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  • File : 1327447141.jpg-(310 KB, 600x500, 6a00e550f49766883401156fd23f48970b-800wi.jpg)
    310 KB The Discarded the 4th Anonymous 01/24/12(Tue)18:19 No.17660849  
    First Thread: http://suptg.thisisnotatrueending.com/archive/17565311/

    Second Thread: http://suptg.thisisnotatrueending.com/archive/17577516/

    Third thread: http://suptg.thisisnotatrueending.com/archive/17592472/


    Are you ready fort this?

    We still need to work out the character professions and races.

    Some other anon made the suggestion to use the necromunda rulebook and posted some ideas how to make races and classes stat wise. Anyone saved this?
    >> Anonymous 01/24/12(Tue)18:21 No.17660879
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    >> Anonymous 01/24/12(Tue)18:22 No.17660894
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    >> Anonymous 01/24/12(Tue)18:23 No.17660911
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    >> Anonymous 01/24/12(Tue)18:24 No.17660933
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    >> Anonymous 01/24/12(Tue)18:32 No.17661047
    bump
    >> Anonymous 01/24/12(Tue)18:33 No.17661059
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    >> Anonymous 01/24/12(Tue)19:39 No.17661770
    bumpity
    >> Anonymous 01/24/12(Tue)20:57 No.17662885
    bump goddammit! you know you want to get the chargen done so we can start playtesting!
    >> Anonymous 01/24/12(Tue)21:09 No.17663053
    >>17660849
    with the amount of different toys running round i think a set race system would be long and tedious, maybe some guidelines on adding a race, but nothing specific.

    as for proffesions, again im tempted to go quite freeform on this, a classless system seems to fit best
    >> Anonymous 01/24/12(Tue)21:14 No.17663140
    >>17661059
    that gets me thinking...
    electronic chessboards and the like, providing they function, could create myths about strange and wonderful technology, only the oracles know what they are, and none who ask speak of it, or what happens when the chess peices find one...
    >> Anonymous 01/24/12(Tue)21:19 No.17663210
    >>17663053

    for the races, perhaps just have different traits - plastic, wood, constructable, stong, big, small, etc. - which you combine to represent the toy you are playing.

    for professions i'm thinking a really light system, some base stats, skills list, done. dice pools seems to fit the system quite well.

    on that subject, what roll, pun intended, would dice play in our little junkyard world?
    >> Anonymous 01/25/12(Wed)02:50 No.17667213
    bumpity
    >> Anonymous 01/25/12(Wed)02:58 No.17667246
    >>17660849
    but we already had a 4th thread
    >> Anonymous 01/25/12(Wed)03:06 No.17667298
    >>17667246

    Is it archived?
    >> Anonymous 01/25/12(Wed)03:08 No.17667307
    >>17667298
    http://archive.foolz.us/tg/thread/17622253/#q17622253
    >> Anonymous 01/25/12(Wed)03:11 No.17667328
    >>17667298
    >>17667246
    anyway pedantics aside, what sort of game are we making, RPG, wargame, both?
    >> Anonymous 01/25/12(Wed)05:50 No.17668053
    >>17667328
    Neither, none.
    /tg/ never finishes anything (except Car Lesbians and a Rogue Trader Codex for 5th edition)
    >> Anonymous 01/25/12(Wed)07:24 No.17668417
    bump!

    sentience
    strength
    dexterity
    appearance

    ^basic statline? d6 for each

    sentience is pretty self explanatory, as is strength
    dexterity would indicate how able your various limbs and such are to manipulate items and accessories not meant for you, appearance would be how damaged you are/ how complete you are
    >> Anonymous 01/25/12(Wed)07:28 No.17668429
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    >>17660849

    I'm the anon you are talking about. I can repost my ideas for character creation.

    The basic idea is to use the standard necromunda ganger profile and to alter it via stat increase/decrease due to the different races and classes.
    >> Anonymous 01/25/12(Wed)07:29 No.17668433
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    >>17668429

    Anyone interested? I didn't get much feedback last time.
    >> Anonymous 01/25/12(Wed)08:16 No.17668692
    >>17668433
    sounds good, really we just need to decide what sort of toy will be our baseline
    >> Anonymous 01/25/12(Wed)12:26 No.17669990
    What a bunch of uncreative fucks.
    >> Anonymous 01/25/12(Wed)12:38 No.17670074
    >>17668433
    I have one of those on my toolbox at work. I drive it around the shop and shoot people with the bb's.
    >> Anonymous 01/25/12(Wed)15:02 No.17671486
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    >>17668433


    Oh well...no one seems interested but I have nothing better to do so I'm just gonna post my ideas.


    Incoming!
    >> Anonymous 01/25/12(Wed)15:17 No.17671612
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    As I said before I'm going to use the necromunda rulebook for my campaign.

    Every toy starts with a stat line of a kid, these stats are now altered buy the choice of race and class.

    Races alter mainly the basic stat line whereas classes add two random skills from a certain skill list.

    RACES...

    Plastic:
    Passive:
    -1 strength to enemy fire attacks ,
    +1 strength to received blunt damage,
    -1 strenth to received cutting attacks,
    4+ armor save ,
    + 1 toughness

    Active: +1 strength unarmed
    Plushy:
    Passive:
    Immunity towards blunt attacks,
    +3 to charisma,
    +2 to received fire attacks,
    +2 Life points

    Active:
    -1 strength armed (close combat),
    -2 strength unarmed(close combat),
    +2 strength for physical tests like lifting a toy car
    Electronical toys:

    + 4 to a stat of your choice or 2x +2
    +1 Toughness
    Are allowed to be seen by humans during movement
    Need batteries or other sources of energy
    +2 strength to received water attacks, +1 strength to received fire attacks
    >> Anonymous 01/25/12(Wed)15:23 No.17671666
    >>17671612

    Plasticine:

    +3 Life points
    Won't be killed if life points reach by regular attacks zero , but are put into a regenerating phase during which they can't fight

    Can be killed by fire attacks

    Active:
    -1 strength armed,
    no attacks unarmed,
    doesn't have a class or career but can use ONE skill from every list any time,
    is able to stick to the joints of enemy=> -2 Weapon skill ,-1 strength , -3 Ini for the enemy
    >> Anonymous 01/25/12(Wed)15:25 No.17671692
    >>17671612
    >>17671666


    So all this seems very complicated but you just have to alter the stats according to the list once and you're done.I think it's very acceptable.


    Classes incoming
    >> Anonymous 01/25/12(Wed)15:29 No.17671722
    >>17667246
    Yeah. This would be thread five. We were discussing first era fluff, when cloth, metal, wood, and porcelain were the available materials. Fort Tin and Erector were newly founded.
    >> Anonymous 01/25/12(Wed)15:37 No.17671795
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    CLASSES...


    Engineer:
    Techno Skill,
    ability to make constructs
    Mastermind:
    Techno Skill,
    One special trait ; Furby speaks the languages of animals or humans i.e ,
    + 2 Leadership
    Vehicle:
    Agility skills,
    is able to carry other toys,
    increased movement maybe flying


    Beast:
    Ferocity and muscle skill
    +1 strength
    Action Figure:
    Combatskill, agility skill
    >> Anonymous 01/25/12(Wed)15:40 No.17671823
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    Rule set done tadaa.
    >> Anonymous 01/25/12(Wed)15:44 No.17671869
    Somebody archive?
    >> Anonymous 01/25/12(Wed)15:47 No.17671899
    >>17671612
    >>17671666
    >>17671795


    Looks decent. I don't know any about the necromunda rules though.What are its advantages?
    >> Anonymous 01/25/12(Wed)15:51 No.17671931
    >>17671899


    Well the main advantage is that it can be found here for free: http://www.games-workshop.com/MEDIA_CustomProductCatalog/m1330042_Necromunda_Rulebook.pdf

    The rules themselveshouldn't be too complicated since you can use a simplified version of the shooting rules/ can leave them out and just skip to the close combat rules.
    >> Anonymous 01/25/12(Wed)18:02 No.17673400
    gentle bump
    >> Anonymous 01/25/12(Wed)19:11 No.17674100
    I think the fluff should still be worked out before the system.
    >> Anonymous 01/25/12(Wed)22:54 No.17676847
    >>17674100

    Imo we got all we need to write an interesting story.


    We got the dominant Lego empire that tries to melt down independent plastic characters into bricks.

    We have the unworldly clay overmind that tries to assimilate clay characters and plastic parts into its big collective consciousness.

    We got the less successful Playmobile Confederation which faces extinction from the forces of LEGiOn.

    And there are scavenging war bands and local warlords as well as 'multicultural cities'.

    What else does a good DM need to know?
    >> Anonymous 01/25/12(Wed)23:21 No.17677220
    >>17676847
    Each era was going to be a module of sorts, due to different toys being available. The real fourth thread was working on the beginning: 1920's.
    Everything here is the default fluff. GM's can leave it the same or changed it however they like.
    >> Anonymous 01/26/12(Thu)04:12 No.17679892
    >>17677220


    Sounds legit.


    I'll be playing modern/vanilla/default era anyways though since it offers the most variety and I don't want to write fluff for every decade.

    It's a nice idea but will get out of hand and never be finished.I say we should just stick to modern times.
    >> Anonymous 01/26/12(Thu)04:23 No.17679944
    >>17671612
    >>17671666
    >>17671692
    >>17671795


    Any suggestions?
    >> Anonymous 01/26/12(Thu)12:50 No.17682977
    >>17679944
    seems pretty solid, although i still think classless mught fit better. maybe restricted classes for certain races? or prerequisites? (you cant have something with no appendages be an engineer, for example)
    >> Anonymous 01/26/12(Thu)13:18 No.17683303
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    >>17682977


    I'd leave that to the common sense of the players and the GM.

    As I see it there are tons of combinations possible like a plushy Batman. (Action Figure + plushy)

    If someone is obviously choosing a combination that doesn't work at all it's up to the GM to stop him.But as I said before this is very unlikely since there are tons of plausible possibilities.
    >> Anonymous 01/26/12(Thu)16:34 No.17685494
    bumpity



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