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Author Topic: Castle: New squad and the never ending wait for the next GM post.  (Read 162544 times)

vkiNm

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Castle: New squad and the never ending wait for the next GM post.
« on: September 23, 2016, 12:09:20 pm »

Hello everyone!

Following the relative success of my on-going castle game found here http://www.bay12forums.com/smf/index.php?topic=152476.0

OOC: http://www.bay12forums.com/smf/index.php?topic=152499.0

I am opening up a side-game in the same setting and timeline, you are not required to read the entire game to play though some familiarity will help. Even without, it can be easily explained in-game and some Meta-knowledge will be given if appropriate.

Like with the last game, you will be one of Akras Megacorporate's 'Gate team' that goes out on adventures and quests in the name of glorious profit, chosen from the mass of interns and employees to go do what is arguably the most dangerous jobs the company has to offer.

Be warned that this is a high-lethality game, and while taking risks will allow your character to grow faster, dying will have you more or less start over.

There won't be stupid traps designed to go 'Rock Falls, everyone dies.', everything will be the result of your actions or inactions. Overestimation of your own skill can get you killed, running and gunning will probably get you killed, not checking corners, walls and ceilings will likely get you killed, fighting fair gets people hurt and killed.

Remember, if you've entered combat with both you and the enemy on equal footings, somebody have fucked up.

Lastly, you are working for a Corporation, not military. As a starting squad, you're little more than fodder, you are sent in but aren't expected to survive. A lot of assets are not available to you unless you have the money to buy them, and honestly the company doesn't give two damn whether you survive an engagement or not. You're just some guys they grabbed and gave guns to, after all.

But start surviving missions and they'll recognize you, the more you survive, the more cost-efficient you are. And Akras is all about cost-efficiency. Not only will you grow stronger and more skilled, but more assets will be available to you for free.

Hell, one day you might even be able to call down a Rod-of-God from Orbit!

Feel free to ask questions. Resources for the game and character template will follow momentary.
« Last Edit: March 14, 2017, 11:37:25 am by vkiNm »
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Jon was the little sherman who could until he got hit by a repurposed tank gun.

~Neri

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Re: Castle: New squad recruiting!
« Reply #1 on: September 23, 2016, 12:11:04 pm »

Reserved for materials posting:

OOC For All Threads
Foxhound Squad Thread
Horrorsquad Thread -Note, rebooted. The first six or so pages are from the previous iteration.


Races: Akras has access to two planets. As such, Akras has access to nonhuman species to employ. This doc holds the stats for encountered races. It is occasionally updated with additional races. There are quite a few more planned.

Gaian Flora Gaia has exotic flora. Plenty of things to log. Feel free to contribute.

This is the mostly defunct original doc for the game. Relevent data includes skills. Refer to the doc above this one for racial stats. Refer to the catalog for gear.

The new Gear Catalog. Check this one before you check for gear in the above doc. It's more accurate. Has tweaked pricing, and has more stuff. It's also a less bland read. Keep in mind that it is a current Work In Progress by both players and myself. It's not complete and checking the above doc during chargen and purchasing of gear may be advantageous for the time being. All gear has been transferred over. However skills have not. Only check the defunct doc for skills.

The Wiki This is a work in progress. Has some data from other docs and is getting worked on. However the docs are a priority. NOTE: The Wiki is a Non Canon work. Keep this in mind while browsing. The content has not been vetted by the GM or assorted lorepeople.


Specifics involving chargen are as follows:

Unless the race permits it, one cannot go lower then 8 in a given stat.
Stats cost 5 xp per. One cannot spend chargen experience on stats. You can however move around stat points so long as you do not go above 12 in a given stat. This restriction only applies for chargen. You can go above 12 in a stat with statpoints purchased with xp.
Vigor and Hitpoints run on a 2 for 1 system. 2 Vigor is worth 1 stat point. Same goes for hp.
Ignore the magic skills in the defunct doc. We aren't running with that. Magic works as follows:


If ya have questions, feel free to ask.

Of note. Due to events in the other thread. Certain gear items are free for new gate teams. Notably Mag Assault Rifles and underslung grenade launchers/cannons.



Recommended but not required reading:

Mission Report 1

Mission Report 2

Mission Report 3 and Summary of Cowbell Incident

Operation Absolutely Inconspicuous This one was functionally a short involving the players controlling members of a terrorist organization and attempting to survive a plague of giggling undead that Foxhound Squad unleashed upon them primarily 'To see if they could.' It's a good read for setting building.

Gaian Initial Exploratory Log



We have a Discord.
« Last Edit: January 09, 2017, 02:54:00 pm by Kevak »
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somemildmanneredidiot

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Re: Castle: New squad recruiting!
« Reply #2 on: September 23, 2016, 12:30:21 pm »

PTW
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"As to why you'd want to [throw your sword in combat] at all? The answer is pretty simple: There's someone you want to stab, but they're all the way over there, and walking is for peasants." - Starke of How To Fight Write

~Neri

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Re: Castle: New squad recruiting!
« Reply #3 on: September 23, 2016, 12:32:44 pm »

And specifics relating to chargen posted. Ask if ya got questions. The system can be confusing at times for new players.



Encounter One Characters:

Dexter Antonius -S34N1C
Khaiden Seine -KaineFisher
Amadou Niassé -Maegil
Melnakos vis Stritan -Prophet
Reserti Refertiti -Insanegame27
Ratodx Tamoren -somemildmanneredidiot


« Last Edit: October 02, 2016, 11:13:14 pm by Kevak »
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S34N1C

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Re: Castle: New squad recruiting!
« Reply #4 on: September 23, 2016, 02:22:15 pm »

character sheet will be posted shortly

-EDIT-

Spoiler (click to show/hide)

((Wow I figured I'd get some stuff wrong but hot damn. Sorry about that. Edited. Hopefully it's right this time))
« Last Edit: September 26, 2016, 09:38:04 pm by S34N1C »
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As always, life is brief and transient, your posting history lasts forever, so always prioritise forum games.

Glory to United Forenia!

vkiNm

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Re: Castle: New squad recruiting!
« Reply #5 on: September 23, 2016, 02:28:39 pm »

Backgrounds are encouraged, preferably ones that explains why you have the skills that you have. A well-written background might even let you start with something special!
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somemildmanneredidiot

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Re: Castle: New squad recruiting!
« Reply #6 on: September 23, 2016, 04:30:49 pm »

What subcategory of magic would you consider using for removing light from a room/location to make vision into and out of said room/location more difficult? I'm thinking something like Type>Illusion>Shadow or Type>Light>Shadows, but thought directly asking would be best.
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"As to why you'd want to [throw your sword in combat] at all? The answer is pretty simple: There's someone you want to stab, but they're all the way over there, and walking is for peasants." - Starke of How To Fight Write

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Re: Castle: New squad recruiting!
« Reply #7 on: September 23, 2016, 04:38:09 pm »

It would be Control of Light (electromagnetic waves) and therefore would be Type>Dynamancy (Control of Energy)>Visual_Spectrum Unless you're going for Control of Perception. In which case it would be Type>Illusion>Vision.
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somemildmanneredidiot

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Re: Castle: New squad recruiting!
« Reply #8 on: September 23, 2016, 05:58:21 pm »

Those both have different potential additional uses as well as different areas of potential weakness. Fantastic 8)

I'll probably have a sheet up within the next 24. Do you have any recommended reading from the main thread that should help with understanding the world for background purposes?

To confirm: The skills listed among races are those that are listed as Easy for them rather than ones they already have correct? Also, Elves seem to not have their skills listed last I saw.
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"As to why you'd want to [throw your sword in combat] at all? The answer is pretty simple: There's someone you want to stab, but they're all the way over there, and walking is for peasants." - Starke of How To Fight Write

vkiNm

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Re: Castle: New squad recruiting!
« Reply #9 on: September 23, 2016, 06:00:34 pm »

character sheet will be posted shortly

-EDIT-

Spoiler (click to show/hide)

((I'm hoping I did that right.))

I am somewhat concerned about Akras hiring murderous Elfhobo. And the Str clearly went below 8
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~Neri

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Re: Castle: New squad recruiting!
« Reply #10 on: September 23, 2016, 06:11:15 pm »

The skills listed under races are skills they pick up by a given age. Those are something characters start with (For no point cost) if the backstory allows it. Elves don't get natural skills because they're both communist (and therefore Equality Is Mandatory) and they get a huge discount on magic skills. (3 points instead of 4 points per level in all magic skills. That adds up fast.)

As for recommended reading. I'd say read the mission reports if you can find them, the Cowbell Incident, and you'll prolly wanna read some the Magi And Lore Doc Keep in mind that there are some plotspoilers if you skim through the lorestuff. So don't read that if ya dun wanna have minor to moderate spoilers.)

I'll link the mission reports for reference in a short bit. 
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~Neri

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Re: Castle: New squad recruiting!
« Reply #11 on: September 23, 2016, 06:24:08 pm »

character sheet will be posted shortly

-EDIT-

Spoiler (click to show/hide)

((I'm hoping I did that right.))

So lets look at the base elf stats:

Strength: 8 Average
Dexterity: 16 Average
Intelligence 12 Average
Constitution 6 Average (Don’t expect elves to win in a drinking contest or take a hit.)
Health: 11 Average (+5 for Player Characters)
Perception: 16 Average
Will: 8 Average within Communist settlements. 10 when naturally raised without the multitude of restrictions.
Vigor 8 Average

Your strength clearly went below 8. Elves are not a species that can go below 8 Strength barring serious disabilities.

You should add the +5 player character hp to your hitpoints. You'll most definitely need it. So you should have 16 health instead of 11.

You only have 15 xp for skills at the start. You get more upon completion of missions or accomplishing things at GM discretion..

11 knife takes 11 xp. It's an Easy skill so each level costs 1 point.
You don't have access to small arm skills at the start as elves are Gaians. You have access to magic skills instead. Small Arms are Easy skills. Which means even if you could get small arms skill. you'd be taking 10 levels for 10xp. Very definitely going over the limit.
Persuasion is a Hard skill. Which means it costs 3 points per. Bringing that up to 12xp for 3 levels.

I echo Vkinm's thoughts that an elven murderhobo is proooobably not someone Akras would want working for them when they have many other, more valuable canidates available to them who come with things such as literal magic. Perhaps consider revising the background?
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LordPorkins

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Re: Castle: New squad recruiting!
« Reply #12 on: September 23, 2016, 06:31:38 pm »

*GASP!*


VK HOW COULD YOU!
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vkiNm

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Re: Castle: New squad recruiting!
« Reply #13 on: September 23, 2016, 06:33:24 pm »

*GASP!*


VK HOW COULD YOU!

What?


Also, that kind of Murderous Elven murderhobo that murdered his own village is the kind of people that Akras takes behind the back, up against the wall and shot. They're just too dangerous and have too much potential to cause problems!

Not really worth hiring. Especially if they sign up just to shoot guns and murder stuff.
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Re: Castle: New squad recruiting!
« Reply #14 on: September 23, 2016, 06:38:41 pm »

Recommended reading added to the bottom of the first CharGen post.
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