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Wizards and Whetstones, the Quest for The Sharpest Knife [tabletop games]

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    QuantumTurkQuantumTurk Registered User regular
    Fishman wrote: »
    Uriel wrote: »
    I'll probably never get a copy cause of the whole of out print thing

    There's like 3 or 4 still sitting on shelves around the Friendly Local Game Stores here and it's getting harder and harder to keep walking past.

    I've also played mine exactly once. It is good, but also man do you hit edge cases and rule clarifications in a hurry. I have the same problem as others, the game really wants EXACTLY 5, fairly invested people to play it.

    Sushi go/sushi go party are the real MVPs

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    ButlerButler 89 episodes or bust Registered User regular
    Blake T wrote: »
    Luckily, @butler had advantage.

    NliGclv.jpg

    I think that was my only decent roll the whole session too.

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    JacobkoshJacobkosh Gamble a stamp. I can show you how to be a real man!Moderator mod
    edited July 2017
    I've created my first Star Trek NPC. The special rules are all original but I tried to eyeball them based on the kinds of things the sample NPCs in the book (particularly the Ferengi) had.

    This was fun, and pretty easy. I'm happy with her and very eager to use her in a game.
    Melliflua Mudd

    Description: Melliflua Mudd first came to the attention of the authorities at age seventeen, when she attempted an illegal intrusion into her colony's central database to allot herself more energy credits, after maxing out her and her parents' usage on several holo-simulations of then-popular Vulcan harpist T'Pran. After being remanded to an unguarded juvenile psychological rehabilitation facility for a single overnight assessment, she fled, leaving a note to the effect that "no prison can hold [her]."

    Making her way to the shuttleport, she bought passage off-world with a stolen container of basic analgesics and a syrette of Thalian flu remedy, apparently convincing the supercargo that this mixture was a potent new stimulant.

    After that, official records become infrequent. She turns up in the routine logs of patrol craft in outlying sectors, often hauling salvage in a dangerously unsafe craft registered out of Feringinar as the SS Space Princess. Several complaints have been registered with Starfleet by colonial administrators regarding broken, missing, or defective goods, but no formal charges have yet been laid.

    Despite this, a recent log filed by Captain Soledad of the USS Topkapı indicates that Mudd has begun introducing herself as "Starfleet's Public Enemy Number Twelve." Starfleet does not maintain such a list, nor is she on it; nonetheless, network traffic suggests that currently-extant contracts have been taken on Melliflua Mudd's life by clients in the Ferengi Alliance, Klingon Empire, and Breen Confederacy. Starfleet captains are advised to exercise caution with citizen Mudd, as dangerous pursuers may not be far behind.

    ATTRIBUTES
    Control 10 Fitness 7 Presence 11
    Daring 10 Insight 12 Reason 9

    DISCIPLINES
    Command 03 Security 02 Engineering 03
    Conn 04 Science 01 Medicine 01

    Traits: Human
    Values: Greed, For Lack of a Better Word, is Good
    Stress: 9 Resistance: 0

    Special Rules
    • Buyer Beware: Increase the Difficulty of all Social Conflict rolls to determine Melliflua Mudd's motives or detect falsehood by 1. This does not apply to telepathic or empathic talents.
    • Slippery Character: When someone has made a roll to apprehend Melliflua in some way - whether by stunning her with a phaser, restraining her, or tractor-beaming her ship - the GM may spend 2 Threat to force a reroll. This may only be applied once per roll.

    Jacobkosh on
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    see317see317 Registered User regular
    I posted this over in the Babylon 5 thread in D&D, and thinking about it further, I like the idea more.
    For those that haven't watched Babylon 5, there's an alien race who all have a bit of psychic talent that manifests at some point in their life as an accurate prediction of how they're going to die, and that death dream can have some substantial influence on the life of the centauri. It sounds like the kind of thing that could be really entertaining in a tabletop game.
    I'm just looking for ideas and thoughts on how to implement it.

    Original post:
    see317 wrote: »
    Nought wrote: »
    Fairly certain that Londo explains at some point that pretty much all Centauri see their eventual death.

    I seem to recall Londo explaining all Centauri have a bit of latent psychic ability and knowing thier own death is a common manifestation of it.
    I remember thinking when I first saw that scene that that would be a cool as hell mechanic to work into a tabletop RPG.
    As the GM you get a player to describe their character's death, preferably in detail. Then they get some kind of bonus for near fatal situations that don't match their death dream ("This isn't how I DIE!") , or get some different kind of bonus when they do inevitably wind up in that situation even if they don't die (how often did Londo and G'kar meet that didn't wind up with Londo and G'kar choking each other?)

    I'm thinking that it could be a two edged sword though. If the player has some kind of dream involving circumstances unlikely to ever come up ("I'm fighting a two headed chrome dragon while getting fucked to death by burly elf maidens") or if it's something that is super common in your average TT experience ("I'm sitting in a bar enjoying a drink when a shadowy figure creeps up behind me and stabs me in the back") than that could kind of ruin the potential epicness of the thing. So any thoughts?

    Also, for those who haven't seen it, track down Babylon 5 and give it a watch. It's a fun series.

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    Albino BunnyAlbino Bunny Jackie Registered User regular
    Jacobkosh wrote: »
    I've created my first Star Trek NPC. The special rules are all original but I tried to eyeball them based on the kinds of things the sample NPCs in the book (particularly the Ferengi) had.

    This was fun, and pretty easy. I'm happy with her and very eager to use her in a game.
    Melliflua Mudd

    Description: Melliflua Mudd first came to the attention of the authorities at age seventeen, when she attempted an illegal intrusion into her colony's central database to allot herself more energy credits, after maxing out her and her parents' usage on several holo-simulations of then-popular Vulcan harpist T'Pran. After being remanded to an unguarded juvenile psychological rehabilitation facility for a single overnight assessment, she fled, leaving a note to the effect that "no prison can hold [her]."

    Making her way to the shuttleport, she bought passage off-world with a stolen container of basic analgesics and a syrette of Thalian flu remedy, apparently convincing the supercargo that this mixture was a potent new stimulant.

    After that, official records become infrequent. She turns up in the routine logs of patrol craft in outlying sectors, often hauling salvage in a dangerously unsafe craft registered out of Feringinar as the SS Space Princess. Several complaints have been registered with Starfleet by colonial administrators regarding broken, missing, or defective goods, but no formal charges have yet been laid.

    Despite this, a recent log filed by Captain Soledad of the USS Topkapı indicates that Mudd has begun introducing herself as "Starfleet's Public Enemy Number Twelve." Starfleet does not maintain such a list, nor is she on it; nonetheless, network traffic suggests that currently-extant contracts have been taken on Melliflua Mudd's life by clients in the Ferengi Alliance, Klingon Empire, and Breen Confederacy. Starfleet captains are advised to exercise caution with citizen Mudd, as dangerous pursuers may not be far behind.

    ATTRIBUTES
    Control 10 Fitness 7 Presence 11
    Daring 10 Insight 12 Reason 9

    DISCIPLINES
    Command 03 Security 02 Engineering 03
    Conn 04 Science 01 Medicine 01

    Traits: Human
    Values: Greed, For Lack of a Better Word, is Good
    Stress: 9 Resistance: 0

    Special Rules
    • Buyer Beware: Increase the Difficulty of all Social Conflict rolls to determine Melliflua Mudd's motives or detect falsehood by 1. This does not apply to telepathic or empathic talents.
    • Slippery Character: When someone has made a roll to apprehend Melliflua in some way - whether by stunning her with a phaser, restraining her, or tractor-beaming her ship - the GM may spend 2 Threat to force a reroll. This may only be applied once per roll.

    She looks pretty rad (translating from Infinity's stuff anyway).

    Did Star Trek have a kickstarter backers get to design NPC's thing like Infinity did? Some of the Infinity ones are fantastic stuff.

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    JacobkoshJacobkosh Gamble a stamp. I can show you how to be a real man!Moderator mod
    Jacobkosh wrote: »
    I've created my first Star Trek NPC. The special rules are all original but I tried to eyeball them based on the kinds of things the sample NPCs in the book (particularly the Ferengi) had.

    This was fun, and pretty easy. I'm happy with her and very eager to use her in a game.
    Melliflua Mudd

    Description: Melliflua Mudd first came to the attention of the authorities at age seventeen, when she attempted an illegal intrusion into her colony's central database to allot herself more energy credits, after maxing out her and her parents' usage on several holo-simulations of then-popular Vulcan harpist T'Pran. After being remanded to an unguarded juvenile psychological rehabilitation facility for a single overnight assessment, she fled, leaving a note to the effect that "no prison can hold [her]."

    Making her way to the shuttleport, she bought passage off-world with a stolen container of basic analgesics and a syrette of Thalian flu remedy, apparently convincing the supercargo that this mixture was a potent new stimulant.

    After that, official records become infrequent. She turns up in the routine logs of patrol craft in outlying sectors, often hauling salvage in a dangerously unsafe craft registered out of Feringinar as the SS Space Princess. Several complaints have been registered with Starfleet by colonial administrators regarding broken, missing, or defective goods, but no formal charges have yet been laid.

    Despite this, a recent log filed by Captain Soledad of the USS Topkapı indicates that Mudd has begun introducing herself as "Starfleet's Public Enemy Number Twelve." Starfleet does not maintain such a list, nor is she on it; nonetheless, network traffic suggests that currently-extant contracts have been taken on Melliflua Mudd's life by clients in the Ferengi Alliance, Klingon Empire, and Breen Confederacy. Starfleet captains are advised to exercise caution with citizen Mudd, as dangerous pursuers may not be far behind.

    ATTRIBUTES
    Control 10 Fitness 7 Presence 11
    Daring 10 Insight 12 Reason 9

    DISCIPLINES
    Command 03 Security 02 Engineering 03
    Conn 04 Science 01 Medicine 01

    Traits: Human
    Values: Greed, For Lack of a Better Word, is Good
    Stress: 9 Resistance: 0

    Special Rules
    • Buyer Beware: Increase the Difficulty of all Social Conflict rolls to determine Melliflua Mudd's motives or detect falsehood by 1. This does not apply to telepathic or empathic talents.
    • Slippery Character: When someone has made a roll to apprehend Melliflua in some way - whether by stunning her with a phaser, restraining her, or tractor-beaming her ship - the GM may spend 2 Threat to force a reroll. This may only be applied once per roll.

    She looks pretty rad (translating from Infinity's stuff anyway).

    Did Star Trek have a kickstarter backers get to design NPC's thing like Infinity did? Some of the Infinity ones are fantastic stuff.

    I don't think Trek had a Kickstarter at all, just preorders. There was a lengthy playtest process and it's possible some fan-submitted stuff happened then but I wasn't paying attention to the system or the developments around it until just last week and I'm still just finding out about a lot of it.

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    JacobkoshJacobkosh Gamble a stamp. I can show you how to be a real man!Moderator mod
    edited July 2017
    The story seeds I've working on for my campaign. Some of these are original, some come from various "star trek story ideas" threads I've run across online and have spun around into my own thing.

    - Two planets in the same system were once at war and bombed each other to extinction; their automated systems are still active and attacking one another at any signs of life. The ship investigates the bombing of a new Federation colony on one world and signs seemingly point to the Klingon colonists on the other world. Tensions run high - then the other world is attacked.

    - The crew answers a distress call from a small craft being pursued by a swarm of tiny alien attack craft. The humanoid pilot seems intelligent, gentle, and curious, but is secretive about his origins and about why the alien vessels - which seem to be, not ships, but robotic drones - are pursuing him. The reason is because the swarm is a Von Neumann AI built to extract endless resources through self-replication and to battle its creators' enemies millions of years ago, and the man is a portion of the AI that developed empathy and wishes to be free to live his own life among other sentients. This presents the crew with a dilemma, as his influence may be the only thing keeping the swarm from rampaging across the sector.

    - Tensions erupt between Vulcans and Romulans on an ancient, pre-Surak Vulcan pilgrimage planet that is sacred to both cultures. A powerful psychic artifact - a psionically-writable data crystal containing the memories and experiences of an ancient Vulcan prophet - is stolen, and the Romulans are framed by the real culprits, radical Vulcans who believe that both Vulcan logic and Romulan discipline are shackling their species' true psychic potential.

    - Investigating reports of gravitational disturbances in an inhabited system, the ship encounters a "rogue planet" - a small planet that has been thrown clear of its orbit by some solar cataclysm to wander interstellar space - which will soon pass harmlessly through the plane of the new system. The dark, frozen world seems to contain tantalizing signs of having once been occupied countless years ago, but a check of library records indicates that inhabited systems whose path it has crossed in the past have suffered violent cataclysms or extinction-level events. What is buried beneath the planet's ice? Can the planet's path be changed? As the crew races to find answers, they begin suffering horrifying, debilitating nightmares.

    - Answering an SOS, the crew discover a low-rent cargo hauler and its captain, low-rent con artist Melliflua Mudd, adrift in space wtihout gravity or power, her copilot dead after a failure of the local inertial dampeners. In exchange for repairs - and a tow, and some latinum, and a nice stateroom, and - she offers the crew "the deal of a lifetime," a small alien device she identifies as an "authentic Pakrami spatial infundibulum." The device does appear to be an alien artifact meant to regulate warp fields and tests suggest it could improve the ship's propulsion. Soon afterward, horrifying accidents involving malfunctions in the ship's gravity and force fields begin injuring and killing crewmen. If pressed on the device's origins, Mudd leads the ship to a derelict alien space station, apparently built for propulsion research. The aliens are dead - seemingly killed by various forms of blunt trauma - and the station's gravity is off, though it is otherwise intact. Investigating, the crew learn that the prototype had dragged a living being out of subspace, an entity of sentient gravity, and it's being driven mad with pain by all the artificial gravity and force fields on the ship and is lashing out. Now, with Mudd's reluctant help, the crew must find a way to communicate with it and send it home.

    - The ship answers a distress call from a Federation anthropology team studying a planet inhabited by a fast-breeding, short-lived species who, after nearly wiping themselves out in a global war, have created a "casinocracy" - a society ruled by chance. The natives are somehow chemically addicted to risk, engaging in extreme sports or gladiatorial combat and placing large wagers on the outcome. The only law in the society is that of the "Bookers," the combination clergy and bookkeepers. One of the sociology team members, trying to get access to an ancient history archive in the planet's radioactive Forbidden Zone, gambled her freedom and lost. Now the crew must risk their lives in deadly games to get her back.

    I really like that Star Trek gives me permission to be unapologetically episodic, switching tones from story to story. That anthology-like freedom going to be hugely refreshing to me as a GM, although who knows how players will take it - I hope they'll be game and be able to roll with a haunted house story one week and Hunt For Romulan Red October the next, but I would understand if certain kinds of players find that disconcerting. Either way, I'll still have recurring characters and situations and probably a main villain of some sort but it will a looser framework than I've used in the past.

    Jacobkosh on
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    ToxTox I kill threads he/himRegistered User regular
    edited July 2017
    Dark Eras 2 is officially Kickstartered

    So the real question is

    Which game line would you like for the Golden Age of Piracy?

    Golden Age of Piracy (early 18th century) was the most requested by the original Dark Eras backers.
    After that one, presumably they'll add more that were either the most popular, or add another poll for backers to choose.

    e: Okay legit I can't choose. Mage, Werewolf, Changeling, Demon, Hunter, Beast, Promethean....like, Vampire is probably the only one that doesn't lend itself particularly well to high seas antics.

    Tox on
    Twitter! | Dilige, et quod vis fac
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    Crimson KingCrimson King Registered User regular
    edited July 2017
    vampire pirates seems like the obvious one to me

    both are ambush predators who like romance, bravado and ruffled shirts. also the image of a vampire slumbering in her coffin below decks while a mortal thrall takes the ship's wheel is good

    edit: okay i don't know what geist is but it sounds like you basically play the crew of the black pearl?

    Crimson King on
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    BahamutZEROBahamutZERO Registered User regular
    Jacobkosh wrote: »
    The story seeds I've working on for my campaign. Some of these are original, some come from various "star trek story ideas" threads I've run across online and have spun around into my own thing.

    - Two planets in the same system were once at war and bombed each other to extinction; their automated systems are still active and attacking one another at any signs of life. The ship investigates the bombing of a new Federation colony on one world and signs seemingly point to the Klingon colonists on the other world. Tensions run high - then the other world is attacked.

    - The crew answers a distress call from a small craft being pursued by a swarm of tiny alien attack craft. The humanoid pilot seems intelligent, gentle, and curious, but is secretive about his origins and about why the alien vessels - which seem to be, not ships, but robotic drones - are pursuing him. The reason is because the swarm is a Von Neumann AI built to extract endless resources through self-replication and to battle its creators' enemies millions of years ago, and the man is a portion of the AI that developed empathy and wishes to be free to live his own life among other sentients. This presents the crew with a dilemma, as his influence may be the only thing keeping the swarm from rampaging across the sector.

    - Tensions erupt between Vulcans and Romulans on an ancient, pre-Surak Vulcan pilgrimage planet that is sacred to both cultures. A powerful psychic artifact - a psionically-writable data crystal containing the memories and experiences of an ancient Vulcan prophet - is stolen, and the Romulans are framed by the real culprits, radical Vulcans who believe that both Vulcan logic and Romulan discipline are shackling their species' true psychic potential.

    - Investigating reports of gravitational disturbances in an inhabited system, the ship encounters a "rogue planet" - a small planet that has been thrown clear of its orbit by some solar cataclysm to wander interstellar space - which will soon pass harmlessly through the plane of the new system. The dark, frozen world seems to contain tantalizing signs of having once been occupied countless years ago, but a check of library records indicates that inhabited systems whose path it has crossed in the past have suffered violent cataclysms or extinction-level events. What is buried beneath the planet's ice? Can the planet's path be changed? As the crew races to find answers, they begin suffering horrifying, debilitating nightmares.

    - Answering an SOS, the crew discover a low-rent cargo hauler and its captain, low-rent con artist Melliflua Mudd, adrift in space wtihout gravity or power, her copilot dead after a failure of the local inertial dampeners. In exchange for repairs - and a tow, and some latinum, and a nice stateroom, and - she offers the crew "the deal of a lifetime," a small alien device she identifies as an "authentic Pakrami spatial infundibulum." The device does appear to be an alien artifact meant to regulate warp fields and tests suggest it could improve the ship's propulsion. Soon afterward, horrifying accidents involving malfunctions in the ship's gravity and force fields begin injuring and killing crewmen. If pressed on the device's origins, Mudd leads the ship to a derelict alien space station, apparently built for propulsion research. The aliens are dead - seemingly killed by various forms of blunt trauma - and the station's gravity is off, though it is otherwise intact. Investigating, the crew learn that the prototype had dragged a living being out of subspace, an entity of sentient gravity, and it's being driven mad with pain by all the artificial gravity and force fields on the ship and is lashing out. Now, with Mudd's reluctant help, the crew must find a way to communicate with it and send it home.

    - The ship answers a distress call from a Federation anthropology team studying a planet inhabited by a fast-breeding, short-lived species who, after nearly wiping themselves out in a global war, have created a "casinocracy" - a society ruled by chance. The natives are somehow chemically addicted to risk, engaging in extreme sports or gladiatorial combat and placing large wagers on the outcome. The only law in the society is that of the "Bookers," the combination clergy and bookkeepers. One of the sociology team members, trying to get access to an ancient history archive in the planet's radioactive Forbidden Zone, gambled her freedom and lost. Now the crew must risk their lives in deadly games to get her back.

    I really like that Star Trek gives me permission to be unapologetically episodic, switching tones from story to story. That anthology-like freedom going to be hugely refreshing to me as a GM, although who knows how players will take it - I hope they'll be game and be able to roll with a haunted house story one week and Hunt For Romulan Red October the next, but I would understand if certain kinds of players find that disconcerting. Either way, I'll still have recurring characters and situations and probably a main villain of some sort but it will a looser framework than I've used in the past.

    fuck me these are great, I wish these were real episodes of a new star trek series

    BahamutZERO.gif
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    WearingglassesWearingglasses Of the friendly neighborhood variety Registered User regular
    ゴゴゴゴ
    ゴゴゴゴ
    Dubh wrote: »
    I've finally binged on Jojo, and it has certainly changed the foundation for my future characters
    ゴゴ ゴゴ
    ゴゴゴゴ

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    JacobkoshJacobkosh Gamble a stamp. I can show you how to be a real man!Moderator mod
    edited July 2017
    Jacobkosh wrote: »
    The story seeds I've working on for my campaign. Some of these are original, some come from various "star trek story ideas" threads I've run across online and have spun around into my own thing.

    - Two planets in the same system were once at war and bombed each other to extinction; their automated systems are still active and attacking one another at any signs of life. The ship investigates the bombing of a new Federation colony on one world and signs seemingly point to the Klingon colonists on the other world. Tensions run high - then the other world is attacked.

    - The crew answers a distress call from a small craft being pursued by a swarm of tiny alien attack craft. The humanoid pilot seems intelligent, gentle, and curious, but is secretive about his origins and about why the alien vessels - which seem to be, not ships, but robotic drones - are pursuing him. The reason is because the swarm is a Von Neumann AI built to extract endless resources through self-replication and to battle its creators' enemies millions of years ago, and the man is a portion of the AI that developed empathy and wishes to be free to live his own life among other sentients. This presents the crew with a dilemma, as his influence may be the only thing keeping the swarm from rampaging across the sector.

    - Tensions erupt between Vulcans and Romulans on an ancient, pre-Surak Vulcan pilgrimage planet that is sacred to both cultures. A powerful psychic artifact - a psionically-writable data crystal containing the memories and experiences of an ancient Vulcan prophet - is stolen, and the Romulans are framed by the real culprits, radical Vulcans who believe that both Vulcan logic and Romulan discipline are shackling their species' true psychic potential.

    - Investigating reports of gravitational disturbances in an inhabited system, the ship encounters a "rogue planet" - a small planet that has been thrown clear of its orbit by some solar cataclysm to wander interstellar space - which will soon pass harmlessly through the plane of the new system. The dark, frozen world seems to contain tantalizing signs of having once been occupied countless years ago, but a check of library records indicates that inhabited systems whose path it has crossed in the past have suffered violent cataclysms or extinction-level events. What is buried beneath the planet's ice? Can the planet's path be changed? As the crew races to find answers, they begin suffering horrifying, debilitating nightmares.

    - Answering an SOS, the crew discover a low-rent cargo hauler and its captain, low-rent con artist Melliflua Mudd, adrift in space wtihout gravity or power, her copilot dead after a failure of the local inertial dampeners. In exchange for repairs - and a tow, and some latinum, and a nice stateroom, and - she offers the crew "the deal of a lifetime," a small alien device she identifies as an "authentic Pakrami spatial infundibulum." The device does appear to be an alien artifact meant to regulate warp fields and tests suggest it could improve the ship's propulsion. Soon afterward, horrifying accidents involving malfunctions in the ship's gravity and force fields begin injuring and killing crewmen. If pressed on the device's origins, Mudd leads the ship to a derelict alien space station, apparently built for propulsion research. The aliens are dead - seemingly killed by various forms of blunt trauma - and the station's gravity is off, though it is otherwise intact. Investigating, the crew learn that the prototype had dragged a living being out of subspace, an entity of sentient gravity, and it's being driven mad with pain by all the artificial gravity and force fields on the ship and is lashing out. Now, with Mudd's reluctant help, the crew must find a way to communicate with it and send it home.

    - The ship answers a distress call from a Federation anthropology team studying a planet inhabited by a fast-breeding, short-lived species who, after nearly wiping themselves out in a global war, have created a "casinocracy" - a society ruled by chance. The natives are somehow chemically addicted to risk, engaging in extreme sports or gladiatorial combat and placing large wagers on the outcome. The only law in the society is that of the "Bookers," the combination clergy and bookkeepers. One of the sociology team members, trying to get access to an ancient history archive in the planet's radioactive Forbidden Zone, gambled her freedom and lost. Now the crew must risk their lives in deadly games to get her back.

    I really like that Star Trek gives me permission to be unapologetically episodic, switching tones from story to story. That anthology-like freedom going to be hugely refreshing to me as a GM, although who knows how players will take it - I hope they'll be game and be able to roll with a haunted house story one week and Hunt For Romulan Red October the next, but I would understand if certain kinds of players find that disconcerting. Either way, I'll still have recurring characters and situations and probably a main villain of some sort but it will a looser framework than I've used in the past.

    fuck me these are great, I wish these were real episodes of a new star trek series

    Oh snap, thank you! :biggrin:

    The sucky thing is that my group literally just started a The One Ring campaign and I'm really tempted to ask them to just pack it in so we can do this instead, but that would be unfortunate.

    Jacobkosh on
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    DecomposeyDecomposey Registered User regular
    vampire pirates seems like the obvious one to me

    both are ambush predators who like romance, bravado and ruffled shirts. also the image of a vampire slumbering in her coffin below decks while a mortal thrall takes the ship's wheel is good

    edit: okay i don't know what geist is but it sounds like you basically play the crew of the black pearl?

    Vampirates, if you will.

    Before following any advice, opinions, or thoughts I may have expressed in the above post, be warned: I found Keven Costners "Waterworld" to be a very entertaining film.
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    Crimson KingCrimson King Registered User regular
    werewolf: dark ages
    mage: renaissance
    vampire: enlightenment
    changeling: 19th century
    hunter: wwii

    there's a lot of these. why does anyone need a game where you all play as frankensteins? isn't the whole point of frankenstein that there's only one frankenstein

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    SolarSolar Registered User regular
    edited July 2017
    Lol wrong thread

    Solar on
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    TallahasseerielTallahasseeriel Registered User regular
    I'm considering saving up for that introductory box for Warhammer 40k. Probably one of those sets of citadel paints too.

    I really just want to paint the space marines.

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    ToxTox I kill threads he/himRegistered User regular
    werewolf: dark ages
    mage: renaissance
    vampire: enlightenment
    changeling: 19th century
    hunter: wwii

    there's a lot of these. why does anyone need a game where you all play as frankensteins? isn't the whole point of frankenstein that there's only one frankenstein

    No the whole point is that you think you are the only one and that makes you very, very lonely

    Twitter! | Dilige, et quod vis fac
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    Indie WinterIndie Winter die Krähe Rudi Hurzlmeier (German, b. 1952)Registered User regular
    I found my old 40k dice a while back

    m2401111a_99220199044_MunitorumDice02_873x627.jpg

    hoping I can use them soon for some role playing games

    wY6K6Jb.gif
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    TallahasseerielTallahasseeriel Registered User regular
    I want to paint minis so bad.

    It's often very relaxing I find. Even if I'm not very good at it. Which I'm basically the opposite of good at it.

    But I usually don't have all the primary colors I want to paint with because at nearly 4 bucks a pot paint can get pricey.

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    NotoriusBENNotoriusBEN Registered User regular
    edited July 2017
    Thats why you grab photos, swatches of citadel paint and run down to a craft store or just order from another company online / amazon for dirt cheap prices.

    I would like to support those guys but when the price points are set to intentionally gouge as much money as possible from their consumers, i tend to say fuck you alot.

    Wanting to make a profit is not wrong in and of itself, but charging a 300$ entrance fee (100$ for the rulebook, 200$ for a legal point composition of units) to every player of your game, fuck off.

    NotoriusBEN on
    a4irovn5uqjp.png
    Steam - NotoriusBEN | Uplay - notoriusben | Xbox,Windows Live - ThatBEN
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    SolarSolar Registered User regular
    Sweet new Infinity minis! With a cool trailer, for GenCon. Some really nice stuff here guys!

    https://www.youtube.com/watch?v=kpRlEZStiF4

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    SolarSolar Registered User regular
    Kriza Borac is best of course though

    Because glorious Nomads

    2ulbd2ygeq48.png

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    TallahasseerielTallahasseeriel Registered User regular
    edited July 2017
    actually citadel has a "base paints set" now for 40 some bucks that I might get.

    It seems to come with one over most of the primary colors and a black and a white.

    I would just need models to paint then.

    So I might save up for the intro 40k box just to have mans to paint.

    I would probably grab the blood angels paint set too since that is 6 paints for only 15 bucks and I like blood angels.

    Tallahasseeriel on
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    BrainleechBrainleech 機知に富んだコメントはここにあります Registered User regular
    Butler wrote: »
    Blake T wrote: »
    Luckily, @butler had advantage.

    NliGclv.jpg

    I think that was my only decent roll the whole session too.

    Ooo dwarven forge terrain

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    Der Waffle MousDer Waffle Mous Blame this on the misfortune of your birth. New Yark, New Yark.Registered User regular
    Uriel wrote: »
    I'm considering saving up for that introductory box for Warhammer 40k. Probably one of those sets of citadel paints too.

    I really just want to paint the space marines.

    There's a cheaper starter coming out this month IIRC.

    Steam PSN: DerWaffleMous Origin: DerWaffleMous Bnet: DerWaffle#1682
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    AnzekayAnzekay Registered User regular
    @solar are there any new yu-jing models coming out? :o

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    SolarSolar Registered User regular
    Slightly grainy but... you kids want to buy a Daofei HMG?

    r74h2n1wdjdp.png

    Yeah

    yeah you do

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    AnzekayAnzekay Registered User regular
    I saw there's new Ninja models for the JSA side of things, too!

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    SolarSolar Registered User regular
    There is aye, lovely mini

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    AnzekayAnzekay Registered User regular
    yeah I am hyped. I already really liked the ninja models but the new one is raaaad

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    SolarSolar Registered User regular
    Basically if you want to get into the game now there are several ways to just buy a 300pt list

    And if you get the two-player starter box, either of them, and get the new expansion boxes to the starters, then you and a friend will both have a balanced, ten order 300pt list ready to roll with a bunch of intro scenarios and rules and a few special edition minis to use as HVTs and such

    Basically; it's easier than ever to start playing

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    TallahasseerielTallahasseeriel Registered User regular
    edited July 2017
    I still want red veil. Mostly for the intro scenarios and the yujing for claw to play against me.

    I mint pick up red veil rather than the 40k starter. Half the price and one already got some haqqislam.

    Just wish infinity models were easier to paint.

    Tallahasseeriel on
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    SanderJKSanderJK Crocodylus Pontifex Sinterklasicus Madrid, 3000 ADRegistered User regular
    My hunter and his Giant Ape of Terror are on a tour of the elemental planes in the last few weeks.

    The water part went pretty well, the ape managed to One Hit KO a giant shark. And during a chase scene, the ape managed to throw an octopus just so that it entangled the guy we were chasing, tripping him up.

    Then on the plane of fire, we had to deal with a fire mephit and an imp who were married to each other, but the imp was under an infernal contract to serve an Ifreeti. A careful reading of the contract revealed that one of the clauses of termination was on death of the imp, so we all paid big money to the Church of Shelyn, who believes in True Love, to Breath of Life the Imp right after we murdered it.
    And then we trashed some other Ifreets grand gala.
    Telling a group of players to come up with ways to trash a gala really makes some eyes light up.
    In the end we bribed the band to not show up, then had 1 player impersonate the lead singer, who went on stage claiming that the band had split up over creative differences, but that everyone should be overjoyed to witness the birth of his solo career. He opened with the national anthem of the nation they were currently at war at.
    Meanwhile we had forged a ton of invitations and handed them out to all kinds of rowdy individuals, stirred vomit capsules through the punch, the rogue sabotaged the bathrooms, it turned messy.

    Steam: SanderJK Origin: SanderJK
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    Albino BunnyAlbino Bunny Jackie Registered User regular
    Guys, what'd be a good system for camp, saturday morning cartoon sci fi stuff?

    Very specifically thinking of Awesomenauts:

    https://www.youtube.com/watch?v=XbCLjkeWz9U

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    ZonugalZonugal (He/Him) The Holiday Armadillo I'm Santa's representative for all the southern states. And Mexico!Registered User regular
    Guys, what'd be a good system for camp, saturday morning cartoon sci fi stuff?

    Very specifically thinking of Awesomenauts:

    https://www.youtube.com/watch?v=XbCLjkeWz9U

    Gamma World

    Ross-Geller-Prime-Sig-A.jpg
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    Albino BunnyAlbino Bunny Jackie Registered User regular
    4e style stuff might be a bit of a hard sell as my groups mostly just operating over discord. So things that use concrete grids take a bit more work to get established.

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    AnzekayAnzekay Registered User regular
    Solar wrote: »
    Basically if you want to get into the game now there are several ways to just buy a 300pt list

    And if you get the two-player starter box, either of them, and get the new expansion boxes to the starters, then you and a friend will both have a balanced, ten order 300pt list ready to roll with a bunch of intro scenarios and rules and a few special edition minis to use as HVTs and such

    Basically; it's easier than ever to start playing

    it's almost like CB is just better at this than games workshop is lol

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    DE?ADDE?AD Registered User regular
    edited July 2017
    Guys, what'd be a good system for camp, saturday morning cartoon sci fi stuff?

    Very specifically thinking of Awesomenauts:

    Off the top of my head: 7th Sea, In Spaaaaace, Inspectres (if you can get a hold of it), Feng Shui 2, Mutants and Masterminds.

    Or PM me - I've got something in perpetual beta you might find useful.

    DE?AD on
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    SolarSolar Registered User regular
    If you and a friend start and put in 60-65 dollars each then you'll have a full 300pt list with dice, some terrain and all the rules, which is everything you need to play.

    And next tournament I play I intend to take a starter box plus expansion force just to show that they're 100% competitive and capable forces

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    Albino BunnyAlbino Bunny Jackie Registered User regular
    Solar wrote: »
    If you and a friend start and put in 60-65 dollars each then you'll have a full 300pt list with dice, some terrain and all the rules, which is everything you need to play.

    And next tournament I play I intend to take a starter box plus expansion force just to show that they're 100% competitive and capable forces

    Probably more practical than the average Bakunin list I run.

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