
    >> Anonymous 05/06/10(Thu)16:45 No.9653340
         File1273178708.jpg-(1.14 MB, 1280x1024, parkour.jpg)
    1.14 MB
    >>9653285
    It's because he is posting things as they're made, and /tg/ is helping him out alot. Look at the Pokemon Pnp, another system that's getting done. It's mostly kept under wraps with only occasional updates to what's going on. It's all about what leave of community involvement and alteration to your original idea you want.

    also,
    http://www.youtube.com/watch?v=VBeR7Uceme8
    >> Anonymous 05/06/10(Thu)16:45 No.9653343
    >>9653318

    Ah, Server Crash.

    It didn't get its own crunch, no, but a few folks pointed out you could run it in Don't Rest Your Head pretty fantastically, with only minor rulesmods. I think the actual notes necessary where in one of the later archived threads.
    >> Anonymous 05/06/10(Thu)16:45 No.9653346
         File1273178727.jpg-(175 KB, 1200x900, velocity gangs drawing.jpg)
    175 KB
    >>9653318

    I think the rules lite nature of the game is helping in that regard.

    That and the fluff is just BRILLIANT so far. Some of the character concepts and gang ideas are just excellent.
    >> Corgi 05/06/10(Thu)16:46 No.9653354
    Shit, seeing good art makes me feel bad now.

    Also

    >>9653192

    Want me to vector some of these ANG?
    >> Anonymous 05/06/10(Thu)16:46 No.9653356
    TL NOTE: vélo is French for bicycle.
    >> Anonymous 05/06/10(Thu)16:47 No.9653377
    >>9653340

    Yeah I think it helps that there's someone in control co-ordinating things. /tg/'s like the ultimate support crew, the literal infinite monkeys, but without someone taking charge we tend not to get stuff done.
    >> Anonymous 05/06/10(Thu)16:49 No.9653402
         File1273178984.jpg-(354 KB, 955x1000, toast biker.jpg)
    354 KB
    >> Anonymous 05/06/10(Thu)16:49 No.9653406
         File1273178996.png-(5 KB, 191x206, velocereal.png)
    5 KB
    >>9653377

    Yeah, gawd bless nothing man. He's really been putting the hours in for this.

    Although apparently his sex dreams are turning into roller blading dreams halfway through. He might need to recuperate for a bit after the alpha...
    >> Anonymous 05/06/10(Thu)16:50 No.9653410
    >>9653377
    >the ultimate support crew, the proverbial infinite monkeys
    STOP USING "LITERALLY" WRONG.
    >> Anonymous 05/06/10(Thu)16:51 No.9653425
    >>9653308
    Well, to be honest, the guy who's developing this particular one is more active here than just about any I've seen. Usually there's a couple threads where someone uses us as a sounding board, and then he fucks off to go playtest it for weeks before we get an update, and the cycle repeats.
    >> Anonymous 05/06/10(Thu)16:52 No.9653439
         File1273179121.jpg-(106 KB, 513x691, Skate girl.jpg)
    106 KB
    >>9653406
    >Although apparently his sex dreams are turning into roller blading dreams halfway through.
    that's hilarious.
    >> Anonymous 05/06/10(Thu)16:53 No.9653458
    It probably helps that he's amazing at photoshop, too.
    >> Anonymous 05/06/10(Thu)16:53 No.9653472
    >>9653190
    Idea for an alt setting non-core books. Velocity: Ice In Your Boots (snow-based stuff, skis replace skates, snowboards replace skateboards, snowmobiles(person powered somehow??) replace bikes, and people on feet become even more rock-climbing based. Velocity: This Side of the Law, the real motorized vehicles and the "law-enforcers" that use them, lets you play the "bad guys" for a bit.
    >> Corgi 05/06/10(Thu)16:54 No.9653485
    >>9653458

    He also responds and includes ideas as we post them. Nothing is better then seeing an idea get added, and having the creator acknowledge it.

    Also, the fact the hardworking bastard is making the pages and stuff as well.
    >> Anonymous 05/06/10(Thu)16:54 No.9653488
    >>9653425

    I've done some homebrew in my time, on /tg/ and off, and I agree Nothing Man is more active than most, although he's also tapped into the collective spirit of /tg/ better than others (Myself included), and I really can't nail down how he did it. Perhaps its just that good of an idea?
    >> Another Generic Drawfag 05/06/10(Thu)16:55 No.9653498
    >>9653354

    Feel free.
    >> scarlet 05/06/10(Thu)16:57 No.9653533
    Hey! a thread on VELOcity started by someone BESIDES Nothing Man, ZONEbro, or me! Sweet!
    >> Anonymous 05/06/10(Thu)16:57 No.9653534
    personally id like to see a mention of "the Burners" from burnout, since theyre (somwhat) in the same style of over the top obscene speed. athough from what i hear VeloCITY suffers from quite the traffic problem
    >> Anonymous 05/06/10(Thu)16:58 No.9653540
    >>9653488

    I think it's a good idea that sort of hits a sweet spot. It's not a completely radical idea, we've all played games like JSR or done a bit ourselves, yet it's open enough we've been able to take it in our own direction.
    >> Anonymous 05/06/10(Thu)16:58 No.9653549
    >>9653488
    Well, he's combining JSR, Tony Hawk, Mirror's Edge, and BMX shit into one game, all in JSRF's atmosphere. I personally loved JSR and Mirror's Edge. Add in that he's got a certain flair for page design and it does make for a compelling thing.
    >> ZONEbro 05/06/10(Thu)17:00 No.9653571
    >>9653533

    Actually, this thread was me. I'm just somewhat schizophrenic when it comes to names, switching pretty often and going as anon most of the time.
    >> scarlet 05/06/10(Thu)17:01 No.9653587
    >>9653571
    goddammit...
    >> Anonymous 05/06/10(Thu)17:02 No.9653608
    >>9653488
    perhaps it's because he's willing to tackle game mechanics. most of the other homebrews I've seen here die because no one will touch the game mechanics at all.
    >> Anonymous 05/06/10(Thu)17:02 No.9653624
    >>9653472
    Pretty much i wanted to get something in for the various kind of surfing snowboarding and other extreme sports.

    I was also thinking on working on "Mean Streets" for street racing, crime and police operations.
    >> Anonymous 05/06/10(Thu)17:03 No.9653630
         File1273179786.jpg-(182 KB, 669x669, Nothing-Man-Terrain-Velo-Ci.jpg)
    182 KB
    Here's a somewhat official in construction version of Velo's town map - just where the zones are. Nothing Man has changed the locations of a few of the zones in his official version (so this isn't completely accurate, but I don't have his version). Also, I don't think he ever added the locations by Big Town, like anything on Central Climb.

    Any comments or suggestions?
    >> scarlet 05/06/10(Thu)17:03 No.9653635
    >>9653608
    True, the fluff is the easy part, Nothing man actually puts most of his time into the math! guys a fucking trooper!
    >> scarlet 05/06/10(Thu)17:04 No.9653655
    >>9653630

    Yeah, I keep forgetting. We need to Fluff a cool light-house!
    >> Anonymous 05/06/10(Thu)17:05 No.9653673
    >>9653655

    As far as I know the center island is unoccupied. That would be a neat (if useless) location for a lighthouse.
    >> scarlet 05/06/10(Thu)17:09 No.9653733
    >>9653673
    the islands supposed to be artificial right? it could be vestigial, from the islands construction (or possibly from before)
    >> Anonymous 05/06/10(Thu)17:10 No.9653740
    >>9653673
    That island seems like a center point to the whole city. I think it should be used as something to unify the city or the gangs. That or make it a center point of control for the police forces.
    >> Anonymous 05/06/10(Thu)17:10 No.9653742
    >>9653655

    Should be absoklutely enormous, almost ludicrously so. The stairs have been coverted into an enormous spiral ramp, filled with jumps, pipes, grindrails. The top of the lighthouse is a real punk hangout, where gangs gather to have a good time and watch the sun go down without trouble or even watch the occasional base jumper take the plunge of the top. Finally the slightly sloping sides of the lighthouse also make one of the most insane drop ins in the city.
    >> Anonymous 05/06/10(Thu)17:10 No.9653749
    >>9653472
    Metal slides, edges are carved, ice crunches under heavy boots. Winds roar, glare blinds, and wilderness surrounds us all. On days like this, Mountains can Sing.

    Welcome to SNOW Fall.
    >> Anonymous 05/06/10(Thu)17:14 No.9653813
    >>9653740

    A lighthouse would be as good a place as any to have punk meetings, but I don't like the idea of there being some governing body ruling over them. They're too anarchistic to have their own governing body set up. It should just be left as The Balance keeping records and assigning ranks to punks.
    >> Anonymous 05/06/10(Thu)17:16 No.9653852
    >>9653813

    I think a lot of the organisation of the punks will be left up to the MC.

    The setting is pretty good for modularity so far actually, most of it can be left out if you don't like it.
    >> Anonymous 05/06/10(Thu)17:20 No.9653939
    I'm sorry but whats this?
    >> scarlet 05/06/10(Thu)17:20 No.9653951
    >>9653852
    good point, but part of VELOcity is that it takes place in (specifically) VELO city. If the MC want's to change the setting they can but there's nothing wrong with us setting it up already.
    >> Anonymous 05/06/10(Thu)17:20 No.9653954
    >>9653939

    Sort of a tabletop Jet Set Radio Future.
    >> Anonymous 05/06/10(Thu)17:21 No.9653968
    >>9653939

    This, my friend, is VeloCITY.

    http://suptg.thisisnotatrueending.com/archive.html?tags=Jet%20Set%20Radio
    >> Anonymous 05/06/10(Thu)17:22 No.9653979
    >>9653852

    There was a cool idea in the previous thread, of a three part informal punk heirachy.

    A group of the seven major gang leaders, plus a representative of Balance, a group of the champions of the various tournaments, and a single supreme ace of each discipline, often recognized by one of the two former bodies. It made some sense, although it seems like that thread wasn't archived.
    >> Anonymous 05/06/10(Thu)17:24 No.9654024
    >>9653979

    Yeah. I liked the idea of the Aces, but I think it would be better if The Balance went to other gangs, rather than gangs going to them. They aren't really a major force, they're just the organizers of everything.
    >> Anonymous 05/06/10(Thu)17:25 No.9654044
    >>9653749
    Takes place on some big icy foresty island farther north of Velo City. A huge spread out town called Snow. The main enemy in this game wouldn't be the police it would be the environment itself and maybe at some point you gotta stop poachers or something.
    >> Anonymous 05/06/10(Thu)17:29 No.9654114
    >>9654044
    Ah I got it rich oil tycoons and lumber-mills want to start drilling and cutting down the trees screwing up shit in Snow. The player's main job is to stop the FALL of SNOW.
    >> Corgi 05/06/10(Thu)17:29 No.9654118
    >>9654024

    Sort of. It's closer to the fact that The Balance has the info to do just about anything. That, and their members tend to be gang leaders or better at what they do. And are possibly backed by police.

    But you are right in that they don't do a whole lot. They're basically the government, and make sure things don't go to far.A very powerful force, but also one that does not make the first move against any gang. Course, if you try to attack them, they got the power to tear you apart.
    >> Anonymous 05/06/10(Thu)17:32 No.9654171
         File1273181548.jpg-(171 KB, 800x831, Snowboarder_Gunman_by_ZEBES.jpg)
    171 KB
    >> half empty 05/06/10(Thu)17:34 No.9654204
    >>9654118
    sounds to me like the Balance is...
    unbalanced
    >> Anonymous 05/06/10(Thu)17:34 No.9654211
    There should also be a Miami-like place down south. Punks on jetskis, scuba gear, paragliders...
    >> Anonymous 05/06/10(Thu)17:35 No.9654226
    >>9654211

    It's like that already.
    >> Anonymous 05/06/10(Thu)17:36 No.9654232
    >>9654024
    Balence's role in the "Punk Council" (better name needed) was more along the lines of a mediator than a Chairman. They're their to ensure everyone gets their say and it doesn't just turn into one massive fight
    >> Anonymous 05/06/10(Thu)17:36 No.9654238
    >>9654211
    Velo isn't a resort, kid
    not a place you want to raise your kids
    >> Anonymous 05/06/10(Thu)17:36 No.9654249
    >>9654211

    I just saw that as part of VeloCITY, say round the docks.
    >> half empty 05/06/10(Thu)17:38 No.9654270
    so... what should the main transportation of Velo be?
    like public transportation? for runners, caught in the rain!
    >> Nothing Man 05/06/10(Thu)17:38 No.9654271
         File1273181887.gif-(149 KB, 766x1000, Preface 1.gif)
    149 KB
    Oh look, I don't have to make a thread.

    I'll post up pages I've got so far- 1 or 2 of them are heavy work-in-progresses
    >> Anonymous 05/06/10(Thu)17:38 No.9654279
    >>9654232

    For the council how about, 'The Board'

    Keeping the gangs in line, making sure the balance is held between sticking it to the greys, keeping order, but not bringing down the attention of the man too hard.
    >> Nothing Man 05/06/10(Thu)17:38 No.9654280
         File1273181933.gif-(158 KB, 766x1000, Preface 2.gif)
    158 KB
    >>9654270
    Busses would work, but a massive metro line could be pretty good for some insane stunts too.
    >> Anonymous 05/06/10(Thu)17:39 No.9654283
    >>9654238

    That's why an expansion is needed.
    >> half empty 05/06/10(Thu)17:39 No.9654285
    >>9654271
    http://www.megaupload.com/?d=0PUUEQ3J
    here's the .rar
    >> Anonymous 05/06/10(Thu)17:39 No.9654299
    >>9654238

    It's actually not that bad, assuming you don't care about living an incredibly bland life. The punks just do what they do because everything is so goddamn boring, gray, and bland.

    >>9654232

    There shouldn't even be a punk council, it should just The Balance mediating, and they shouldn't even be that impressive. They aren't one of the major gangs. Why would anarchists practice self rule?
    >> Scarlet 05/06/10(Thu)17:39 No.9654300
    >>9654271
    OUR FEARLESS LEADER!
    >> Anonymous 05/06/10(Thu)17:39 No.9654306
    >>9654280

    Metro line, for sure. Tagging the subway cars should be a rite of passage for most gangs.
    >> Nothing Man 05/06/10(Thu)17:40 No.9654313
         File1273182021.gif-(296 KB, 766x1000, Page 1.gif)
    296 KB
    I'm pretty much done taking fluff at this point- I don't want the system to get weighed down by all of this stuff, MCs can individually cherry pick what extra ideas they want to put in.
    >> Anonymous 05/06/10(Thu)17:40 No.9654314
    >>9654279

    I like The Board for the gang leader group.

    How about the tournament champions and the aces?
    >> Anonymous 05/06/10(Thu)17:40 No.9654320
         File1273182036.jpg-(193 KB, 1420x1100, Air_Gear_v01c02_114_5.jpg)
    193 KB
    Why wont someone hurry up and invent powered Blades already?
    >> Anonymous 05/06/10(Thu)17:40 No.9654321
    >>9654270

    Should be trolleys, like San Francisco, rackety old buses, grey boring cabs. Maybe a huge monorail systems as well. Possibly a subway, maybe.
    >> Nothing Man 05/06/10(Thu)17:40 No.9654325
         File1273182056.gif-(168 KB, 766x1000, Page 3.gif)
    168 KB
    >> Nothing Man 05/06/10(Thu)17:41 No.9654340
         File1273182105.gif-(185 KB, 766x1000, Page 4.gif)
    185 KB
    >>9654320
    They exist, in two forms:

    Battery (has a set charge, becomes normal after a while)
    Dynamo (Gains charge every tile you move, but only provides short bursts)
    >> ZONEbro 05/06/10(Thu)17:41 No.9654345
    Yo Nothing, glad to see you about. How've you been?

    I'm glad I've got VeloCITY to focus on, since the early results from the election are not at all promising.
    >> Nothing Man 05/06/10(Thu)17:42 No.9654358
         File1273182142.gif-(159 KB, 766x1000, Page 5 Core Mechanics.gif)
    159 KB
    >> Nothing Man 05/06/10(Thu)17:43 No.9654373
         File1273182198.gif-(135 KB, 766x1000, Page 6.gif)
    135 KB
    I still need to work on the movement example- any ideas on what the GGs should try to do in just a single turn?
    >> Nothing Man 05/06/10(Thu)17:44 No.9654382
         File1273182240.gif-(226 KB, 766x1000, Page 7 Style.gif)
    226 KB
    >> Corgi 05/06/10(Thu)17:44 No.9654397
    >>9654299

    "Why are we bothering to go to these meetings boss? We're da Noise! We don't listen to nobody and we're gonna take over the whole city one day."

    "Idiot! We listen to those gits because they say so, and they'll telll everyone else. We ain't gonna get any more good shredders in our dinky little piece of turf. We gotta get our name known, and those assholes on the Board will spread it if we present ourselves."

    "But boss! Why? Why not just go for it and ignore them?"

    "You git. Don't you get it? We're gonna get famous through them. The pigs won't pay attention to us, but the Board will. And when we become big in their eyes, we'll be big in the eyes of everyone who matters."
    >> Nothing Man 05/06/10(Thu)17:44 No.9654402
         File1273182291.gif-(233 KB, 766x1000, Page 8 Classes.gif)
    233 KB
    >>9654321
    Only just read this one- Trolleys and a metro work perfectly, monorail too.
    >> Nothing Man 05/06/10(Thu)17:45 No.9654413
         File1273182330.gif-(206 KB, 766x1000, Page 9 Runner.gif)
    206 KB
    >> Nothing Man 05/06/10(Thu)17:46 No.9654432
         File1273182381.gif-(198 KB, 766x1000, Page 10 Biker.gif)
    198 KB
    and I still need a picture for Bikers. Shouild probably be one of The Inspired, leather-and-denim types, other than that they mostly wear brand gear.
    >> Anonymous 05/06/10(Thu)17:46 No.9654436
    >>9654402

    If I remember right, Central Heights has a pretty extensive rail system. Speaking of which, any updates on the map?
    >> Anonymous 05/06/10(Thu)17:46 No.9654438
         File1273182385.jpg-(163 KB, 791x583, 1272528527124.jpg)
    163 KB
    >Not hex-based grids for a movement-based game

    NOOOOOOOOOOOOOOOOOOO
    >> Anonymous 05/06/10(Thu)17:46 No.9654443
    >>9654373
    yoyo should wallride and stop Beat should move straight ahead fullspeed and gum should use a trick to gain height
    >> half empty 05/06/10(Thu)17:46 No.9654447
    >>9654397
    think they would have a meeting house?
    like a giant scrap yard or something (Velo's got to keep it's crap somewhere)
    >> Anonymous 05/06/10(Thu)17:48 No.9654464
    >>9654340
    I meant in real life

    You could do so many amazing maneuvers if you werent using most of your energy for propulsion.
    >> Nothing Man 05/06/10(Thu)17:48 No.9654470
    >>9654438
    Hex is good and all for big, tactical games.

    But how many fucking hexagonal buildings do you see in real life?
    >> Anonymous 05/06/10(Thu)17:48 No.9654475
    >>9654438
    a game made for online play doesnt use hex grids

    AMG GAEM BRAKING PROBLEM
    >> Anonymous 05/06/10(Thu)17:48 No.9654481
    >>9654447

    Carver Canon is a partially flooded, abandoned industrial complex.
    >> Corgi 05/06/10(Thu)17:49 No.9654503
    >>9654447

    Haven't given it much thought.

    I always just imagined The Balance calling it somewhere, getting a pizza or two, and they have the meeting in some relatively neutral place. I actually kinda liked the idea of it being a small place in The Balances very minor turf used for that reason exactly.
    >> Nothing Man 05/06/10(Thu)17:50 No.9654507
         File1273182603.png-(419 KB, 669x669, veloislanddemonstrated.png)
    419 KB
    And here's my only-partly complete version of the map
    >> Anonymous 05/06/10(Thu)17:54 No.9654570
    Maybe The Balance can operate at a lighthouse in the center of the city, who also help run Starting Line (they're both pretty much the same thing anyways). It can be sort of a neutral ground for everyone.
    >> Anonymous 05/06/10(Thu)17:54 No.9654572
         File1273182877.jpg-(146 KB, 1000x1000, velocity.jpg)
    146 KB
    I just made of a quickly drawn map of what I thought the island would look like (man made, so not TOO natural) as well as some sections.
    >> Anonymous 05/06/10(Thu)17:55 No.9654575
         File1273182913.jpg-(21 KB, 320x240, 1233843405886.jpg)
    21 KB
    >>9654470
    If you're using realistic (ish) movement with momentum and turn radius and stuff, hexes flow much better than squares do. Obviously this is my opinion, and obviously it's your game, I just thought I'd give some (somewhat) constructive criticism.

    Also, just because it's a hex grid doesn't mean there can't be square buildings...
    >> Anonymous 05/06/10(Thu)17:55 No.9654579
    is there full & ready version of VeloCITY ?
    >> Anonymous 05/06/10(Thu)17:55 No.9654580
    >>9654507
    oh....you already have a map :(
    >> Anonymous 05/06/10(Thu)17:56 No.9654595
    >>9654432
    >>9654413

    The tricks are all the same. Does that mean skill lists still need a lot of work/ideas?
    >> Nothing Man 05/06/10(Thu)17:57 No.9654599
         File1273183037.gif-(497 KB, 210x224, 1243059646142.gif)
    497 KB
    >>9654575
    I suppose. I always figured squares are alright because 8 degrees of movement > 6

    But that's just like, my opinion, man.
    >> Nothing Man 05/06/10(Thu)17:58 No.9654610
    >>9654595
    No it means I was a lazy cockbite and I just copypasted everything from the runner page to the biker page to edit from there

    It's one of the pages that needs work.

    >>9654579
    I plan to have it done before sunday.
    >> Scarlet 05/06/10(Thu)17:59 No.9654618
    >>9654432
    >>9654413
    I have a bug to report... you might wanna reread the Biker page....
    >> Scarlet 05/06/10(Thu)17:59 No.9654625
    >>9654610
    ah, nvm
    >> Anonymous 05/06/10(Thu)18:00 No.9654633
         File1273183222.gif-(2.56 MB, 317x238, 1271226525630.gif)
    2.56 MB
    >>9654599
    Oh, I see, so diagonal movement is the same distance as vertical/horizontal movement? I didn't grasp that from the movement rules that I read above. If that's the case, then you should be just fine with a square grid... HOWEVER, I should also point out that it means that square buildings in the square grid will also technically be round, I believe.

    I just want to say I'm nitpicking for your benefit (and maybe a little for my own self-gratitude), if I bring these things up now you won't have to think about them later.
    >> half empty 05/06/10(Thu)18:03 No.9654657
    >>9654503
    I can see a bunch of punks sitting around an amphitheater for trials or meetings regarding the police or something that threatens all gangs. Romanticized gangs deserve romanticized brotherhood/organization to a degree. Or they could be a bit less.... congressional.
    >> Anonymous 05/06/10(Thu)18:03 No.9654668
    >>9654633

    Maybe you can use a style point or whatever to do a trick where you skirt the corner really close. Fail you smack into the wall.
    >> Anonymous 05/06/10(Thu)18:06 No.9654697
         File1273183588.jpg-(150 KB, 500x333, 1241608520083.jpg)
    150 KB
    >>9654668
    That could make a good rule. It would encourage skating AROUND (AKA one square UP, one square OVER) a more attractive option in a pinch than just going THROUGH the corner (AKA one square diagonally), and would appropriately simulate "corners" in this grid format.
    >> Anonymous 05/06/10(Thu)18:15 No.9654824
    >>9654320
    I've tried to work out the energy/gear necessary to make Air Treks.

    It's theoretically possible, if you can invent a hyper-efficient flywheel to go into each wheel, along with shocks, a motor, and other stuff, but it would be prohibitively expensive to manufacture, along with being vastly inferior to the Manga's Air Trek.
    >> Nothing Man 05/06/10(Thu)18:17 No.9654846
    >>9654824
    So it's a niche product whose main market is poor people that you can only sell to rich people

    Fucking wonderful
    >> Anonymous 05/06/10(Thu)18:22 No.9654921
    >>9654846
    Its nice to dream though, isn't it?

    Breakdown of bare-bones necessary components to get even halfway to Air Gear ATs:

    -Wind-based flywheels in Wheels (to generate energy from wind)
    -Storage cells to store energy generated by flywheels
    -High miniaturized/efficient motor to process energy from flywheels
    -High efficient shock absorbers that can take the impact of falling from heights (same goes for wheels).

    And that's just off the top of my head. I can probably think of more, given time.
    >> Anonymous 05/06/10(Thu)18:25 No.9654967
    >>9654921
    Also, even though the motor and flywheels are necessary components, they may or may not be violating a law of thermodynamics (since the energy is being cycled through the motor to propel the wheels, which are now turning faster due to increased power from the motors which generates more wind passing over the flywheel/power being distributed to the motor... yeah.)
    >> Anonymous 05/06/10(Thu)18:38 No.9655162
         File1273185512.jpg-(107 KB, 500x500, 1272974620729.jpg)
    107 KB
    bump. I didn't mean to kill the thread with my breakdown of the science behind Air Trek ;_;
    >> Anonymous 05/06/10(Thu)18:41 No.9655199
    >>9654507
    I still think Carver Canyon makes no sense being where it is, as it doesn't have a river, its just a gap between two islands
    >> Anonymous 05/06/10(Thu)18:41 No.9655203
    It'd be nice to see some drawfags do some characters and scenery for this, but it seems there aren't any here.
    >> Anonymous 05/06/10(Thu)18:42 No.9655221
    >>9655199

    Carver Canyon has a river running through it that's dammed at one end. Or something along those lines.
    >> Anonymous 05/06/10(Thu)18:43 No.9655235
    >>9655221
    Which is another problem. Where it is now, there's no dam, just two bridges.
    >> Anonymous 05/06/10(Thu)18:43 No.9655238
    >>9655162
    You killed our dreams, so you killed the thread.

    Murderer.
    >> Anonymous 05/06/10(Thu)18:43 No.9655243
    >>9655235

    Those are the dams.
    >> half empty 05/06/10(Thu)18:46 No.9655280
    >>9655235
    well
    canyons on islands are generally a no go
    definitely one that divides the island from coast to coast
    If you are willing to put forth suspension of disbelief for that, ok, but I don't see a river running through it.
    >> Anonymous 05/06/10(Thu)18:47 No.9655291
    >>9655243
    DAMS DO NOT WORK THAT WAY
    >> Anonymous 05/06/10(Thu)18:48 No.9655309
    Fuck it, let's just post the original text.

    Carver Canyon - A once bustling industrial area, now rusting into ruin in the bottom of an insanely steep-sided valley, Carver Canyon is full of rusting decaying old factories and warehouses. Various ledges, loading docks, railings, and overhead cables provide plenty of opportunity for old-oldschool street action, and a surprising number of decaying buildings provide easy access to the rooftops.
    Up the walls of the canyon are a variety of steep hills and winding switchbacks, barely ever used by cars any more. Some of the gaps are killer, literally, jumping from one switchback to the next over a few hundred feet of empty air. Massive speed is easy to gain here on the hills, and easy to lose if you're steering's not so good.
    At the head of Carveer Canyon are the Carver Falls, a massive dam turned artificial waterfall created to tame the river that flowed through the canyon. It's now home to some of the most insane drop-ins, if you're willing to risk the possibility of taking a swim in the shopping-cart infested waters at the foot of the falls if you screw up.
    >> Anonymous 05/06/10(Thu)18:48 No.9655313
    >>9655280
    There's a large number of hills and a volcano. The Carver River should run down from there.
    >> Anonymous 05/06/10(Thu)18:50 No.9655344
    >>9655291
    Why no fill up the area around the left of Carver Canyon with land and have that area at a higher elevation then the rest of the island. That was Carver canyon used to be Carver lake and the dam faced towards the rest of the city will make more sense.
    >> Anonymous 05/06/10(Thu)18:50 No.9655353
    >JSR/AirGear Styling
    >realistic

    does not match
    >> half empty 05/06/10(Thu)18:51 No.9655364
    >>9655309
    I pictured a wedge cut out of a cliff with clay walls and rusting dump trucks
    sort of like a construction site, but it opens to the ocean
    of course, that doesn't make any sense.
    >> Anonymous 05/06/10(Thu)18:53 No.9655389
    >>9655291
    They could be water locks for river shipping.
    >> Anonymous 05/06/10(Thu)18:54 No.9655404
    >>9655364

    I pictured a dam blocking off one edge of the river, with Carver Canyon located below it. Of course, this also doesn't make any sense, as there would have to be two dams on both sides, so there wouldn't be in a river in it at all. I'm not sure how it should work.
    >> half empty 05/06/10(Thu)18:57 No.9655443
    >>9655344
    >>9655313
    hmmm
    something's sort of going off here
    if it's a man made island, how are there volcanoes and hills and rivers?
    I had originally pictured it as an island that was entirely urbanized (why would you build more then you need?), with carver canyon something akin to a failed mining pit, build to try and dredge some more money out of the city, but it flooded in at uncontrollable levels so they abandoned it and didn't bother to clean up their mess, leaving the water to have filled it up partially, but I dunno.
    >> Anonymous 05/06/10(Thu)18:58 No.9655458
         File1273186720.jpg-(40 KB, 688x576, Carver.jpg)
    40 KB
    >>9655309
    That description brings this image to mind. Black is the mountain roads, Brown is cliffs, green is whatever is on top of the cliffs, dark gray is the dam/falls, blue is the water, with lighter blue being down in the canyon, grey blocks are abandoned factories
    >> half empty 05/06/10(Thu)19:00 No.9655483
    >>9655458
    that's how I saw it, but where does the river drain to?
    >> Nothing Man 05/06/10(Thu)19:01 No.9655495
    Right, luckily my dad is an engineer so I talked to him- the actual self-powered mechanism is obviously impossible for things like ATs and such- but if you want to get technical, you COULD replicate ATs in of the sense that they they're normal skates unless you turn on their functionality, in which case the power built up from (motion of the wheels, wind power, etc) would be released for, depending on the quality of whatever kind of capacitor (I'd say a virus-block type) this near-future science would have, you could get a fair amount of time being boosted along by the built-up energy if you spent a lot of time rolling around beforehand

    Or, hey, we could say 'nanites' and be done with it.
    >> Anonymous 05/06/10(Thu)19:02 No.9655500
    >>9655483
    At the top up in the mountains, it would be where the water pools.

    At the bottom, it would run through the middle of the city getting slower and wider until is passes under the Carver Bridge and out to sea
    >> Anonymous 05/06/10(Thu)19:02 No.9655506
         File1273186947.jpg-(134 KB, 669x669, Carver-Canyon.jpg)
    134 KB
    Okay, how about this?
    >> half empty 05/06/10(Thu)19:04 No.9655525
    >>9655506
    (somehow)
    >> Anonymous 05/06/10(Thu)19:04 No.9655526
    >>9655506
    impossible. the water's at sea level on both sides.
    >> Anonymous 05/06/10(Thu)19:04 No.9655528
    >>9655443

    The "volcano" isn't. It's just the product of some disaster that caused a huge explosion in molten metal and stuff that formed the mountain. Yeah, I don't really know, but it's cool looking.
    >> Anonymous 05/06/10(Thu)19:04 No.9655532
    I wish i had aclose group of friends to play with.

    Whats the basis of the game? Mirrors edge/Jet grind hybrid? Runners with skates?
    >> Anonymous 05/06/10(Thu)19:05 No.9655545
    >>9655495
    ...So how close was I to actual science, from an engineering standpoint? I'd like to know his opinion on my assessment of ATs =D
    >> Anonymous 05/06/10(Thu)19:06 No.9655553
    >>9655528
    I thought the original Mt. Vulcan was just a huge pile of scrap and shit, wasn't it?
    >> Anonymous 05/06/10(Thu)19:09 No.9655585
    Why does Carver Canyon have to be there at all. The islands a big place. Just shift it onto the island.

    Make the narrow gap between the islands a different zone, lots of shabby floating houses and boat markets in the channelbottom, soaring cliff faces, interesting caves (maybe some of them converted to skateparks) dozens of rail bridges pipes, wires and zip lines crossing the gap in the skies above. We can have two canyonesque areas.
    >> Anonymous 05/06/10(Thu)19:11 No.9655613
    Guys, easy solution found:

    Take this map:
    >>9654507
    Move Mt Vulcan to other side of Newtown
    Put Carver Dam/Falls where Little Venice is now.
    Move Carver Canyon on river below falls
    Move Little Venice to where Carver Canyon was.

    SIMPLES
    >> half empty 05/06/10(Thu)19:12 No.9655623
    >>9655585
    I don't think we're getting that detailed yet!
    but I agree, move it parallel with the coast
    >> Anonymous 05/06/10(Thu)19:12 No.9655630
         File1273187566.jpg-(181 KB, 669x669, CC.jpg)
    181 KB
    >>9655585

    Because the islands have feels to them, you know? The northern island is a mix between the projects, the inner city, and the suburbs. The southwest is the oldest, most rundown part of the city, largely abandoned by the rest of society. The southeast is the new, uptown part, with the shopping malls and skyscrapers.

    also, how about this?
    >> Nothing Man 05/06/10(Thu)19:13 No.9655635
    Alright, let's say this: An extremely profitable good was found under carver canyon, and the dams and land were built around it- the material was the entire reason Velo Island was created, and Mt. Vulcan is a secondary deposit, and was the actual area that was originally a small volcanic island.

    So they built the land up around it and used Dams, dredging up the water there, and started mining- there wasn't a river there originally

    The mines were mostly empty when an earthquake hit, fucking up both Mt. Vulcan and a dam- causing it to flood again. Lives were devastated, and they had to dredge up a fair amount of water again- there's now the small river there, and the area is left undisturbed by the government, as it's now a lost resource- and in memory of the dead.

    Or something.
    >> Anonymous 05/06/10(Thu)19:15 No.9655662
    >>9655635
    >Extremely valuable material
    >We need something similar to make AT work

    ...UNOBTAINIUM.
    >> Nothing Man 05/06/10(Thu)19:16 No.9655677
    >>9655545
    Basically? Dead on, but it'd be a perpetual motion device, an engineering impossibility- as its speed increases, so would the drag on it, requiring more push to get the same amount of power- so on so forth

    However with a person in it powering it in addition to that, using the burst-dynamo idea? Should, theoretically, work fine.
    >> Nothing Man 05/06/10(Thu)19:17 No.9655692
         File1273187842.jpg-(17 KB, 192x240, 1247243730960.jpg)
    17 KB
    >>9655662
    >> half empty 05/06/10(Thu)19:17 No.9655698
    >>9655635
    what if it just starts to flood and the river comes and goes through a source they were never able to dam, forcing them to abandon the project?
    I like the idea of Velo being created to mine it (whatever inevitable catchy play on words name it is bound to have), but complications left the mine useless, so they used it as a refuge for the overflowing population and the city grew from that... maybe
    >> Anonymous 05/06/10(Thu)19:18 No.9655700
    >>9655613
    This works. I like this.
    >> Anonymous 05/06/10(Thu)19:20 No.9655744
    >>9655692
    Yay =D

    Also, I touched on that possibility here >>9654967 , though I wasn't sure.
    >> Anonymous 05/06/10(Thu)19:21 No.9655760
    >>9655700

    It doesn't, actually. Little Venice isn't built on a river.
    >> Nothing Man 05/06/10(Thu)19:21 No.9655764
         File1273188119.png-(414 KB, 669x669, veloislanddemonstrated.png)
    414 KB
    >>9655613
    So like this?
    >> Anonymous 05/06/10(Thu)19:23 No.9655790
    >>9655760
    so you're saying that doesnt work because little venice isn't on a river, when on the map shown little venice is on a river and that post's plan would be moving it off a river onto a gap between the islands?

    wha... what?
    >> Anonymous 05/06/10(Thu)19:24 No.9655799
    >>9655630
    This map looks better , the little skyscrapers on the other one make that map look shoddy and bad IMO. Stick with a style like this one, edit the areas as you wish but atleast keep this style.
    >> Poke-War Veteran 05/06/10(Thu)19:24 No.9655800
    Maybe this Unobtainium is some kind of room-temperature superconducting metal? It allows for all sorts of new technology.
    Base the name Velo off of the metal. Velite or Velocite or something.
    >> Anonymous 05/06/10(Thu)19:25 No.9655822
    >>9655764

    I think you meant to reply to >>9655630 , but yeah, that's pretty much it. Maybe Newtown and Vulcan could be moved a little further south and west to give to give the canyon more area., but that's basically my idea. Now, as for where The Bridge will be, this complicates things. Maybe it can just ditch the "Carver" part of the name.
    >> Nothing Man 05/06/10(Thu)19:26 No.9655833
    Alright we'll use Anon's mapping then.

    >>9655800
    >Velocite
    Perfect.
    >> Anonymous 05/06/10(Thu)19:26 No.9655842
    >>9655790

    Actually, I pictured that as simply being an area that flooded, and the "river" is pretty new. Little Venice is supposed to be built on a flood plane.
    >> Anonymous 05/06/10(Thu)19:29 No.9655875
         File1273188551.jpg-(27 KB, 669x669, 1273186947379.jpg)
    27 KB
    >>9655764
    I didn't explain it too well. I meant like this (please excuse shitty editing)
    >> half empty 05/06/10(Thu)19:30 No.9655891
         File1273188615.jpg-(34 KB, 450x300, mine.jpg)
    34 KB
    Velocite, brilliant
    I originally thought Carver Canyon to look something like this
    not much of a canyon, but it's what it would look like in a large scale mining op
    >> Anonymous 05/06/10(Thu)19:32 No.9655928
    >>9655875

    If we go with this, put the dam on the other side of the canyon, and just make the entire area (including the lake) carver canyon. I'd recommend moving Little Venice to a different location, too, (maybe a similar spot on the northern island, or on the coast). Also, I kind of like this more than what I came up with in

    >>9655630
    >> Anonymous 05/06/10(Thu)19:33 No.9655945
    >>9655928
    but then where would the abandoned industrial estate be? the description says it's down in the bottom of the canyon, which if we move the dam up, it can't be because the entire canyon would be flooded
    >> Anonymous 05/06/10(Thu)19:35 No.9655971
    Velocite. Huh makes sense.

    Just could someone make clear, Velo is a man made island right. So why is there hills and mountains.

    Spoil from the mines?
    >> Anonymous 05/06/10(Thu)19:35 No.9655985
    >>9655945

    It's a reverse dam, I guess. It's trying to keep water out, rather than keeping it in.
    >> Anonymous 05/06/10(Thu)19:37 No.9656009
    >>9655971

    It's not entirely man made, Rolling Hills was an island that was simply incorporated into Velo, and the mountain is just industrial waste accumulating to a ridiculous degree.
    >> Anonymous 05/06/10(Thu)19:37 No.9656015
    >>9655985

    The canyons dug out from the mines. Makes sense.
    >> Anonymous 05/06/10(Thu)19:38 No.9656034
    >>9655985
    >>9656015
    But where would the water flow to?

    WHY WOULD IT BE BELOW SEA LEVEL

    THERE WOULD BE NO CANYON

    THIS MAKES NO SEEEEEEEEEEEEEENSE
    >> Anonymous 05/06/10(Thu)19:40 No.9656066
    >>9656034

    It's an artificial canyon, the result of a strip mining operation on part of an original island. There was an earthquake, causing an industrial accident that (possibly) created Little Venice, destroying the surrounding industrial areas and creating Mount Vulcan, and fracturing the dam enough to create a small leak. Since the area was almost entirely cleaned out anyways, it was left broken, creating the local river and the lake. Perhaps a pumping operation was put in place to keep the last few bits of resources from being flooded.
    >> Anonymous 05/06/10(Thu)19:40 No.9656067
    >>9655985
    >>9656015
    But then the Carver Bridge would cease to exist, as there'd be no Carver River flowing from the falls through the city.
    >> Anonymous 05/06/10(Thu)19:41 No.9656077
    >>9656034

    It gets pumped up the dam by some awesome piece of technology. Punks can ride down the face of the dam then get blasted back up to the top by riding in high pressure water pipes. Hold your breath, jump in and BOOM!
    >> Anonymous 05/06/10(Thu)19:42 No.9656086
    >>9656066
    Why would there be a dam in the first place then? Why not just NOT connect the pit to the ocean?
    >> Anonymous 05/06/10(Thu)19:42 No.9656088
    >>9656067

    No, I guess this retcons the river out (or just shrinks it. A lot), but the Carver Bridge can just be The Bridge.
    >> Anonymous 05/06/10(Thu)19:43 No.9656106
    ITT "Lets take an accepted peice of fluff and retcon it so we can have a stripmine instead of a canyon! This won't fuck ANYTHING up!"
    >> Anonymous 05/06/10(Thu)19:43 No.9656110
    >>9656086

    Maybe the resources they were finding were so astronomically profitable that it justified constructing the dam just to be able to find that much more.
    >> Anonymous 05/06/10(Thu)19:44 No.9656124
    >>9656106

    Let's take a piece of fluff that was written before the layout of the island was decided, and it's heavily implied was written before it was even an island, and try to figure out how we can actually work it in without making the map absolutely retarded!
    >> Anonymous 05/06/10(Thu)19:46 No.9656146
         File1273189601.jpg-(108 KB, 622x700, 1243137239650.jpg)
    108 KB
    I always love coming to /tg/ and seeing ideas get fleshed out like this.
    >> Anonymous 05/06/10(Thu)19:47 No.9656158
    >>9656124
    What, by not having it come down out of the actual established mountains on the island and making up a bunch of crazy shit about a below-sea level dam that feeds into a lake that doesn't go anywhere, and have the industrial estate full of factories and warehouses at the bottom of a below sea levvel strip mining pit?
    >> Anonymous 05/06/10(Thu)19:48 No.9656176
    >>9656034
    I know
    the fluff for this is getting really frustrating
    perhaps it was a mining expedition enough time before for it was decided to be colonized (due to overpopulation), when the mountain range, excess rock from the mines pilled up, as with the rest of the island (though it is hard to keep the scale of the island in check) had grown a considerable amount of vegetation and formed rivers. centuries after (given time for the city to grow) run off and polution stripped the old mining pit of its plants and animal life, leaving the broken buildings and equipment, some half buried in the ground, open to the air. The canyon is only the surface of hundreds of miles of earth that was pulled from the ground, bleeding the Velocite vein dry and forming the rest of the island. though the mines are flooded now, the scar on the land still mars what was paradise for, but a short time.
    >> Anonymous 05/06/10(Thu)19:50 No.9656192
    Waaay to srs about the geology here. Realism, in my JSR/Air gear RPG? Less likely than you'd think.
    >> Nothing Man 05/06/10(Thu)19:50 No.9656193
    how 'bout we just don't make an overall map

    that was kind of my idea with it from the start.
    >> Anonymous 05/06/10(Thu)19:51 No.9656201
    >>9656193
    Genius! Seriously, /tg/ projects die from hangups like this. Let's move on.
    >> Anonymous 05/06/10(Thu)19:51 No.9656208
    >>9656193
    this.

    or failing the trolls ability to follow the dev's lead, this:>>9655875
    >> Anonymous 05/06/10(Thu)19:51 No.9656211
    >>9656158

    This. Christ just do what I said here >>9655585 just move it into the islands. Jesus.
    >> Anonymous 05/06/10(Thu)19:52 No.9656213
    >>9656193

    indeed, almost half the thread is geology at this point.

    Let's get back on the crunch shall we?
    >> Anonymous 05/06/10(Thu)19:52 No.9656224
         File1273189952.gif-(1.44 MB, 320x240, 125273165956.gif)
    1.44 MB
    >>9656193
    that feels so incomplete, though!
    ah!
    >> Anonymous 05/06/10(Thu)19:53 No.9656233
    >>9656193

    Yeah. The map was always a bad idea. Let people imagine it in their heads.
    >> Anonymous 05/06/10(Thu)19:53 No.9656237
         File1273190000.png-(101 KB, 563x525, BRoseS4ch.png)
    101 KB
    Looks like PunkSquad hit this thread pretty hard.

    ...

    *tag*
    >> Anonymous 05/06/10(Thu)19:55 No.9656254
         File1273190108.jpg-(73 KB, 496x544, 1272895281858.jpg)
    73 KB
    >>9656237

    FOOOOKING PUNKSQUUUAAAAAAAAAD!
    >> Anonymous 05/06/10(Thu)19:55 No.9656260
    >>9656233
    I lol'd
    "leave it to their imaginations"
    >> Anonymous 05/06/10(Thu)19:55 No.9656265
    >>9656158

    Well, I would post a response to this, but apparently part of that post isn't permitted.
    >> Anonymous 05/06/10(Thu)19:56 No.9656279
    There are no mountains. Deal with it.
    >> half empty 05/06/10(Thu)19:57 No.9656292
    >>9656279
    no mountains, no canyon
    why even bother leaving entirely urbanized areas?
    >> Anonymous 05/06/10(Thu)20:00 No.9656327
    >>9656292
    this
    it's a skating game, for christ sake
    why even mention it's on an island?
    all that matters is the city and they will, at not time, leave it
    >> Nothing Man 05/06/10(Thu)20:01 No.9656342
         File1273190512.jpg-(12 KB, 206x181, 1261684843473.jpg)
    12 KB
    cut it out guys fuck

    OKAY WHAT I NEED RIGHT NOW:

    ROLLERBLADING TECHNIQUES, CATEGORIES IN WHICH I CAN FIT TWO TRICKS

    GO GO GO
    >> Anonymous 05/06/10(Thu)20:02 No.9656349
    >>9656342
    I'm guessing this is aside from grabs and grinds, right?
    >> Nothing Man 05/06/10(Thu)20:03 No.9656365
    >>9656349
    well no pretty much everything.

    I've got boarder techniques in works, runner techniques are finished, I have a few links pertaining to biker techniques

    But blading was so fucking obvious I thought "naw I'll have that done in like 5 seconds" and then it turns out I didn't.
    >> half empty 05/06/10(Thu)20:04 No.9656375
         File1273190673.jpg-(35 KB, 581x476, Hattt.jpg)
    35 KB
    >>9656342
    http://simon27.tripod.com/
    tried google
    not sure if it's legitimate
    >> Anonymous 05/06/10(Thu)20:07 No.9656407
    >>9656342

    Ehh, Flash 101?

    Something like that, I'm thinking this would be the one for skaters who focus more on style and handwork than speed.

    alternatively, and I can't think of a name, giving them a category whose tricks do very little but increase style might be interesting. Increasing style and setting them up to gain EVEN MORE style by expending speed and energy.
    >> half empty 05/06/10(Thu)20:08 No.9656422
         File1273190892.jpg-(29 KB, 410x467, adjhsj.jpg)
    29 KB
    >>9656375
    wow, ok, that's not helpful
    http://skating.thierstein.net/Tricks/Inline_Skating_Rollerblading_Tricks_Eazy.html
    check out this guy
    he looks like he knows what he's doing
    >> half empty 05/06/10(Thu)20:09 No.9656445
         File1273190987.jpg-(198 KB, 2309x1455, Rollerblading_WEB.jpg)
    198 KB
    perhaps the congoline?
    >> Anonymous 05/06/10(Thu)20:10 No.9656454
    >>9656342
    hand plants:

    variations on handplants include kicks, somersaults, and twirls.

    In mechanics terms they would offer rapid turning and repositioning if pulled of correctly.
    >> half empty 05/06/10(Thu)20:14 No.9656503
         File1273191243.jpg-(155 KB, 500x334, 3605664718_53abb487c1.jpg)
    155 KB
    this needs to be shoped to cross out pedestrians and write "runners"
    >> Anonymous 05/06/10(Thu)20:15 No.9656525
    >>9656454

    They would have to be less effective than a runner at that mind you
    >> Anonymous 05/06/10(Thu)20:18 No.9656565
    >>9656525
    a runner naturally gets better turning and breaking, pull i imagen their stunts are easier to pull off. I'm thinking everyone but bike should get some sort of handplant turning, it just is noticeably more difficult, and they get a better payoff with their speed.
    >> Anonymous 05/06/10(Thu)20:20 No.9656594
    >>9656565
    >plus i imagine
    >> Anonymous 05/06/10(Thu)20:30 No.9656753
         File1273192255.png-(35 KB, 563x525, BRoseS.png)
    35 KB
    Were any stencil tags decided for any gangs other than Black Roses (pic related) and Urban Tribals (who don't spray, they hand draw their tag)?
    >> Anonymous 05/06/10(Thu)20:31 No.9656764
         File1273192279.jpg-(17 KB, 320x234, star-trek-mccoy.jpg)
    17 KB
    it's unfortunate that this thread needs to be bumped
    >> Nothing Man 05/06/10(Thu)20:33 No.9656792
         File1273192405.png-(91 KB, 538x538, Bodhisattva.png)
    91 KB
    >>9656753
    The Bodhisattvas use a Dharma Wheel, pic related
    >> Anonymous 05/06/10(Thu)20:33 No.9656798
    >>9656753
    So what's the Urban Tribals tag anyway, even if they don't stencil it?
    >> Nothing Man 05/06/10(Thu)20:34 No.9656807
    >>9656798
    A sun and a moon over a city- stylized however the individual tribal paints it.
    >> Anonymous 05/06/10(Thu)20:34 No.9656814
    >>9656798
    I seem to remember it being a spiral to represent a sun, some dots to represent stars, a crescent moon, and then an outline of the city skyline from where they are in the direction of the grand temple in little venice
    >> Anonymous 05/06/10(Thu)20:34 No.9656815
    Someone posted a High Fliers stencil in a previous thread. I'll see if its in the archive, some of the threads haven't been. I hoped somebody saved it if not...
    >> Anonymous 05/06/10(Thu)20:36 No.9656831
    >>9656792
    >>9656807
    >>9656814
    any specific colors? I know Black Roses would only ever spray their tag in black (otherwise it wouldn't be a black rose)
    >> Corgi 05/06/10(Thu)20:37 No.9656843
         File1273192657.jpg-(589 KB, 593x292, 1273021565921.jpg)
    589 KB
    I got them all saved. Blanace and High Flyers anyway. I'll post them. I might work on them more though.
    >> Corgi 05/06/10(Thu)20:38 No.9656851
         File1273192699.jpg-(597 KB, 540x528, 1273017747001.jpg)
    597 KB
    Bit boring, but I figure that The Balance wouldn't care too much about their tags.
    >> Anonymous 05/06/10(Thu)20:38 No.9656855
         File1273192723.jpg-(591 KB, 593x293, Highflier.jpg)
    591 KB
    Here it is. Although... Is it just me, or is the inverse of how a real stencil works? i.e. there's no paint in the gaps, but the connected up bits are painted. If it was a real stencil, the paint would go into the gaps while the connected up bits would be blank...
    >> Anonymous 05/06/10(Thu)20:38 No.9656856
    >>9656831

    Black and dark red perhaps, otherwise it might not stand out against the blandness that is the city.
    >> Anonymous 05/06/10(Thu)20:38 No.9656858
    >>9656851
    I doubt the balance would even go around tagging anything anyway
    >> Anonymous 05/06/10(Thu)20:39 No.9656862
    Is the title a French pun or a coincidence?
    >> Nothing Man 05/06/10(Thu)20:39 No.9656863
    >>9656856
    Black and blue, actually.
    >> Anonymous 05/06/10(Thu)20:39 No.9656865
    >>9656855
    it's just you
    >> half empty 05/06/10(Thu)20:39 No.9656878
    >>9656862
    it's a pun on the word "velocity"
    >> Nothing Man 05/06/10(Thu)20:39 No.9656879
    >>9656862
    Both.

    Incidentally it's also italian for Veil.
    >> Corgi 05/06/10(Thu)20:40 No.9656890
    >>9656855

    I just realized I fucked up the stencils bad.

    ...

    Unless they have the stencil for the white, and then they two the two strips, then put the white through the stencil!

    I'm going to go with that for now. Until I get a chance to fix it.

    FUCK.
    >> half empty 05/06/10(Thu)20:42 No.9656905
    >>9656890
    well, you get spray paint ON the stencil, right?
    >> Anonymous 05/06/10(Thu)20:44 No.9656932
    >>9656890

    Heh, S'okay dude. Easy mistake to make, you know?

    And, for a proud, righteous gang like the High Fliers, they may well take the time to make sure their tags really are done that way, so it shows all their colours, and damn proudly too.

    Odd thought... Any interesting ideas for advances in spraycan technology? I can see twin nozzed cans, which spray two colours at once as you move them along, perhaps even ones with multiple non-mixing paints inside, so it creates a confusing mass of scintillating colours. These'd be bloody expensive of course, but if we're taking every other element of Punk culture to the extremes (Including, as I recall from another thread, tag-paint bullets), why not sprays?
    >> Anonymous 05/06/10(Thu)20:46 No.9656943
    >>9656905

    Actually, this is a good point. If you assume the picture is of the stencil itself, rather than the tag, it makes perfect sense.
    >> Anonymous 05/06/10(Thu)20:46 No.9656945
    >>9656932

    I'm pretty sure theres been talk of rollerblades that can leave lines of paint behind them, we could probably do the same for the skateboards and bikes.

    What could we give runners that was in a similar vein?
    >> half empty 05/06/10(Thu)20:47 No.9656962
    >>9656932
    I believe there is a gun spray can bullet contraption and it's mostly going to be the neon guys (that's the name, right?) with fluorescent paint pouring out of jetpacks and spray guns and tracing the line of their scates and wheels.
    >> Nothing Man 05/06/10(Thu)20:47 No.9656964
    >>9656945
    Sneakers with paint-stompin' heels that you can fit a tag stencil into?
    >> Anonymous 05/06/10(Thu)20:51 No.9657008
    Perhaps some gangs get their own special paint?

    I just had an amusing idea that people are often worried when they see a Fireworks tag, since rumours are always going round that those mad bastards are experimenting with flammable paint. (As in, it can be set on fire, even after its sprayed and dried)
    >> Nothing Man 05/06/10(Thu)20:53 No.9657038
    >>9657008
    Just flammable? You best be joking.

    Surely you mean long-lasting flammable paint.

    NAPALM paint.
    >> Anonymous 05/06/10(Thu)20:54 No.9657047
    >>9656855
    naw, you got it right. there are two types of stencils; the one you are showing would like, have poles that connected all the pieces of the stencil so you could spray all around.

    the other is the big square that has a cutout, and you spray inside the cut out area.
    >> Anonymous 05/06/10(Thu)20:54 No.9657048
    >>9657038

    Those fucking firestarters. They'll burn down the whole district one of these days, and serve 'em right.
    >> half empty 05/06/10(Thu)20:54 No.9657053
    >>9657008
    lol, you could have crazy kinds of paint. Paint that will stain the skin forever, but will never stay in the same place or something
    >> Anonymous 05/06/10(Thu)20:55 No.9657061
    >>9657047
    the first type (the type being used currently) is tougher though; since the pieces usually waggle around unless they are all connected by tiny sticks; which makes the stencils ugly IMO
    >> half empty 05/06/10(Thu)20:56 No.9657066
    >>9657038
    GREEEK FIRE!
    >> Anonymous 05/06/10(Thu)20:56 No.9657081
    Urban Tribals use glow-in-the-dark paint of nearly every color. Goes with their tattoos.

    >>9656945
    Yeah, in the post that came up wiht Misumaru-Tenkawa Accessories, it's one of the accessories they developed that's mentioned.
    >> Anonymous 05/06/10(Thu)21:02 No.9657141
    >>9657081
    >Urban Tribals use glow-in-the-dark paint of nearly every color. Goes with their tattoos.
    >Urban Tribals all have glow in the dark tribal tattoos.

    These guys were already my favorite gang, but that just double-favorite them
    >> half empty 05/06/10(Thu)21:04 No.9657182
    >>9657141
    I, myself, am a fan of Fireworks
    solving things with science, like REAL men
    though they're usually scrapped for cash as their "rocket fuel" fund is often drained, taking more away from the communal treasury.
    >> Nothing Man 05/06/10(Thu)21:06 No.9657204
         File1273194370.jpg-(57 KB, 500x372, kamina.jpg)
    57 KB
    >>9657141
    They often dye their hair and their clothes generally look like rags or bandages, with urban accents.

    Their weapons are generally long, metal or wooden staffs or similiar things, that they use to pull off tricks.
    >> Anonymous 05/06/10(Thu)21:08 No.9657234
    >>9657204

    I thought it was Spice that was the group of semi-organized Kaminas?
    >> Anonymous 05/06/10(Thu)21:11 No.9657284
         File1273194687.jpg-(223 KB, 600x790, a57885d43dba12fa63bc8bbcc68f99(...).jpg)
    223 KB
    >>9657204
    I knew about that, just not about the glowing tattoos.
    >> Nothing Man 05/06/10(Thu)21:11 No.9657287
         File1273194691.jpg-(63 KB, 505x640, DanteSexy.jpg)
    63 KB
    >>9657234
    In mindset. They're all about INSANE STUNTS and BEING TOTALLY CRAZY

    I suppose it would be fitting to say
    Tribals = Kaminas
    Spice = Dantes
    >> ZONEbro 05/06/10(Thu)21:11 No.9657291
    >>9657182

    Inventor of the Fireworks here. I feel so proud.

    Also, watching Sherlock Holmes has given me an idea. A Punk PI. With a combination of running, blading (Aided by a pair of Supersonics variable boots), detective skills and a sharp ear, he does consultancy work for various gangs, groups, organisations and individuals in the City. He speaks with a British accent, and has many odd mannerisms, hinting at an interesting past. He claims to have served in His Majesties Constabulary, a claim which none can really confirm or deny, since it lies in the old world, which the vast majority of the City has simply forgotten.

    Too silly? Or does it fit in with the setting?
    >> Anonymous 05/06/10(Thu)21:13 No.9657321
    >>9657291

    I love it, if only because I have a soft spot for british stereotypes.

    British stereotypes ON ROLLERBLADES, AS A PRIVATE EYE? YES PLEASE!
    >> Nothing Man 05/06/10(Thu)21:13 No.9657323
    >>9657291
    >Too silly
    >Game where you can grind up telephone poles, a new skater can do multiple mid-air backflips, there are rocket-powered bicycles and glow-in-the-dark tribals with sticks going up against costumed crocodile men from the sewer who run gladiatorial arenas

    I think you're safe.
    >> half empty 05/06/10(Thu)21:13 No.9657328
    >>9657291
    maybe a PI who works for the cops after they realized they needed someone who could skate at the level of most of the gangs
    >> ZONEbro 05/06/10(Thu)21:15 No.9657351
    >>9657328

    Nah, Sherlock always had an odd animosity with the British constabulary. When dealing with an extremely uncouth body such as the Greys, he'd be unlikely to give them the time of day. Then again, I can't Call him sherlock, that'd be too much of an obvious ripoff. It'd just be his nickname.
    >> Nothing Man 05/06/10(Thu)21:15 No.9657353
         File1273194941.gif-(136 KB, 766x1000, coremechanics2.gif)
    136 KB
    >>9657328
    Street Force as a whole has that covered.

    Maybe he could be an extremely lax Street Forcer?

    Also here's the movement example, I have no idea how useful it actually is, but,

    Shit, I forgot to put in that if you turn 90 or more degrees in a single turn you half your speed.
    >> half empty 05/06/10(Thu)21:17 No.9657387
    >>9657351
    too much of an obvious rip off?
    lol, this entire game is a giant rip off
    >> Anonymous 05/06/10(Thu)21:20 No.9657420
    1 tile=5 feet or 2 meters right?
    >> Nothing Man 05/06/10(Thu)21:20 No.9657430
    >>9657420
    Nyet, 3 feet/1 meter.
    >> ZONEbro 05/06/10(Thu)21:23 No.9657480
    >>9657353

    Hmm... it works, but I can't help but wonder if it'd get a little Too detailed at times, slowing things down and breaking the flow. But, I've got a severe bias towards ultra rules lite, so ignore me until after the playtests.
    >> Nothing Man 05/06/10(Thu)21:25 No.9657498
    >>9657480
    If you want you can completely ignore the turning rules, but the max speed/acceleration would be pretty necessary
    >> half empty 05/06/10(Thu)21:26 No.9657505
    so, nothing, I think logic, reason and maps could be completely thrown out the window if we had some good art pieces of the separate locations.
    >> Nothing Man 05/06/10(Thu)21:28 No.9657528
         File1273195694.jpg-(108 KB, 632x800, PICT0026.jpg)
    108 KB
    >>9657505
    I'd help, but my illustration skills, regardless of subject, are fucking atrocious

    Pic related, the best I can muster at drawing an urbanite
    >> half empty 05/06/10(Thu)21:29 No.9657553
    >>9657528
    I could try and sketch up some locations
    they won't have any people, though
    I suck at drawing people
    >> Anonymous 05/06/10(Thu)21:31 No.9657567
    >>9657553
    sounds good, as long as they match the descriptions given
    >> ZONEbro 05/06/10(Thu)21:31 No.9657572
    >>9657498

    Its not so much that, as it were. I simply get the feeling that, were I running the game, I'd treat speed, acceleration etc as less absolutes, more relative values, ways of easily comparing the different performances of different individuals more than actual absolute statistics. But, as I've said, ignore me on crunch until the playtests are done. I know my biases, and wouldn't want to overly restrict such a wonderful game concept as this.
    >> Anonymous 05/06/10(Thu)21:32 No.9657592
         File1273195971.jpg-(134 KB, 616x476, PIXALATED WIP.jpg)
    134 KB
    >>9657528

    Currently working on The Smiler, because I have a thing for dat ass and scarred girls. They look cool.

    Currently trying to figure out how the fuck to shade, get a good skin tone, and her hair while my tablet shits itself.
    >> half empty 05/06/10(Thu)21:33 No.9657599
    >The Pit - Originally a pretty ostentatious concert hall. Then a sink hole opened up and the entire structure dropped about ten feet straight down, although the only real damage was losing about a half of the main arena's ceiling. No longer used by any mainstream artists, its a very popular venue for raves and underground artists of all varieties, having built up a pretty nice collection of musical tech, with towers of amps and curves of speakers which also make it an Excellent park. It also plays host to its own punks, who own the corridors and stairways, as well as treating the now curving walls of the main arena as one giant bowl. The true honor of The Pit is getting enough air to snatch one of the crystals hanging from the main chandelier, which hasn't been lit for years, but is now a favorite target for the musicians laser light shows.

    I was looking over the zones and thought this would be a great location for the Balance's meetings
    >> ZONEbro 05/06/10(Thu)21:33 No.9657610
    >>9657553

    If you do anything for mount vulcan, I suggest looking up the Mountains from the Mirrodin set of Magic the Gathering (A quick google image search will suffice). They were pre-eminent in my mind when I envisioned a structure of metal and slag, fallen over a disused factory complex.

    Or, with the large number of geological debates I've scrolled through with glazed eyes, has the nature of Mount Vulcan changed?
    >> Anonymous 05/06/10(Thu)21:34 No.9657612
    Nothing Man: Did you get your categories for Blader tricks? Yes or No?

    ALSO

    My roomie and I had a big brainstorming session on this (I might become a tripfag over VeloCITY) And we came up with a few issues.

    Advancement: There is no system for how xp rewards are attained or a chart for their expenditure.

    Money: As the corollary to XP in advancement (Money=Gear=Capabilities) how does this work and how much is starting equipment.

    Rich Kids: Do they fuck with the game?
    >> ZONEbro 05/06/10(Thu)21:38 No.9657666
    >>9657612

    I'd suggest there being a static value for money at the start of the game, and wealth or poverty being represented as advantages and disadvantages as part of a traits system (Which has been discussed as being added to the game at a later date).

    I'd also suggest certain specialist equipment, like Supersonic advanced or custom models, is not obtainable with mere cash. In character creation, it'd take a trait all of its own, while in game, it'd be a goal in a notable sub arc, or perhaps even full arc of the campaign depending on the nature of the gear that would be obtained.
    >> Another Generic Drawfag 05/06/10(Thu)21:40 No.9657679
         File1273196408.png-(2.08 MB, 1200x2000, Steam.png)
    2.08 MB
    >>9657528

    I'd be willing to assist in providing illos for ye, and maybe a few more sample crew logos (such as the roughs in >>9653192).

    Normally do monotone, but that doesn't seem fitting given the setting.

    If I really take my time on things, I can do some decent stuff. Steam-Punk Succuboo vaguely related.
    >> Anonymous 05/06/10(Thu)21:40 No.9657682
    I believe Mt. Vulcan got hand waved into 'Use your fucking imagination' territory>>9657610

    Seriously, /tg/ and it's fucking geologists...
    >> Nothing Man 05/06/10(Thu)21:40 No.9657685
    >>9657612
    No, and to answer those in repetition:

    Look at the runner thing- the XP costs are there, and style points (which you can only actually gain in actiony scenes to prevent abuse of dis) that you don't end up spending are converted at the end of the session into XP, and there should be goals for XP for instance:

    LITTLE VENICE
    1 Slalom the river lane's streetlights (20 XP)
    2 Get to the top of Antonio's Pizza (10 XP)
    3 Ramp from Antonio's to King Play Bowling over the river lane (25 XP)

    Currency I'm not entirely sure about- but characters will start with 125 XP to buy tricks- I was thinking every XP unspent would be converted to 5 or 10 bucks for gear, otherwise there'd be no way to get starting cash other than MC fiat.

    See above, rich kids wouldn't be unbalanced, because they'd be generally fucking stupid on their vehicle.
    >> Corgi 05/06/10(Thu)21:41 No.9657698
    >>9657679

    Crap, now I feel bad about my shitty drawing here >>9657592

    Damnit.
    >> ZONEbro 05/06/10(Thu)21:42 No.9657718
    >>9657685

    Hmm... now that Is an interesting idea. Gear and possibly traits purchased with starting XP, meaning investing in them will mean a deficit of tricks. Very well done Nothing Man.
    >> Nothing Man 05/06/10(Thu)21:42 No.9657721
         File1273196572.jpg-(24 KB, 368x285, 1259154329327.jpg)
    24 KB
    >>9657679
    >> Another Generic Drawfag 05/06/10(Thu)21:43 No.9657727
    >>9657698

    Uh... sorry... Didn't mean to make you feel bad about your work.
    >> Nothing Man 05/06/10(Thu)21:45 No.9657750
         File1273196725.png-(500 KB, 578x578, 1267867277899.png)
    500 KB
    Oh also, any artists droppin' in work, be sure to drop me a line, and/or tell me the name you'd like to be put into the credits for your part, it is the very least I can do.
    >> Another Generic Drawfag 05/06/10(Thu)21:46 No.9657764
    >>9657721

    Ahehe. I guess. /embarassed

    I'll come up with some punkish stuff to run by you, see which ones you like.
    >> Corgi 05/06/10(Thu)21:47 No.9657775
    >>9657727

    Naw, it's fine. It's moreso the fact I've always meant to learn how to do this stuff. Most of my drawing skills go towards concept arts and things.

    Speaking of which, I should do more gear.

    Also speaking of which, have we figured out how to add stats to gear yet, or will there be more that have a fluffy power?

    I mean, some boards have very concrete abilities, while others, like some of the glasses seem more like something you'd have to ask the MC about.
    >> Nothing Man 05/06/10(Thu)21:48 No.9657789
    >>9657764
    Great stuff, the things I primarily need are just characters on the kinds of vehicles, pick one of the bikes, rollerblades or skateboards that seems most important and I'll rattle off a few gangs that specialize in them for inspiration.
    >> Nothing Man 05/06/10(Thu)21:49 No.9657808
    >>9657775
    Some of the high tech like AR would have to be narrative, yeah, but most modifications to the actual vehicles or footwear and such could be represented with bonuses to the various stats or the items providing unique tricks you can use while wearing them
    >> Anonymous 05/06/10(Thu)21:50 No.9657816
    I'd like to see a Black Rose blader trying to kick the shit out of a Fireworks boarder using a tazer built into one of her skates.
    >> Anonymous 05/06/10(Thu)21:50 No.9657823
         File1273197040.jpg-(43 KB, 619x450, mirrodin_mountain_by_mark_tedi(...).jpg)
    43 KB
    >>9657610
    Some people misinterpreted it into being an actual mountain. Or at least I think it's a misinterpretation, I always thought it was basically a giant slag heap.

    Speaking of mirrodin mountains, pic related.
    >> ZONEbro 05/06/10(Thu)21:54 No.9657877
    >>9657823

    The original concept was, essentially, a very large and unstable pile of slag, rubble and worthless bits of metal, which had slowly covered an abandoned factory complex. It resembles a mountain at a distance, although up close it is quite different, and due to the nature of the collapse, most of the factory within is still complete, meaning the "mountain" is filled with a twisting maze of corridors and chambers, with numerous hidden nooks, including the Volcano gangs Vesuvius club.
    >> Anonymous 05/06/10(Thu)21:54 No.9657884
         File1273197272.jpg-(799 KB, 1376x1948, scan0015.jpg)
    799 KB
    I'd love to help with illustrations, but my drawfagging still has a long way to go. Pic related, as it's my (rather quickly, and ruined by constant edits) attempt at a character I could see myself playing in this game.

    I'm a bit better at logo work, though. If need be, I can try and help with some of the tags. If anyone minds directing me to the latest drafts, I can see if I can do something with them, or otherwise polish them up some.
    >> Anonymous 05/06/10(Thu)21:54 No.9657885
    >>9657685
    What categories -do- you have?

    Slide
    Grind
    Vert
    Handplant
    Grab (variable)
    Dash
    Groundwork...

    hot or cold?
    >> Nothing Man 05/06/10(Thu)21:56 No.9657919
    >>9657885
    Grind, Vert, Grab, Dash, and Groundwork all seem good, I'll work from there.

    Boarding comes first though since it's the most completed as of current, and biking is nearly as complete.

    Feel free to come up with tricks though for any of those three
    >> Another Generic Drawfag 05/06/10(Thu)21:57 No.9657925
    >>9657789

    Hrrrm. Well, was hashing out a picture of a Black Rose (and my brain just farted, I can't remember if they're runner's or blader's all of a sudden). So I'll take a punk on a Bike in addition.
    >> Nothing Man 05/06/10(Thu)21:58 No.9657950
    >>9657925
    They're runners AND bladers, but we've got a pic of a black rose runner- I can use a black rose on another page though I'm sure.

    As for bikers, the primary types there would be the gruff inspired, they actually look somewhat professional, generally wearing pads, athletics wear, etc, or the borderline-psychotic fireworks that look kind of like average punks with mad SCIENCE flairs to their clothes, and probably singed cloth/hair. Their bikes would have ROCKETS on EVERYTHING
    >> Anonymous 05/06/10(Thu)21:59 No.9657962
         File1273197563.jpg-(99 KB, 640x480, secret_road.jpg)
    99 KB
    Yo, hey. Guy who came up with Carver Canyon here. I was originally thinking it would look like this pic, but with a mostly abandoned industrial park down in the canyon instead of fields, with the river running down the very middle.
    >> Anonymous 05/06/10(Thu)22:00 No.9657980
    >>9657962
    and smaller, of course
    >> Anonymous 05/06/10(Thu)22:00 No.9657993
         File1273197655.png-(366 KB, 920x1400, 011.png)
    366 KB
    >>9657816
    spikes
    >> ZONEbro 05/06/10(Thu)22:03 No.9658023
    >>9657950

    For firework bikes, there'd be two main mounting points for Rockets. Small ones placed around the rim of a wheel would allow extreme acceleration and speed without lift, while large ones attached to the frame and behind the bike would be less efficient at acceleration on the ground, but could launch the bike into the stratosphere.
    >> Nothing Man 05/06/10(Thu)22:04 No.9658036
    Oh, and to note, Bikes have low acceleration, but bikers can ignore this with a trick that lets them spend shitloads of energy to accelerate like a fucking motorcycle

    Meanwhile, once you hit 301, no matter who you are, max speed becomes largely irrelevant if you have the energy for it.
    >> Anonymous 05/06/10(Thu)22:05 No.9658054
         File1273197952.png-(420 KB, 1641x1194, AIR-GEAR-_12_116-117.png)
    420 KB
    >> Anonymous 05/06/10(Thu)22:07 No.9658078
    >>9657919
    Grind Trick 101:
    Grind Trick: Frontside/Backside [1 energy per 2 ticks(round up)][Sustainable][1 Style per 2 ticks(round down)]
    [i]Well anyone can do ~that~...[/i]
    Roll Momentum+Muscle+2. Success = Gain Style.
    >> Anonymous 05/06/10(Thu)22:11 No.9658121
    >>9657284
    Did you read the description of the 'Grand Temple' or whatever it's called?

    Scrap metal Ewok Village in an overgrown analogue of that massive storm drain in Tokyo, and covered in glowing tags. Lit by whatever's handy that can burn, but somehow mostly paper lanterns.
    >> Anonymous 05/06/10(Thu)22:12 No.9658157
         File1273198374.jpg-(163 KB, 548x599, 548px-Sigma.jpg)
    163 KB
    >> Nothing Man 05/06/10(Thu)22:13 No.9658170
    >>9658078
    Alright, how's:
    Grind tricks:
    Frontside/backside
    Soul/Acid

    Vert tricks:
    Brainless
    Beraniflip

    Grab Tricks:
    McTwist
    ???
    >> Another Generic Drawfag 05/06/10(Thu)22:16 No.9658200
         File1273198569.png-(476 KB, 900x1400, FireworksforFun.png)
    476 KB
    >>9657950

    Alrighty, whatchoo think of this composition NM? Fireworker out for a ride.
    >> Nothing Man 05/06/10(Thu)22:17 No.9658218
         File1273198661.jpg-(31 KB, 443x468, 1246093031076.jpg)
    31 KB
    >>9658200
    >> Anonymous 05/06/10(Thu)22:17 No.9658224
    So where's this pic of a Black Roses runner?
    >> half empty 05/06/10(Thu)22:18 No.9658240
    >>9658200
    needs more rockets and crazy
    it needs to completely disregard any law of nature to reach the zenith of insanity in all ways possible
    >> Nothing Man 05/06/10(Thu)22:19 No.9658248
    >>9658224

    See

    >>9654413


    By: Longyear
    >> ZONEbro 05/06/10(Thu)22:21 No.9658286
    >>9658200

    Fuckin' A. Totally fireworks. Nice one, dude.
    >> Anonymous 05/06/10(Thu)22:22 No.9658292
    >>9658170
    I'll work on it. For now... I'm considering trying to come up with a binary system for handplants, grab and the flip separate... not sure that's good design though, might be clunky

    Handplants 101:

    Handplant: Frontside Invert [1 Energy per tick][Sustainable(special)][1 style per tick]
    Roll Handwork+Momentum. Success=Turn 90 degrees without losing speed. Gain one style.
    Special: If this trick is sustained drop to base speed. Rolls to sustain are Handwork+Muscle with a -1 to the target number per tick sustained.
    >> Anonymous 05/06/10(Thu)22:22 No.9658296
         File1273198972.png-(6 KB, 493x402, oh u.png)
    6 KB
    >>9658200

    That's pretty damn awesome.
    >> Anonymous 05/06/10(Thu)22:23 No.9658307
    >>9658248
    Ah, cool. I didn't realise she was Black Roses, the outfit wasn't as crazy and impractical as I thought it would be.
    >> Anonymous 05/06/10(Thu)22:27 No.9658360
         File1273199246.png-(306 KB, 685x1000, air211-007.png)
    306 KB
    >> Corgi 05/06/10(Thu)22:29 No.9658380
    >>9658307

    I figure she's one of the lower members in the gang. The leader where's a bunny suit, right?
    >> Another Generic Drawfag 05/06/10(Thu)22:29 No.9658383
    >>9658218
    >>9658286
    >>9658296

    Aheh, thanks.

    >>9658240

    More rockets and crazy eh?
    >> Anonymous 05/06/10(Thu)22:29 No.9658387
    >>9657141
    jeff hardy is a tribal runner?
    >cantunsee.jpg
    >> Nothing Man 05/06/10(Thu)22:29 No.9658389
         File1273199388.jpg-(36 KB, 582x398, 1264843459787.jpg)
    36 KB
    >hurry like a motherfucker to write out all the remaining tricks
    >for some reason sweating from just typing
    >Super Shooter - RIP SLYME starts playing
    >pic related

    http://www.youtube.com/watch?v=Ivgva0XdV4E
    >> Anonymous 05/06/10(Thu)22:34 No.9658446
    >>9658170
    I see an issue with this, most flips seem to contain grabs as a style component (two tricks at once)...

    Hmmm... Nevermind that's not a problem, fail on either roll you biff it, succeed on both reap the style points.

    Okay!

    But I am seeing a discrepancy of making too many tricks and too few trick-attacks.

    How about Vert being:
    Brainless
    Flying Kick to the Face
    >> ZONEbro 05/06/10(Thu)22:35 No.9658473
    >>9658446

    To be fair, the fact you can wager any trick into an attack means you don't need So many basic trick attacks, although I agree a few more wouldn't be a bad idea.

    But, might you just be able to put trick attacks into a general fighting tree, or some such?

    A friend of mine had the idea of a single generic fighting tree, and then four others, which could be taken by any sort of Punk, but worked best with one specific type. I'll bug him to post up the notes he made, they were pretty good.
    >> Nothing Man 05/06/10(Thu)22:35 No.9658477
    >>9658446
    Protip: Trick-attacks are unneeded, unless they have special effects if used as such

    You can turn ANY trick into an attack if you wager it.

    As in, you can hop up, kick flip- no, wait, I want to attack that mook. Turn it into a trick, you kick the board into their face, and you catch it with your feet on the ricochet, land.
    >> Nothing Man 05/06/10(Thu)22:37 No.9658510
    >>9658473
    That is the exact idea I'm working with- there's a fifth tree, a general one. You naturally start with the ability to punch/kick, dodge/block, and runners have a unique combat technique (maneuverability), but other than that you can get a few unique combat ones- the ability to use paint in interesting ways, combat or otherwise, will also be a general technique.
    >> ZONEbro 05/06/10(Thu)22:41 No.9658572
    Just in case they'll be useful to anyone, the notes (Taken from a chatlog between myself and a friend, so apologies for bad format)

    5 Styles: Basic Style of "Street Kung Fu" or just "Street" for short, is a general purpose streetfighting style that evolved from generations of Street punks duking it out. Its omnipurpose and adaptive, so you can use it equaly with any class

    and is mostly about Improvises weapons and Wrestling copys originaly learnt from watching TV

    the Runner style hasn't got a name yet, probably some kind of Breakdancing joke or summt like that...

    anyway, the Runner style is extremely evasive, since Runners make the most of their manouverability, and uses Wrestling, Throws and Takedowns a lot, since Runners don't need to worry about damaging their wheels or falling of them etc

    Boarders and perhaps Skaters can also make use of it because their more free to leave their wheels to attack and then remount fast

    Bikers can't because bikes are too heavy to carry around with you so easily

    Skater Style also lacks name, some kind of Sword-pun based on their use of their skates as blades, and thus legs as sword

    Skater style uses their Skates to perform slicing kicks, since the extra weight makes their kicks stronger and the Wheels and frames can produce a nasty cutting edge

    Also, for folks with motorised wheels, they could do really nasty things, like having the two wheels spin different directions, creating a tearing effect on a kick

    Its usable by Runners mostly, apart from Bladers. Basic name would be "Kick Edge"
    >> ZONEbro 05/06/10(Thu)22:41 No.9658587
    boarders can do things like jump, with the board on their feet, and slam people, use it as a club, deflect blows using it as a shield etc.

    Bikers can to it to a lesser extent with theri bikes

    Boarder style also uses a lot of flips, taking the board with you, and spends an equal ammount of time in air and on ground

    Biker style I not sure about yet

    it probalby uses the Bike as a weapon, but in a different way to Boards

    Biker style focuses on using the weight of the bike and its size to the users advantage, reducing to minimum the circumstances when they need to dismount

    If Skate style turns the leg into a sword, and Board style into a shield, then bike style turns the bike into a Hammer

    only a hammer with rapidly spinning disks on either end

    of the 4 it spends the most time on the ground

    although it does get some Air in order to smash enemys with the Bike
    >> Nothing Man 05/06/10(Thu)22:44 No.9658621
    >>9658587
    Seems like those'd mostly just be converting tricks into attack-tricks, aside from the wrestling and using the boards and shields.
    >> Anonymous 05/06/10(Thu)22:46 No.9658655
    >>9658446
    Vert 101:

    Air Trick: Brainless [1 Energy][2 Hangtime][+2 Style]
    [i]It's a backflip with a 540 twist. Well really it's a 180. Done wrong? Messy.[/i]
    Roll Momentum+Air. Success = +2 Style. Failure = Fall damage is doubled.

    Trick Attack: Flying Kick [1 Energy][Special]
    [i] Zombie Bruce Lee Says HI! [/i]
    Roll Muscle+Air. Success=Add current Speed(or Air? Hangtime?) to next attack damage.
    Special: This trick does not impose multiple action penalties. (Or whatever the in-game equivalent is.)
    >> ZONEbro 05/06/10(Thu)22:47 No.9658681
    >>9658621

    Perhaps, but additional variables, like increased damage, long term effects, debilitating conditions and so on might warrant advanced combat styles for each vehicle at some point. Still, a far future concern, as it were. Just food for thought.
    >> Anonymous 05/06/10(Thu)22:50 No.9658733
    >>9658473
    >>9658477

    QQ, I can't write these tricks and read at the same time. Le sigh.

    Still! Feel free to re purpose any of these as you feel fit, I'm just a writefag.
    >> Nothing Man 05/06/10(Thu)22:52 No.9658753
         File1273200733.jpg-(15 KB, 254x254, CaptainShepard-1.jpg)
    15 KB
    >>9658681
    >...increased damage...
    >>9658655
    >...flying kick...

    !!!

    How about trick attacks having "x energy per y extra damage", or "x energy per y ticks [z effect]"
    >> ZONEbro 05/06/10(Thu)22:54 No.9658776
    >>9658753

    Perhaps also an option of a wager which can increase those effects?

    Although, that almost goes back to the origin of this form of mechanic, D&D's much loved Power Attack, trading chance of success for intensity of damage done.
    >> Nothing Man 05/06/10(Thu)22:54 No.9658781
    Also how's this for rolling damage:

    Roll a d20, and if it's below your damage, it does the amount you rolled. If it's equal/above your damage, it deals the amount of damage stated.

    Meaning that strong attacks will have high variability in their damage, whereas weak attacks will be more consistent.
    >> ZONEbro 05/06/10(Thu)22:56 No.9658818
    >>9658781

    Is there a need to roll for damage? A static value, modified for the trick, your muscle score, wagers and so on could remove a need for an additional roll, streamlining the system somewhat. If randomness is needed, it could be influenced by the trick roll itself, combining efficiency and variation.
    >> Nothing Man 05/06/10(Thu)22:58 No.9658844
         File1273201089.png-(304 KB, 302x302, Jim.png)
    304 KB
    >>9658818
    Heh, I suppose. I just realize that right now players have way too low vigor- I could up the multiplier on it, or make it so players can take these traits you guys keep talking about to naturally increase their energy/vigor totals.
    >> ZONEbro 05/06/10(Thu)23:02 No.9658897
    >>9658844

    There's quite a few options for increasing survivability. One is having a static value, and then modifying it based on the relevant stat (In this case Muscle), which reduces, but does not eliminate, difference between characters.

    There's also the option of having multiple pools of points, usually two or sometimes more, one representing short term vitality, the other long term injury. In a fight, your opponents must first whittle down your short term health in order to impact long term. The short term refreshes rapidly, while the long term takes some time to regenerate.

    There are other examples, of course, but these are a couple I've used previously and found to work quite well.

    One which has always interested me, although I've not used myself, is damage going directly to statistics, which makes fights unlikely to be lethal, but always damaging in the short or medium term, reducing the characters capabilities.
    >> Nothing Man 05/06/10(Thu)23:06 No.9658967
    >>9658897
    There's an idea- a track similiar to shape, basically, a number of vigor levels dependent on... let's say your soul, since muscle is used for vigor in the first place, and soul fits due to being willpower.

    Only when all the levels are actually depleted do you get KO'd- and it only regenerates in one scene enough to fill the current level?
    >> Anonymous 05/06/10(Thu)23:07 No.9658978
    !!!

    In my frontside/backside trick the relevant stats should be Momentum+Legwork! Anywho.

    Grab 101:
    Grab Trick: Mute [1 Energy] [1 Hangtime] [Grab] [+1 Style]
    [i] Left hand grabs right skate, right hand grabs left skate. Easy right? [/i]
    Roll Momentum+Handwork. Success = +1 Style
    Roll
    >> Corgi 05/06/10(Thu)23:07 No.9658982
    >>9658897

    I like the idea of statistic damage, though I'm not sure how to implement it just right.

    I would support no rolling and making it a static value affected by the statistic as needed. Cuts down on dice rolling, and this is a rules lite game.
    >> Nothing Man 05/06/10(Thu)23:07 No.9658985
    >>9658967
    no, this is fucking retarded, nevermind this, I'll just up the multiplier one and add in a trait to increase vigor.
    >> ZONEbro 05/06/10(Thu)23:09 No.9659016
    >>9658985

    I wouldn't say its a terrible idea, although it'd take quite a lot of balancing to make sure you didn't have too much and too little. Its somewhat similar to health levels.
    >> Nothing Man 05/06/10(Thu)23:10 No.9659028
    >>9659016
    Yeah but it'd be stupid to have so much paperwork for a function as simple as HP, it'd interrupt the flow of the game.
    >> ZONEbro 05/06/10(Thu)23:13 No.9659073
    >>9659028

    Looking at it from that perspective, you're certainly right. Lets keep almost everything as simple as possible. Tricks being a moderate exception, as while they should still be simple, we should be willing to put enough detail into them to make this system Feel distinctive.
    >> Another Generic Drawfag 05/06/10(Thu)23:14 No.9659097
         File1273202089.png-(289 KB, 1100x700, Rosie.png)
    289 KB
    Alright, went over this concept (for the Blackrose member) a few times. I think I finally got it.

    This good?
    >> Nothing Man 05/06/10(Thu)23:15 No.9659110
         File1273202154.png-(3 KB, 279x237, datass.png)
    3 KB
    >>9659097
    Nice.
    >> Anonymous 05/06/10(Thu)23:16 No.9659123
    >>9658978
    It has become apparent to me that Bladers need tricks to gain more Hangtime, being the Flyboys of the setting, will also burn Hangtime like mad on their tricks. A Mute Brainless already costing 3 Hangtime (which is apparently not that hard after watching videos and reading skater forums. Note that I consider skater forums to be of dubious repute.)

    However! I am convinced of the necessity of a binary Trick/Grab interaction. (LK McTwist, Fuck Yeah) To that end I suggest that Handplants give a 'phantom' hangtime to be spent only on grabs.
    >> Nothing Man 05/06/10(Thu)23:18 No.9659150
    >>9659123
    Boarders have something like that, a method air is essentially a free trick because it gives one free tick of air that it incidentally consumes, bladers should have scaled up, high-energy, multiple-ticks-of-air garnering tricks (that can only be used once per airtime)
    >> Nothing Man 05/06/10(Thu)23:19 No.9659156
    Also I'm pretty sure this thread is autosaging.
    >> Another Generic Drawfag 05/06/10(Thu)23:20 No.9659182
    >>9659110

    Ok. I'll be working on these over the weekend. I'm not confident what my timetable'll be, though. I'll try not to take too long.
    >> half empty 05/06/10(Thu)23:22 No.9659219
    >>9659156
    astute observation
    >> Anonymous 05/06/10(Thu)23:22 No.9659226
    I think the thread has been autosaging for a while.

    eheh

    Anywho, someone archive this and lets move to the next thread. More tricks to be mocked up then.
    >> Anonymous 05/06/10(Thu)23:39 No.9659495
    >>9659445

    New thread



    [Return]
    Delete Post [File Only]
    Password
    Style [Yotsuba | Yotsuba B | Futaba | Burichan]