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File: 1372149660647.pdf-(1016 KB, PDF, VeloCITY 2013 rewrite.pdf)
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You thought it was dead.
You thought it could never come back.
You thought it was lost to the ether forever.

Well, I'm here to tell you -- no, SHOW you.

VeloCITY is not dead.

VeloCITY is just getting started.
>>
Mister Blue Sky, please tell us why you had to jide away for so long.
>>
>>25636892
Dear god. I didn't know what this was before. I didn't know it had "died". But now I know. And my erection is immense.
>>
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So, in lieu of a proper full-sized changelog, I'll say this much.

>What's changed from the last version?
Damn near everything. The entire thing has been rewritten from the ground up, and barring a couple of the core mechanics being fine as is, the entire thing has been reworked, cleaned up and filled out. More information is available, sections of the rules are actually completed, terminology has been changed, the presentation has been cleaned up, the whole nine yards.

I'm aware there's next to no fluff in this document. This was intentional. I wanted to focus on and complete the rules before anything else. That said, the original fluff was a mess to look at, if you saw it on the wiki (which, by the way, has been cleaned up as well). I love Rosenkrantz, I love the Boddhisatvas, I love Bibliotheque, but it was a damn shame to see them all in a jumbled mess. Plus, other people might have their own ideas of how to fluff everything. I mean, there's who knows how many threads in the archives about this.

Fluff will come later. The focus is on a presentable set of rules right now. PLEEEEEEEEASE please please please give me feedback. Let me know what works, what doesn't what sticks out to you. Tell me EVERYTHING. I need your help to make this game the best it can be. It was a lot of work to rebuild this by myself with all the ideas I had sitting around for months.

Tell me what you think, let the dream stay alive, and do all you can to understand the concept of love.
>>
>>25636892
Awwwwww yis. I've been waiting for this day.
>>
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>>25636929
And I'll reiterate: the wiki has been cleaned up as well. You can download the game from there as well. One of the main problems with VeloCITY falling into homebrew hell was that there was no one set of the rules people could look at. The information on the wiki itself was laughably out of date and just plain embarrassing to read.

So I killed it. I killed it all.

The 1d4chan page has been cleaned up as well, with a much stronger emphasis on the premise and less circle-jerking than before. It's not like Nothing Man (the old head of the project who disappeared who knows how long ago, another problem with the game's development) is here to tell me I can't release this.

I want to love this project. I want to see it succeed and become great. I never wanted to let it die. So now I need your help to make it even better. The formatting could be a little better (I made the whole thing in OpenOffice Writer then converted it to pdf using Foxit Reader, where I added the cover and bookmarks), but it serves its purposes right now. I'm not the most professional, but I hope I did enough.
>>
>>25636991
I don't know if the Core Dice Mechanic was like this before since I literally just happenstanced upon this thread not knowing of its origins while also JSR/JSRF happening to be my favorite games. I just want you to know that I already find the system innovative and interesting. Can't wait to try it.
>>
>>25636991
Also, a link to the wiki would be much appreciated.
>>
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>>25637038
The core dice mechanic was one of the only things I didn't touch when moving and changing stuff from the last edition of the rules. It's basically lifted from Legend of the Wulin, as is the Momentum mechanic (and probably Style, too).

Speaking of, for those who want a comparison to see just how far removed the last version of the rules is from the last one, here's what I had to work with.
Burn this into your memories (or hard drives for posterity's sake), because I'll do everything in my power to make sure you never see this ugly motherfucker ever again.

>>25637070
http://1d4chan.org/wiki/VeloCITY
>>
>>25637083
>just how far removed this version of the rules is from the last one
typo fix
>>
>>25636892
>Mister Blue Sky
Wow. Been a while.

Welcome back.

And saving!
>>
>>25637083
Ohh, my apologies. I thought you had a separate wiki from 1d4chan. Anywho, can't wait to help out as much as I can with this. I'll probably be awake for at least another hour so I'll give you some feedback as I read.
>>
>Song of Swords Beta out
>CATastrophe chugging along nicely
>Velocity comes back better than ever

Holy crap, is this the summer of getting shit done?
>>
>>25636929
>PLEEEEEEEEASE please please please give me feedback
I'll be honest here: i don't like "be whatever you want" approach. I'd love me some hero archetypes. Even very simplified ones.
>>
>>25637131
But wouldn't that defeat the motif of freedom?
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>>25637131
It was my understanding, when rewriting this, that VeloCITY is a rather class-free system. The closest you can get to denominations is what type of mover you are, and even then, that can change around (you can be a skateboarder who also does running when he isn't on his board). It's your numbers, perks, and what you use that distinguish you from everyone else. The idea of "hard classes" or "archetypes" never crossed my mind.
>>
>>25637136
I do agree with the anon, an "iconics" sort of thing might be good later on.

Like after the system has worked out later on, I mean jeeze this is basically a brand new game with a similar concept and dice mechanic.
>>
>>25637136
>>25637148
I don't think it'd ruin the game.

I like archetypes, i feel like they are what describes the setting most. Sometimes it's a single image or character's idea what makes me want to play some game.

It's not that you NEED to use them... But then again, it's only me.
>>
>>25637158
I guess in that respect, you could organize the numbers ahead of time in premade archetypes and what they might represent and look like. The Birdman, the Brainiac, the Creator, things like that.
>>
>>25637148
>what type of mover you are
- Knight: you put that moves into motion for the greater good
- King: you want to be best there is, everything else is irrelevant
- Jester: you like to pretend that you almost didn't make it, so people would have their fun
- Queen: these are your flock
...
>>
>>25637158
Well, I suppose the closest thing you have to an archetype for the time being is what kind of "Mover" you want to be. And perhaps some sample characters or archetypal mechanics can be added in if Mister Blue Sky wants. But I feel like the stress on freedom and "be who you want" is/should be be a major factor of the game.
>>
>>25637177
Exactly. that's what i was thinking about. Nothing very complicated, no shackles, just a few simple concepts.

But, of course, that's just, you know, a suggestion taken out of arse just like that. Nothing really important.
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>>25637187
Well, that's just inspiration and personal flavoring, at that point. If you want to be an urban paladin with a bike for a horse, who's gonna say no?
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>>25637204
Either way, it's going in a notepad file of ideas from the thread.
>>
>>25637196
>>25637207
>>25637212
Exactly.
Simple concept based on, for example motivation + some special skill like ("You almost didn't make it. Almost.") + assurance that "remember: these are just some people that share your fate, you don't have to be like them. You are here to be yourself".

Point is: not everybody sees the world as it is. For me it's always about people, roles. I don't see buildings, i don't see the land. I see people and their stories.
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HHHHOOOOLLLLYYYYY SSSSHHHHIIITTTT

COASTERS AND CONDENSATION HAVE MADE PEACE.
PROSKUBS AND ANTISKUBS ARE HUGGING IT OUT.
SOMEONE LOOKED AT A FURRY AND DECIDED TO GIVE IT A RUNNING START.
IN THE NOBLEBRIGHTNESS OF THE 41ST MILLENIUM, THERE IS ONLY PEACE.
MONSTERGIRLS ARE REAL AND THEY ARE LUSTING AFTER YOU IN HORDES.

VELOCITY. IS. ALIVE!
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>>25637246
Quite poetic. Sorry for doubting your idea, friend. I'm loving this so far. I'm gonna get my friends to play it as soon as possible.
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>>25637264
I appreciate your enthusiasm.
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What is this and why should I be interested in three paragraphs or less?
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>>25637304
I just came.
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>>25637344
VeloCITY is, in a nutshell, Jet Set Radio the PnP.

That's really it. Most people come around with just that line. If you want more elaboration, you can read the wiki posted here: http://1d4chan.org/wiki/VeloCITY
>>
Well, Mister Blue Sky. I must say that I am in love with this system. I find it elegant and very fitting for the theme of the game. Please please please keep updating this. Hell, once you feel ready enough throw it up on kickstarter. I just got a new job and I'd definitely be willing to donate $100+ to this. Can't wait to play it/see more. As for feedback, I'd just say reorganize it a little bit (for instance putting "Team Tests" up where the types of tests go) and double/triple check your syntax and grammar.
>>
>>25637365
Pretty much this, it's also from a time when as a homebrew on /tg/, it was notable for being a new game system and not a game world in an existing system/generically for any system or a fix for a beloved system with flaws.

Well that and being pretty much JGR/JSR the Tabletop.
>>
>>25637365
Ha ha trick question Blue Sky, I was already interested
>>
Damn. This is awesome!

Good on you for focusing on the rules, too. Way back during the early threads I ended up doing a lot of environment fluff under the name 'Zonebro', but with a setting like Velo it's much easier to think up places like the Sky High Apartments or Little Venice than it is to make functional rules for them. I dabble in mechanics too, so I'll try to give what feedback I can. Just wanted to pass on much props and kudos to you, Mister Blue Sky.
>>
>>25637389
Trust me, if there's anything I'm particular about, it's my grammar and syntax. That said, the thought of where to place Team Tests did cross my mind. I decided to place it after the degrees of success section, since team tests can't really function without degrees being explained first.

I have to explain DCs before I can explain degrees, though, so it's a delicate balancing act.
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>>25637407
I can't bring myself to get rid of this map. Hell, it was one of the first things I knew for sure I HAD to have in the rules.
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>>25637407
Also, the name is familiar. Good to see you around.
>>
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Right, I recovered from the mind-blowing orgasm.

I'm glad that you kept the core mechanic. Really, it has always been the thing that hooked me in.

That and AIR GEAR RPG.
>>
>>25637538
Aside from shuffling the stats around, the only things I didn't touch at length/all are the stats, the core mechanic, Momentum, Style (which I elaborated a little on), and the different tests.
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I don't really understand the dice pool system being used. Any help?
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>>25637538
>Not posting the full pic
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Excellent to see this going again.
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>>25638272
Nevermind, I get it now. That's really cool.
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>>25636892
Holy shit, this is still kicking? Amazing. I did a bit of drawfaggotry back in the day for it, and a little piece of writefaggotry about a questgiver NPC- an ex-cop freerunner and information dealer called Blank. It was a tiny bit self-indulgent, but man... nostalgia. I'll be sure to read through this.
>>
>>25638292
Blue board man, come on
>>
Oh my god, I have been waiting for this moment for years. Don't fuck it up again, /tg/. I have a class to go to before I can delve balls deep into the new pdf.
>>
>>25638292
Dat fukken SMIRK
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I never even knew this got suggested a while ago, let alone got off the ground.

The pdf's general look looks crude, but I'm sure you're not very concerned about publishing polish right now.

I'm... gonna need some time to read.
>>
I'm struggling for any real criticisms to make. I like the system from what I can see, it suits the tone nicely. An example character or two might be handy, it's not vital but it's always nice to see. Besides the obvious addition of fluff and some formatting of the pdf I can't see much I don't like.
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>>25638715
>>25639197
It's not the prettiest pdf, I'll admit (being exported from OpenOffice Writer and all), but it sure as hell beats >>25637083, if you ask me. There was already an offer to make the pdf extra-pretty, so there's that, but I'm not too terribly worried right now. It's my intention that the rules themselves help it stand on its own merit.
>>
It lives. This is the best feeling.
>>
Reading through the pdf, I honestly feel the mechanics *should* work out well enough. If some friends are open this week,I might try a play test this week some time.
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>>25639608
Please do, and please tell me how it goes. There are some things I had to eyeball, like the number of points you can use for your substats (currently at 25). The original document asked for 20, but it also had skill specializations and perk points and shit. I junked the specializations and upped the number of points, with the idea that any "skill specializations" would come from perks.

But yeah, I'd love for your buddies to try it out, and please come back to me with your results if you do. Now that the rules are actually COMPLETE and THOROUGH, it can be playtested without embarrassment.
>>
>>25639637
Definitely going to try to get them to try it. Hopefully all goes well.
>>
Looked over the rules, and they seem good, but I wonder how tricks etc will actually work. The detailed, granular rules for them could lead to tricking and competitions getting a bit rules heavy and minmaxy. A more general set of rules for pulling awesome stunts or coming up with tricks on the fly, rather than having to look everything up or roll every piece of a particular combo individually, might appeal to a certain kind of player. Not as default replacement, but perhaps an optional subsystem.
>>
I don't get it, what is this? Japanese Mirror's Edge?
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>>25639799
That was something I was concerned about and intended to address. In the original design document, there was a full "Tricks" section of the rules, where there were flat DCs for any particular trick, and the list would've gone on and on. I threw out the Tricks section entirely but decided to keep the numbers already provided only as an example, hence the Example DCs section of the current rules. The core suggestion of busting out tricks is to start with a baseline, and depending on how difficult the other person wants to make his trick, you adjust the DC accordingly. The example DCs are exactly that: examples. They don't have to be used if they don't make sense. It's all about pulling off tricks on the fly.

>>25639843
See >>25637365. This is a /tg/ project.
>>
>>25639799
Looking at your post again, do you mean streamlining making tricks in general, eschewing particular rolls when it comes to the tests, or what? I don't quite follow.
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>Velocity is back
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So many things you could do with this...

Mirror's Edge, Jet Set, Air Gear...
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>>25640527
Why not try something unique? Like a group of vigilantes? Just instead of superpowers of LOLBATMAN it's a bunch of kids trying to take back their city?
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>>25640576
Or maybe it's kids who never had the city in the first place but want to take it for themselves. There's something to chew on.
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MAAAAAAAAAAAAPs
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>>25640604
My body is not ready...
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>>25640576
>Red Dawn
>unique
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>>25640618
Wow, that's an old map. I haven't seen that in...man, I don't even remember. I default to the map in >>25637421, normally.
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shredders for everyone!
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>>25640634

Yeah I got all kinds of old shit in my VeloCITY folder.
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>>25640630
But there isn't ruskies, just criminal scum that need regulating!
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>>25640625
>>25640639
I also remember these getting posted in most VeloCITY threads. Seriously, that Deep Carve looks ridiculous.
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>>25640694

Sure does, I went looking for other modes of movement just to expand peoples ideas they weren't all good designs but worth throwing in to see if anyone can make something better out of the concept.
>>
Okay, does the wiki entry have the fluff on places like the Bibliotheque?
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>>25640694
>>25640744

Not as stupid as these bad boys though.
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>>25640663
Oh so you mean
>Death Wish
but with kids in place of middle-aged urbanites
>>
>>25640763
No. I junked every superfluous page that wasn't the main page, just to keep things consolidated and clean. The old pages were an embarrassment to read. Don't worry. I saved all the old stuff to a document before I had it all marked for deletion. Besides, there's countless VeloCITY threads in the archives that go over a ton of the fluff, including Bibliotheque (which is a gang that has a particular base, not a specific place, by my recollection). Heck, some of them are linked in the wiki itself; I had the courtesy not to remove those.
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>>25640804
Hell yeah. Put those bitches in their place, man!
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>>25640800
...Huh.
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http://youtu.be/IWV8irg64oM
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>that feel when SHEEEE'S A MAGICAL GIRL

http://www.youtube.com/watch?v=JZY4E2Cagv8

You glorious fucking hero of man, you.
>>
Oh wow, this looks awesome. If only I could get my group to play anything that isn't 3.5e.
>>
>>25641126
If you having group problems I feel bad for you son
I got 99 traditional games and DnD is just one
>>
>>25640804
>>25640868
More like beat down crims and leave them for the cops. Vigilantes not Killers. We got standards.
>>
> Players hinted towards "some new high technology, high mobility vehicle being transported through city by corporate thugs
> Fail, crew gets bad rep among corporations in city, secret project never released
> succeed, they find a single pair of thruster boots/pack
> Player who gets them gets a new mobility, slightly faster than bike, lower maneuverability (to the point that they have to push off walls to make significant turns), bonus to airtime/jumps

Yes/no?
>>
Oi, hang on...

"From here, she notes the unique numbers rolled in that test and counts the dice that match (or
don't) as unique results. Her results are:
8 3 4 1 8 4 = one 1 = 11
8 3 4 1 8 4 = one 3 = 13
8 3 4 1 8 4 = two 4s = 24
8 3 4 1 8 4 = two 8s = 28"

Now, maybe I'm missing a vital bit somewhere, but they're d10s, right? What if you actually roll tens?
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>>25641356
The ones digit counts as a 0.
>>
Phone being stupid, can't quote own post. Rocket guy here.

Also, they'd only allow for ~a foot of lift, so no flying.
>>
.>>25641372
Oh yeah, that makes sense. Thanks.
>>
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>>25641323
Maaaaybe? You'd have to describe it way more.
>>
>>25641512
... well, my phone is letting me reply to you just fine. Yeah, it'd basically be super low flight, hilariously bad maneuverability, good speed. Kind of like the suit from vanquish, but flight and not full body. Prone to breaking perhaps. That's as far as I've thought it out, I'm at work haha.
>>
Mister Blue Sky, would you do us the honor of possibly running a game with VeloCITY?
Or would someone in this thread do the honors?
I'd really really love to participate in an Air Gear RPG...
p-please?
>>
That thruster pack thing reminds me of the Fireworks. A minor gang who specialised in chemical rocket assisted tricks, as well as various bits of kitbashed crazy dangerous tech.
>>
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>mfw Mirrors Edge RPG
>MFW AIR GEAR RPG
>MFW
Blue Sky you are a god among men, let me ahve your fucking babies hhhhhhh
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>>25641602
That's something you'd see out of a cartoon. If you wanna make it work, don't let me stop you. Tell me how it goes.

>>25641608
I'm just mellowing right now. Rewriting an entire rules document from scratch is more taxing than it sounds, having to come up with mechanics that work. I'm content just getting the rules out there right now. That said, if you want to pester anyone in the IRC channel for a playtest, you can (assuming they're there).

#VeloCITY @ irc.rizon.net
>>
>>25641689
Yeah, it is a bit of an out there idea, but rule of cool is how I was thinking.I'd have to try and crunch it around when I get home later.
>>
>>25641794
After all, the main focus of the game is HUMAN-POWERED movement. I won't outright rule out a jetpack or booster shoes, but you still have to do most of the work, presumably.
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>>25641689

Rizon is being a bastard, but I still want in on this.

I might host my child gang warfare campaign on this system. Next time I see you I'll recount how your system stretches.
>>
>>25641877
Yeah,I was thinking the push off walls bit would be a big part of the device. Maybe make it like road compatible cross-country skis or something, locking feet in place and requiring some kind of push to keep it going. Imma keep working this out until it sounds more theme-fitting
>>
>>25642338
Yeah,I realize this is just odd rocket rollerblades at this point
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>Jet Set Radio tabletop

You're doing the Lord's work, OP. Giving it a read now.
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The money I would fund toward this. Mister Blue Sky you should find a partner or a team to help you make this thing real. The world needs VeloCITY.
>>
>>25642649
(Not that this isn't any less real because it hasn't been published. You know what I mean)
>>
http://www.dailymail.co.uk/femail/article-2074243/New-laser-surgery-turns-brown-eyes-blue-critics-say-reckless-vanity.html

not exactly core rules related, but in the high-tek super future, they can probably change your eye color to whatever you want and cut designs in them too without hindering your eyesight
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>>25642649
>>25642662
I never considered this game getting funded or syndicated or anything like that. I'm just happy it exists.
>>
>>25642741
Me too, man. Whether it gets funded or expanded upon, I just can't wait to see more. Like more specific items/equipment and more perks. And the fluff too. Can't wait to see some fluff.
>>
>>25642897
You make the perks yourself. I can't list perks you have to design yourself.

And what do you mean in the way of "specific items/equipment?"
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Awesome! This is exactly what I was looking for.
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Going to look if there are ruled for Parkour and BASE jumping... This gon' be gud.
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>>25642923
Hmm. I'm not entirely sure. I guess I thought that there'd be items/equipment with specific stats or special bonuses. For instance a particular skateboard built for higher speeds but less maneuverability. Or a pair of rollerblades that get better bonuses to grinding but weigh a bit more so they modify your jumping slightly.
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>>25643011
Parkour, yes. Base jumping: you can wing it (eh? EH?).

>>25643066
That's explained in the catchall modification rules under Equipment. It lays the framework to let you build those items yourself instead of wait for a list to tell you it exists.
>>
>>25643127
Would that be a Body sub-stat? As none of the four "classes" have BASE Jumping.

(One of my Runner's tactics would be getting to high places then BASE jumping to travel long distances via parachute.)
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Any idea how something like this would work in the system? Maybe something that's a one-shot per encounter that needs significant downtime to refill its gas canisters?
>>
I finally got an opportunity to read the pdf. It's really good. Well written with good mechanics. Add in some fluff and it'll be print-worthy.
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>>25643274
You'd just be jumping off the side of a building, deploying the parachute, then making an Aim test or two to make sure you land on target. If there's gusts of wind trying to blow you off course, make a Grit check where necessary to fight to keep your bearings.

That's how I'd do it completely off the top of my head.
>>
>>25643302
Yeah, I'd say it's once-per-scene use, since it takes a lot of effort to reload it.
>>
>>25643314
Alright... well what about using the winds to your advantage to extend the distance you travel?
>>
>>25643338
I'd imagine you'd be smart enough to jump when the wind is in your favor, anyway.
>>
>>25643358
That said, maybe an Awareness test to spot when a good tailwind is coming, followed by another Grit to flare your parachute and take advantage of the breeze.

Just make sure you don't land in the drink.
>>
>>25643358
I'm a Jumper, the wind is always in my favor... unless its not then I don't have to worry as I'm window pizza.

>>25643385
Well, that's what a life vest is for... Just gotta figure out the rest of the gear set...

In the highest tier of settings, it would be within the trope to have a auto-reloading parachute?
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>>25643333

Cheers. I'll also houserule it to be expensive as fuck to get in the first place. I just like the idea of the players vaulting a wall to get away from a pursuer and then OH FUCK HE'S A SECRET BATMAN/HEI.
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>>25643426
If you can get the mechanics down, I don't see why not. Then again, why would you need an auto-reloading parachute? Are you redeploying it midflight?
>>
>>25643451
By mechanics, I mean actually crafting the thing, not dice mechanics.
>>
>>25643451
More jumping from one building, land, reload, climb to the next. Sort of a flying squirrel tactic. If I can't get to a high-enough place then it's time to use my feet for a while. Another trick: Get behind a friend's car with skates and have him beak the speed limit, parasail that shit, then cut from the line at the right time and float down to where I'm heading.
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>>25643522
Here's hoping Velo PD doesn't call up a fighter jet to shoot your 'chute full of holes. Considering the source material, they might.
>>
>>25643562
Heh... whoever said life was easy.

Then again I am thinking of a setting where a city was abandoned after a natural disaster, and it turned to a haven for runaway kids to do dangerous stuff until a criminal element took over and now they're trying to take it back.
>>
>>25643601
Fair enough.
>>
>>25643638
Yeah, I got lots of fluff ideas for this. I'll start dropping them around once the core game of VeloCity is done. Mind if I set up a "splat" as it were?
>>
>>25643656
Don't see why not. There's already shittons of fluff for the original game and its setting (Velo City), and people can parse it themselves, assuming it isn't eventually added to the core rules, which I'm not currently, for the record.

Let's hear 'em.
>>
>major VeloCity update

I'm missing my "the time has come, and so have I" devil may cry gif. So....

>thetimehascomeandsohavei.gif
>>
>>25643759
I know anon, I know, all these weird feels of holy fuck we're getting homebrew games.
>>
>>25643685
Well, Port City was ravaged by a hurricane 8 years prior, considered a loss, the city was abandoned, and not rebuilt. Runaways from around the country took over to call it home and started forming a society of their own of daredevils. 4 years ago a crime family stepped in and started infecting the town with their drugs and vice on the newly adult population.

Now the younger generation there is trying to excise this cancer before it destroys what they created, or worse, the government has enough of the bullshit and decides to move in and rip everything to the ground.

So... it's sort of a vigilante setting with the know-how of the youth of the city versus those that want to burn it to the ground.
>>
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>>25643780
Not just any homebrew. A homebrew that's been MIA for years.
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>>25643812
Sounds a lot darker and more sinister compared to the much brighter Velo City. Not that that's a bad thing.
>>
>>25643812
Port City has a New Orleans feel to it, most of it flanking the ocean with a large lake on it's northern perimeter. It has a population of only perhaps 10,000 teenagers and young adults, and about 5,000 criminals that had moved in.
>>
>>25643835
It's supposed to be a skatepunk Gotham, a war for justice and a fight to rise a city from the ashes.
>>
>>25643813
Oh yeah, I'd consider this the one that's been missed the most, but in a way it was also an ambitious early step in the, fuck showing you my homebrew setting, here's my homebrew game.
>>
>>25643813
I'm making my D&D group play some of this soon. I want to try a game of Air Gear rpg with this.
>>
>>25643522
why not just get a wing suit?
>>
>>25643890
Now there's an idea. A flying squirrel suit wouldn't be an unheard-of investment.
>>
>>25643904
>Runner with wing suit and climbing cups.
>Tagging the fuck out of the tallest building with ease.

Fuck I forgot why I wanted to play this game.
>>
>>25643904
and it would give a runner some pretty great tricks.
also, I think when I run this the villains are all going to be Saturday morning cartoon villains
>>
>>25643904
True... but those take lots of preparation for he landing point. Better to have a parachute as those would be cheaper, even with a auto-reload.

Now a Parachute built into a "Squirrel Suit" would be a smart idea... particularly in a high-tier setting.
>>
>>25643931
So it's swoop in, pull your chute at the last second to slow down, Land and reload. Repeat as necessary.
>>
Gawd, I've watched too much James Bond... Or played too much Saints Row.

Luckily this setting allows such insanity.
>>
>>25644424
It can be as insane or as down-to-earth as you want. Hell, maybe all your character wants to do is win the big skate competition outside St. Altitude's next week.
>>
>>25644518
Yeah... I'm just more of the adventurous, action movie type compared to most.
>>
Is someone archiving this in the suptg or what?
>>
>>25644993
I'll get on that.
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FUCK YEAR VELOCITY
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Thread is officially archived.
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I'm free running, I'm free running, I'm climbing up a building being chased.

Reach the top, think they've got me trapped...

...they think I've killed myself.

1 button press and my shirts glider mode unfolds, see you later fuckers.
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>>25645665
Then your bro pranks you during your downtime, slaps your squirrel mode button, everything goes FOOMF.

Learn to take it easy.
>>
>>25645665
Now if you have a crushable runway where you land set up by your buddies before hand you can land without a parachute... you're all set! Like the guy from the UK did.

>>25645756
Hey, at least he knows the system works!
>>
>>25645810
what if I'm just using one of the thinner ones to get from rooftop to rooftop? basically allowing you to jump across a street to a slightly lower building
>>
>>25645965
You're converting falling to forward momentum. Unless you're traveling a block, in which case the whole purpose s defeated and should rather consider a different means of transportation.
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>>25645993
Oops forgot something, you're converting that falling speed to forward momentum. Unless you got something to cushion your landing you're asking for trouble.
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>>25645965
You're still taking a rather sizable fall, even at a reduced speed, even if all the aerodynamics in the world were in your favor to get you across the gap, that is, across the street.

At that point, why don't you just cross the street like a normal person?
>>
>>25646013
roller skates!
>>
It happened! I was just looking at the wiki page a few days ago and noting that it was still incomplete. The new rules look great.
>>
What I would do is have something like a grapple gun. Either that or a ballistic chute that can open at the last moment to severely reduce your speed for landing purposes. Like what a Ejection Seat uses to deploy a pilot's parachute.

Or you can rig up a airbag system.
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>>25646015
this is mostly me theorizing out how something I'm half expecting my players to try would work out.
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>>25646089
Oh god... Felix Baumgartner style... Woo. The ultimate rush.
>>
Is there specific enforcement of the movement archetypes, or is the GM supposed to do it? I'm only seeing suggestions in the equipment section.
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>>25646253
It's not necessarily enforcement of different types of movers, but the nature of the beast dictates that each type of movement works differently and has its own quirks. It falls to the GM to represent the uniqueness of each movement style when relevent.

To answer your question: strictly speaking, no, there is no built-in enforcement of "archetypes" (though I don't like using that word here). You have to use common sense when approaching a situation rather than have the system spell everything out for you. The less you have to reference the book, the faster and better the game gets.
>>
>>25646369
For example, a runner will almost always turn on a dime better than a bike will. So, if either of them try to make a sharp turn at speed, the runner will naturally have an easier time of it than the biker will.
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>>25646399
So the whole BASE jumper thing is sort of a side thing that any of the archetypes would do?
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>>25646501
Exactly.
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>>25646572
Though for what it's worth, it's probably more aerodynamic not to be holding onto a bike when you go base jumping.

Just a thought.
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Can I equip my character with some sort of device that allows them to bounce everywhere?

Like, a super-bouncy suit?
>>
>>25646631
At high levels, probably. Becoming a human super ball at low- or mid-tier campaigns is a slightly tougher order, if you ask me.
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>mfw I just got a group of friends together to play our first PnP game in the near future
I KNOW WHAT WE'RE PLAYING AFTER PATHFINDER.
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>>25646605
Of course.
Then again your bicycle suit would look awesome.

>>25646631
Oh god, you mean pic related?
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>>25646663
It will be done.
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Oh god I'm not dreaming, It's actually back.
You've made my fucking day Blue Sky.
>>
okay gonna take time to study this here and figure something... like a character.
>>
Question, this is my first time reading this, never saw the old versions or the old discussions, so I apologize if this covered ground.
I'm reading the base dice rolling mechanic and from what I can tell its essentially the ORE system? am I missing something or is this ORE with a different interpretation?
>>
What media can I watch to take inspiration for this game?
So far I got Air Gear, Jet Set Radio, Mirror's Edge, Yamakasi (2001) and Premium Rush (2012).
suggestions?
>>
Thanks for making it so easy to find the rules faggot. Next time put a single click link on the first post to the rules if you actually want feedback.
>>
>>25648264
It's not ORE. ORE has width and height, this is just a single number. It also has multiple rolls for combat.
>>
>>25648377
He ... he posted the rules in the OP.
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>>25648264
Most acknowledge it's from Legend of the Wulin, if you know it. I'm not as familiar with the system, myself.

>>25648316
Any of the Tony Hawk's Pro Skater games (or Dave Mirra's Freestyle BMX, or Agressive Inline, and so on).
Maybe the Prince of Persia series if you want to see some ace running.
Otherwise, you've got your bases covered.

>>25648377
But the OP post IS the rules. I don't get what you're saying.
>>
>>25648377
Check the "image", it's actually the whole pdf.
>>
>>25648387
Holy shit you can put pdfs?! Must've changed after the mod went full on hitler and I stopped coming here.
>>
>>25648420
Yeah. You can post pdfs on /tg/. It's been like that for a little while now.
>>
>>25648402
Addendum: Marc Ecko's Getting Up is actually good to watch as well for inspiration.
>>
>>25648382
I understand that. I phrased it incorrectly perhaps. I realize there are a number of differences between this and ORE.
I guess the question is, is there any reason VeloCITY isn't using ORE as it's base Mechanic?
From what I could tell, very little would need to change to do so.
Similarly, I guess the parallel question is what in VeloCITY makes ORE an unfeasible system to use for it?
>>
>>25648523
No reason besides not everything needing to be ORE. It's a great system, but it doesn't need to take over everything.
>>
>>25648523
Because the preexisting dice system (which is lifted from Legend of the Wulin) is fine as is? There were previous playtests of the game a long time ago, and the players assert that even over IRC, a full rotation of turns took literally less than a minute. That's how fast the rolls were moving along.
>>
>>25648559
>>25648577
Fair enough. I just asked because of the striking similarity and how easy it would be to convert one to the other.
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>>25636892
Thank you, OP. My life was empty until this moment. I now truly understand the concept of love.
http://www.youtube.com/watch?v=ou-xCHFdG0c
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>>25648377

>being this new
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>>25648831

Shingeki no shit
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>>25648377
>He doesn't know /tg/ has PDFs now
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>>25648831
Hes already admitted his mistake, no need to stir shit in an otherwise civil thread.
>>
Everybody is a nugget once.

The difference between a dead one and a former one is how well they learn.
>>
>>25648377
The link is to the left of the filesize information, just like with every other thing uploaded to the board.
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>>25643812
I've got it--Port City was founded back in the early 1700's by a disenfranchised Irish noble of the O'Pottie family. It was named for him, but the name was changed several years later when a new establishment took power, keeping the "Port" part of the name. Now--considering current circumstances--it looks like the original name is making a comeback... Port O'Pottie!
Seriously, tho, awesome to see VeloCITY back on /tg/!
>>
>>25652679
I actually buy that nickname for the city, in fact, as it's turned into a sort of Roanapur. Crimelords run the town.
>>
If anyone is looking for further inspiration beyond what has already been mentioned, I highly recommend playing through The World Ends With You for the DS. Yes there is no blading, biking, or boarding (except for Beat of course). Also the game has a lot of supernatural Squenix elements to it. But a lot of the motifs and themes are similar to those expressed in VeloCITY. Give it a whirl if you've never played it.
>>
>>25653599
>implying I wouldn't toss in some homebrewed TWEWY shit.
>>
>>25652708
I can see the companion book for VeloCITY covering a Port City campaign: AtroCITY
>>
>>25653947
Oh hell yes.

Black Lagoon meets Mirror's Edge meets Jet Set Radio... I love it!
>>
>>25653967
Oh and a little bit... naw a whole lot... of Saint's Row.
>>
>>25653996
1, 2, or 3?
>>
>>25654020
3, of course.
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>>25654020
More 3 than anything. It's gotta be somewhat fun and crazy.
>>
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>>25636892
>It's 12:44
>about to go to bed
>Refresh /tg/ just once
>FUCKING VELOCITY RIGHT THERE, THREAD ONE, 200+ REPLIES
WHY DO YOU DO THIS TO ME
>>
>>25654025
>>25654031
Eh.
Personally, I consider 2 the high point of the series. It had plenty of batshit insanity, but it also had moments that still worked as a story. It felt satisfying getting revenge for Carlos in the Brotherhood missions, and for Aisha in the Ronin ones.
My beef with 3 is that the plot felt clumsy, like it was hiding behind it's wackiness to make up for an otherwise mediocre story. I mean they do all this shit to set up Loren as this big dangerous bad guy, then you whack him almost right off the bat. Killbane is entertaining, but he never really felt like a credible threat. You don't have the player whack the biggest bad right out of the gate. You build up to it. But in SR3, you whack Loren not even halfway into the game. And when a not-insignificant number of your story missions are just sidemissions with some dialog thrown on top, that's just plain fucking lazy.
>>
>>25654136
I agree, especially with Loren's early death being weird. The story arc isn't really what we're talking about though, but the tone.
>>
>>25654177
Yeah, I can see that working. Especially for something like this.
But while I'm bitching about SR3, FUCK THAT ENDING!
I mean really? The Boss, a character who was show throughout 2 to care deeply for his crew (only for his crew, and nobody else, but still) is stuck between chasing down a defeated enemy, one he could easily hunt down and kill later, and saving people that are like his fucking family, and somehow saving his fembros is the "selling out" ending? Bull. Shit.
>>
Hey, just a nit-pick (which is a bit shitty of me, I know) that is easy to fix...

I think the word you are looking for is 'peddle' rather than 'paddle' in references to peddling bicycles. I noticed it on the Speed table.
>>
>>25654213
>and somehow saving his fembros is the "selling out" ending?
Dude, what? How was that anything but the clearly true/good end?
>>
>>25654231
>How was that anything but the clearly true/good end?
The epilogue mission basically laughs in your face and goes "Haha you're a corporate whore just like Johnny was worried the Saints were becoming haha!"
The other ending ALSO goes all "you made the wrong choice", but it at least does it based on your actual decision, rather than tacking on something unrelated for the sole purpose of insulting you.
>>
>>25654231
Because the other ending and epilogue are the tits.
>>
>>25654301
I didn't perceive it that way at all. Rather, you're happy and on top of the world again.

>>25654316
I will certainly agree to that. Not a lot is cooler than destroying the US's single biggest military investment and creating a city-state. Although making one of my men into mayor when already cool with the mayor was weird.
>>
Holy shit. Never thought I see this one again, had resigned it to the scrap heap. I'll see if I can't get my group to playtest it.

Regarding archetypes, I think the thing to do would be to include a few broad sample characters, ala mutants and masterminds.
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MOTHERFUCK YES! IT IS ALIIIIVE!


Also, I agree with the anon mad at SR3 on both points. I find it makes a lot more of sense if you switch the epilogues.

Save your family, Killbane runs like a bitch to STAG, you unleash unending asskick upon them and their ship.

Go for the fame of killing Killbane instead, end up in a shitty cashgrab movie.

Gat isn't dead, damn it.
>>
Wow, been literally years since I saw this last.

Did you stick with that retarded idea you had about keeping track by character movement and positions by building model houses of paper with little slots everywhere? I mean, the over all idea of making a tabletop game centered around fast movement in a 3D space is a tremendously retarded idea, but that specific idea of yours took the cake.
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>mfw
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>>25656342
>Did you stick with that retarded idea you had about keeping track by character movement and positions by building model houses of paper with little slots everywhere?
I don't even remember that idea, but in hindsight, yeah, that'd be pretty bad.

>I mean, the over all idea of making a tabletop game centered around fast movement in a 3D space is a tremendously retarded idea
Retarded how?
>>
>>25656342
>Did you
I don't even think this is the same guy. He said Nothing Man disappeared. I would guess this is just somebody from the VeloCITY IRC.

>>25657611
I remember it being discussed briefly. Don't think it ever gained serious traction.
>>
Yet another awesome looking PnP that I will never play because no one around here plays tabletop games
>>
>>25658009
You have an internet connection.

FUCKING. USE IT.
>>
>>25658155
>I really wish I had a game group where I could play face to face, you know traditional games style.
>Use teh interbuttz lolz.
>>
>>25658422
I usually play alone. It's fun too.
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>>25657988
Yeah, I'd been hanging around the IRC long enough that I somehow became one of the project leads. I decided to run with it and do this rewrite.
>>
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>>25645810
>>25645993
>>25646013

Hmm so we need some brakes for the glider that's more effective than a parachute...

...rocket boots?

Hmm also could you could fly over the highway and mag-grapple yourself onto the top of a vehicle and slowly reel yourself in?
>>
>>25658791
Just not enough thrust considering the size.

Just have a parachute with a airbag rig. That would be enough.

Wouldn't have to be anything cartoonish either. Look at the "airbag vest" they have now for motorcycle riders. The chute does the initial breaking action, then when you land if you land wrong the vest protects your vitals. leg guards, arm guards and a helmet do the rest.
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>>25658828
First you'd need the height to properly cross a highway. Then you'd need a mag-grapple. Don't expect either of those to be easy.
>>
>>25658840

Well seeing as the glider webbing extends from the clothing, wouldn't be too hard for it to have a secondary mode where it extends even further and detatches into a parachute.

Oh and sorry I tried to cancel that post but it went through so I deleted and put a new one up with the mag-grappling traffic idea.
>>
>>25658888
I know VeloCity is supposed to be a bit colorful in presentation, but that's a bit unreal.

But those suits themselves are baggy, and you can wear a parachute installed with it. You could incorporate airbags into the suit if your chute doesn't have enough time to slow you down completely. Again nothing big, just enough to protect the body and limbs from a hard impact. Perhaps some sort of speed detection if a object is coming too fast while the chute and wingsuit is activated?
>>
>>25658881

Well I'm thinking this is more of a last ditch "oh fuck I'm trapped on a roof" emergency kit so it's going to a be a bit of a long shot anyways.

Of course now I'm thinking of low budget alternatives to a mag-grapple...

...do you think a driver would probably stop moving if you dropped a brick with a piece of string tied round it through their windscreen?
>>
>>25658939

Though to be honest the whole having friends stick up a temporary landing pad/giant airbag thing does seem like a cool way to make it more of a group project.

Other people in the party rushing to the landing site to try and put it up where it needs to be.
>>
>>25658966
Or swerve off the road.

Also I don't think we should give up on the wingsuits. Wingsuits are cool, and so is BASE jumping and parachutes. Parachutes do add a degree of danger that is perfect for a riding-the-edge game like VeloCity. Now a inventive character could have some extra protective gear just for situations like this.

I would suspect in a high-tier game, you could pull off a building-to building jump with just a wingsuit and some suction cups to attach to a window. I don't think you get enough speed to smash through or to hit dangerously hard. If you end up jumping to a roof a tuck and roll might be all you need to save yourself from crutches or a hearse.

Just don't mind me wearing a parachute just in case I overshoot.
>>
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>>25658966
Well, keep in mind that part of the reason why all the rudies get around on foot, at least according to the preexisting fluff, is that motorized travel is too inefficient. Either the streets are clogged, or it's a short enough distance to walk there anyway, or whatever. There's still public transit, which is a step up at least. It's not unheard of for a whole posse to take the bus to cross the city. Still, most all rudies have eschewed cars and the like when it comes to transport.

>government reaedis
See, even captcha acknowledges that the man isn't all that bad. We get the bus, at least.
>>
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>>25659264
What best illustrates this is a skit on Top Gear, where to demo a new car, Jeremy Clarkson challenges two traceurs to a race across London to a particular landmark. Jeremy had to fight London traffic in order to try and get there, which gave him time to explain the car. Even with his new car, the traceurs still won the race.
>>
>>25659321
Well, all one has to do is master the sky. BASE Jumps, wingsuit glides, parachutes, and having a few friends ready to catch ya with a plan B.

And if it's high-tier, doing a spaceprobe impression with airbags when things go spectacularly wrong.
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Holy shit.
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Oh sweet jesus yes! I didn't even know this was a thing, or how much I wanted it.
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Alright, now that I'm done reading through the thread I'll get on that pdf. Just wanted to say thanks for all the work you must've put into this, Mr. Sky.
>>
Haven't read through the thread yet, but it's awesome to see this back.

I was one of the folks participating in the original threads and IRC channels. I even wrote up the original details for the Blackbirds.
>>
>>25658828
>that pic
http://www.youtube.com/watch?feature=player_detailpage&v=iEDhDihjxY8#t=12s
>>
Dear Sir I would like to let you know that VeloCity served as inspiration for my own little universe.
>>
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>>25661190
Yeah? Let's hear it.
>>
>>25661213
Well, It was the whole Martial Arts City thread a while back, Airgear tier martial arts shennaigans.

The same thread that lead to the Rainbow Kung Fu Ghettos.
>>
>>25659356
The biggest flaw I can see with that plan is how huge a target it paints you as. Any punk kid bold enough to glide through the city is bound to be targeted by The Man far quicker than the usual rudy. Goes double if you're anywhere near the airport.
>>
>>25661213
Also, holy shit... i found some of my old My Way Velocity files

Mainly for brands and what not but I'll put down what I have.

Adeptus
Brand Type: Ofensive Attachments
Symbol: A Large Sword being swung
Slogan: "NO MERCY NO RESPITE!"

Impulse: Offense start's wars, defense win's championships and speed win's races

Gaia: The foundations of our world

Raven's Nest: Be as swift as the darkness, like a thief in the night.

Nova: Explode your inner universe

Sahara: The Desert is Eternal

Galaxy:

Venus: Making Trick's Sexy, one day at a time

Rebellion

Yamato

Photon

Aces

Maverick: Into the Danger Zone

Ocelot: Cat's love to play as snakes...

Sparta: Be you 300 strong, slayer of gods or a super solider

Crux:
Secret Brands

Crimson Omen: The Gears will Turn

SoraTaka: Turn your board into a shuttle


Street Breed: Make the Street's your Kingdom
Wave Rippers: Rip the lip
Dune Ratz: Withstand the Storm
Road Beasts: Turn Terrain into Chow
Scorchers: Turning your enemies into well done steak
Teku: Advanced and Stylish
Metal Maniacs: Welded and Rugged
Drones: Resistance is Futile
Silencerz: Trickery and Illusions
>>
>>25661387
Huh... some of this stuff has potential, Can we get a writefag for crimson omen gear?
>>
>>25661369
Depends on how the setting is played. In the default setting Just BASE jumping will work and that usually entails jumping from a high place and opening at the last safe second for a quick but escapable landing, followed by getting the hell out of there. In more cinematic, over the top games, I could see my ideas being more feasible. It takes time to get assets into place, and this exploits that. At least until the man decides to counter with their own jump cops.
>>
>>25661485
Oh, that was me...
>>
>>25661387
Isn't there an Adeptus brand already?
>>
I'm only part way through character creation, but I have to know, are there rules for Ziplines?

And if there are, are there rules for makeshift ziplines?
>>
ALL OF MY RAINBOW JISSSS
>>
>>25661615
Not that I know, speaking of...I should make a character for this
>>
>>25661213
Also, dear gentlemanly scholar that is Blue Sky, do you need crews, gear, potential characters??
>>
bumping because what is free love
>>
>>25662183
Love is Free?
>>
>>25662386
You seem not to UNDERSTAND THE CONCEPT OF LOVE! OOH!

rejoice ingike

Captcha knows what's up.
>>
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>>25661615
Manipulating a zipling (that is, sliding down it) would just be a Grit test to hang on while you ride all the way down, be it on a handle, with gloved hands, and so on. Don't get ropeburn on your hands if you can help it.

As for setting up ziplines, that'll be a little more involved, I imagine.

>>25661926
Not particularly, mostly because there's so many threads in the archives that have done that already. Besides, maybe others have their own idea about who inhabits Velo. That aside, I don't have a mind of adding overt OCs to the setting. That'd just be horning in on the spotlight of the characters themselves, and I don't want that, to say nothing of OCs being obnoxious if handled inappropriately. It's no fun having to deal with the mute thirteen-year-old girl with white hair and a sundress who can apparently outskate everyone in the city combined; that's no fun.
>>
>>25662467
What if the mute thirteen year old girl with white hair and a sundress was actually a demon!? but a good one... Wait. That's worse. I know! She has a magic record that will let her... wait. That's just Jet Set Radio Future. This is hard.
>>
>>25662183
>>25662386

>2013
>not understanding the concept of love
>>
>>25662467
Fair Point my good man, Also, quite curious are you planning an expansion pack anytime soon? Like expanding more on the universe of Velo-City, and possibly city's that are inspired by constructed shortly after Velo?
>>
>>25662705
Fawk, forgot muh trip
>>
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>>25662705
Velo was the only setting initially devised. Plus, the game was so mired in homebrew hell that it's a feat that just the core rules are available now. It's a little soon to start putting together a setting splat, but it's good to hear people's ideas. There was already the Port City idea above, which is of a darker tone than Velo, a "skatepunk Gotham" as the guy put it.

That aside, I'm not opposed to people barfing their ideas for what comes next. Of course, there's all the preexisting cities like New York, London, Paris and Tokyo and so forth.
>>
>>25662785
Originally My Kung Fu-City was called AccelCity. And well it was big, very very big. It's a Giga-Metropolis Island Set off Nearby Tokyo Bay but well, it goes high into the sky, as well as deep below the earth.

Like Velo, There crazy restrictive gunlaws that will give any NRA Loving citizen a lethal heart attack,stroke whatever.

The Higher one goes up in Accel City the higher the techscale, like on one of the "Steps" or levels of the city it's's the grid in all but name, Also Vice Versa the lower one gets, the more regressive it is, like there's one level where it's a madmax style thunderdome for parts
>>
>>25661387
Galaxy
>Symbol: The letter "G" over a nebulous cloud
>Slogan: Stars in the Sky

Rebellion
>Symbol: The Anarchy symbol on a waving flag
>Slogan: Overthrow the Order

Yamato
>Symbol: Japanese sunburst with the letter "Y" imposed over it
>Slogan: Rising Suns

Photon
>Symbol: Stylized word "Photon" with a "beam" of negative space running through it
>Slogan: Light the Way

Aces
>Symbol: The letter "A" with the card suit spade forming the negative space in the letter
>Slogan: Play to Win
>>
>>25662869
Also, I know you said you have alot of crews and the like but as a /TG/er who loves this kinda shit I feel compelled to share what comes out of my mind, even though it may not be the best.

The Raven's Edge hail from one of the Medium Levels of Accel-City A group of Free-Runners clad in the colors of Red and Black, they tend to loathe the other riders in the city siting their selection as laziness. Runner's of Raven's Edge tend to push their body's and skills to the limits. Though as a trade off, they are not the best when it comes to matter of creativity or soul.

Raven's Edge is also one of the more Mercenary like Crews, sometimes accepting missions from Law enforcement for the chance to get some credits, or some law enforcement type gear for Hand to Hand combat.

They are lead by a 22 year old named Faith, and it is rumored that she herself has a legendary piece of gear known as The Lunar Wings
>>
The crazy futuristic Air Gear splat out to take place in ElectriCity
>>
>>25661387
I would suggest you fully fill these out my good fa/tg/uy
>>
>>25663037
Do explain kind anon
>>
>>25663234
*ought

Other than the typo, it's just a pun in the same style as Velo City.

Since Air Gear involves rollerblades powered by some kind of physics defying electric motors it seemed apt.
>>
>>25663267
Hmm cool beans.
>>
>>25661387

To be honest I all but forgotten what most of these brands are specialized for but hell with it.

Venus
Brand Type: Trick Attachments
Symbol: A stylized V wrapped in Rose pedals
Gear Colors: Bright Pastels.
Slogan: Making Trick's Sexy, one day at a time.

The Venus Brand of Gear's focus one one thing, and one thing only. Tricks. While not as gaudy and violent as Adeptus or as high tech as Impulse, Venus Gear Attachments can make a simple kickflip look like a street version of a Mona Lisa.

Venus Gear comes for all 4 disciplines of riding though the majority of their gear often focuses on Bladers
>>
>>25662785
Question MR.Blue Sky it's about the levels of Gear Rarity, how do you work that out, is it like borderlands where it's Common to Legendary or is it something else?
>>
More, I must have more...

>>25663267
>>25662869
>>25662785
Why not mash them up together, Have Elec-City be towards the Northwest of Velo-City, and Accel-City be at the southeast both connected by bridges and tunnels which are in them selves very awesome tricking zones
>>
Dunno how old these doc files are:

RADIO

DJ D-Man - DJ D-man is one of the most notorious DJ's in the city, this MC is a mac daddy! You tune into 166.6 when the sun is down any you'll be listening to a mix by D-man. Famous for his "radio warfare" on the police stations where he plays loud beats on the police radio and trash talk cops the whole way, D-man is actually a punk leader and organizes the gang "Radioation".

Radioation runs his pirate radio station (carrying his transponders all over the city) and has a couple DJ who sit in for him on his days off. Radioation is low on the freerunners and has mostly bicycles and rollerblades (D-man rocks blades).

Getting into Radioation is simply a test of knowing who to know and knowing how to mix, every member has to know his music and has to contribute to the station. The HQ moves all over the city but no matter where it is, it's always referred to "The Tower" as Radioation is always trying to boost their signal by getting their antenna and dishes as high as they can

Starting Line - Known to many, Starting Line was started by a group of SpeedFreaks seeking a way to alert other Freaks to races across the city. These days however, its expanded to keep track of any kind of contest between Punks, be it a Race, face off or even just a down-and-dirty Rumble. Starting Line primarily employs members in various gangs as "Reporters", alerting the Stations presenters whenever a contest looks to be in the works, and occasionally giving some on-the-scene updates for those who can't make it in time. They even pay for it, although how the station makes the money for this is a well kept secret.

The Station is said to broadcast from a secret studio, hidden somewhere in Little Venice, and the identity of its presenter is top secret, going only by the name of DJ Jay. All you need to know is that he's online and on the air 24-7 to broadcast the latest Punk news across the city, keeping you up-to-date on every Showdown in the City.
>>
>>25664015

Station Epsilon - Do you like conspiracy? Do you like weird shit? Do you like aliens? Do you own a tinfoil hat? Then Station Epsilon is your Pirate Radio. Every 'connection' is seen by DJ James and his cat, and explained in meticulous detail. There's no music, but there's plenty of neat shit in there, and hey, maybe the Madman has something to his rants.

Nirvana - A station operating out of Shangri-la, offering up some chill beats and meditative tunes to calm the minds and enthuse the spirits of punks everywhere. The resident DJ, Siddhartha, also offers call in sessions, giving spiritual advice and guidance to punks, as well as general tips and tricks.

Frequency 7814 - No one really knows. No seriously. What the fuck is this? It's just some static and sounds, there's nothing to it...but my buddy told me a friend of his went crazy from listening to it... there has to be something hidden in it...right?

Galaxy Three Radio - Streaming live from whatever random location he can find today, DJ Dog brings you the truth from the streets. As well as whatever music he feels like playing which is everything and anything. He stays fairly mobile and sometimes his broadcasts get interrupted as he dodges the cops.

Composite Radio - Run by one of the major AI firms in Velo City, Composite Radio only plays one song continuously, but it is a song procedurally generated from the punk charts at the given time. The Composite Radio song is always relevant and never ends.

Rumor has it that there are messages hidden in the song, if you can figure out how to decode them...
>>
>>25663880
Where would Port City (AtroCity) be?
>>
>>25664089
Possibly Southeast
>>
>>25664015
>>25664033

Got ones on Businesses, Gangs, City Zones and Equipment but they are a fair bit longer and must be from an older thread with a download or something because I don't think I made the files myself from stuff posted in threads.
>>
>>25664129
Southwest* I fucked up
>>
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You know how hackers sometimes get hired by companies to make their security tighter or flat our rebuild it from the ground up?...
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>>25664193
Johnathan...Johnathan....Johnathan....Johnathan.... Jonathan....JOHNATHAN!
>>
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mmm, power stilts, bouncy bouncy.
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>>25664237

Nobody passes Johnny motherfucking E
>>
>>25664089
I'll have some info on Accel-City up later tonight if this thread is still alive If we're in autosage archive and start a new one. VELOCITY WILL NEVER DIE
>>
>>25664331
HOUSTON! HOUSTON! HOUSTON!
>>
>>25664381
I'll have to start writing up the sitch in Port(-a-potty) City.
>>
>>25664407
Awwww yiss
>>
I think it would be an interesting story: The runaways that came to a city no one wanted and built a home for themselves from it. Only to have criminals take hold in the city like a cancer. Now the kids are fighting back, but it's a careful balance for if it erupts into all-out war, the man will show up and shut everything down in their typical heavy-handed manner.

A good little teaser?
>>
Thanks for working so hard on this Mister Blue Sky you are a amazing person.
>>
>>25664544
Indeed It Is
>>
>>25661387
I see what you did there, using Hot Wheels for potential Brands..
>>
>>25662869
>>25662869
Bumping
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Back from classes.

>>25663643
Gear rarity was an idea that came up in the past, and indeed, you can have all kinds of pieces of legendary gear hidden throughout the city. I don't directly address them, but from the Equipment rules, you can extrapolate that the higher performance and/or more unique a piece of gear is, the more "rare" it'll be.

>>25663880
>>25664089
>>25664129
>>25664148
Velo City is currently its own artificial island out in the ocean. I hadn't thought to turn expansions into an overarching metroplex, but it's an interesting thought.

>>25664015
>>25664033
I only have Sun Jump Radio (which I came up with on the fly) in the actual document, and that's a radio station, podcast, and streaming site. It IS the 21st century, after all.
>>
>>25665138
Ah... artificial island?

Perhaps Port City was at one time a artificial city all it's own in more warmer (and hurricane prone) waters.
>>
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>>25665138
Class, singular, I should've said.

>>25665180
That's what I remember of the original origin of the setting, which I kept in the document: Velo City was a city built on an artificial island specifically for the city itself. I mention in passing that the island (and, by possible extension, the city itself) is probably as big as a county, since it was an ambitious project. I just placed it in the middle of the Pacific, probably not too terribly far removed from Hawaii. But yeah, Velo City is a self-contained microcosm.
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I can die happy, now.
>>
>>25665243
>>25665138
Aha, Great Minds Think alike, or similar... But yeah, for splatbooks, you could expand on other cities and the like, Hell dare I say i could be jumping the gun here but I'm picturing like a large artificial continent in the pacific With Velo-City as the center.Other City's will be added Via Splatbooks and awesome write/draw/mapfaggotry.
>>
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We're past 300 posts, so autosage has begun. It was my honest pleasure to finally release this and show it to you all. If you'd like to continue another thread, don't let me stop you. I'll still be around.

Thanks for letting me show this off, you guys. This project would never have come to exist without /tg/ creating the idea in the first place. If I could please just one person by releasing these rules, then I'd say I did pretty well.
>>
>>25665243
Hmm... then Port City was one of Velo's sister "cities" closer to where the international dateline meets the equator. It was designed to be made as a vacation paradise, but nature had other plans.

I think now any runaways that got there were actually survivors, or kids that managed to drift there (or steal a boat). It became a mecca for kids around the world as it was literally a place "where you just don't be a dick" to people and it worked until the criminal element slinked on to the island.

Then things go from there.
>>
>>25665371
Thanks... hopefully we'll hear from you again in the next thread.
>>
>>25665413
Oh, I'll be here, but I can't stop autosage. The board will take its course.
>>
>>25665413
That's a bit far...south don't you think... If anything From what Blue Sky said, Velo is right smack dab in the middle of the pacific, well near the middle since Hawaii is not too far.
>>
>>25665445
Yeah, I wanted something closer to the equator... it could be just far enough from Velo where the hurricane that took Port City down only gave Velo a good scare and a glancing blow.
>>
>>25665471
I'm gonna ask something potentially earth shatteringly stupid. Does the Pacific get Hurricanes? I heard somewhere it does not.
>>
>>25665471
Hmm, Fair Enough I guess, Though I guess I'll start a New Thread then, to keep the momentum going.

>>25665553
>>
>>25665509
Shit... you maybe right... Hell I don't know myself.
>>
>>25665509
>Does the Pacific get Hurricanes?

The answer is no. The Pacific generates typhoons. They are basically the same thing.
>>
>>25665643
Yeah. But some pendantic neckbeard will point it out if you don't spot the difference. It's better to know these things.
>>
>>25665509
It does. Alot. They're called Typhoons, in fact the biggest Hurricane in history was in the PAcific.
>>
>>25665663
And yet I still have an image of Velo covered in snow during the winter. Hm. Perhaps it's slightly further north than people think.
>>
>>25665509
Yes. The Pacific and Hawaii do get hurricanes. I live in Hawaii, and I have personally lived through two hurricanes: Hurricane Iva and Hurricane Iniki. We don't actually get hit by hurricanes too often--being a tiny speck in the middle of the Pacific, most of the bad weather tends to miss us.
>>
>>25665714
That's very good to know then!
>>
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>>25640527
I think I'v found the system for this...



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