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  • File : 1277495648.jpg-(67 KB, 660x1072, 16.jpg)
    67 KB Blame rpg part 4? Anonymous 06/25/10(Fri)15:54 No.10738446  
    Shall we continue with Blame! the RPGs crunchy goodness?

    What we've got so far

    -d% system
    -Three Base Races (Humans, Silicon Creatures, Safeguard)
    -Modification and skill-set "packages" to further diversify the party
    -Skills improved through practice of skills
    -Narrow but focused progression for Safeguard packages
    -Silicon creatures get bonus modification slots
    -Modification slots based on Body stat (size)
    -Recoil Mechanic
    -Specify parts of body affected by attacks
    -Base stats can be improved through modifications
    -Accessing Net-Sphere gives large rewards but limited to choose from at a time
    -Suggestions for weapons and armor crunch
    >> Anonymous 06/25/10(Fri)15:58 No.10738513
         File1277495907.jpg-(76 KB, 599x1046, 18.jpg)
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    Lets start of with the expanded Recoil Table for the GBE to get people in the mood.

    Roll d4, d6, or d10 as proscribed
    If the player braces himself before firing the weapon use a -3 modifier. Strength modifiers may also apply

    Setting1=1d4
    Setting2=2d4
    Setting3=1d10
    Setting4=2d10
    Setting5=2d10+1d6 Bracing will not apply as the recoil is too great to brace against.
    >> Anonymous 06/25/10(Fri)15:59 No.10738531
    >>10738513

    Results:
    0-2=The weapon jumps in your hand, but you maintain control and are ready for a shot next turn. You may remain braced if you so desire.

    3=You lose your footing momentarily, but are able to recover. If you wish to brace yourself next turn you must do so again, since you are no longer braced.

    4= Due to the recoil you lose your grip on the weapon. If you wish to fire this weapon during the next turn, you will need to use one action in order to reset your grip.

    5=The recoil causes you lose your grip on the weapon. You will not be able to fire this weapon during next turn.

    6= Bad luck, the weapon kicked back at an unexpected angel and you struck yourself in the head. Take 1 damage point due to head trauma. You may fire next turn, but you must brace yourself again if you wish to as you are no longer braced.

    7-8=You stagger backward under the force of your weapon's recoil.

    9-10=You are thrown prone onto your back by the force of your weapons recoil.

    11-13=The force of recoil was absorbed mostly by your arm. You stagger due to the recoil and take 1d4 damage to your arm.

    13-15=The force of recoil was absorbed mostly by your arm. You are knocked prone by the recoil and take 1d4 damage to your arm.

    16=The recoil was too great and you have lost your grip on the weapon. It is thrown 14d meters away and you must retrieve it if you wish to use it again.
    >> Anonymous 06/25/10(Fri)16:00 No.10738538
    >>10738531

    17-18=The force of recoil was absorbed mostly by your arm. You stagger backward and take 2d4 damage to your arm.

    19-20=The force of recoil was absorbed mostly by your arm. You thrown prone by the recoil and take 2d4 damage to your arm.

    21=The recoil was too much for your skeletal structure to handle, your arm is amputated and you stagger backward.

    22=The recoil was too much for your skeletal structure to handle, your arm is amputated. If a party member is behind you, you fall into their arms, causing you both to stagger. If not, you stagger.

    23=The recoil was too much for your skeletal structure to handle, your arm is amputated and you are knocked prone. If there is a wall <1m behind you you impact it but receive no damage.

    24=The recoil was too much for your skeletal structure to handle, your arm is amputated and strikes a party member standing behind you(if any) with enough force to cause them to stagger. You are thrown prone. If there is a wall <1m behind you impact it and receive 1 damage.

    25=The recoil was too much for your skeletal structure to handle, your arm is amputated. If a party member is behind you, you are thrown into them and both of you are knocked prone. If there is a wall <1m behind you penetrate it, assuming that it is not megastructure or otherwise reinforced, and receive 1d2 damage.

    26=The recoil was too much for your skeletal structure to handle, your arm is amputated and is thrown 14d meters away. You are thrown prone. If there is a wall behind you
    >> Anonymous 06/25/10(Fri)16:19 No.10738833
    >>10738538
    >your arm is amputated
    Forgive me, for I have never read Blame! and have no idea what is going on here. What the fuck kind of weapons are we firing?
    >> Anonymous 06/25/10(Fri)16:22 No.10738883
    Whoo, get back on just to continue from Part 3!
    I heard that you went on quite some time after the initial surge, almost doubling the number of replies?

    So, I was the one who kept suggesting "Feats". Have these been replaced by "Packages" that are like additional software for more advanced functions? What about the time period? Or are you writing fluff for pre-Blame! as well as after-Blame! ?
    >> Anonymous 06/25/10(Fri)16:24 No.10738918
    >>10738833
    The kind that leaves holes several kilometers long and thick. The kind that penetrates anything that exists, no matter what it is. The kind that turn YOU into a pile of goo even before you hit whatever's behind you, no matter how far behind you it is.
    >> Anonymous 06/25/10(Fri)16:26 No.10738960
    >>10738538
    Am I right to assume that anything over 26 requires much too much energy to even be usable to the one attempting to fire it? Like, "shoot and you are immediately sent to the world of 1 hp left"?
    >> Anonymous 06/25/10(Fri)16:27 No.10738973
    >>10738960
    Strength modifiers.
    >> Anonymous 06/25/10(Fri)16:28 No.10738985
    previous threads:
    http://suptg.thisisnotatrueending.com/archive/10703489/ part 3
    http://suptg.thisisnotatrueending.com/archive/10675552/ part 2
    http://suptg.thisisnotatrueending.com/archive/10653348/ part 1
    >> Blackheart !!FYEhWpAirtN 06/25/10(Fri)16:28 No.10738994
    >>10738833
    Ohohoho, extremely overpowered ones.
    >> Anonymous 06/25/10(Fri)16:30 No.10739019
    >>10738985
    For any of the level 5 options you'd have to find an eternal power source, such as killing a bunch of exterminator units and plugging into them or finding a power conduit.
    >> Anonymous 06/25/10(Fri)16:30 No.10739024
    >>10738973
    What about the powe necessary to use them, then? I always assumed that Killy's gun became more powerful because he powered up, allowing it to draw on greater energy from him.
    >> Anonymous 06/25/10(Fri)16:35 No.10739089
    Have we decided that we want to use a d100 system like Dark Heresy or a crunchy version of Gurps? I think people were leaning toward d100.
    >> Anonymous 06/25/10(Fri)16:37 No.10739112
    So, what are the Functions about? How are Safeguard PC's handled fluff-wise, and likewise with accessing the Net Sphere?
    >> Anonymous 06/25/10(Fri)16:39 No.10739147
    >>10739089
    I asked this question in thread 3, and my personal suggestion was also d100. Most anons agreed on it and with a bunch of tweaks the DH system seems quite fitting.
    >> Anonymous 06/25/10(Fri)16:43 No.10739223
    We figured that you could draw up to Setting 4 from a character, since that's how it was in the fluff.

    Someone suggested this for damage.
    2d10 Damage on 1st setting
    4d10 Damage on 2nd setting
    6d10 Damage on 3rd setting
    8d10 Damage on 4th setting
    10d10 Damage on 5th setting

    Even with that rolling if shouldn't bog shit down since the players probably won't get a GBE that has a setting 5. For that matter a GBE that can reach setting 2 is still ridiculously powerful.

    This is what someone else figured out other GBEs to be

    GBE Variant Stats compared to Killy's(KGBE)

    Light GBE(Sanakan's pistol)=Setting 1 KGBE
    Heavy GBE(Sanakan's rifle arm)=Setting 2-3 KGBE
    SuperHeavy GBE(Safeguard Carrier mouth mounted)=Setting 4
    Legendary GBE(similar to Killy's)= up to setting 4 or 5 at GMs discretion. Cannot be constructed by players. Cannot be destroyed in action. Cannot be obtained from Safeguard. Can only be awarded by the Governing Agency.
    >> Anonymous 06/25/10(Fri)16:47 No.10739283
    >>10739147
    If that's the case then should we modify the speculative weapons crunches from before, if only do reduce rolling and keep the game moving.

    For example someone stated the Fisher Pattern Boltgun.
    Ten rounds contained in the gun. 1d10 damage for single bolt fired. 1d10+1d4 for two bolts simultaneously.

    Should that last option be changed to 1d10+4?
    >> -|- Reichsguard -|- !!bOOhb8C7gxV 06/25/10(Fri)16:49 No.10739306
    >>10738531
    >>10738538
    where's "recoil threw you through four reinforced five meter thick walls"?
    >> Anonymous 06/25/10(Fri)16:49 No.10739309
    >>10739147
    >DH
    On that note, we could use the crit-hit tabels of DH only with the difference that as soon as a shot pierces through armor and toughnesbonus (or whatever pendant we want to use) a Character has to roll on the hit tables. Now in Dark Heresy that would be quite bad and everyone would die within seconds, but in Blame we see the characters shrugging of blown of limbs like they were minor vexations. Player could lose limbs more often but still keep on fighting, due to the possibilities of artificial limbs or simple "Yeah just take some of that duck tape and strap it back on"
    >> Anonymous 06/25/10(Fri)16:53 No.10739373
    >>10739306
    OP here: I was kinda leaving that one blank for any suggestions.
    I guess the "mundane" completion of 26 would be: If there is a wall <1m behind you penetrate it, assuming that it is not megastructure or otherwise reinforced, and receive 1d4 damage.

    But I'm all for people making over the top descriptions until we find one /tg/ likes.
    >> Anonymous 06/25/10(Fri)16:54 No.10739377
    >>10739309
    That's mostly Killy though, since he's built to be sturdy and to regenerate damage first and foremost. Most everyone else went down much faster. Aside from Sanakan, but she was like, the baddest chick ever, Musubi aside.
    >> Anonymous 06/25/10(Fri)16:57 No.10739420
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    Off topic, but this one always makes me laugh.
    >> Anonymous 06/25/10(Fri)17:01 No.10739472
         File1277499701.jpg-(74 KB, 750x1099, 01.jpg)
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    >>10739377
    Killy the man who took a 300 kiloton bomb, to the face.
    >> Anonymous 06/25/10(Fri)17:13 No.10739653
    >>10739472
    Did Sanakan EVER lose a fair fight? She crushed Killy first time they met, second time she just shrugged off his GBE (this was after a big upgrade of Killy) and he survived because the Electro-Fishers interfered. She didn't die, she just retreated and came back. This time she wiped the floor with Killy, again, until Cibo locked her from cyberspace. She definitely won against Cibo but didn't take advantage, her objective being the Cneral Toha A.I.. Next time in Safeguard form, she basically cleaned house with EVERYTHING the highest level Silicon leaders could throw at her.
    >> Anonymous 06/25/10(Fri)17:14 No.10739684
         File1277500498.jpg-(68 KB, 714x1100, 11.jpg)
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    Should we also allow intelligent builder PCs or let the PCs take builders as familiars like a sevoskull. They could be used as a conduit for hacking skills, make hacking easier by delegating a small hacking job to a builder while you do something else, or they could be used as a medium so that a Safguard counter hack fries the builder not you.

    There were a few examples of sapient builders in the comic.
    >> Anonymous 06/25/10(Fri)17:21 No.10739775
         File1277500896.jpg-(58 KB, 750x1082, 10.jpg)
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    >>10739653
    She got her ass handed to her by the First Class Exterminator, but that thing took 3 GBE shots before it went down.

    An extremely strong women restrained, hmm sort of want.
    >> Anonymous 06/25/10(Fri)17:29 No.10739893
    >>10739775
    If you touched her, she would like, twist her body ever so slightly, and you would be torn apart.
    I still haven't heard about Packages or fluff for Net Sphere access and Safeguard characters. The continuation of Thread 3 is hard to get anything "final" from. I'm not sure what was rejected and what was accepted.
    >> Anonymous 06/25/10(Fri)18:03 No.10740458
    >>10739893
    Well we decided that characters would have different slots for modifications, each mod being a physical component of the body. Those mods could be upgraded or exchanged physically through engineering skills. Likewise mods could be upgraded by downloading some program package from the netshpere or by downloading the information from the netshpere and then using engineering to alter the mod and apply the download.

    Or do we want the downloads to be exclusively for a physical thing? IE you download the information to build a new mod and construct it in the real world, then plug it in place of the old mod or attach it as an add on to the old mod.

    One interesting thing we could do with this is, although you get the information for mods from the netsphere or by intercepting safe guard data when you uplink to a megastructure, you can't always build what you downloaded. That is to say that if you downloaded this cool new mod, but the party engineer can't construct it yet you could go to the conversion tower and get the conversion tower to make the mod for you. Since you just defeated the Safe Guard temporarily in the process of accessing the Netsphere, it would make sense that you would also have a little time to use the conversion tower. That could also be an explanation of how higher level characters get a GBE that was not broken in combat. They have the conversion tower make one. Of course that means that you just defeated a Sanakan level Safe Guard unit and stole the data concerning its GBE.
    >> Anonymous 06/25/10(Fri)18:04 No.10740482
    >>10740458

    I'm just kind of throwing these out there to try and give options to players who may have found, but don't have the engineering skill to make yet.

    I think we agreed that Silicon creatures would get more slots for mods, and we could possibly balance this by making it a little harder for them to use the Netsphere to get upgrades. Remember how Danivel wasn't able to hack the Netsphere until he stole some more normal human genetic code. That could be our fluff explanation. The internet hates you because your DNA has major mutations.
    >> Anonymous 06/25/10(Fri)18:20 No.10740794
         File1277504438.jpg-(163 KB, 1080x720, datass.jpg)
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    >>10740458

    Dat mechanical ass. Oh sh-
    >> Anonymous 06/25/10(Fri)18:25 No.10740894
    >>10740458
    Sounds good. Some play testing should discover potential flaws.
    >> Anonymous 06/25/10(Fri)18:31 No.10741005
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    another stat on the Safeguard Sword

    The hand shield of a Level 6 Safeguard Unit can completely block a Silicon Knight's Sword swing.
    >> Anonymous 06/25/10(Fri)19:07 No.10741592
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    >>10740794
    In the grim darkness of the far future there is only-PANTY RAID! *Girls Scream*
    >> That LE Fighter 06/25/10(Fri)19:09 No.10741621
    >>10741005
    That's not a Safeguard Sword. I think the only one that has been shown is the one Musubi gets her hands on.
    >> Anonymous 06/25/10(Fri)19:17 No.10741748
         File1277507847.jpg-(46 KB, 750x1129, 06.jpg)
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    >>10741621
    No the Silicon Creatures in the time of Blame! have that same sword. Pcell and the Silicon Knights us them. The Knight on the second panel down has a shield in his left hand and a sword in his right. They just blasted Sanakan and she stopped it by holding out her left hand, which has a shield generator implanted in it.
    pic:the knights
    >> Anonymous 06/25/10(Fri)19:33 No.10742115
    >>10739893

    I was thinking of the Safeguard package progression like this. Its a more traditional xp system, you get so much exp for doing missions and killing enemies, when you go back to the Safeguard portion of the Netsphere you can by certain upgrades from the Level currently above the one that you are on. IE, if you are a Level 3 you buy the Level 4 upgrades until you have them all, then you gain Level 4 status and are given missions fitting for a Level 4. Rinse repeat. You won't really get downgraded for failure, remember how many times Sanakan lost and she was never demoted, because Safeguard Command should have sent backup and more exterminators if you couldn't handle it or the situation changed. But you would be reprimanded for disobeying orders or letting targets get away without an excuse.

    Of course the actual skills aren't part of mods you by, those are increased by practical experience in the field just like for Human/Silicon PCs.
    >> Anonymous 06/25/10(Fri)21:35 No.10744285
    bamp for more safeguard fluff
    >> Siegmund !.kY34XtGRg 06/25/10(Fri)22:04 No.10744855
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    >> Siegmund !.kY34XtGRg 06/25/10(Fri)22:05 No.10744875
    >>10744855
    Forgot my post! I love how this is canon.
    >> Anonymous 06/25/10(Fri)23:11 No.10745969
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    Been looking at Cyber Dungeon and have modified their speculative Safeguard rankings and applied it to the system for Safeguard PCs.

    Safeguard Level 1 Infiltration Unit
    Starting unit. Humanoid body with synthetic skin clothing(counts as light armor)
    Regeneration rate low (5% of hp per turn?)
    May instantaneous regenerate all wounds once if in range of a powered Conversion Tower. High strength, speed and agility. Has back up cpu in chest cavity to prevent instant kills by headshot.

    May take the following equipment form the Safeguard Armory:
    Safeguard Pistol=explosive ballistic projectiles
    Safeguard Scattergun=variable spread, can be set for long ranger(90m)
    >> Anonymous 06/25/10(Fri)23:19 No.10746099
         File1277522376.jpg-(136 KB, 652x388, level2.jpg)
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    Safeguard Level 2 Combat Support Unit
    Regeneration rate (10% of hp per turn?)
    May instantaneous regenerate all wounds once if in range of a powered Conversion Tower.

    May take the following equipment form the Safeguard Armory:
    Safeguard Pistol
    Safeguard Scattergun
    Safeguard Grenade Launcher
    Safeguard Suit 1
    >> Anonymous 06/25/10(Fri)23:28 No.10746275
         File1277522913.jpg-(136 KB, 684x550, level3.jpg)
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    Safeguard Level 3 Direct Combat Unit
    Regeneration rate (15% of hp per turn?)
    May instantaneous regenerate all wounds twice if in range of a powered Conversion Tower.

    May take the following equipment form the Safeguard Armory:
    Safeguard Pistol
    Safeguard Scattergun
    Safeguard Grenade Launcher
    Multimode Firing Weapons
    Safeguard 50 Megawatt laser(pistol or rifle)
    Safeguard Assault Rifle
    Safeguard Suit 2(Cibo's Suit)=flight capable, similar protection to Suit 1
    Safeguard Suit 3(Dhomochevsky)=50% more protection than suit 1, not fight cable, has soft-landing ability.
    >> Anonymous 06/25/10(Fri)23:37 No.10746442
         File1277523457.jpg-(94 KB, 686x406, level4.jpg)
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    Safeguard Level 4 Search and Destroy Unit
    Regeneration rate (15% of hp per turn?)
    Increase in toughness and initiative
    May instantaneous regenerate all wounds twice if in range of a powered Conversion Tower.

    May take the following equipment form the Safeguard Armory:
    Safeguard Pistol
    Safeguard Scattergun
    Safeguard Grenade Launcher
    Multimode Firing Weapons
    Safeguard 50 Megawatt laser(pistol or rifle)
    Safeguard Assault Rifle
    Coil Pistol/Coil Rifle
    GBE Cricket=maximum output Level 1
    Safeguard Suit 4=flight capable, 100% more protection than suit 1
    Safeguard Suit 5(Playford pattern)=150% more protection than suit 1, not fight cable, has soft-landing ability.
    >> Anonymous 06/25/10(Fri)23:41 No.10746538
    >>10745969
    >>10746099
    >>10746275
    >>10746442
    Note that all regeneration rates assume that the Conversion Tower in that section of the megastructure is active and under Safeguard control. If the Conversion Tower is inactive, destroyed, or captured through hacking regeneration is slowed or stropped.
    >> Anonymous 06/25/10(Fri)23:50 No.10746706
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    Safeguard Level 5 Fast Attack Unit
    Regeneration rate (20% of hp per turn?)
    Increase in toughness and initiative.
    Doubled Run Speed compared to Level 1 Safeguard.
    May instantly regenerate all wounds three times if in range of a powered Conversion Tower. Has integral Safeguard Armor armed with anti armor claws. Flight capable. Can fall from any height and sustain no damage.

    May take the following equipment form the Safeguard Armory:
    Coil Pistol
    Safeguard Sword
    GBE Cricket=maximum output Level 1
    GBE Long Pistol=maximum output Level 2(Sanakan's pistol)
    >> Anonymous 06/25/10(Fri)23:58 No.10746833
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    Safeguard Level 6 Heavy Assault Unit
    Regeneration rate (20% of hp per turn?)
    Increase in toughness and initiative.
    Doubled Run Speed compared to Level 1 Safeguard.
    May instantly regenerate all wounds four times if in range of a powered Conversion Tower. Has integral Safeguard Armor armed with anti armor claws. Fast flight capable. Can fall from any height and sustain no damage. Shape shift and infiltrate ability.

    May take the following equipment form the Safeguard Armory:
    Coil Pistol=integral or hand held
    Safeguard Sword
    GBE Cricket=integral or hand held, maximum output Level 1
    GBE Long Pistol=integral or hand held, maximum output Level 2(Sanakan's pistol)
    GBE Rifle=integral or hand held, maximum output Level 3(Sanakan's rifle)
    Safeguard Darts=integral
    May equip Graviton Field Emitter to one hand but that limb may not also have an integral GBE
    May Command Safeguard Troop Carrier
    >> Anonymous 06/26/10(Sat)00:11 No.10747027
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    /tg/ will have to help come up with Level 7 and 8

    Safeguard Level 9 Angel of Mercy
    Regeneration rate (50% of hp per turn?)
    Increase in toughness and initiative.
    Graviton Body Shielding(stops level 1-2 graviton beams)
    May instantly regenerate all wounds six times if in range of a powered Conversion Tower. Fast flight capable. Can fall from any height and sustain no damage. May use regenerative powers on any unit within weapons range.

    May take the following equipment form the Safeguard Armory:
    Safeguard Darts=integral
    Graviton Casters= rapid fire, similar to Safegaurd sword, one equipped to each arm.
    Graviton Surge=fired when both arms are parallel(GBE Level 4)
    Fuck Everything= Nukes everything in a cylinder around the Unit. Dimensions of cylinder: diameter 2km, vertical displacement from unit 3km(6km total height)
    >> Anonymous 06/26/10(Sat)00:38 No.10747528
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    Does anyone wanna try to make a critical hits table?
    If not, how about stating the Women's Clothing Dissolving Beam Emitter.
    >> Anonymous 06/26/10(Sat)01:47 No.10748847
    You never disappoint /tg/.

    Has any thought been given to balancing out Humans further with Silicon Creatures and Safeguard? It was suggested before that they be given bonus skill points and/or feat points, arguing that a (relatively) vanilla human would be forced to be a bit more on the ball to survive The City, while Silicon Creatures and Safeguard have their innate advantages.
    >> Anonymous 06/26/10(Sat)01:50 No.10748906
    >>10748847
    I think that since the Netsphere is more amiable to humans than Silicon Creatures it may be easier for them to get data off the net. Although it should be just as hard for both to get Safeguard data.
    >> Anonymous 06/26/10(Sat)01:53 No.10748959
    >>10748906
    Only humans with Net Terminal Genes or some substitute. Trying to access it at all brings down the Safeguard, unless you're using a provisional connection.
    >> Anonymous 06/26/10(Sat)01:58 No.10749066
    >>10748959
    I meant after you temporarily defeat the Safeguard and commandeer their connection.

    Netsphere inhabitants'/Governing Agency's reaction to humans without terminal genes logging in would be, "huh, well do you want something?"
    Their reaction to Silicon Creatures might be more like, "hey, thanks for screwing up the intertubes dickweed."
    >> Anonymous 06/26/10(Sat)02:04 No.10749176
    >>10749066
    Sensible.

    Humans can also snatch something from a Provisional Connection without the fight but then get booted by the Net-Sphere for overstepping their boundaries once the Authority catches on. Then the Safeguard show up.
    >> Anonymous 06/26/10(Sat)02:09 No.10749246
    >>10748847
    I don't know if there is or should be a way to balance Safeguard characters. You'll pretty much have a party of humans/SL or a killteam of Safeguard. Very different missions and feel, kinda like DH vs Death Watch. But if you wanted to have a Safeguard on your team they would have to be a renegade or have a commission with the governing Agency like Sanakan did. Either way they would lose some of there regenerative powers and wouldn't have a get out of death free card anymore. You could also have a provisional Safeguard like Dhomochevsky if the campaign was happening within the confines of a single provisional Megastructure. In that case the Safeguard player would be level 3 or 4 at the highest.
    >> Anonymous 06/26/10(Sat)02:12 No.10749292
    >>10749246
    I was thinking along similar lines. The Safeguard were originally a sub-organization of The Authority. While autonomous, I can imagine some like Sanakan defecting to The Authority once they decide to follow the spirit of their purpose rather than the letter.
    >> Anonymous 06/26/10(Sat)02:13 No.10749323
    >>10749292
    (Samefag)

    Also, any thought given to Killy-like characters? Synthetic humans (or otherwise) that predate the Safeguard and the chaos of The City? Character advancement could be fluffed as "recall" or reactivation of abilities as they grow stronger and get repaired. Mechanically it would work similarly to Safeguard or Human and Silicon advancement.
    >> Anonymous 06/26/10(Sat)02:16 No.10749369
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    >>10749292
    Radical Inquisitor Sanakan is hot!

    *ziiip-BLAM!*
    >> Anonymous 06/26/10(Sat)02:24 No.10749468
    >>10749323
    Well if we do that, we might want them to be more like the Biomega gunslinger types with Coil pistols, instead of Killy. The guy is basically unkillable unless you convinced him that a tsarbomba was a hat or something. And a Legendary Level 5 GBE is so broken I question whether it would be much fun.

    I'm gonna try and adapt a critical hit chart tomorrow, maybe a hacking failure chart too, you know one where you hack the Netsphere and oops Safeguard thread hijack. I was thinking of having a couple effects ranging from taking slight electrical damage to having your body taken over for three turns with lowered initiative since you are fighting the control.
    >> -|- Reichsguard -|- !!bOOhb8C7gxV 06/26/10(Sat)02:26 No.10749491
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    >>10749369
    Dem subroutines
    >> Anonymous 06/26/10(Sat)02:31 No.10749590
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    >>10749491
    They had a baby, oh yeah.
    >> Anonymous 06/26/10(Sat)02:31 No.10749598
    >>10749468
    We could have Killy as a special case. Early level characters along these lines will be a bit tougher than others, but not on Killy's level.

    The chunky-salsa rule is also effective here. Killy took 14 years to regenerate 40% of his body. I figure if the character is rendered "dead", they essentially are for any amount of time the players will be continuing their campaign. Or the regeneration function simply isn't active.
    >> Anonymous 06/26/10(Sat)02:58 No.10749993
         File1277535537.jpg-(72 KB, 443x600, 1275875412821.jpg)
    72 KB
    To tired to finish tonight...must keep tread alive till morning...bamp

    Safeguard Agents are *ahem* enhanced for optimal performance.



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