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Author Topic: The Perpetuals - Warhammer 30k (IC)  (Read 9507 times)

Ixarys

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Re: The Perpetuals - Warhammer 30k (IC)
« Reply #60 on: August 02, 2023, 10:08:14 am »

EVENT: Towards Unity
Konstatin Kurze (cog_nito)

Nostramo, 750M30

Meeting various gangs in the city of Nostramo Quintus, Konstatin Kurze try to play as a go-between, convincing, cajoling, negociating with the leaders of the groups and families who ruthlessly dominate the hive.

Spoiler: Rolls (click to show/hide)

An incredibly charismatic man, Konstatin manages to sway most of the gang leaders of the hive, using his newfound power to force alignment on those still reluctant. His gang coalition easily convinces the corrupt officials to line up with the rest. In a few decisve months, Konstatin Kurze's name is on every lips of the hive, putting him in the center of the slightly less chaotic politic life of the city. With the gentlemen agreement in effect within the city, gangs' attention turns to the outside, using the new peace to gather strengh and conquer new shares and territories in other cities of the cramped and bleak planet of Nostramo.

End of the event

Spoiler: Rewards (click to show/hide)



EVENT: Fire and Steel
Verus Significatio (Chevaleresse)

Fringe world, 750M30

The old representative nods to Verus' words. "We agree to your conditions. And you know our owns. Let’s begin the contest, forging the most efficient, solid and beautiful… Scythe."

Spoiler: Rolls (click to show/hide)

After several hours of evaluation, and sometimes heated debates over the two scythes, the jury gives its decision. Verus’ scythe has won.

Albeit the luddites amongst the guilders grumble, everyone agree that even without your bionics, you outmatched by far their greatest craftsman. In accordance to the agreement, dozens of thousands of crafters from the guild federation join the Verus guild, now an industrial superpower on its planet.

End of the event

Spoiler: Rewards (click to show/hide)



EVENT: The Great Tour
Rauny (Devastator)

Tao Tie System, 750M30

Taking advantage of the newfound fame of the instrument she invented, Raunys starts an ambitious system-wide tour to make a cultural impact on its inhabitants.

Spoiler: Rolls (click to show/hide)

Being the creator of the Axe, Rauny is able to use it at its full potential, quickly gathering praises and attention on her. Unlike most of the stars, she does not use her new fame for herself, but to help launching other artists, creating an artistic momentum nicknamed the "Axe Time". Her creation and commercialization of the Control Glove, allowing the disabled to use the Axe throws her popularity to new heights.

Making no secrets about her political commitment through her works, she met popular echoes, but also an equally ferocious opposition for the current status quo. With her opinions now pouring into the political scene of the system, the Axe Time club takes an active part on the cultural war of attrition to change mentality.

End of the event

Spoiler: Rewards (click to show/hide)



EVENT: A most precious knowledge
Arril Votekka (Glass)

Prospero, 750M30

On this fateful day, Arril does its best to describe to the Prosperan scholars the true extent of their psychic powers, and what is behind the veil.

Spoiler: Rolls (click to show/hide)

With an ease acquired from decades of teaching, Arril exposes his explanation of the Plane to fascinated scholars. Thanks to Arril being an institution by himself with the scholars, the presentation goes smoothly, with his audience captivated.

The following days and weeks create much debates and discussions, leading to the creation of the Psionic Plane Research Institute, dedicated to the understanding of the Immaterial plane… With Arril as a most honorable and influential member.
The Cabal sends a very discreet compliment to Arril’s intervention.

End of the event

Spoiler: Rewards (click to show/hide)




EVENT: The Forges of Mancora
Aurelius Artifex (The Canadian Kitten)

Mancora, 750M30

The High Knights from Pytherium are happy to hear Aurelius’ response, and promise to come back with their king once the armor is done.

Spoiler: Rolls (click to show/hide)

After receiving news that you ended the armor, the king and his retinue pay a visit to the Kingdom of the Forge. After many political manners between kings, you present him the armor, that he quickly try on.
His smile grows even larger when he notices the space dedicated to the engraving.

"This is an armor fit for a king if I ever saw one!"

The following days are dedicated to the celebration of your alliance, an hopefully long one between the kingdoms of the Forge and Pytherium.

End of the event

Spoiler: Rewards (click to show/hide)



EVENT: Shrouded whispers and cloaked daggers
Sophie (Egan_BW)

Atlantis, Tao Tie System, 750M30

Not wanting to draw attention on herself, Sophie tries to discreetly muster and motivate the members of her club into a coordinate response against the old guard nobles of Atlantis. She also get the psychic Lunar Coven involved, hoping to maximize the club response.

Spoiler: Rolls (click to show/hide)

As it turns out, members of the club are young and inexperienced, but eager. With a little moral support, coordination and underhanded psyker help (whose described as a suspicious strike of luck), the club makes short work of its political opponents, who take the shameful road of exile, if not worst.
For Sophie, the best part is that she is still considered as a mundane member of the club.

End of the event

Spoiler: Rewards (click to show/hide)
« Last Edit: August 03, 2023, 01:22:52 am by Ixarys »
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Glass

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Re: The Perpetuals - Warhammer 30k (IC)
« Reply #61 on: August 02, 2023, 11:20:45 am »


Sheet has been updated, including what I’m having the PPRI work on (I changed their name to refer to the Psionic Plane, which is what Arril had been calling the Immaterium in his presentation).
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Quote from: FallacyOfUrist (on Discord, 11/15/21)
Glass is, as usual, correct.
Yep, as ever, I bestow upon Glass the expected +1
I'm gonna say we go with whatever Glass's idea is.

cog_nito

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Re: The Perpetuals - Warhammer 30k (IC)
« Reply #62 on: August 02, 2023, 01:24:29 pm »


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Chevaleresse

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Re: The Perpetuals - Warhammer 30k (IC)
« Reply #63 on: August 02, 2023, 02:22:25 pm »

« Last Edit: August 13, 2023, 08:04:35 am by Chevaleresse »
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GM of Trespassers V2.
If you like my work, consider becoming a patron. (Since apparently people think this is a requirement: no, my game(s) are free to play and always will be.

Egan_BW

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Re: The Perpetuals - Warhammer 30k (IC)
« Reply #64 on: August 02, 2023, 02:31:08 pm »

750M30 sheet edited.
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The Canadian kitten

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Re: The Perpetuals - Warhammer 30k (IC)
« Reply #65 on: August 02, 2023, 04:08:23 pm »

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Devastator

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Re: The Perpetuals - Warhammer 30k (IC)
« Reply #66 on: August 02, 2023, 05:14:21 pm »

Finished the sheet.  Just need the action taken by the Journal for Technical Advancement.

Spoiler: Rauny (click to show/hide)
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EuchreJack

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Re: The Perpetuals - Warhammer 30k (IC)
« Reply #67 on: August 05, 2023, 10:24:39 pm »



730M30 Actions
1 Yr: Create new Psyker Power with 7 Intelligence - Sterilize
Sterilize kills all organic life in a 0.5m cube
Effect Minor +1 Scale Single +1 Range 25m +3 = 6 Intelligence required
3 Yrs: Train Heavy Melee Weapons 7 times for 20 Heavy Melee Weapons, Train Persuasion 1 for Persuasion 1
4 Yrs: Train Persuasion 8 times for Persuasion 9
2 Yrs: Train Socialize 4 times for Socialize 4

Order of the Melee Masters Sub-Action: Develop a network of stardardized fighting gear that can be marketed and sold

Stat Boost +1 Strength


740M30 Actions
4 Yr: Train architecture 8 times for Architecture 8
1 Yr: Build a Factory to manufacture Melee Weapons, gain one skill point in Melee Weapon Forging and Architecture
1 Yr: Encourage industry in the area, gain one skill point Socialize
4 Yr: Instruct Daisy the Melee Master, gain 4 skill points in Teaching, Daisy improvement

Stat Boost: +1 Strength

Order of the Melee Masters Sub-Action: Recruit an Auxillary of competent fighters of unknown family origins

jjffjhjf

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Re: The Perpetuals - Warhammer 30k (IC)
« Reply #68 on: August 08, 2023, 07:21:31 pm »


1st decade I'm going to spend doing more teaching, making use of my new skill of 10 with it and ensuring that even my younger children are set-up for success.
+1 Attribute to Intelligence



The final decade of the turn will be spent on getting negotiation to 20, social stealth and stealth to 10, and diplomacy to 13. +1 attribute to intelligence
« Last Edit: August 08, 2023, 08:02:45 pm by jjffjhjf »
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Fluffe9911

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Re: The Perpetuals - Warhammer 30k (IC)
« Reply #69 on: August 08, 2023, 10:18:50 pm »

Primus shall spend!
10 years training Survivalist! (+10 to Survivalist)
+1 Willpower
10 years training Stabbing Weapons! (+10 to Stabbing Weapons)
+1 Willpower


« Last Edit: August 08, 2023, 10:25:11 pm by Fluffe9911 »
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Ixarys

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Re: The Perpetuals - Warhammer 30k (IC)
« Reply #70 on: August 12, 2023, 11:09:16 am »

Hello everyone, as discussed on Discord, the system to make a skill trainable beyond 20 points through dedicated events is quite heavy for me, especially with 12 players. So we are doing a modification on how to unlock what we will call the "20+ pass" (that allow you to train a skill beyond 20, and up to 30 levels).
A 20+ pass only works for one and only skill of your choosing. You can decide at any point in a turn to apply the pass to the skill (no need to wait for the skill to reach 20).

There are several means to obtain a 20+ pass:
- One is granted to the player at the beginning of the game
- Reaching 20 on an attribute (not a skill) grants you another pass (so up to 5 passes through the game)
- "Narrative" pass, that can be given by the GM for an indicated skill as a reward during an event, for an high feat

To help the GM distinguishes the skills with a pass from others, the player can adds a "+" next to their skill (i.e. "Shooting+: 21")




750M30, Terra: Beginning of the Primarch Project, in the deepest vaults of the Imperial Palace.

750M30

Spoiler: Turn Validation (click to show/hide)


Spoiler: Turn Information (click to show/hide)
« Last Edit: October 05, 2023, 09:36:26 am by Ixarys »
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EuchreJack

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Re: The Perpetuals - Warhammer 30k (IC)
« Reply #71 on: August 12, 2023, 12:16:57 pm »

I could use an event to test my mettle. I'm trying to find a way off my starting world, of that matters.

cog_nito

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Re: The Perpetuals - Warhammer 30k (IC)
« Reply #72 on: August 12, 2023, 01:31:20 pm »

Intelligence + 2 from this 20 year turn


Konstatin will spent the first 5 years of this turn double training Galactic History to level 10. he will then spent the next 4 years training his Legal Knowledge up to level 14.

For the 10th year of this turn Konstatin will use his unrivaled social skills to sway the gangs of Nostramos Quintus into making Konstatin their overall leader, which

(10 charisma + 2 x level 20 social stat = 50 influence per sway action)

Konstatin has the stats to do in just a single year of swaying, 2 x 50 = 100, then 100 x 0.5 = 50. That + the 50 influence Konstatin already had with the Nostramos Quintus gangs constitutes 100 influence making Konstatin their leader.

After becoming the effective ruler of Nostramos Quintus, Konstatin will use the sway action to effectively convince the rest of the planet to unite under his rule. Now under the assumption that the rest of Nostramos counts as a "Huge organization (more than 1 000 000 individuals) : x0.1" (Fairly safe assumption as Nostramos is a Hive world, please correct me if I'm wrong on that)

This will take Konstatin 10 years of swaying exactly seeing as (100/0.1 = 1000, and 1000/50 = 20 sway actions, which takes 10 action years)


Spoiler: Sheet M770 (click to show/hide)

« Last Edit: August 20, 2023, 02:44:24 am by cog_nito »
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Madman198237

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Re: The Perpetuals - Warhammer 30k (IC)
« Reply #73 on: August 12, 2023, 02:27:52 pm »

Decade 1:
10 years: Assist the upteching project.

+1 Intelligence

Decade 2:
2 years: Recruit people to a new organization; the Tizcan Army, a military force under my personal control and with its stated goals as the violent removal of all psychic insectoids and other bothers from the surface to make the entire planet livable. 6 + 10 + 10 = 26 per half year so 52 per year. This thus ends at 102 people in the organization, making it Medium. They are immediately dedicated to expanding their numbers until they are a Major organization.

8 years: Begin the construction of a starship with the help of the shipyard (briefly taking them out of the upteching project), the 'Questionable Eating Habits', a partly automated factory ship capable of harvesting resources from asteroids and producing orbital infrastructure like mining and factory stations. It is in-system only, with no FTL systems whatsoever. It is thus Large and Average, so 1000 points to produce. 10 points * 2 = 20 per year * 2 for industrial base = 40 points per year -> 320 points so far and 8 levels in the specialist skill Starship Reactor Engineering.

+1 Willpower


« Last Edit: August 13, 2023, 06:22:29 pm by Madman198237 »
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We shall make the highest quality of quality quantities of soldiers with quantities of quality.

Devastator

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Re: The Perpetuals - Warhammer 30k (IC)
« Reply #74 on: August 12, 2023, 08:36:59 pm »


Build a Grand Concert Hall to aid future musical endeavours and to help my successor organizations.  (The Axe club) to use in the future.

Should take 8 years.  (Architecture, 6*2, Control Systems 4*2, Music 12*2) + (zero general skills, a concert hall doesn't make anything, so no Machine Tool Engineering.) (+20 for Control Glove and Home Workshop) for 64 points a year.

Use the time to raise Architecture to 10, and Control Systems to 8.

Suggest that my Fans are to publish the architectural drawings and encourage them to duplicate the work, creating new concert halls on other islands or locations throughout the system, making it easier for music to spread and to influence the system.

Orders for the Axe Club are to expand their operations and recruit more artists.


Two years left.  One year of training to get Materials Science from 0->2.

For the last year of the first decade, recruit for a new organization.  "Atlantis Joint-Stock Investment Consortium."  I'm looking for sidelined nobles who have money and power who are worried about losing their power.  I want to show them a way they can maintain wealth, luxury, and privilege even in a more egalitarian society.  They just need to be smart about it.

I'm also looking for people with enough resources to gain a 1.3 industrial bonus.

Gain one Charisma


Encourage fans to recruit more fans.

The Axe Time Club is to encourage charitable giving.  Like help the fans raise support for public works such as medical care and pensions.  Tell them I'll be retiring, so I'll keep my influence for a while, just as a less-public figure.

Retire from music by shapeshifting into a young noble, to better organize businesses and such.

Build a Construction Factory, a semi-standardized assemblage of vehicles, cranes, equipment, and scaffolding methods capable of working on large-scale constructions.  Relatively low tech because this isn't permanent, it's intended to be moved around, used in parts and full, replaced in bits, etcetera, so it can operate in various areas.  (Large Structure, Common)  Takes one year.  10*0.2*50, for 100 points.  (10*2 Architecture + 10*2 Machine Tool Engineering + 8*2 Controls and Instrumentation + 2*1 Materials Science * 1.3 infrastructure for 101.4 points.)

Gain Materials Science to 3

Build a set of Wonder Arms, manipulators intended to go with the Control Glove.  These are essentially flat-pack portable robotic arms that can be attached to lattices or other structural arrangements.  Hand-controlled robotic arms, that can have tools attached like welders, drills, scoops, shovels, grippers, etcetera.  Quite large, about the size of a large vehicle.  (Small Structure, Scarce.)  Takes two years.  10*1*20, for 200 points.  (10*2 Architecture + 10*2 Machine Tool Engineering +8*2 Controls and Instrumentation + 2*1 Materials Science * 1.3 infrastructure for 202.8 points in two years.)

Gain Controls and Instrumentation to 10.

Build a Microtonic Fabricator.  This will basically be a high-tech bench fab, capable of handling more advanced materials and operating under different conditions.. high power levels, vacuum for things like vapour deposition, high pressures for sintering, allowing for materials and techniques not available to the more common household workship.  (Small Structure, Scarce)  (10*2 machine tool engineering, 10*2 Architecture, 8*2 Controls and Instrumentation, 2 Materials Science, + 20 Crafting equipment, * 1.3 infrastructure.  Takes two years.

Gain Materials Science to 5.

Build a Sonic Inquisitor.  This is essentially a highly enhanced version of an Ultrasonic Tester used to examine materials for imperfections and conduct quality assurance.  The goal is to increase the user friendliness of the device, as well as remove the requirement to directly touch the materials in question.  Relatively minor crafting boost.

(Small Object, Rare)  (8*2 Controls and Instrumentation, 1*2 Materials Science, +20 Crafting equipment, * 1.3 infrastructure.  Takes one year.)

Gain Materials Science to 6.

That's 7 years.

Recruit for 3 more businesses among the well-off relatively disaffected nobles.

R.C.I., (Rauny Construction Initiative, to handle ground-based construction and large infrastructure projects)

R.S.R., (Rauny Space Resources, to apply some of the new useful equipment to space industries and resource extraction), and..

R.T.E., (Rauny Technical Enterprises, to do groundwork and to make rarer resources and techniques more accessable to people.  Not necessarily to uptech the planet, but to make higher-tech stuff like Rare and Scarce cheaper and more readily available.)

That should take up the ten years.

Gain +1 Charisma


Spoiler: TL;DR (click to show/hide)
« Last Edit: September 06, 2023, 04:16:06 pm by Devastator »
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