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Author Topic: Tomb Space: Cult Of Change  (Read 1064 times)

Tyrant Leviathan

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Tomb Space: Cult Of Change
« on: July 02, 2019, 12:56:24 pm »

Here we are, in the home of our Gods, the ones civilized society had rejected, banished us. Fools, we are now free and do their will. As their power comes into ya. With each holy site we grow stronger and better. Maybe we can become the Destroyer, someday.

Design phase for now. As for unique stuff.

Pros:
Exclusive skill: Take the Form: All battles the Cltist start off human. Depending on which blessings have benefits. Their best trick is morphing themselves in becoming a utter combat monster, that still has same human mind/competence.

Leaders, Elites, “ Caster” and Brute Force can trick and last forever. The other three minions ( Bio Engineer, scavenger, and grunt) have a time limit. If pass time limit will take damage and go back, some cases even die.


Bonus Talent: Magic. While Tech Magic exists, and Neo psionics. The Cult Of Change has legit magic that Leader, Elite, and Caster have access to.

Con:  Unhappy Friends on the Other Side: If one botch’s a magic roll. A new die roll. That results in knock down, injury or even death.

Unique Gear:

1: Familiar:  A battle pet made from love, care, and mana power.

2: Gene Stims: Cross shaped med injectors. Where the Sacred dna is kept. Used in battle to get the Super monster form deal. Also rolls for type of dna. Currently 3 powers in injections. Max amount of injection juice is three in person. Otherwise become a gigantic tumor waiting for death.

Also note at start can pick four. After that develop your own with new dna matches. Cost for them is 200 points though. Please note with loot and Arms Race, can make your own stuff up.

Reptile:
1: Body Armor: Tough to pierce skin.

2: Tail: A spare limb, can use tools and can attack people.

3: Natural Weapons: Claws, teeth and so forth.

Insect:
1: Multiple Arms: Now Have Four Arms.

2: Scale: Move around like a bug on walls and stuff.

3: Hyper Active Eyes: Can see things clearly even while in rapid motion or if target is going that fast. Also adds chances to dodge bullets.

Amphibian:

1: Regeneration: Constantly Healing damage a turn and regrow limbs, a begeading will take them out of that was last target or destroy body. Otherwise 2-5 turns revival happens. New head growth, keeps old memories.

2: Hyper Leap: Jump good, jumping so good it’s like flying.

3: The Tongue: Have a retractable and prehensile tongue to use as grappling hook or to attack. Max feet radius is thirty cus tongue attack.

Mammal:
1: Retractable Weapons: Hidden teeth or claws deal.

2: Tough to kill: For some weird reason your tougher to kill.

3: Hyper Smelling: Can Sense targets and zone by scent. Also makes for handy lie detection.

Bird:
1: Flight: Yep the wings and all.

2: Eyes of the Sky: Really food at seeing far distance, excellent for snipers.

3: Super Strength: The very notion of a man sized being flying means one is really jacked, the case is true here.

Octopi:
1: Cameo: Bending  to the point are invisible.

2: Tentacles: Have growth of tentacles for Melee/tool use.

3: Jet Boost: In the ocean they fire off water for extra speed. Here on the back side of user, same kind of hole, except air. Either way a big boost of speed and mobility.

Aquatic Mammal:
1: Life Support: If still a Body And at 0 hp. Can do another rounds worth of actions on the spot until falling over.

2: Sonic Blast: How sperm whales eat squid. A mid range sonic blast that can do a good deal of damage and stun.

3: Echolocation: Navigate the darkness with ease and have blind fight perk.

Arachnid:
1: Spider Sense: Hard to sneak up on and first attacks in a engagement, Melee wise.

2: Venom: With this a bite and target suffers acid damage due to potency.

3: Webs: Can Fire webs. For swinging, webs to capture, ropes and balls if webbing as a ranged attack.

Plant:
1: Everlasting: Due to drawing power from air and light. No fatigue roll needed.

2: Bark Skin: Tough, still flammable.

3: Healing Factor: Declare, Gain hp back based on damage, no regrow new limbs though and declared after being hit. Die roll to decide how big the boon.

Ethereal:
1: Telekinesis: Able to do a variety of tricks. A thinking mans power.

2: Telepathy: Get yourself in the head of a event to freak them out.

3: Sacred Fire: Conjure Heat/Star energy as a narrow cone or a wide wall blast deal.

Sacred:
1: Regrowth: Declare, Gain all hp back and grow back lost limbs. Once a game battle.

2: Survivor: No worries of vacuum of space, so in a space ship, no more worries of building damage. Can even navigate outside to find a new way in ( still bad idea because team mates and objectives) though can start outside. Eat being inside.

3: Energy Blade: Focus your mental energy into a light saber arm deal.

Glow:
1: Rad Eater: Radiation does not hurt you. It empowers and heals.

2: Death Breath: Go Godzilla in those fools.

3: Aura: Gain bonus protection and attack due to Aura stuff.

3: Tome: The spell book. Leader, Elite or Caster uses it for their unique magic stuff

Spells:

1: Fire Ball: Tossing a massive sphere that goes boom. Better have a good plan ship wise, otherwise burn the fools.

2: The Hunger: Manifests a time of vermin to attack enemy, if killed the Bio mass goes to Caster, gaining hp and even stat boost.

3: Redundant Organs: Cast on self, now three times harder to kill.

4: Sense: Declare, can feel out unknown life forms behind walls/doors and so forth.

5: Gate: Open a hole in reality that leads to a point on map.

6: Summon: If successful, random generated monster(s) come to fight for the battle or if slain.

Design phase for now.
« Last Edit: July 02, 2019, 01:54:04 pm by Tyrant Leviathan »
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Tyrant Leviathan

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Re: Tomb Space: Cult Of Change
« Reply #1 on: July 03, 2019, 07:22:32 am »

Note: Leader And Elite Get 3 gene Stims as max, everyone else 2 except minion that’s 1.

The Tone is only Leader, Elite, And Caster.

Roboson

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Re: Tomb Space: Cult Of Change
« Reply #2 on: July 03, 2019, 09:20:56 am »

So I can pick four of the subsections or four categories here?
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Tyrant Leviathan

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Re: Tomb Space: Cult Of Change
« Reply #3 on: July 03, 2019, 09:25:16 am »

Alright redoing this.

Free 4 Gene injectors ( pick animal or themed for each. And yes one can have three at once if going super leader or something.)

As for familiar and tone? Pick up to three of them or mix match.

Also get to design things.

After design the gear/points as far as buying.

Tyrant Leviathan

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Re: Tomb Space: Cult Of Change
« Reply #4 on: July 09, 2019, 08:01:47 pm »

Notes: Can research more spells/genes or loot find them. You guys have leader and five crew picks ( Elites, Casters, Brutrs, Carvers And Minions.)

After that have 600 points to spend on..


: huff and poof: Damn, did the universal list of gear. How much points you start is to be discussed I. Individual threads


Universal gear: please note despite everything it is still a Arms Race in Rules. This time only in working order and price. I could have just vomit forth all my ideas down on paper, did not.

Weapons:

Melee: Strength + Skill + Speed And Weapon Type = total damage.

1: Blade: Free! A knife that is easy concealable and does it’s job. Cut and stab. 20 damage to Melee results.

2:  Normal Weapon: cost is 25. Any basic close combat weapon will do. 40 damage to total.

3: Greater Weapon: Really Big Weapon That does tons of damage. Need the strength for it though. Extra 60 damage total if Wounds. 50 points.

4: Chain Blade: Cost is 75 Damage is a motorized blades weapon that comes in these forms:
Sword
Axe
Glaive/spear
Double sided buzzsaw Pole

Needless to say, someone will lose parts and blood from these weapons. 80 damage.

5: Scarlet Weapon: Made from a legendary material and when it strikes target, super heated results.full 100 damage to pile plus fire damage and addition burn stuff. 100 points. Also no sealing wounds, these weapons will actually explode blood vessels for more bleeding.

Guns: Good ole bang bangs. Keep in mind can make special ammo for bullet stuff. Also all guns fired up to four turns in row, then reload. Like X Com 2. Also the smaller guns can be “ aimed” for Fallout out style results.

1: War Hawk:  Big auto pistol. 25 damage if connects, range is 6. Cost: 20

2: Tactical Shotgun: Pick Shell or slug. Range six, damage base is 25-50 depending on distance and luck. Cost is 40

3: Arbalest: This one is a four shot gigantic cross bow that can be like a harpoon Gun. 50-90 damage and can fly target in surfaces to stick there. Cost is 50 range is 10

4: Assault Rifle: Classic Rifle with one aim shot, semi or full auto. 25-40 If single (but six shots) 40-70 If semi auto ( so now 3) or full Auto ( 2 max shots) for 70-150 total damage. Cost is 90 range is 10.

5: Sniper Rifle: King of the aim shots. 100-180. Call shot and chance if critical table. 100 cost. Range is 30.

6: Flame thrower: Four shots worth of super heated fluid/napalm Death. Stupid to use in space ships though. Firing is a focused burst or wall of flame. Can catch things on Fire ( which really kills the air quality.) 180-270 damage. 120 cost. Range is 8

7: Bazooka: One shot a time, blows stuff good. 270-360.  140 cost. ( Disaster in space ships, best for grounded missions.) range is 10.

8: Grenade Gun: 160. Special in can use custom grenades made or pre selected. Fires as many times have said grenades ( that limit is 12) then reload. Damage depends on the shell. Range is 15.

9: Heavy Machine Gun: Big mean firing Machine, four shots worth of 200-300 and can be used as a club for 12-60 damage.  Cost is 150. Range is 12.

10: Chain Gun: Cost is 180. Range is 8. Two shots. Said shots are 360-450 worth of bullet pouring damage.

11: Anti Tank Rifle: 200 Cost. Four single shots at 18 range. Said shots are 450 to 560 and can do a called shot if strong enough.

12: Missile Pod Gun: Cost is 225. Fire and forget as the six missiles coming out can lock into six targets or less, with more missiles to single target.

560-640 and they lock on/Chase their target. 22 range.

13:Laser Pistol: Cost is 230. A gun of unlimited shots as no reloads or over heat issues. Aimed single shots. 250-300 6 range.

14: Auto Laser: Auto Rifle Laser. Can go full auto or single shots. The only issue is the weapon can run hot and hurt owner to drop. No ammo needs though. Damage via bolts is 400. Auto fire six bolts come out.

15: Las Cannon: 250 cost. Can destroy defense save. Range is 14. 4 shots of laser lances. 800 damage ( met to kill gigantic invader creatures and hunt dinosaurs.)

16:Celestial Gun: Cost is 300. It has four levels of potency ( Red weakest, then yellow, white and blue.) Not just that but many mods ( cannon shot, artillery shot, charge, burst or explode shot.) shots depend on power before reload. Red is four, yellow three, white two, blue one. The damage shows though but if o we use maximum power too much, it can blow up on you. Damage:
Red: 80-120
Yellow: 120-240
White: 240- 480
Blue: 480-600.

And reason the numbers are so high is some of the npc Forces/monsters are that Freakken scary tough.

Arms Race features can be anything though, what you make you keep for free.

Please note there are now following mission places. Space Ships, Space Hulks, Planetary Ruins, in a civilized city ( depends where) and lastly Gladiator Jobs.

Armor:
1: Combat Wear: Clothing That doubles as armor. Only 5 defense. Free.

2: Carapace Armor: 20 def  value. Cost is 50. Made from big dead bugs or alloys.

3: Nano Armor: For 40 defense and a suit that acts like private medic unit, not bad for 100.

4: Power Armor: Defense is 60, jacks physical stats and can carry extra weapons due to gravity plates. 200 points worth.

Shields:
1: Deflector: Three uses, it bounces stuff away. 150 points.

2: Absorbing  Field: 200 points. Unless attack is over field limit, it stays on user as it absorbs enemy attacks to stay on. Self value is 16. Anything more breaks it.

3: Shield Wall: Make a impassable Wall If energy with strength 100 defense value. Though can be whittled down or out right destroyed or after three turns stops. 240 points.

4: Energy Sheath:  It costs 180. It is a recharging force field. It can be defeated if max of 70 breaks. But, if left alone, it comes back on. Also if damaged recharges then too.


Health:
1: Healing Powder: Works by pain numbing, to give impression of feeling better so “healthy.” Heals 5-15 damage. 40 points a pop.

2: The Green Elixir: It is Cure Basically, undoes bad stat effects. 40 points a pop.

3: Big Red: Iv Of Strange Red fluid, injected into living patient. Super intense healing factor occurs, Healing all damage, regrowth of organs and limbs! Yet, due to shock and pain cannot act 1-3 turns before going back to the fight. Can cause sanity damage. 120 points a pop.

4: Lazarus Needle: If Dead Team is dead less than five rounds, inject. They come back to life at half hp. Insanity damage is obvious 180 points. If no body or into turn six, true death.

5: Fixer kit: Repair robots and cyborgs Of machine parts. Can heal machine parts and even replace destroyed robot parts. 90 points a pop.

Help: Just helps party out.

Freebie: Carry sack: Can Carry up to twelve units of loot. Your own fear gets Own parts.

1: Fixer: 70 points a pop, fixes building destruction. Big help in space ship combat.

2: Scanner: Detect things with read out. Batteries good for four turns. Can also label If loot is safe. Warning as device is noisy and can alert others. 60 points.

3: Navi System: Fae style robots go out, map the areas and come back with details. Turn on twice, then need recharge. 90 points.

4: Escape Tether: Incase getting massacred Declare. Now a escape wormhole to hq. only open for one turn after turn on. 500 points a pop and one use.

5: Climbing tools: For 30 points can scale up walls and such.
.

And yeah can get extra cash points depending on where your Based.

Working out background set up and missions.