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Author Topic: Arms Race: Super-heroes and Super-villains!  (Read 2562 times)

helmacon

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Arms Race: Super-heroes and Super-villains!
« on: March 17, 2018, 02:05:54 am »

Page: A Superhero Arms Race-esque game

Hero Thread: http://www.bay12forums.com/smf/index.php?topic=169911.0
Villain Thread: http://www.bay12forums.com/smf/index.php?topic=169910.0

In this game you will help control one of two opposing factions, either the League of Heroes, or the Council of Villains. (Renamable if you so wish) You will recruit other super powered individuals to your faction, research fancy new gadgets and gizmos, and build massive secret (or not so secret) projects to accomplish your goal.
The game will deviate significantly from the original arms race formula, so much so that I hesitate to even call it an Arms race. Instead of two constant fronts there will be four areas that are always open to both sides. It will be up to you to choose who to deploy to which area, and the team you choose will help determine weather you keep the city safe or rob it blind. Succeeding in an area will provide a onetime boost in reputation and money. You will need to succeed again next year for another round of resources. The resource system will be expanded upon later in the thread.
The other major deviation is the characters themselves. Instead of a large (and largely nameless) army, you will have a much small group of persistent characters. Each character will have several stats, and sometimes a power set. Stats can naturally change as the hero gains experience, but this process can be forced with the right tech or enough money. The different types of stats are as followed.
Spoiler: Combat, Melee: (click to show/hide)
Spoiler: Combat, Ranged: (click to show/hide)
Spoiler: Intellect: (click to show/hide)
Spoiler: Hit points (click to show/hide)

The amount of damage done to a character is determined by weapon/power strength. The combat stats work as modifiers on the chance to hit.

Recourses:
Money: Used to fund/modify projects and research. Money is gained when successfully defending a city (or robbing it) and can be gained in a variety of other ways as well. Money can be converted to influence at a slight loss if necessary.
Influence: Used to fund/modify projects and research. Influence is gained when successfully defending a city (or terrorizing it) and can be gained in a variety of other ways as well. Influence may also be needed to gain access to other things. Influence can be converted to reputation at a slight loss if necessary.
Reputation: Reputation is unique to each unit. Reputation will modify recruitment results and may allow a character access to various other things as well. Recruitment is the only action for which the modifier will be constant. 100 reputation will give a modifier of (1.0) to the roll. You can spend as much or as little reputation on a recruitment roll as you like. A number modified outside of the 1-6 range will default to the closest number.

Projects/Research will have a baseline Money and Influence cost. This is the actual cost of procuring materials and paying for labor. Influence is for either getting the research/project approved, or keeping it a secret, depending on the nature of it. Additional money/influence beyond the baseline will provide modifiers to the roll. Paying the full cost of the project/research again will give a +1 modifier. Each additional +1 will require you to double all currently invested funds/influence. Rolls can not be modified outside of the 1-6 range.

Charecters:
Each character will have a character sheet that lists their stats. An example is provided below.
Spoiler: Example character (click to show/hide)
Each character can perform one action per turn. This can be one of the aforementioned Project/Research/Recruitment actions, or it could be attacking or defending a city. The intellect trait will modify research and project actions. Large projects may require more than one turn of attention from a character. They can be pulled off of the project/research at any time, but another character attempting to take over the project will have extra difficulties for the first turn they work on it. Barring special events, you will only have one character per project/research. No doubling up.

Projects:
The project and research phase will take place before the standard deployment phase. You can start 1 project or research per turn, with no maximum to the number you can have active at once. Whatever you choose as your project or research during said phase will have a money, influence, and time given for it, and will become open for assignment. A character can be assigned to work the project/research during the deployment phase. Once a project has been worked on for an appropriate amount of time, it will receive a roll with appropriate modifiers from the character that performed the last research action to determine the result.

Map and areas:
The beautiful map was made by me. A display of my MS paint skills. The city names were pulled from a generator and suggested by the blokes in the Spires race discord.
Spoiler (click to show/hide)

Dagos – A cold port city. The northerly location makes it gives it freezing weather year-round, and a seemingly constant murky darkness. Because of the cold, it has a relatively low homeless population, but organized crime of the more mundane variety is common. The city sees a good deal of trade. This City is currently under control of the Blue government.

Water City – Named by the late Johiah Parmala, Water City is the only landlocked city in the game. It has an arid climate, and a massive unemployment problem. It produces many natural resources and is a prime location for a number of businesses. It is under the control of the blue government.

Alfredonia – An epicenter of culture, Alfredonia is situated in a comfortable temperate region with between two mountain ranges. It is a prime tourist destination with delicious food and prevalent music. The eastern side holds the seedier, less developed parts of society, poverty is apparent. It is under the control of the red government.

Chaamirie -  A massive source of trade and industry, you can find anything you are looking for in the city of Chaamirie. The city experiences an arid dry season and a wet season of warm rains. The population is massive and ranges from high class elites in glass towers to shantytowns and group shelters in abandoned warehouses. It’s easy to contact black market dealers in the less reputable parts of town, and crime is frequent and violent. It is under control of the red government.




Starting Choices

The League of Heroes
A coalition of Heroes striving to preserve good and order in the world.
Starting Hero Choice:
Spoiler: John Maxwell (click to show/hide)

Spoiler: P-Man (click to show/hide)

The Council of Villains
A group of Villains, intent on using thier powers for personal gain.
Starting Villain choice:
Spoiler: Charon (click to show/hide)

Spoiler: Brian Matter (click to show/hide)

Your starting choices are going to be noticeably better than your immediate recruits. This is ok. All characters will get better as they gain experience, and you will have opportunities and your own research to improve them.

That's it for the rules (For now at least!) Jump in the threads and have fun! Updates Tomorrow afternoon.
« Last Edit: March 17, 2018, 02:13:00 am by helmacon »
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NRDL

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Re: Arms Race: Super-heroes and Super-villains!
« Reply #1 on: March 17, 2018, 02:19:35 am »

Posted in villains thread.
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Rockeater

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Re: Arms Race: Super-heroes and Super-villains!
« Reply #2 on: March 17, 2018, 04:35:55 am »

Everybody Wants To Rule The World, Well, at least I want.
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Blood_Librarian

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Re: Arms Race: Super-heroes and Super-villains!
« Reply #3 on: March 17, 2018, 11:20:48 am »

INAUDIBLE HEROIC YODELING

Villains are bad, they belong in the trash!
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piratejoe

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Re: Arms Race: Super-heroes and Super-villains!
« Reply #4 on: March 17, 2018, 03:12:45 pm »

Well, this is interesting, I'll be joining....[One coinflip later] Villains!
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thatroleplayerGal

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Re: Arms Race: Super-heroes and Super-villains!
« Reply #5 on: March 17, 2018, 05:04:29 pm »

this certainly looks interesting. Who wouldn't want to be a villain?
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helmacon

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Re: Arms Race: Super-heroes and Super-villains!
« Reply #6 on: March 17, 2018, 05:12:43 pm »

The game begins!

The first update is out in both of the threads.
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johiah

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Re: Arms Race: Super-heroes and Super-villains!
« Reply #7 on: March 17, 2018, 10:50:54 pm »

Signing up for heroes, was informed they needed more people.
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Doomblade187

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Re: Arms Race: Super-heroes and Super-villains!
« Reply #8 on: March 18, 2018, 12:03:35 am »

Does villains or heroes need more people?
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In any case it would be a battle of critical thinking and I refuse to fight an unarmed individual.
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helmacon

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Re: Arms Race: Super-heroes and Super-villains!
« Reply #9 on: March 18, 2018, 12:15:21 am »

I think it's about even right now.

Edit: heroes may have people, but they are short on voters
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Doomblade187

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Re: Arms Race: Super-heroes and Super-villains!
« Reply #10 on: March 18, 2018, 01:49:36 am »

Ooh, I'm a poor voter, so I'll join them.
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In any case it would be a battle of critical thinking and I refuse to fight an unarmed individual.
One mustn't stare into the pathos, lest one become Pathos.

BBBence1111

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Re: Arms Race: Super-heroes and Super-villains!
« Reply #11 on: March 18, 2018, 05:04:09 am »

Let's capture some villain scum!
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SamSpeeds

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Re: Arms Race: Super-heroes and Super-villains!
« Reply #12 on: March 18, 2018, 12:36:08 pm »

Villains drool and heroes rule! WOOOOO!
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Madman198237

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Re: Arms Race: Super-heroes and Super-villains!
« Reply #13 on: March 18, 2018, 06:18:18 pm »

Looks neat, joining heroes.
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Failbird105

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Re: Arms Race: Super-heroes and Super-villains!
« Reply #14 on: March 18, 2018, 06:31:58 pm »

As the neutral informant, may I ask how the individual rolls work for the sake of both sides?

More specifically, does higher rolls on time mean better or worse, and same for cost
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