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"D stands for Doggerland" Edition

>What is this?
/TG/ DEVELOPS A GAME.
IT IS CURRENTLY PLAYABLE.
EXPEDITION - an ~1870s era, Jules Verne-inspired retro-futurist, underground blood storm hellscape.
It is a Skirmish wargame. Two players with their own expeditions, on a hexgrid map, fight each other for victory.
A campaign mode is planned, and currently in the works.You are encouraged to contribute.

3 versions of the rules exist, TWO of which have been playtested:
>1e - proof of concept, recently updated with unit stats
>2e - lead by 2e anon, playtests started, ~75% done. Campaign system is developed here.
>3e - Replaced 4e because it died. Spearheaded by 3e anon, needs more playtests, rules present in the doc

>What can I do?
Shitpost, meme, get comfy. Read over the docs to settle in.
Familiarize yourself with rules and plan some playtests.
Contribute if you have ideas. Give feedback on contributions if you don't.

> TQ : There are a lot of creatures in the lore doc that have no lore associated with them. Pick one, what do you think it should be like (beside the obvious) ?
> Star-Beetles / Cloud Snakes / Mistrays / Rain Dogs / Sun Eaters / Moon Rabbits / Mini-Elephants / Walktopuses / Vampire Mosquitos / Behemoth (Hippopotamus gorgops) / Panther Bats / Salamanders / Boulder Bugs / Giant fire breating Tardigrades / Gas Giants / Blind Cave-Fish / Glowing Sea Worms / Yeti Crab / Titan Angler-Frogs / Dragon Turtles / Flying Swarmfish / Python Eels / Albino Skyspiders / Roofworms / Devouring Hanging Gardens / Desert Sharks / Flesh-eating Sandflies / Molerats / Giant Olms / Krakens / Sabertooth Seals /Satyr Bats / Typhon Lampreys / Sea Swine

> TQ 2 : Which military campaign would you like to see developed more in lore? Abomination Wars 1,2 and/or 3, Fenian Raids, French Campaign in Tonkin, Mu raid on New York, Mu vs Satsuma... ?

Old
>>90908926
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>>90986494
>TL;DR Doc
https://docs.google.com/document/d/1LxdaGoBlJRTMuziMDupG5TeeFwNDnsIW2pfaRAcFDgA
>Main Lore Doc, including links to anon-written short stories and additional lore in "Recommended..." section
https://docs.google.com/document/d/1bRrxdD1BMLmcMDFeszwqg2Rcjrt8DDo7tjAxoOB6KQ8
>2e Main Rule Book, Expedition & Tokens. Mu, Duosicilians & Lemuria soon to be added!
https://app.mediafire.com/us7vnek39dc6k
>3e Rules Doc (READY FOR MORE PLAYTESTS)
https://docs.google.com/document/d/14ZpHhEyUbjt-SCx2xuAd0lyh7Rs4J7rK5kHkljqykhk/
> Unit Spreadsheet - Currently outdated, requires an update
https://docs.google.com/spreadsheets/d/1rcleQtrT4Q0INiBW50-kq2ZXWJ-cjLOeVTLTJg_oX5E
>Unit Design Doc
https://docs.google.com/document/d/1n0X89OdMPXJKQGm6kYcOABjhjE4NZER1fvmpDmDX1JA
>>
>>90986494
Went and uploaded Atlantis, there are still final touches to be made to adjust it but beside a few things like the crystal visor being outdated it should not break any games. Atlan needs a bit more work before I can upload it too, found a few things that didn't work well with the newer versions of the game. Should be able to upload it tomorrow night.
I also reorganized the tokens by faction so you won't have to sift through 140 to find the ones to use, as well as the maps I made last thread and some asset tokens. Will keep on adding to those.
> For Taiping Anon
I know you wanted some units to come off as overcosted versions of the European powers but some of your Leaders seem to be really expensive at 25. They could work mounted and armed at that cost I think so maybe that's what you were aiming for?
Also, Specialist have a simple health track as of now in 2e. Initially people wanted to keep as few complex health tracks as possible, although personally I thought it was fine. So if you want we could maybe keep yours as such and use them as a benchmark for playtesting. Having to keep track of one or two more complex profiles per Expedition really shouldn't be too heavy in my opinion, but we won't know until its tried.... let me know what you think.
>>
>>90986637
Yeah, I've reduced the leader costs, the old costs were mostly ballpark placeholders. I've changed the HP thing too - it seems fine to switch to simple tracks for non-monstrous units.
Atlantis looks nice, by the way!
I'll probably have time to finish up the last Taiping special rules and faction rules tomorrow.
>>
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REJECT MODERNITY
EMBRACE GORG
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>>90987364
Excellent, I will have it shortly after that, just let me know when. Thanks a lot for your help with it btw, its really cool to see someone craft a whole faction like this.
>>
So when is the first production run?
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>>90987661
>product
this is a hobbyist game, kitbashing only fool
>>
>>90987661
The endgoal is to get bought out by GW, which may take awhile.
>>
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>>90987661
You very likely mean this as a joke, but I honestly think the setting itself could be commercialized as a fictional setting. It has the perfect amount of pulp adventure and grand scale storyline, has great aesthetic markers (saurs, cave exploration, lost civilizations, Napoleon) and the setting is weird enough while still being highly recognizable.
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>>90986494
>TQ2
I kind of want to do something with the OP image and the battle of Doggerland. Not sure what though. It's just so evocative, the troops marching in the rain and mud with the late afternoon sun shining dimly through the clouds. Perhaps a cleansing operation to make Doggerland safer for travel, before the construction of the Eiffel Tower?
>>
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>>90986494
>Yeti Crab
Its not a yeti plus a crab
its a giant crab that kills yetis (its actually not a crab, its in the isopod family.)
which means yetis are also in the setting
>>
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>>90991083
Gotta have white apes, right?
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>>90991414
FOUR ARMED SUBTERRANEAN ALBINO KILLING MACHINES
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>>90989732
I really like the idea of a French-British coalition being forced to intervene despite not wanting to touch the island with a ten foot stick if they could avoid it.
Perhaps French airship surveillance of the island revealed some buildings/huts/population popping up where there were none before, and given that only horrible things seems to thrive on that island decided to quick back whatever came up down the hole it came from.
Or, perhaps British Intelligence starts getting results from the Prediction Engine that indicating that the Tsardom (I think the Austrians or Italians would be too far-fetched no?) has an increasing likelihood to send a naval expedition to it in the next months if no one moves ahead of them. The Crown turns to Cunningham to rush a preemptive landing. Wanting to lessen the human and economic cost of such an operation, Cunningham cashes in some of the many favours the French owes the Brits by this point and get Commander Francis Garnier and his Troupe de la Marine to spearhead the landing. Garnier sees this as an opportunity to prove the Tonkin campaign wasn't a fluke.
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>>90991520
There's got to be a Tibet entrance. Isolated civilization of Buddhist apes guarding the world from their fallen brethren.
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>>90991570
Campaign map idea.
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>>90991746
Isn't there a Fallen or Failed Monk that's still left to do? Perhaps he could let you recruit >>90991414 as native troops?
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>>90992105
>Isn't there a Fallen or Failed Monk that's still left to do
I believe there is, yes.
Monk + yeti army sounds pretty kino.
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>>90992880
There it is.
He's already supposed to let you be a unit that unlocks recruitment of other units, so that kinda works. Should we make him as a Merc Leader or perhaps either a Hero or Specialist so you can recruit a bunch of monks and white apes in other Expeditions?
>>
Is there a condensed version of the Lore?

If a new guy wants to contribute what needs to be done?
>>
>>90993121
tl;dr doc in the 1st post is usually where to start.
The lore's pretty thick by now, perhaps a second look at an overview doc may be worth looking into.
>>
>>90993121
I'm working on a World book that would be just that. Otherwise what >>90993134 said is the best intro to it at the moment.
https://docs.google.com/document/d/1bRrxdD1BMLmcMDFeszwqg2Rcjrt8DDo7tjAxoOB6KQ8/edit#heading=h.z742rzyhij0i
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>>90993121
>If a new guy wants to contribute what needs to be done?
Lore wise, you could go with TQ1. Lots of critters have only names and not much else to them. Obviously many names are kinda self-explanatory but it doesn't have to be so, as >>90989732 showed. Even just writing a short description blurb will help, I'll use it as a basis for the Beastiary entry in the World doc. If anything is too ridiculous we'll mention it, don't worry (but this is a setting with flying elephants and whales and psychic mind-controlling dinosaurs so you do have a lot of leeway).
Game wise doing playtests is obviously the best, but anything can contribute, even just posting images that you think might fit better some units. Lemuria in particular could use better art. If you play or know hex-based campaign systems and would like to contribute to building the campaign side of things, it would help a lot, I am not familiar at all with those kind of things. I swung by my LGS and asked a good friend if he could recommend something but he was equally stomped, I might go back during the holidays because one of his coworkers is an expert on grog historical wargames and he might be able to point me in the right direction. Finally if you feel comfortable with the rules eventually you could help build a faction that doesn't have its book out yet. There are a few smaller factions that have mentions but next to nothing about them, so that leaves a lot of leeway. Taiping is being built this way right now, and previously Duosicily was mostly fed to me.
And also welcome!
>>
All that noted, I should have some spare time to edit the upcoming world book if needed.
>>
In campaign play, do leadership points fully refresh between battles, or is there some other regen mechanic?
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>>90994872
Good question!
I'm thinking there might be some regen mechanic to make Leadership be more meaningful. Perhaps linking it to being able to feed your men fully or have them stationed somewhere safe/dry?
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>>90991083
I would not accept this lobster.
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>>90996030
Yeah, some persistence between encounters would make it easier for leader abilities to interact with campaign stuff. There's a Taiping leader I want to be able to reroll random encounters (I think there's a random encounter system, with the monsters?), for instance, and it's hard to cost it without being able to spend Leadership.
>>
>>90997592
>(I think there's a random encounter system, with the monsters?)
Its in the works, currently the table is only in Mu, but I'll add it soon to the Main book. Any "reroll NPC table rolls" rule will work with it.
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>>90997073
Who would?!
Only a fool, that's who.
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>>90991851
>>90991570
Campaign Pitch
> 2v2v1
> Two teams of two compete to explore and capture as much of the island as possible while driving the other team off if possible.
> Players within a team compete against one another to accomplish as much as possible, proving they are the best.
> 1 "gamemaster" player will be playing the role of the underground threat. It could be any of the Epigean powers, but I think it could be fun if it could also be a "non-faction" power like an horde of Lemurs, Husks, Degenerate Deepfolks and other monstrous Beasts.
> The Colonial players must investigate the point of interests across the map, some may be empty expect the center one, which is where the DM's force is based out off.
> The must also build Outposts and Listening Posts over the island in order to prepare for a longer campaign if the Tsardom decides to invade in full force.
> Players have access to infinite reinforcement given the scale of the operation, whoever uses the least Silver while killing the most gets ahead. The DM player doesn't have an infinite supply, however. The campaign ends when his force are broken and he has spent his entire Chest.
Does this sound fun?
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>>90999799
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>>90999435
Sounds like it'd be a good start. Though who would be the factions involved? If it's just France and Britain would it be two teams of different Expeditions? I also think there should be some goody placed at the centre of the island along with an accompanying boss fight, give it that traditional dungeon crawler feel. Maybe even an artifact that'll give the team that owns it a big advantage? You could even balance it by allowing them to thunderrun it to the centre and risk it on a gamble to grab the special artifact while the other team consolidates their holdings, I think that would allow a lot of dynamism to the campaign.
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Alright, Taiping are done apart from faction traits. Information is provisional and will need balancing, etc. Images in the spreadsheet can be accessed by rightclick -> show edit history -> image (I don't know why Sheets doesn't make it more obvious). Suggestions/criticism welcome.
https://docs.google.com/spreadsheets/d/1pd1QSi7nPvud29p0NysGGUidZHI6qxM1Np3qAqor2vk/edit?usp=sharing
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>>91001799
Awesome, will get on it today!
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>>91001799
Fuck yeah!
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>>91001799
Status update : a bit over 60% done, I've started with the Leaders and am up to the Elites now. I'm gonna take a break to do some stuff and hit the gym and I'll get back to it after. Unless something comes up I should upload it tonight.
>>
>>90986494
>Moon Rabbits
A form of Hyperborean wildlife, Moon Rabbits are so named for various reasons. Their colouration, how high/far they can jump, the fact that their pupils are white and sclera black, and their crescent shaped fangs. They're sort of like particularly furry piranhas, and have definately become an invasive species in areas attacked by Hyperborea. Wierdly enough, they're also found in certain areas of Agartha, which concerns quite a few people.
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>>91003994
Thank you! That's exactly the kind of stuff I'm looking for. It's added.
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>>90991083
>inb4 Yeti's are just slightly oversized Japanese macaques and the Yeti Crab's are only concerningly large, rather than mindbogglingly
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>>91004634
>the Yeti Crab's are only concerningly large, rather than mindbogglingly
Concerningly large is large enough to cause concern. That's all you need.
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>Territory wars between Yetis and Lemurs
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>>90986494
>Sun Eaters
One of the stranger inhabitants of Agartha, Sun eaters are a mysterious species half believed to be myths. You see, Sun Eaters literally eat light. Not in a photosynthesis sort of way, but as in they drain it from their surroundings. They spend most of their lives seeking out light sources and just hanging around them, drinking up the light till they're "full". As a result, no one's actually seen a live one, as they don't leave any light to reflect off them. Dead, they seem to resemble large, slightly translucent, slugs, but no ones sure if that's how they look while alive.

They're usually more of a hinderance than an actual threat, but can cause pretty major navigation hazards if enough of them gather in one place.
>>
>>91006324
Ooh I like that a lot. Critter causing local Obscurity fits perfectly into the system.
>>
>>91006324
>tfw I am physically assaulted for bringing a group of sun eaters for my shadows army led by Malcolm
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>>90986494
Are you ready to accept the light and love of our Holy Saviour Hong Xiuquan into your heart?
You better be.
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>>91009442
>Haiperwarrior
oof
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>>91003806
Thank you for PDFifying these! There are also some faction trait rules now.
I may try to draft some rules for general campaign map actions (forced marches, random encounters, leader point regen, etc.), since there aren't really any in the 2e.
>underground threat. It could be any of the Epigean powers
Minor thing, but are we using "epigean" to mean belowground? It normally refers specifically to things on or above the surface of the Earth.
>>
>>91009471
Yeah, the Benediction rule will be fun to see in action. Fits well the mechanical theme of really needing to get ahead early or getting wrecked without having to resort to a doom clock.
The Leader health profiles are pretty meaty in comparison to other factions but I don't necessarily think that's a bad thing. Once I see it play it might be an indication I can put at least 1 or 2 more boxes on many profiles I hesitated to do so on before. The game is pretty lethal as is, and with Campaign play coming closer we might want to make sure Leaders have a relatively good degree of survivability.
I'm going to take the next few days or so working on the Campaign system and World book and then restart working on faction books. Currently its a toss between Ottomans, Tsardom, Sky-Clans, and Hyperborea, if anyone wants to give input it'll help me decide.
>>
>>91009442
Thanks again, anon.
>>91009471
Yeah, I may have to change that name, since it sounds identical to the normal Hyperwarrior.
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>>91009519
>Minor thing, but are we using "epigean" to mean belowground? It normally refers specifically to things on or above the surface of the Earth.
Good catch! I meant Agarthan.
>>91001335
>Though who would be the factions involved?
I'm thinking the scenario could be relatively open toward that. But it could be made to work either as a 2 players vs 1dm, or 2 vs 2 vs 1 (dm), in the event we wanted to make it a real conflict scenario. Say France + Britain vs Tsardom + whoever they managed to force into helping them (could just be Mercs too).
>>91001335
>I also think there should be some goody placed at the centre of the island along with an accompanying boss fight, give it that traditional dungeon crawler feel. Maybe even an artifact that'll give the team that owns it a big advantage?
I like that a lot. Anyone got any suggestions as to what could be the prize people are after?
>>
>>91009519
>I may try to draft some rules for general campaign map actions (forced marches, random encounters, leader point regen, etc.), since there aren't really any in the 2e.
There's nothing settled down, only draft notes on a doc at the moment so definitely don't stop yourself from going nuts with it if you've got inspiration.
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>>91009559
>The Leader health profiles are pretty meaty in comparison to other factions but I don't necessarily think that's a bad thing.
I concur, having a few factions with meaty leaders is perfectly fine, especially the faction with such a strict top-down power structure.
>>
So where does Malcolm fit factionwise? I like the idea of a bunch of shadowy Scots shooting anything that moves.
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>>91009559
>The Leader health profiles are pretty meaty in comparison to other factions but I don't necessarily think that's a bad thing.
I may tone those down, actually, the Twenty-Year Veteran doesn't have a lore basis for being beefier than the normal mortal 2/2/1 and almost nothing has four wounds. The Haiperwarrior and Possessed Luminary have some extra because they're endorphin-soaked fanatics with the backing of a higher power (hopefully not the same one).
>>
>>91009649
Malcom (and Napoleon) were put into Mercs at the moment, they both have subfactions recruitment rules to show their special status. I will be revisiting those soon since they were done very early on and a lot of things have changed since then. They probably are very overcosted as of now in comparison to other "boss" Leaders like the Khan or even the Titking. Plus with Hide as a thing now that seems like it should be a thing for the two "Shadow" factions.
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>>91009650
Let me know any update you want to put through, it shouldn't be too long before they are added. and thank you for your help, not only did it make building getting the book uploaded super quick, its also a really interesting part of recent history I had absolutely no knowledge about.
Plus the stuff you threw in for the campaign rules really got me wanting to get it done.
>>
>>91009309
>The model is literally just a black ball.
>Very easy to paint
>>
bump before work.
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>>90986494
>Star-Beetles
A form of Scarab with beatiful gold and blue carapace, Star-Beetle are a fairly common sight in Agratha. Or were before the explorers from the second layer figured out their exoskeletons were made of precious metals. Since then their numbers have rather declined in the upper layers due to over hunting, and it is very much hunting, rather than collecting.

Star-beetles are rather like Lobsters in that the never stop growing, but also never stop laying eggs, and the larger the beetle laying the eggs, the larger their young will be. As a result, they vary massively in size, from the size of a human hand to taller than a Clydesdale. These larger specimins are prized, but difficult to take down, especially given their metal shells and habit of crawling along the roofs of caverns (part of the reason they're called star beetles).

Still, people make a good living off, but hunters have noticed that they seem to be bigger on average the deeper one goes, A prospect that excites the greedy, and really worries everyone else.
>>
bump
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>>91013305
Thank you, added!
So, this would be a critter you could hunt for rare metals? Any specific rare metal or would we roll on a random "ore" table?
> in other news
I had a lot of meetings today so I couldn't do that much. I've split the "world" and "campaign" book in two.
Should I put the bulk or totality of NPC critters into the Campaign book, in a Beastiary section for example? The core book is getting pretty big and I don't either want to stop myself from shitposting Beast profiles purely because its getting a lot to parse.
>>
Campaign question : Are we good with having multiple Leaders in an Expedition, but having one designated as the Expedition's Commander (or Captain or whatever other term)? Say in battles we can send any of the ones we have but when resolving Campaign actions or anything designating the Expedition's Leader it default to the Captain/Commander?
>>
>>91016031
I was thinking gold as an obvious one, given the colouration. Just leaving it at that would probably avoid having to set out a whole table for one random critter.
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>>91016840
I was probably going to have a random ore table anyhow, in case there's a generic "unknown vein" feature, but gold works 100% fine.
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>>91016051
I think it's probably best for each expedition to have one clear leader, both conceptually and for balance reasons.
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>>91017016
What happens if the Leader dies in a battle? The player loses the campaign?
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>>91016051
Additional question
If we want "upkeep mechanics", i.e. feeding your troops and such, I'm thinking it might be a good thing to reduce the cost of Rations quite a bit, possibly to 4 or 5 Rations per Silver. Also, either reduce their "slot requirement" or make those available by default to expeditions by giving them carriages and such. Feedback?
Also, thinking I might simplify the whole Equipment loadout, say perhaps unmounted models per default can carry 5 items, weapons and equipment included, while Mounted units might carry either a set number or a variable number based on the specific type of Mount?
>>
>>91009751
Alright, a couple minor updates:
New Possessed Luminary image (picrel).
Twenty-Year Veteran HP changed to 2/2/1 and "Breechloader" to "Mauser 1871" (I just forgot to change it when I updated the Regular's weapon).
Haiperwarrior is renamed to "Heavenly Haiperwarrior" (just to distinguish it from the regular Hyperwarrior) and its HP is 3/3/2.
>>91017158
Could have a promotion mechanic where you appoint a model as an acting leader for any purposes that require one, inheriting, say half of the original's Leadership points.
>>91017665
>4 or 5 Rations per Silver
Agreed. I would suggest having "off-screen" porters and pack animals for that kind of thing. Armies and expeditions in this period normally had a lot of people (say, 2x the number of combatants) whose main job was to carry stuff.
While we're on the subject of campaign mechanics, I think it might be best to remove the in-combat use of rations, since it just doesn't make a lot of sense.
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>>91018346
(Forgot to attach the image)
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>>91016051
Maybe the balance is each leader character has a negative trait if they are NOT the Expedition Commander. So you still get their good traits, but the more leaders you have the more things even out.
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>>91017016
>>91017158
I mean it depends on how impactful leaders will be in a campaign. Obviously you don't want them dying and crippling you for the entire campaign, but I still think there should be some consequences for losing them. Maybe something like debuffs without one, or forcing a return to the nearest outpost to resupply and get a new one? Or even promotion as anon suggested.
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>>91020248
Could say they're just grievously wounded and take multiple campaign turns to recover.
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>>91020248
>>91020575
I mean, technically there's absolutely nothing mechanically stopping someone from fielding a Leaderless expedition, besides that they won't be able to do an LD actions. A field promotion could simply be "nominate a dude from your expedition, he gains Leadership 1", and then perhaps be forced to take some negative traits.
>>91018445
I like that a lot.
>>91018346
Will set those tomorrow.
> in other news
I started working a bit on what the Campaign Expedition Roster would look like (basically the sheet where you record what's happening, who you got, what you are carrying). Its nothing exciting to post about but doing this helps me give a bit more shape.
One hurdle I'm looking at is keeping the "Map Coordinate Grid" as simple as possible. Even a 10x10 map ends up being 100 cells and I don't want to have 5 pages of shit to go through to figure out there's a river and an enemy outpost built in 08.03. I don't see how I'm gonna be able to get away without one tho so I think I'm just gonna have to bite down and take it, and try and make it as light as possible to read through. .
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>>91020575
I like that one, but I feel like you'd also need some longer term consequences, or at least the potential for them. Maybe you have to roll for how many turns a leader is out of action for, and if it's above a certain number, there's a chance the leader is left with long term problems. Maybe not a drastic as lowered stats, but something.
>>
bump before work.
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>>90988066
love this guy.


So the game factions are only humans? no retiloids?
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I'm a bestiary fan.

So far in the docs I have not seen anythings.

We have dinos. What else?
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About Tsardom:

right now a popular meme in Russia in ancient slavs fighting reptiloids. This fits the setting perfectly. Can we exapnd on it?

What is the reptiloid equivalent race here? Old Mu? Hyperborea?
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>>91025177
>We have dinos. What else?
We have a relatively large list of relatively un-described beasts, I think its near the end of the doc.
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>>91025933
I found only this

Thunder Mole
>Fucking bullshit.
Tartaradon
>Multi-faction unit, each faction that has one has its own loadout for them.
The Oneirophobia
Sky-Whale
The Shapes in the Shadows
Leg-Fish
Cave Beastle
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>>91026401
Check the... layers section?
Somewhere in the doc has a list of which species are present on which layers.
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>>91026401
got it

ctrl+f for
>Additional exploration of Fauna for each layer
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>>91026560
found. thanks.

the snail produces cute monsters.
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>>91024339
No, you have Morlocks as a playable "subfaction: of Mu, as well as some weirder creatures like Psysaurs and Imaterii.
The only fully inhuman faction would probably be Hyperborea however (not counting Skin Slaves).
>>91025177
>So far in the docs I have not seen anythings.
There is only a list in the main doc, I'm working on getting more "beastiary entries" fluffed out and will upload them to the 2e mediafire once it looks like something... But if you want to look at the list of things we have and got no lore on, check out the first TQ here, the list is included.
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>>91025683
>right now a popular meme in Russia in ancient slavs fighting reptiloids. This fits the setting perfectly. Can we exapnd on it?
I made that suggestion before, it didn't seem to take, but we could revisit it.
Its a trope of the genre for sure. As such, I have no issue with it, except that maybe other anons may think its too much on the nose?
The way I see it anything from the Lost World fits 100%, so picrel.
It would probably fit Old Mu well, that's where I had suggested it went initally, but we are starting to get way more Epigean factions than Agarthan, and Mu is already pretty huge, so perhaps instead of putting it in there it could be its own small faction?
Would probably have to lore out why Psysaurs are Mu allies instead of theirs.
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>>91027119
>Psysaurs
is this a race? they could take the reptiloid place.


I like using popular current meme things, it attracts new people to the setting easily.


tentacle ships incoming.
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Hav eyou guys watched Nadia and the secret of the blue water?

https://www.youtube.com/watch?v=6lefduazQQA


From the creator of evangelion. It tries to do his crayz depression fueled anime with Jules Verne Aesthetics. It is glorious, despite being oriented to kids.

it features anicenet civilizations, heavy abuse of bulletproof glass instead of force fields, capitain nemo, end of the world, cyborgs, electricity as a magic energy source.
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how does passage between layers work?
if I'm on the 6th layer and look up, what do I see?

rocks? and fake sky?
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>>91027666
>is this a race? they could take the reptiloid place.
They are regular looking dinosaurs that have become intelligent and then some and developed psychic powers and can mind-control humans and other saurs. Basically you never know who is walking who when you see a bunch of Mu folks walking around Saurs.
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>>91029965
so they are perfect for the being the "reptiloids"

Now we have to motivate a histroical event of tsardom and Psysaurus cofnlict.

Either the Tsar dug to deep and got infitlrated by them, or a small colony of Mu was in the upper levels was encountered and a small war fought.
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>>91029958
You will usually need to find an Entrance to go from one layer to another, just digging down and hoping to travel cave networks will take you too long. These are very rare and Nations will go (and have gone) to war over finding one. Some are natural holes or rivers that go down the midsection, while others are mystical and may require relics, sacrifices, etc. Some others are simply anomalous, and you travel down dozens of miles in a matter or minutes or hours.
The most used entrance is likely going to be the Eiffel Tower one, which was preemptively built as an elevator in this setting.
>if I'm on the 6th layer and look up,
Either the 5th Layer's floor, or on some clouds. There's a lot of space in between Layers proper, enough for precipitation and weather patterns to form. And also perhaps the Inner Sun, but its probably best not to look at it too long, or try and figure it out.
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There are people in this thread right now who are unironic onion believers
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Campaign Question
I feel like you shouldn't just add your total Battle Chest to your Campaign Chest after a battle. Seems weird you'd make more money by killing enemies than accomplishing goals. I'm thinking there could still be an amount of Loot picked up from the battle for the winner (or perhaps for both the winner and the loser). I think I remember reading somewhere the traditional amount for mercenary splitting loot would be 1/3 for the operational funds, 1/3 for the leader and 1/3 for the men... Does using percentage seems too annoying for this? It would make it easy to include characters that would affect how much you Loot without having "Victory Point Engines", if you know what I mean.
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bump before bed
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>>91025177
The agarthans have a lot of critters and weirdness you could work with.

>>91031754
No, that seems fine. Just add a bit about rounding up or down and that should be a nice reward for winning battles.
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>>91030067
>Inner Sun
you have a different sun for each layer?
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>>91033447
No, the light of the inner sun is living and bends through the caverns.
Or it isn't alive and physics just works differently down there. We don't know.
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>>91033509
>is living and bends through the caverns
So you will have cavern that have the greatest concentration of light. Blinding laser elemtnal kind of light. You need to stay away from tose.

I like it.

Maybe the light from the Inner Sun is what created most of the cavenrs in the first place.

Do we have an explanation why the paths exist?
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>>91033734
>Maybe the light from the Inner Sun is what created most of the cavenrs in the first place.

CAPTAIN
OUR SCIENTISTS HAVE COME BACK WITH A HYPOTHESIS
THE INNER SUN IS EATING THE EARTH
I REPEAT
THE INNER SUN IS EATING THE EARTH
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>>91033806
kek
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>>91033806
we think Sun is what gives life to our planet, but it is the other way around. The Inner Sun helps us grow before consuming us, eventualy it will mature and emerge from the earth shell as a mature star. Create her own plaents and fly into the cosmos!

that is how new stars are born.
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VOLCANIC BUMP
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what is the technology level?
pure 1800? or steampunk?
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>>91036781
...
people know of the 3 legged seign... Are you italian?

Also does this setting have human sacrifices thrown into volcanoes?
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>>91036825
>Also does this setting have human sacrifices thrown into volcanoes?
Yes.
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>>91036801
>pure 1800? or steampunk?
honestly rather historically accurate, but with just enough retro futurist tech thrown in to make everything work
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>>91036869
Steampunk is gay, 19th century designs with retrofuturistic tech is impossibly kino
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>>91036919
>Steampunk is gay, 19th century designs with retrofuturistic tech is impossibly kino
Seems like everyone itt is in agreement with that. We were pretty adamant to avoid pure steampunk gayness during the initial phases.
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>the rapidly changing environments- from claustrophobic tunnels to expansive caverns of unbelievable size- as well as strange creatures and logistics issues have lead to widespread adoption of "telescopic pikes"- spring-loaded polearm weapons with razor-sharp speartips. In a "compounded state", a telescopic pike is only three feet long, but once the expansion coil is triggered it reaches a length of ten to twelve feet long. Once deployed, a telescopic pike is used as a normal pike or spear would, the various telescopic rods locking to prevent collapse until the soldier desires it. The force generated by the expansion coil deploying the telescopic pike is often a weapon in and of itself, allowing soldiers and explorers to puncture armor that would be otherwise impenetrable or catch foes by surprise. They are sometimes used in conjunction with pistols or long rifles. Some powers have attempted to create much smaller telescopic bayonets to fix on rifles, though some find these imbalanced and unwieldy.
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>>91036781
I love the volcano Italians, though the funniest thing about them is when they were made for the chart the only room left for them was on the "rational" axis
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>>91037478
sacrifice ne'erdowells to volcano
receive power
100% rational
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>>91037420
Also, harpoon and grappling launchers should be standard issue.
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>>91033447
>you have a different sun for each layer?
No, the Inner Sun is an Eldritch Being (possibly one of the most powerful of the setting) which people mistake for a star. It is the source of the Chi which Lemurians learn to master, its light behaves differently from our light, it is believed to be at the center or all things (so probably in the hypothetical final10th Layer) and Napoleon had a son with it as part of a dark pact which no one really knows the details about (which reminds me, we still have the Scion left to do a profile about).
To note, because of Hyperborea, we don't really know if *any* stars are actually stars. They might all be Eldritch Beings, or perhaps the lights of Hyperborea's cities. Both would make sense, as the "ultimate unkillable" of the setting so to speak is the Star Ancestor, which is whatever Ur-Being gives birth to stars, and is considered to be halfway "outside" the setting so to speak (his existence is meant to break all standing theories about the setting).
>Do we have an explanation why the paths exist?
Depends on the theoretical framework. Within the Loop, its likely going to be previously excavated paths from previous cycles. From a Volcanist POV, they would probably be the result of magma chimneys drying up at some point. Twin Arrows would say either God or the Devil did it, and a more generic approach would probably to say that they are the result of Layer Shifts.
>>91036801
>what is the technology level?
95% historically accurate. 4% advanced tech obtained earlier (but not much, we are talking at most 2 decades, and only for a very few things/in a very few places), and about 1% steampunk, because I don't see how you can deny that characters like Minister Eiffel, the Republican Guards and Chevalier a Vapeur (which, you'll note, are all specifically from Fallen Paris) are somewhat steampunk. I think the difference is that steampunk often becomes an aesthetic which takes over a lot of the setting's imagery.
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BTW, what would be the aesthetic inspiration for Sky-People and Sky-Pirates?
Slowly looking to start up S-P and Husked Ottomans.
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>>91037971
>BTW, what would be the aesthetic inspiration for Sky-People and Sky-Pirates?
Somewhere between Aztec and Zoroastrian afaik.
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>>91037983
Cool, I can work with that!
>>91033734
>Do we have an explanation why the paths exist?
Also, quick aside, you also have to understand how fresh all of this is to most people's mind. Europeans and a few other Westerners may have realized 30 years ago shit was weird when the Italians started using Volcanos as artillery, but for most the knowledge of Agartha existing only became available a decade ago (using 1874 as a current point).
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So... yetis are in?
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>>91040414
Yes.
I should have some time to work a bit more on everything tomorrow. I'll look into the Failed Monk and how to build him.
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Now this stuff isn't super exciting but I thought I might post it so to get feedback and perhaps have you guys suggest actions, events, encounters, etc.
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>>91041579
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>>91041579
Oh, here's what I was working on. I started out with a "hidden movement" system, but that's probably too complicated and requires a GM. The actions might be worth a look, though.
https://docs.google.com/spreadsheets/d/1Vm_yPpmVnAJeyvMsIFbHQUaZ_cwEKk9z9DIII8gD0dg/edit?usp=sharing
>>91041582
I like your terrain effects in this one.
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>>91042062
Will take a look at it, but right now its asking for an authorization.
For the terrain effects I want to keep it relatively simple. I'm thinking about putting an Explore actions which would be what allows you to find more features into an hex, so you have an incentive to "invest" into an area.
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>>91042087
my b, forgot to turn off authorization
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>>91042099
No issue at all, I'm off to bed, early shift tomorrow, will look at it more then.
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bump before work.
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bump
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What does an Agartha: Descent campaign look like?
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>>91045422
>What does an Agartha: Descent campaign look like?
You mean as a game or in universe?
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>>91046607
We are mostly figuring this out right now. I've always envisioned a sort of mix between the old Necromunda campaign style and some form of hexcrawl exploration.
You recruit an Expedition (larger than a single game one) out of a set Chest (say 500 Silver or 1000). Perhaps according to the scenario you can even go into Debt, which must be repaid by the end of the campaign. You explore a map, filling it out as it goes, building up outposts, searching for ruins and artefacts and Deepfolks villages to raid or make commerce with. Eventually the members of your Expedition go mad or starve and you have to recruit some more.
There will be a Sponsor system so that you can "purchase" bonuses at the cost of additional objectives throughout the campaign. For example the Triassic Rancher allows you to use Saur Mounts but you have to capture some yourself throughout the campaign. The Neptunium Baron would probably end up giving you massive funds but you have to find him some Neptunium Patches or he's gonna string you up, that kind of thing.
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>>91042062
I took some time to try and merge the two, here's what I'm coming with :
> Differentiate Actions and Tasks.
Actions will be called Campaign Actions and will specify when you can take them. They will always have a "cost" associated with them, and this cost may "lock" it to a specific moment in the turn (for example the Distribute Loot action will state you must disregard the Loot amount you would add from a Battle Chest to a Campaign Chest, this is its "cost", and thus the action can only be taken after a battle, when it could be paid).
Tasks will be set at the end of the Player's Campaign turn, and will share the same sort of format as "Hunt/Scavenge from >>91041579 .
> Player Order Mechanic
I don't see how we can make the Campaign portion simultaneous without gutting it a lot. And at the same time I think always being first or last will probably skew the campaign a lot more than the game proper. I'm thinking we could simply have a "roll d10 + Expedition Fatigue" and that's your order (lower = better).
> Expedition Stats
I hadn't planned on including Fatigue but I think its worth it to differentiate it from the current Morale system. As of now I'm set to be tracking, on the Expedition level, Dread (start the battle with this much more Dread), Fatigue (from Forced March and possibly walking in shitty terrain conditions?), Hunger (this is leveled, 4 levels, lose one level per turn you cant feed someone, past the last you lose the expedition member) and Mouths (nb of Rations consumed per turn, would potentially include both expedition members mounts and Beasts).
> Locations & Features
I hope d100s and the equivalent table don't scare you. Its either that, or have branching d10 tables, or having a shitty selection of Locations. The first alternative is more complex to build and the second seems obviously unacceptable to me. Picrel is what I came up with in 5 minutes, feel free to suggest more.
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>>91046809
Hexcrawl exploration sounds good to me, I'm not sure if it'll work perfectly.
Hexcrawls are ideal for open-air adventures because of scale, and how a properly scaled hex implies you can see into the next set of hexes but not farther beyond. AND, regular hexes work well outdoors because the outdoors are uniform. Six miles in the is six miles in the forest. It just fits the outdoor adventure feel. With underground things, six miles in a cave could be twenty or thirty miles of winds, twists and navigation.

Using it underground... will probably work. That said, perhaps "cell-based" exploration would be better for an underground environment. More like a board game, where instead of regular hexes you have a map of "cells" which each represent a unit of distance. Kind of like a cheap board game type thing,
Pic related, a VERY simple mockup. Note how you lose the open-air hexmap feeling of being able to travel in any direction. I feel something like this would be better for underground play.
At the very least, hexmaps with a LOT of blocked off hexes.
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>>91047041
Any considerations for using the playing cards rather than D100 for exploration? Has been suggested a few times.
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>>91048978
>playing cards
Oh shit that's true I completely forgot people had been mentioning that. Quickly on the spot I'm sure it could be adapted, not sure if there's something won by wiping out the card deck just for that tho. Not unless I find a way to weave it into the system further.
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Welp, just got sprung a surprise graveyard shift 2h in advance, as a double, on 4 hours of sleep in the last 24h. So I guess I might get a lot of work done tonight, maybe not, depends how husked I get. I'll try to clean up the main rulebook and NPCs I guess, and maybe put some time on the Campaign system.
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Bump before work :(
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>>91051170
>Labour: 8
>Discipline: 3
>Dread: 5
We believe in you.
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>>91051569
Made it. But by God this mix of being utterly exhausted and way too caffeinated can't be good, I must have shaved a few months off my life expectancy on this. Oh well.
I did manage to get a bit of work done on the main Rule Book, either I lost some updates at some point or whatever, but now Spray attacks and Fire Damage are back in. Also rewrote Stun into 2e since it was missing.
Also, what had we landed on for moving out of combat penalty? I know we wanted to avoid Free Strikes mechanics, do I remember correctly that it was just a Move but for 2ap instead of 1? Or was it pay all remaining AP?
I'm going to be looking into toning down some Prophesies too, Altered Fate for example is way too fucking good, it could be 1-2 hexes and it would probably still be worth it to pull targets from cover, I think it can get away with being 3 hexes.
I'm also adding Mineral Veins, Ruins, and Treasure Chests as "battle map items" which can be added regardless of scenario. I still have to work on that. I'm gonna go crash and sleep and I'll get back to it and post the updated version this afternoon/evening
> Also
Since I'm starting to look into doing the Husked Ottomans, anyone got any idea how the Husk Necromancy works? Doesn't seem like the Necromancers would just be raising any dead as a Husk, right?
> And also
For picrel, how are we gonna go? Sponsor or Character?
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>>91049668
Could have a system of, like, suits mean one thing and numbers mean another. One card draw could accomplish everything that two dice rolls would.
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>>91053573
>For picrel, how are we gonna go? Sponsor or Character?
Honestly, no clue. I kinda wrote him as a joke character initially, back when we weren't actually making a game out of this thing. I guess he could be some kind of colonial character, good at combat and generally resistant to debuffs, but shit leadership since he's just there to hang out with the cool colonials and their uniforms.
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>>91053573
>anyone got any idea how the Husk Necromancy works?
I think it's dread related, or deep-drunkeness related or something. So maybe they can only husk once a lot of dread has been built up, but they have dread building abilities.
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quick bump
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>>91053574
That's the obvious way to go. I'm not against it but if its just to insert a deck of card at this point and nowhere else I don't really see what it brings. It would have to be more integrated than that.
>>91053871
>I kinda wrote him as a joke character
We could always move him to Jump Man status, but I do like the idea that there are some Greys hiding in Agartha, possibly from Hyperboreans.
>>91054564
>So maybe they can only husk once a lot of dread has been built up, but they have dread building abilities.
Ooh that's not bad it kinda makes Necromancy a double-edged sword since Soul Rebellion triggers from any Dread atm. But I might have to revisit this.
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Baking time I assume?
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>>91058209
Guess so.
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>>91058909
I'll get on it later, seems like we weren't so close to the deadline.
In the meantime, here's what I'm going with for the Battle Maps Features, basically this is so you can put in additional stuff on without forcing yourself into a scenario. You can just agree with your opponent to play a normal battle and drop in a few Ruins and Resource Veins and suddenly your workers are a lot more relevant. Also, events or locations on in a Campaign would end up possibly spawning those. I'm thinking the Resource Vein could also be useful to flesh out Engineers. Find a Neptunium Vein, get the Engineers to set up pumps and stuff.
I feel like the Ruin thing was a long time coming, I'm also going to have Temples in.
Not too sure what the Fragments of Forgotten Lore will end up being. Perhaps getting an Academic to formulate a new Theory could be a side objective within the campaign, and that requires getting multiple Fragments...
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> Soon
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SOON
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Anyone up for the bake?
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>>91063319
Ok, what's a bake?
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>>91063319
will do it
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New
>>91065344



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