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File: 1374729236588.pdf-(1.34 MB, PDF, VeloCITY 2013 rewrite 2.pdf)
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Today marks the one-month anniversry of the release of the new rules for the /tg/ homebrew "VeloCITY: The Wind in Your Hair", so what better way to commemorate the occasion than with a new update?

Apart from several corrected typoes throughout the document, the main change is that I have added a fluff section! You all clamored for it, and I knew it was going to be added anyway, so I've started work on the chapter. Currently, all I have are writeups for the ten major gangs in Velo City. However, I don't yet have any writeups on the specific sections of the city (New Velo, Old Velo, etc.) or any particular hotspots in the city (St. Altitude's Archives, Shangri-La Spa, etc.).

Why? Well, that's where you come in.

I need some help compiling all the old information about these different locations and sectors of the city into one place so I have a reference when I go to add the writeups about them. I'd like them to be in this thread so when I look back, I can have them all in one thread so I don't have to jump between who knows how many archived threads to find one smidge of info. The help would be gratefully appreciated.

If you want a copy of the map of Velo City, you can find it newly uploaded to the 1d4chan page in the gallery:
>http://1d4chan.org/wiki/VeloCITY

As before, if you want folks to talk to (even though I'm the only one ever really active), join the IRC channel: #VeloCITY @ irc.rizon.net

Enjoy the new update, however small, and keep tearing the streets up!
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>>26224352
I should elaborate that if there is no current information on a particular location you're finding info for, you're perfectly fine to write up your own blurb on the location that I will shamelessly rewrite as if it were my own and add it to the document if it sounds good.
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>>26224352
>>26224560
VeloCITY, you say?
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>>26224894
Yes, I do say.

Also, I may change the version to a fraction instead of outright saying ver. 2, since that implies a complete change in mechanics from the previous version.
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>>26225023
Velocity Version 1.02?
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>>26225041
Something like that.
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>>26225099
I'd almost say go with some kind of theme, but that's way to fiddly.
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>>26225210
Perhaps. I want to keep it simple.
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Needs rules for 3D Maneuver Gear
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>>26226458
This is kids on the street, not Shingeki no Kyojin.
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This was probably a bad hour to post this reveal.
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>>26228143
We appreciate it anyway.
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>>26228218
If I'm not up, keep the thread bumped so others can see it come the morning.
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>>26228260
will do
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>>26228260
how often should the bumps take place? every hour? half-hour?
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>>26228748
/tg/ is pretty slow, so every couple hours should be fine.
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>>26228758
right.
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I'm going through the old threads and reposting all location information. Stand by.

>Shangri-la spa. Once a luxury destination for the wealthy, filled with pools and gentle slopes, stairs and pagoda's. Then city grew a little too big, and a little too loud, and its owners sold it off.

>And then a skate crew bought it, and turned it into their personal funhouse. They charge a small price for any to enter, although friends get in free, and sometimes run tournies and competitions. They don't often get challenges, since they're aces at their home turf, but it happens on occasion, and once or twice they've had to fight off some serious opposition.

>Shangri'la has lots of steep stairways and railings, strange slopes and curves, now empty hot tubs and ornamental ponds, while the omnipresent speakers, once used to play relaxing sounds, are now jacked into the radio 24/7, blasting beats from the omnipresent swarm of movers and shakers.
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so i just found this by chance. without any knowledge what this even exactly is, the only thing that i can say right now is: i fucking love air gear and JST. so, fill me in, please... what is all this about?
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>>26228837

>Skate Zone- Mount Vulcan

>What happens when a pile of slag and rubble ends up sliding over an abandoned factory complex?

>The answer is Mount Vulcan.

>A twisted maze of corridors and chambers, with railings, jumps and ramps galore. Its hard to find an entrances, and even gangs which run the place don't know all the ways in an out. The slopes above are also good for downhill speed trials, with Most of the surface being smooth- and the bits which aren't making it Fun.

>One of the biggest challenges of Mount Vulcan is a trio of the old smelting plots, arranged in a series of steps up to an otherwise inaccessible upper walkway. Beyond this walkway is the Vesuvius Club, a pretty exclusive establishment, if only by the skill it takes to make it to the door.
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>>26228849

>Skate zone- Municipal car park seven

>Originally a new multi-storey car park, a little way from the centre of the city, in order to provide several thousand parking spaces in an time when they were needed.

>Near the end of the construction, however, it was found the geology consultants had basically fucked up. The foundations were far too small, and the ground below was far too soft to build something this heavy on. Worse still, even demolishing could trigger a wave of damage in surrounding buildings. And so, it was left...

>And then the Punks moved in.

>Carpark seven is ten stories high, although the top three floors are only partially constructed. Its full of waste and old construction equipment, but despite the worries, it doesn't seem in any danger of collapsing just yet.

>There are two ways up- The slow way, up the ramps and so on, and that can only get you to floor seven.

>Then there's the hard way. The shaft which should have contained a stairway was built, but never finished. For a good enough Punk, who can bounce from the half completed stairs to railings to doorway ledges, it provides a fast track to the top floor. If you fuck up, it provides a fast drop to hell.

>Amongst other things, floor ten gives you one of the best views of the city you can get from outside the big business sector, and one of The most killer drops imaginable- a three story dive into a sharp concrete curve, then straight down the ramp to floor six. Even if you make it down, you better brake in time or you'll go into- or over- the concrete barrier at the edge.
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>>26228859

>Skate Zone- The Pit

>Originally a pretty ostentatious concert hall. Then a sink hole opened up and the entire structure dropped about ten feet straight down, although the only real damage was losing about a half of the main arena's ceiling.

>No longer used by any mainstream artists, its a very popular venue for raves and underground artists of all varieties, having built up a pretty nice collection of musical tech, with towers of amps and curves of speakers which also make it an Excellent park.

>It also plays host to its own punks, who own the corridors and stairways, as well as treating the now curving walls of the main arena as one giant bowl.

>The true honour of The Pit is getting enough air to snatch one of the crystals hanging from the main chandelier, which hasn't been lit for years, but is now a favourite target for the musicians laser light shows.
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>>26228878

>Skate Zone- Skyhigh Apartments.

>Most Punks suspect the architect of Skyhigh was one of their own. The series of buildings, a gentle, pretty nice looking curve from the outside, is basically a set of rooves, a distance apart which makes the jumps possible, challenging and most of all fun. Furthermore, the arrangement of fans and tech bits on the rooves may have well been Planned as a skatepark.

>The good folks of Skyhigh usually don't mind, with some even taking the elevators (Which, unusually, can open onto the rooftop, adding more credence to the punk architect theory) up and watching the Punks.

>There are seven buildings to Skyhigh, with the tallest about twenty stories, the lowest about ten. Between the buildings, there's a variety of connecting tunnels, rails and wires, and on each roof there's a huge variety of shapes and formations of metal, and dirt.

>Skyhigh has a pretty good reputation, with the citizens resident there not bothering the police and often simply telling them to go away. If any bad folks Do show up, skyhigh has its own resident crew, with the security to back them up.

>The big trick of Skyhigh is the long way down. On the inner curve of the seven buildings, there's a single, extremely long rail, beginning at the roof of high seven, and ending ground floor on building one. Grinding it seems impossible, but those who've done it say the rush is incomparable to anything else they've experienced.
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>>26228892

>Hostile Zone- Precinct Thirteen

>Okay, its not Actually precinct thirteen. Punks just call it that.

>What it Is is the smallest, most run down and least well equipped police station in the City.

>Surrounded by taller buildings on every side, and its budget is so low it can barely afford to pay standard maintenance, let alone upgrading or repairing stuff. Precinct Thirteen is pretty much dying a slow death. And who better to help it on its way but the Punks?

>Tagging Precinct Thirteen's sign is almost a right of passage for most gangs, while some gangs to to extreme lengths to make Sure, no matter how many times the police clean it up, they'll have their tag hanging over the coppers heads like a big "Fuck you". Some don't even consider a gang legitimate unless they've tagged Precinct Thirteen at least once (And taken a picture to prove it).

>Threat- medium. District Thirteen cops aint the smartest or fittest, but they Are cops. If they catch you, they can fuck you up and throw you in jail. Worse, there aren't That many escape routes, so plan your hits carefully.
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>>26228910

>Hostile Zone- The Doldrums

>If they catch you, you go to The Doldrums. A large, low priority inner city prison, where caught skaters can face between six months and three full years. Breakouts are rare, although not completely unknown, since the conditions inside aren't Terrible. Under much pressure, the guards even, begrudgingly, allowed a small, pretty crappy park to be built in the courtyard, for the Punks to use during their exercise.

>The important thing about The Doldrums is The Eternal Mural. Those outside do it for those inside, so that they'll always know that, no matter where they are, the life they knew is waiting for them. Every single flat surface within sight of the prison is eternally tagged, with even arch rival crews working together to keep it that way. Because, despite rivalries, you're brothers when it comes to Us vs Them. And, everyone keeps doing it, and always will do it, because you never know when you'll end up inside yourself, and needing that splash of colour to keep your hopes up.

>A loose connection of seven gangs nearby The Doldrums for The Spectrum, dedicate themselves to opposing any large scale attacks on The Mural, as well as keeping it fresh and updating any bits which become old or crappy. Other gangs are encouraged to join in, but The Spectrum form the centre of the Murals defenders.
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>>26228838
It's exactly what it sounds like. This is Jet Set Radio the RPG.
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>>26228260
>blades and skateboard

0/10 crap build, lacks focus or specialisation.
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>>26228939

>St. Altitude's Archives

>A very brecently built public library and info-trading vault complex. The entire area was build by some very new-age architects, so the plaza outside and the layout of the library is a multi-story nightmare of metal railings and glass panels - some strong enough to hold the weight of a large care, some flimsy and decorative. It's the district's pride and joy, so the police have been keeping a close eye on it lately - for both street gangs looking for a new spot, and criminals who want at the more secure areas of the building.

>The owners of the building have their own scurity guards - and knowing the inevitablity of gang warfare; they're all extremely well-trained in Parkour. They're deadly efficient, but there's no soul to their technique.

>They know the structure inside-out, and can get almost anywhere via the metal railings. How can they grind on the railings? They're wearong SOAPs.
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>>26228957

>Hostile Zone- Big Town

>This is where the money is. The big, new, shiny skyscrapers, full of corporate drones, living their entirely lives in a dull silver and grey landscape. Its well defended, with both police and corporate security doing everything they can to make the place unappetizing to punks.

>Naturally, this makes it a dreamland, full of impossible tricks and insane jumps, along with the added challenge of simply getting there and skating there. A game among the Punks and gangs who frequent Big Town is how big a companies logo they can tag, and get away afterwards.

>The Doldrums is full of people who've tagged Big Town, or tried too, and fell prey to the dread enforces. Some companies even employ ex-punks, or those trained by them, and these traitors use their bastardised skills to hunt down and stop infiltrating Punks.

>There's only one logo in Big Town which has Never been tagged- The Bank. At the very top of their skyscraper, with smooth walls and a sealed, keycard locked private elevator. An apparently impossible task, but if someone Did tag The Bank, their names would go down in legend.

>On the streets, Big Town is still good, with lots of low ramps, railings, and even parked cars to add to the fun. It also has lots of exits, so as long as you're good, Most Punks mate it out.
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>>26228980

>Skate Zone- Momentum

>Momentum is a club on the outskirts of the city, essentially designed for Punks. It sits next to the old emergency reservoir, but since things dried up and the water now comes from somewhere else, it's turned into one giant bowl.

>Punks in the club have a direct route down into the bowl through a pair of big sliding doors, and its the most common venue for parties and other events among the Punks. Not the best place to trick or tag, partly because they're totally cool with that, but there's no place where you can reliably find a party Half as good as Momentum.

>The staff are mostly ex-punks, who've gotten too old or tied down to do much anymore, but still love the idea. If you're really lucky, you'll get one of the old guard to show you some of tips and tricks- They may lack the strength of youth, but they've got more than enough wisdom to make up for it.

>Momentum is a three story building, although the second story is really only a walkway balcony around the cavernous main room and bar, with the third floor being another half balcony, the VIP bar and a stairway to the roof, which has more ramps and such on it.

>Momentum is a little too artificial for most Punks, built as a park rather than as part of the Streets, but its still good fun, and its a great place to chill and hang out.

These what you looking for, Mr. Blue Sky?
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Here's a map in case you want a look-see. I'm mostly interested only in the stuff that's actually labeled. It's good to see a lot of this old lore, but I might be changing it some when I get to integrating it into the document. In the meantime, keep it coming.
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>>26229026

Alright. I didn't even remember that there were so many locations described. I'll keep going.

>Skate Zone- Wheelers Dealers

>The shop for a Punk. Its got clothes, its got kit, its got paint, its even got a frigging park in the back for testing stuff.

>Wheelers is, surprisingly, quite central in the shopping district, the plot having been snapped up cheap after a failed development contract. The shop itself is a pretty standard, two story affair, although a drop in from the roof to a halfpipe behind isn't a standard feature.

>Larry Wheeler runs the place, and while he's not exactly a Punk, he Knows punk, and he builds punk. As well as ordering from every major brand, he also does custom builds, and is responsible for some of the unique bits of kit which have put no few Ace Punks on the map.

>The other staff vary rapidly, as while Larry is great to customers, he's a Terrible boss. Most Punks work there for a while, imaging it'll be great, but leave in a hurry. The only long term employee, whose been around nearly as long as Wheeler, is Anna May, who claims to be "As much a bitch as he's a bastard, so we get along fine".

>Generally, Larry sticks to the ground floor, where they keep the kit, gear and hardware, while Anna runs the upstairs, which has the clothes and fashion items which, consumerism be damned, Are part of a Punks loadout.

>Generally, the best Punks get custom gear from Larry, and their style from Anna, although there are a few other dealerships around, all with their own specialities. But, if you need a focal point for Punks, Wheelers Dealers is it.
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>>26229006
Partly, yes. Check the map in >>26229026, and you'll see each of the "wards" or "zones," as well as particular hotspots therein. I was aiming for those first. A lot of this old lore is structured in a way that doesn't quite mesh with the system as-is, at least from where I'm sitting. Expect a lot of personal interpretation when I get to it, but these will be good to launch off of. If you can't find any particular zone or hot-spot already written about, then write something yourself, and I may use it.
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>>26228943
Pen n paper only? if, so, i reaaally need to find people who would play that with me.
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>>26229050

>Skate Zone- Supersonic Technologies

>Supersonic were an aerospace company, but moved into sports and racing early on in their history. Their most recent expansion has been into Punk gear.

>Most companies who make boards, blades, bikes or clothes go for look, or feel, or work from experience.

>Supersonic use Science.

>Their first generation of products got mixed reviews, being extremely adept in some ways, but clunky and useless in others. To counter this, Supersonic build the Test Lab in the City, and invited Punks to come take part in experiments, being paid or getting free gear in exchange for testing and providing feedback on the latest advances.

>The Test Lab is an out of this world area. Designed specifically to apply every conceivable scenario on the equipment they're testing. From slowfall chambers, where upwards moving currents can allow the Ultimate air combo's, to ridiculous dives, drop ins and ledges only made possible by extremely advanced foam and padding, its a literal playground. Some punks don't like it, feeling its very artificial and far from the street, but some crews make pretty regular trips by to check out the new gear, and a couple even use it as a kinda home turf, becoming almost full time testers for the latest Punk Tech.
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>>26229050
Yeah, people REALLY got into it when the project first started. They couldn't stop statting stuff up. I'm probably not going to use all of it, but it's nice to see it again.

Side note: there was this picture made a while ago with small color emblems for each of the major gangs, give or take. If you can find it and bring it here, it'd be cool.
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>>26229026
>http://1d4chan.org/wiki/VeloCITY
Is there a rulebook document anywhere?
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>>26229075
Click the big picture on the right, and you can download the pdf.

Or you could just click on the OP image and get the pdf from there. /tg/ can handle pdfs.
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>>26229061

I'm just dumping everything, not making judgements on the quality of the writing or whatever. It can be sorted out later, and serve as inspiration for the new crowd.

>Little Venice was originally built on a low lying flood plain by a sleazy developer looking to provide housing to low income individuals.

>Since it was pretty much a slum when the low grade flood defences broke, no one really cared, and the city council seemed quite happy to let the entire area drown.

>And then Little Venice came to life, and bloomed into one of the strangest, but friendliest areas in the city.

>Little Venice is about ten meters deep in water, but strangely enough, its clean. Since the water flows Through Little Venice, rather than staying stagnant, its actually one of the cleanest, most fragrant parts of the city.

>The buildings are covered by moss and creepers, and trees spring up on the isolated islands here and there, creating an oddly beautiful urban forest. The buildings are often still occupied, with the large, airy loft apartments being the most sought after, although even the normal buildings are pretty good, and very few bother to pay rent anymore.

>The natives of Little Venice are at home in the water and in the air, using boats and modified bike-jetski's to get around, or a network of rooftop bridges, walkways and cables.

>Punks Love little venice. Its got great food, lovely people, and lots of fun things to do, presenting a unique challenge in the City, and a place where the police don't often go.

>The residents are a little wary of the punks, since damage is very hard to repair, but as long as you don't break anything, you're golden.

>The Big Splash is Little Venice's core treasure, a ramp at the very top of the tallest building, with a very deep area of water beyond it. Divers and punks share in the joy of flying into the air, doing a seemingly endless series of tricks, and then splashing down harmlessly in the water.
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>>26229087

>Route 249
>Route 249 is actually series of roads, but is named after the main highway that bisects the region. Located between the Main industry and residential parts of the city, Route 249 is a twisting network of overpasses, exit ramps, and bridges clogged with bumper to bumper traffic at all hours of the day. It's a dangerous environment for any punk looking for a thrill, but guaranteed to give you one. Many of the best punks have been seen grinding and riding on top of cars and vans only to leap off a bridge onto a truck below. Route 249 is no-man's land, except for maybe to the police who have a precinct here, it's just too dangerous a locale to hold down as turf. Many gangs can be seen here, as a new leader tries to impress his crew by pulling off a death defying stunt.

>Hostile Zone - Power Substation no.4

>A jumble of high-voltage wires and cables, this could be one of the deadliest places for a thrill-seeker in Velo City. Even though the electrical cables have been tightly insulated, there's always the risk of a damaged cable taking a careless punk's life. That's why the cops have put specially-equipped security guards, whose special equipments are essentially tasers on a stick. These Buzz Whackers, as the punks call them, keep watch against punks and criminals who could and would sabotage this substation.
The substation itself has three main buildings, each three stories tall, with railings and walkways connecting all three. There's also the criss-crossing wires going between all three and beyond.
>Those who use power gear (battery or dynamo-equipped stuff) could boost their bonuses, but at an increased risk of being shocked. Better wear some rubber boots, or you'll be Buzz Whacked, punk.
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>>26229101

>MEGAMALL CONSTRUCTION SITE

>this area will be one of the largest and busiest metropolitan shopping centers in the country when it's finished, right now it's a mass of pipes, half finished buildings and construction equipment. The east wing has been entirely finished and already it's pristine food court and mall walkways have been marred by gang tags and scuffed by wheels, the security guards and construction workers have been fighting a losing battle against the skate crews who claim their home here. But big business equals big money and the company is looking to remove the punks once and for all.
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>>26229138

>The Walled City

>A Testament to failed urban planning, the Walled city is one of the older areas of the city, A veritable Hive of Alleyways, side streets and collapsed buildings. Mostly abandoned during the city's expansion, the remaining residences walled themselves in with trash and detritus, much to the frustration of the demolition crews to knock it down.

>There are no Maps in the city, no routes from A to Z that can be counted on from day to day. Those that live there are the outcasts from society, ranging from Bums and the homeless, to failed businessmen and illegal immigrants. Occasional, the Feds will send people in, try to clean it up, but they never win. The Walls are a fortress, a labyrinth.

>Of course, there are those who go there because of this. Knowing your way around the Walls is a badge of Honour for a Freerunner, being able to make it through the constantly changing environment of Trash and concrete a way to prove ones skillz to others. Likewise, the ability to navigate and traverse the crampt Alleyways, sudden turns and twisting pathways of the Walls is true test of a Blader or Bikers skill.

>There are always the rumours of those that go in, and never come out, Lost among the Street or maybe taken by the residents. Even those that have lived there all their lives can get lost, and outsiders are far from welcome. But still, the temptation of such terrain is always too much for some, and those that make it out can be sure that people will hear of it.
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>>26229149

>Peak Clinic
>After its demolition some twenty years back Peak Clinic has undergone radical reconstruction and refurbishing. The new hospital name and plaque were tagged over bare minutes after they had been put up by the Punk volunteers and night crew that work there. The new features of the clinic are its large open space rest rooms and gardens. The staff work diligently to make sure the gardens are well kept ... and that the walls that surround them flourish with bright colour. There is a rooftop viewing area, but who wants to take the stairs? Most gangs take to the balconies free-skating and jumping up the side of the walls before taking ‘The Long Grind’ all the way down the exterior staircase.

>Hostile- ‘Blimp Field’
>The ‘Blimp Field’ is a large open piece of skyline in the busy city centre where corporations have capitalized on this and have setup a network of advertising blimps and flying advertisement signs. This area is constantly patrolled by police choppers as it is prone to attack by suicidal Punks who leap from the adjacent skyscrapers and speed across the tops of the blimps, occasionally abseiling down the side of the blimps and tagging them. You ever want to see your name in big lights? This is where you go.
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>>26229186

>Hostile- Reach-AI
>The Reach-AI corporation street is a showcase of the future of technology, as well as the art of today. The street is staffed by engineers and scientists showcasing their latest and greatest inventions for the city to see and re-colour. The major targets are the massive industrial machines but those with a sight for something more interesting can attempt to tag up the car showroom but word on the street is that the security is ‘quite tight’. Aside from the tech expo the main attraction here is the barely marked pavilion, sure a few Punks get in the odd 5 second tag but nobody has ever managed to achieve a proper spanning tag of the Reach-AI pavilion entrance. Beyond the pavilion is a mini metropolis of ramps, stairwells, rails and shop fronts all waiting to be ground and tagged.
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>>26229198

>Newtown

>Newtown has been in the works for years, advertised as "A bright new future for our City", a beckon of urban renewal and construction. Or it would be, if the budget hadn't all but dried up years ago. Lazy contractors, corrupt politicians and inept accounting have left this once glorious construction project an inescapable Mire of delays and cancellations. The bosses say "work is progressing" and construction is continuing, but its all a sham. Its all the work crews can do to prevent their half-finished masterpiece from falling apart while they wait for the ever-distant deliveries of Materials, Blueprints, and all important funds.

>Cranes and construction equipment litters Newtown, interspersed with half-finished apartment blocks and nearly-complete Roads. What remains of the original builders rarely stay in one place, moving in a unending cycle around the site to repair and maintain the incomplete buildings. Occasionally, a building will be finished, a cause for great celebration, but at the current pace it will be years before even half is done, and never to the quality they once envisioned.

>Newtown offers a plethora of opportunity's for the Punk Scene. The Vast cranes offer some of the largest, tallest ramps to be found anywhere, the unfinished buildings and car parks perfect terrain for any number of tricks and contests. Best of all, aside from the nomadic builders, no one really lives there at all. Police rarely bother themselves with it, jurisdictional issues meaning that Legal arrests within Newtown are almost impossible. Newtown is a land of possibility's, at least for those smart enough to avoid the building Crews. And those that don't, well, they become part of the city.
>Or so the stories say anyway.
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>>26229215

>‘Central Climb’
>In the centre of the city is a tall hill where the clothes shopping high street is located, right on the side of the hill. A network of trams and cars make traversing the road hazardous at best. Luckily there are overpasses but even those are usually packed with people, which is why most non-conformists take to the roofs of the trams. Leaping from roof to roof, overpass grind to overpass grind there is only one way forward and that’s down. Most punks pick up such a massive speed here that there are tags on the banners which hang over the centre of the road strung up on each side of the shopping rows.

>Carver Canyon

>A once bustling industrial area, now rusting into ruin in the bottom of an insanely steep-sided valley, Carver Canyon is full of rusting decaying old factories and warehouses. Various ledges, loading docks, railings, and overhead cables provide plenty of opportunity for old-oldschool street action, and a surprising number of decaying buildings provide easy access to the rooftops.

>Up the walls of the canyon are a variety of steep hills and winding switchbacks, barely ever used by cars any more. Some of the gaps are killer, literally, jumping from one switchback to the next over a few hundred feet of empty air. Massive speed is easy to gain here on the hills, and easy to lose if you're steering's not so good.

>At the head of Carveer Canyon are the Carver Falls, a massive dam turned artificial waterfall created to tame the river that flowed through the canyon. It's now home to some of the most insane drop-ins, if you're willing to risk the possibility of taking a swim in the shopping-cart infested waters at the foot of the falls if you screw up.
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>>26229241

>Contested Zone- Velo City University

>Most of the students like punks, or are punks. Most of the staff and employees Hate punks. And thus, the battle is waged.

>Of course, some folk are more amenable than others. The art department is permanently tagged and likes it that way, but don't let a maths prof catch you with a spray can within a hundred meters of his lecture hall. Some of the sport science guys and a few of the aerodynamics lot actually like seeing Punks about, gives 'em something to observe and think about, while the philosophers often get real esoteric 'bout the meanings associated.

>For the students, and the punks among them, its kinda cool to have a rad display go on, even if it does sometimes distract from the work which, inevitably, must be done.

>The university is one of the oldest complexes of buildings, dating way back to the star of the city, and one of them is even older.

>The Cathédrale (Always spelt like that) was actually imported from France, brick by brick, and rebuilt in Velo City. No one is sure exactly why, but its distinctive, and adds a feel of grandeur to the place.

>The University buildings are mismatched, with new ones cropping up very often and old ones being replaced. Unfortunately for the administration, this makes it a highly varied and very fun environment for Punks, and the few doddering security folk aren't any real threat.

>When the Uni calls the cops in, however, its time to Scarper.
>>
>>26229275

>Hostile- Atlantis Plaza

>Atlantis Plaza began life as a planned pedestrian tunnel under the <insert river name here> River (Carver River? to go with the Carver Canyon?). Various corporate interests, however turned it into an underwater shopping mall with various exits on both sides of the river. You can look up and watch boats and fish go by overhead as you but whatever from the various stores, but that's not why you're here.

>Atlantis Plaza is a heaven of quarterpipes, halfpipes and even fullpipes thanks to the curved tunnel designs of most of the place, and for somewhere entirely indoors you can grab some surprisingly good air in the main plazas. For the freerunners, the service tunnels provide plenty of opportunity as they are all multi-level and contain a maze of air ducts, pipes and ladders.

>Security is obviously super-tight though, so you gotta be careful. Thanks to this, nobody has yet managed to trick off Atlantis Plaza's main centerpiece: a scaled down replica of the Titanic sinking. With the right run-up and the guards out of the way, you could probably use it to tag the glass ceiling of the main plaza...
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>>26229309

>Zone - The Docks

>The docks is one of the commercial, and criminal Hubs of Velo. Every day, hundreds of boats come and go, carrying cargoes of food, people, Drugs, anything you want. If you want to buy something, and you can't get it through more reputable sources, the Black Market running out of the docks probably has it. It'll cost you, but at least its...discrete.

>Docks Cops are some of the toughest in the city, recruited from the dockworkers and working long hours patrolling the vast mess of Wharfs, piers and Jettys, attempting to outwit the myriad of Gangs and Criminal elements that operate in and around the Docks. The one thing to be said for them is that they don't care much about Punks; they have bigger problems than jumped up kids to deal with.

>No, what you have to worry about in the docks is the Ugly Docklings, an Unofficial "Dock workers union" composed of the biggest and toughest workers in the docks. They hire themselves out to criminals as cheap Thugs and enforcers. It might be the Kingpins who fund the drugs trade, but its the Docklings who operate it, and they don't like Punks. Punks get in the way of business.

>But, should you want to risk it, the docks offer many opportunity for the discerning Punk. Ships at anchor make excellent, if unstable, surfaces to ride across, Cranes and Wharfs perfect tools for tricks. There's also Big Mother, an abandoned Tanker that sits in the Bay just beyond the docks, its huge and impenetrable Hull a perfect location for the underground fighting Scene, and its forest of freight containers and Cabins a veritable goldmine of hideaways and trick-paths.
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>>26229323

>Zone - Carver Bridge

>Once the crowning glory of the city, a marvel of modern engineering, Carver Bridge is now only a shadow of its former glory. Although never officially closed down, the construction of several smaller bridges means it is no longer necessary for purpose, and sees almost no traffic. After all, its not safe with all those Punks on it.

>The Bridge is like a goldmine for Punks, the vast suspension cables, Girders and sheer size of it making it a Tricksters heaven. Boarders have contests to see who can grind down the longest Cables, Runners race to climb to the top, bikers and Skaters test their speed on the longest straight area of Road in the entire City. Sure, there are "Accidents". The massive safety nets below the bridge, designed to prevent people jumping into the river, catch most of those who fall in that direction, but in the other lies nothing but cold, hard concrete.

>The Bridge is home to more than just Punks as well. In the under croft, built among the vast support Pillars and Girders that hold it up, an entire underclass of homeless known as the "Trolls" resides. Many Punks live here as well, several gangs having built their bases within the bridge itself, and boats passing below must beware of fishing lines dropped from above into the waters.

>The Greatest and most coveted place on the bridge is "Carvers Angel", a massive steel figurehead that adorns the highest point on the bridge. Try as they might, no Punk has ever managed to reach that high, the wind and Rain sending many a prospective Angel-Tagger to their doom.
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>>26229339

>Skate Zone- Velo Towers

>Velo Towers was meant to be a grand new theme park, ushering in a new age of tourism. It had a great new rollercoaster, waterslides, a haunted house and all kinds of crazy, fun stuff. It did well for a few years, and then Castle Park opened, which was everything the Towers was, but better.

>Business dried up, and the park closed down. And then the Punks moved in.

>These days, the Towers is a hub for the odds and ends of punk society, with The Nasties operating out of some of the underground areas, Rozencrantz taking over the haunted house, and if you believe the rumours, more besides.

>Still, its Mostly safe to buzz through, and offers a good variety of fun environments. The Big trick opportunity is the 'coaster, although of course its also a really good opportunity to get yourself utterly killed.
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>>26229405

>The White Lotus Chapel: Some punks go to church, but most can't tolerate the drab, pedestrian services of the main church of the city. Instead, they turn to the weirdly-named White Lotus Chapel. The hundred-seat chapel, tucked away in a sparsely-populated area, attracts punks from all over Velo City. It's respected enough that they keep it free from and clean of tags.

>Ordained minister Berenice Hedger, a brown-haired woman in her late twenties, runs the chapel with the help of her young niece, Iris. Keeping them company are a Sumatran tiger and a Boa constrictor. The sheer audacity of having these two as trained exotic pets is one of the things that keep the punks coming back.

>The minister, Ms. Hedger to the punks, heartily supports the endeavors of the youths. She sees their quest for speed, for freedom, for life as more noble than the corruption-prone hypocrisy of tyranny and bureaucracy. Who cares if they get in trouble with authority. So did Jesus, right? That said, she keeps her views realistic and her morality a bit... flexible. She knows that punks often need to be set on the right path.

Hedger is less of a caring mother during her sermons and more of a voice of reason, knowing how to relate to the punks and giving them practical wisdom laced with rhetoric. Punks are free to testify truthfully, telling of their experiences in the city. Some time is set aside during each two hour service helping gangs settle disputes, sometimes ending in the scheduling of a face-off. Collection services are carried out by the tiger Secundus and the snake Numerian. Something about a basket in the maw of a large, out-of-place animal persuades the punks to be generous with their donations.
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>>26229426

>The minister's niece is an excellent accountant and budget planner, and despite the demanding diets of the pets that Hedger insists on keeping around "for their symbolism," they make a surprisingly good income, steadily amassing a fortune. Few of the punks have stopped to think about it, but Ms. Hedger does keep tabs on the affairs of the gangs from testimonies, and she does know of their darkest deeds from the confession box. Who knows where the minster's flexible morals might lead her.
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>>26229430

That appears to be it. I can't find the pic of all the gang leaders, nor can I actually find the thread where that map was posted for the first time. Strange.
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>>26229072

Gang emblems. Top row, left to right: Volcano Gang, uh... dunno, Rosenkrantz, Bodhisattvas. Bottom row, left to right: Black Roses, Big Nasties, Street Force, Urban Tribals.
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All my boners. Take them.

Good god, it has been too long.
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bumping 'cause I said I would
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>>26230001
I am not the only one reminded of Air Gear, right?

Bunch of dudes on souped-up rollerblades fighting for territory by sticking their gang signs over enemy gang signs.
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>>26231183
Are there any rules for those rollerskates they have?

I mean, sticking to walls by virtue of centrifugal force and doublejumping by changing the momentum of a backlfip was pretty damn impressive.
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>>26231183
Its kind of mentioned as being one of the inspirations in the book. If you'd go have a gander
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>>26231183
Well considering Air Gear started off as a less dystopian version of JSR, and has been part of the inspiration for this since fairly early on, I doubt youd be the only one reminded of it.
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>>26231183
>I am not the only one reminded of Air Gear, right?
Given that VeloCITY is pretty much JetSetRadio - the P&P, no you're not.
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>>26231238
>sticking to walls by virtue of centrifugal force and doublejumping by changing the momentum of a backlfip.

Don't forget skating on water by using the powerful spin to skim right over water tension and catapulting up a wall by making the 2 wheels spin in alternate directions.

They should make a homebrew for maneuvers.
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I've wanted to run a game of this for ages but designing/describing areas in enough detail to make it useable for all classes and keeping track of it seems really goddamn hard.
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>>26231536
All I can think of is jumps and grinds. All classes can use them to some degree or another. Drawing some kind of top down map of different areas, even just for your own use would probably help too.
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>>26231613
wall runs, swings, tunnels, I plan on making a runner, buying those stupid shoes with wheels in the heel, making them work, and ruining peoples shit. Also, grappling hooks.
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>>26231632
>heelys
>not soap shoes
Do you even sanic
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>>26231644
soap shoes? Also, how much would it cost to mount engines to my ''heelys''?
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>>26231678
Soap shoes are shoes with hard smooth surfaces in the arch of the foot to allow grinding down rails.
And you'd either need a tiny engine or enormous shoes, no idea about cost.
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>>26231694
tiny engine, large shoes are impractical when freerunning
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>>26228260
Someone whose interested and has time take over. its late.
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>>26231238
>>26231297
That's called "a high-tier game."

And you don't need maneuvers. All you need is a sufficiently high-enough DC and enough dice to make it. That's the beauty of the system.
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>>26231536
All you need is a few notable setpieces that the players can reasonably use (something that passes for a ramp, some rails, etc.) as well as all the exits in and out of a zone. The rest is flavor.
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>>26231705
If anybody asks, your heelys are powered by a miniaturized fusion reactor
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So looking through the write-ups, I have preexisting stuff for
>Big Town
>Sky High (sorta)
>Little Venice
>Mt. Vulcan
>Shangri-la Spa
>St. Altitude's Archive
>Momentum
>Velo Towers

This means I'm missing information on the other regions and hotspots. If you're interested in exercising your noodle and typing fingers, you can come up with a short synopsis for the following districts and hotspots:
>Old Velo
>New Velo
>Sky High
>Midtown
>The Wards
>Industrial
>Waterfront
>Supersonic Stadium
>Central Climb
>Urban Temple
>Sewer Entrance (one of them, at least; more like the sewers as a whole)
>Velo Airport

Use the map in >>26229026. Plus, if you wanna take a crack at rewriting any district/hotspot that's already up here (Sky High comes to mind since it's not just an apartment complex but an entire district now), then go for it.
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>>26232293
I'd prefer not following the trend of the previous write-ups. Keep it general and all-purpose: what's it like, what goes on there, what to expect, stuff like that.
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>>26231248
From the phb:
>VeloCITY: The Wind in Your Hair is a homebrew tabletop pen-and-paper roleplaying game that evokes the color and freedom and wild action of franchises like Jet Set Radio – the game's primary inspiration – and Air Gear.

>>26231248
Don't forget Mirror's Edge, Premium Rush, and the various skateboard/BMX/fruitbooting games.
>>
Oops, that second >>26231248 was supposed to be >>26231283
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>>26231248
It's also the go-to example of a high-tier game.
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>>26232315
Sky High is a high-density urban area so heavily developed that it makes Beijing look like rural Montana. More comparable to a Brazilian favela than a traditional urban area (but without the rampant poverty), Sky High is a rooftop runner's wet dream. That said, stay off the streets if you can. While the main roads running through the district offer plenty of space to maneuver, the side streets are often pedestrian-only, and rarely large enough to accommodate even a single lane of traffic. On the other hand, Sky High's population density and numerous tight alleys make it a very popular place to shake pursuers.

>Up on the rooftops, movement is far less limited. The gaps between buildings are small enough for even novice Movers to conquer. However, if you don't pay close attention you can easily wind up being scraped off the pavement by EMTs. Buildings in the Sky High district average about 14 stories, and it's rare to come back from a fall like that. But if your reflexes are quick enough, you might just be able to grab hold of a balcony or awning before you become one with the sidewalk.
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For a real blast from the past, here's what one of the old maps looked like when VeloCITY was still a mewling babe trying to get steady on its feet.
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>>26232595
>Vineta K
My nigga.
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>>26232699
I don't remember that region. Man.
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About version numbers, instead of going the programmer route, (1.02, 1.20, etc...) Why not use the year? (2013.1, 2013.2, etc...)
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>>26233002
Partly because I'm a would-be programmer myself, but also because it's easier to keep track of how far a document has come.
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>>26233065
Understandable. Also welcome back, Mister Blue Sky. We've missed you.
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>>26233002
>>26233065
I just use revision numbers (r10, r11, r12). If I ever get to the point where I can make a "major release" I'll start using edition numbers.

Of course, my homebrew's mechanics are still a flowchart on a sheet of graph paper, so MBS's work is kind of a reminder to buckle the fuck down and finish my homebrew.
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>>26232293


Velo Airport

Located on the far side of the river, the airport seems to be free of any gang activity. This may be due to the distance and the heavy controls on the bridges reaching the airport, fact is, that almost none of the travelers who are only for a short stay in VELOCITY ever saw any Rudies. The Rudies on the other hand keep paying almost daily visits to the airport - as soon as the sun goes down. There are huge events, organized by one or another gang since the area is currently not claimed by any gang. The massive amount of towers and connectiongateways makes the airport a perfect location for fast races. There are narrow areas in the big hangars and in and around the watchtowers and wide spaces out on the airfield. It seems like the airportsecurity has either cut a deal with someone or is part of a gang since there haven't been any problems or police break-ins. However, if a Rudie tries to leave the city with a normal plane, problems always seem to occur, even though it may very well be possible that all that is just bad luck
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>>26233201
>However, if a Rudie tries to leave the city with a normal plane, problems always seem to occur, even though it may very well be possible that all that is just bad luck

Wut? So that happens every time a Rudie steals a plane? EVERY time? Sorry that is a bit BS. A artificial control. That entry was awesome up to that point then it went full retard.
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>>26233201
Ever thought of the concept of "let the wookie win"? Let a Rudie steal a plane successfully, let them deal with the consequences of success.

Planes are expensive to maintain, fuel store (and harder now that it is stolen goods) and depending on the original owner it brings boatloads of unwanted attention.

No need for a artificial "you fail" asspull.
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>>26233315
>>26233523
Never mind if a rudie leaves on a passenger plane like everyone else. Nothing's stopping you from leaving Velo Island.
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>>26233558
That said, I can see the image of a passenger vehicle pulling into the airport and passengers seeing a midnight block party elsewhere on the tarmac.

WELCOME TO VELO
PARTY ERRDAY
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>>26233201
Although this becomes a amusing rule/fluff abuse. Fly as high and far as you can with your buddies, then have them bail, followed by you when you nosedive the plane to where it won't harm anything. Everyone sees a cool light show and get to show off their skydiving skill.
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>>26233315
oh, i meant by "normal plane" if he tries to buy a ticket n stuff. and: problems = security checks and delayed flights. my bad
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>>26233631
Perhaps this is how they like to retire old planes... the aviator version of a viking burial.
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>>26233613
>Japanese tourists getting ready to deplane
>hear muted, thumping bass
>walking down the jetway to the terminal
>bass grows louder and louder
>they get to the end of the jetway and everybody in the terminal is having a rave
>Japanese tourists shuffle past to get to the baggage claim
>everybody in the baggage claim area is dancing too
>they get their bags and head over to the rental car agency
>they fill out their paper work
>clerk behind the desk slams a boombox down on the counter and starts grooving
>tourists are confused as fuck
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>>26233949
Those aren't Japanese tourists. Not nearly enough picture taking.
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>>26234043
Have you ever seen a Japanese tourist experience severe culture shock? I have. You can literally see their brain segfault.
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>>26234080
Paris Syndrome?
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>>26234080
While that's true, the ones that don't suffer from culture shock, or try to keep an open mind would be taking pictures all the goddamn time.

Also it was a joke, a poor one I'll admit.
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>>26234080
The Japanese are very slow to adapt to any kind of change. They're like a nation of schizoids.
>>
Waterfront

The most western parts of VELOCITY are formed by the two districts INDUSTRIAL and WATERFRONT. While INDUSTRIAL is located on the higher parts of the western island, the WATERFRONT is just as the name implies: small lines of water go throughout the district, a feature which gives the whole area a bit of a venetian flair. However, the living districts and parks which are located here are all built with state of the art materials, making the scenerie filled with clean and mirrorlike buildings. It is allmost always possible to see yourself in one object or another. Or in the crystalclear water that flows directly from the cleaners up in INDUSTRIAL. Threedimensional maneuvers in WATERFRONT are difficult, even for experts: The wide gaps between buildings leave space for bikers and fences securing the landways from the waterways make an ideal option for skaters. That being said, with more than 20 meters between many houses, effective movement would only be possible for someone who no longer needs to pay attention to the laws of modern physics.
The WATERFRONT is home of the Rosenkrantz, who use some of the more secluded rooftops tohold their private theater and meeting area. Some of the rooftop are even filled with victorian furniture - quite a contrast to the shiny clean WATERFRONT. In recent days however, there have been increasing amounts of black, muddy water which float in the canals every now and then, disrupting the beautiful scenery. Rumors are going, that the BIG NASTIES are making preparations to enlarge there territory out of the severs.


a few questions:
>why was there a theme park (Velo Towers) in the INDUSTRIAL district?
>since VeloCITY is an artifical island, waht are the darker areas on the map? just remnants of the 3d grid? if so, is everythign out of the districts water?
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>>26234233
Velo City is on an artificial island, so either there's a fair bit of extra land surrounding the city itself, or you're looking at the ocean.
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>>26231705
Somehow I'm imagining a group of clown freerunners that have mastered the art of big shoe running. Like, modding their floppy shoes into springy ones that enable them to jump and pratfall whenever they please.
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>>26235687
Jeeze I wanna study these rules so I can start work on my Port City splat... Just don't have the time... I got the fluff down as it's Rudie Cops/Emergency Response backed by civic-minded corps versus Bad Corp backed Criminal Rudies looking to bring the island down.

That and the competition between the various "Enforcer" (for lack of a better term) crews/cells for "jurisdiction".
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>>26232251
Awesome
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I think that set of green texted information earlier in the thread is the same as the "Zone" file I've got saved.

The other word files I have are Businesses, Famous Faces, Gangs of Note, Radio Stations, Tech & Gear and a little story that starts:

She knelt down on the rooftop, careful to keep her knee out of the still drying paint, and leaned over the edge, staring down three storeys of red bricks, down at the bedraggled body of a punk, his flashy clothes stained with red, rivulets of blood running from him to the drains. With a sigh, she turned and stood to leave. "Poor kid..."
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>>26239695
Sounds grim. And I'll just deal with the locations right now. The most I'm worrying about when it comes to default fluff are locations and gangs. That's it. Plus, all that old stuff is written in a way that doesn't gel with the current presentation of the project, in my eyes.
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>>26239759

Yeah I think I missed a number of newer (or rather "middle") threads and all my stuff is oooold.
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>>26239917
You haven't missed much. Apart from a few shoutouts in the occasional homebrew general threads and here and there, the only other major thread regarding new VeloCITY was the first release a month ago (hence the one-month anniversary mention in the OP). Here's the original thread with the first new release. You get to watch people flip the fuck out.

https://archive.foolz.us/tg/thread/25636892/
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>>26240012
His right hand is on weird. I hope you know that.
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>>26240435

Weird but I think just about physically possible.
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>>26240464
yeah, it is. Awkward though, and hard to brain people from that position.
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>>26240522

Series spoiler:

He's not human.
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>>26241422
Huh. probably could have guessed, normal people don't get happy when you brain them with a club
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Jeezus Christ, its like your filming an I-Phone commercial.
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Glad to see this alive and well!
Keep up the great work.
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>>26246588
I don't quite follow.
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>>26243463
Watch out, we got some sort of badass over here....
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>>26246938
Maybe she just doesn't wanna deal with paint fumes or something.
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>>26246970
Well, that's a lot of gear for tagging. I think she's expecting more that paint fumes. More like Tear Gas too. Still smart choice... liking the LEDs.
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>>26240435
His hand is on right, try doing it yourself. I just don't get why you would hold something like that
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Reminding people that I'm interested in writeups for sectors and hotspots of the city. See >>26232293 for details.
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>>26247560
>>26247560
I think Fridays and the Weekends are the best time to catch people with this sort of stuff. Sucks as right now I am fully stacked with homebrew. Unfortunately.
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>>26247882
Probably. Still, it's the one-month anniversary, so I wanted to commemorate it.
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>>26247560

Have you considered basing Midtown off the Five Points in Manhattan via 1820s-1860s? Toss it up as high population density, disease, criminal activity and unemployment. Its that neighbourhood where you pass through, rather than deal with the locals. A slum of sorts, where the penal system largely ignores its failures, rather than enforce them. The biggest threat not coming from law enforcement, but local gangs that jockey for control of the region, often ending in riots or bloody feuds.

That gives you a lot to work with before you consider the architecture and/or social impact.
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So would it be possible in this system to, say, make a freerunner who also implements grappling hooks for those hard to reach places?

Pic tangentially related
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>>26248119
I haven't, and not just because I don't know it. This default setting takes lots of cues from Jet Set Radio itself, and JSR is really not that grim or violent a setting, to be honest. The game urges players to come up with creative methods of conflict resolution. A straight-up fistfight is not as common as you think. It's an interesting thought, but it's a little too dark for the default setting. Not to say other people can't use it.
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>>26248211

Familiar with JSR, wasn't sure if you guys were gonna keep it more bright.
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>>26248249
The default tone is JSR, which is plenty bright.
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>>26248297

Well now that that is cleared up, how about say an amalgamation of Verner Panton, Kisho Kurokawa, Michel Rojkind, and stuff like the Helix Bridge. Make it fantastical, where avant-garde and surrealism rule the architecture. It breeds a different set of skills and mindset. Allow it to look positively on aspects such as free running etc. kinda like a haven.
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>>26248648
I remember in the older threads how there were talks of "holy lands" in Velo. There were four particular zones, and each was considered a holy land for a particular type of mover; that is, you would find the highest concentration of that particular mover in that zone because it's so conducive to their style. The runner holy land was Little Venice, for example, while the biker holy land was this quarry surrounded by woods with lots of mountain trails.

I probably won't mention them in the writeup (partly because I don't remember them all), but it's a neat thought.
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>>26224352
I’ve only done the intro session for my players, but if Mister Blue Sky is around and would like to hear how a campaign is going (starting in this case I suppose.)
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>>26248918
I would love to hear campaign stories.
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>>26248918
go for it, anon.
>>26247560
The write-ups you want. What exactly do you mean write-up?
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>>26248965
It's mentioned in >>26232315, but if you look at the gang writeups in the document, it ought to be along those lines. Talk about what it is, maybe a little history, what it's like, what goes on there, what to expect when you swing by, the sorts of people you'll meet, etc.

Basically, something you'd see out of a tour guide's brochure for the underground.
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>>26248991
Cool, I'll give it a shot. Probably. Maybe. We'll see next time I see your thread
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>>26249033
This thread will likely last for a while.
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>>26249053
Then I might have something of a sort to present before this dies
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>>26248918
>>26248938
This is actually the first time I’ve opened with the players not already knowing each other. It worked out pretty well. All of the players started out in their respective homes, (this was a good chance to have everyone describe their characters and where they live to help character development.) One character is Joey Valentino. He’s a handsome hard hitter skater with a Brooklyn accent. He still lives with his mom and wears a powder blue open jacket with no shirt, matching bell bottoms, and gold sequined fingerless gloves and headband. There is also Barda, a rich kid skater who lives on his father’s estate and wears a silver suit with no tie. Thirdly is Crunchy, a street artist runner who shares an apartment with an NPC simply known as “The Guy on the Couch,” his roommate who is always asleep on the couch whenever he sees him. (More on the Guy on the couch later maybe.) The other two are the only ones who share a living space. One of them is DJ, a young mechanic girl skater who specializes in gear mods and being socially awkward. She wears a tight fitting tank top and cover alls that just hang loose around her waist when she isn’t working. The other is Spoon M. Nater. The only member of the crew who hasn’t lived in Velo for the majority of his life, he recently arrived in town via a shipping crate which he was shoved in by the Welsh mafia. He is a runner who wears a long duster coat, under which is a bright red Hawaiian shirt, under which is a white button up shirt and some dark cargo pants. He had been living in DJ’s spare parts for about a week without her knowing.
cont;
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>>26249208
They all suddenly receive letters from a mysterious source that the letters identify as “Heart” instructing them all to come to a specific warehouse if they were interested in the idea of joining a gang. The main motivators for joining were that the leader of this new gang was the granddaughter of a legendary gang member from a now dead gang, and that there would be pizza. Everyone, interested in advancing the plot and pizza, decided to head out for the warehouse. Things played into my favor here when DJ insisted she was going to try and outrun this creep who was living in her spare parts, opening me up for the perfect tutorial segment. (The players actually noticed this before I did.) The other characters headed out as well, Joey getting a success with like 3 degrees to hit on some chicks on his way to the destination, Barda barely dodged a dog with his skateboard, and Crunchy, whom I had to emphasize the speed of the system to and to not over think it too much, climbed on top of a bus to ride to the destination with little effort. DJ took off on her skates, figuring her higher top speed would keep her away from Spoon with no issues. He proved to be a difficult foe to shake. At one point she swerved out into traffic figuring he wouldn’t be ballsy enough to follow. He was. Though she passed all the tests to dodge traffic, Spoon was not so lucky. As he dodged a small Pinto-like vehicle it exploded (as Pinto’s are wont to do) knocking him to his feet. Not knowing his way around the town like DJ, he figured he had to catch her if he had any chance of finding the warehouse. So he hopped in the bed of the nearest passing truck. At this point Barda has pulled a Back to the Future and was holding onto the back of a car to shorten his transit time. Barda, Spoon, and Crunchy’s vehicles all pulled up to a stop light at the same time and they all made some awkward, unknowing eye-contact with each other.
cont;
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>>26249309
DJ had taken back to the sidewalk and was back on track for her destination. Spoon saw his chance when his truck caught up to the unsuspecting DJ. Spoon launched himself from the truck, with the intention of landing a mighty FALCONE PAUNCH! on DJ. DJ however passed the awareness check when Spoon yelled, “FALCONE!” and dodged out of the way in time, with Spoon landing in a nearby planter. Everyone eventually arrived at the warehouse and met each other outside the door, again exchanging confused glances. There was a sign on the door with flower and heart designs that simply said, “knock!” Spoon eventually knocked on the door after no one else was taking the initiative. After a brief pause the door opened revealing a rather tall man. He stood about 6’4, with short silver hair that was revealed to be a poorly self-done dye job by the red hair sticking out the back. He wore a tight tank top, thick black leather gloves, and grey cargo pants. He asked them if they had received letters to which they all responded yes. After a brief second DJ asked him the question that was obviously on everyone’s mind, “Are you Heart?” The tall man shook his head no and inclined them all to enter. As Crunchy passed by he offered the tall fellow a Cheese puff, which after an awkward pause, he accepted. Upon entering the players got a chance to take a look at the inside of the warehouse. There were some rusty folding chairs, a beat to shit couch which may or may not have an opossum living in it, some crates stacked up with a board laid across them to simulate a table, and some scattered bean bag chairs. At the far end of the room there were a large number of crates and wood all stacked together to create some sort of impromptu stage, on top of which was a makeshift fort big enough to house maybe two or three people. The PCs all took up some of the assorted seating and waited for some reveal.
cont;
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>>26249320
Barda took an awareness test to see if he smelled pizza which he passed revealing that he did, in fact smell pizza. Before he could ask about the pizza though a rumbling noise was heard in the fort and a small figure darted out of it. A young girl in a black cloth poncho with cat ears attached to the hood popped out on stage, riding a pair of brightly colored skates. After a few impromptu tricks she stopped mid stage with her hands in the air. No one applauded. “Hi there everybody! I’m Heart!” Again silence. “I’m assuming everybody is here because of the letters?” At this one of the players spoke up. “There was mention made of pizza.” Heart responded, “Of course. Edward!” she shouted, indicating the tall man who had greeted the PCS at the door, “The pizza.” Edward then opened one of the crates and produced 3 pizza boxes. As he set them on the table Spoon took an agility test to rush over to the pizza. He passed with 5 degrees of success! basically teleporting over to the table. Heart then launches into a story about how her Grandma, Jenny Soul was a high ranking member of the old Blue Rocket Gang. Their leader was one of the baddest badasses but met an unfortunate end. Heart felt it was her duty to live up to her grandma’s legacy and start a new gang, one that would match the glory of the Blue Rockets and rule the streets the way they did. When the PCs asked why they were selected Heart simply replied, “Because the good people are already taken. I mean because I think you all have what it takes!” They then asked what was in it for them. Heart then revealed that she had stalked them all for the past week and had developed some personalized motivation for each of them. For Joey, all the Bicthes. For DJ, all the business she would get being part of such a high profile gang. For Barda, a chance to rebel against daddy. For Crunchy, his art would be known all across Velo. And for Spoon, he could get his own actual house.
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>>26249208
>>26249309
>>26249320
>>26249329
Hell of a way to start the campaign.
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>>26249413
Probably going to give it a a one-shot at the weekend, to see how it goes.
I appreciate your work, keep it up.

If I was more confident in my englisch skills I'd write some fluff to, but correcting it and so on probably would not be wortth the hassle?
>>
I hate to be the guy to ask, but:
Anyone running an online campaign?
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>>26249520
Timezones and shit, but I would be up for a text-based maybe? The setting is fun enough as is.
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>>26249515
Don't worry about making it pretty. That'll be my job when I shamelessly take your ideas for myself rewrite stuff here for the document.
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>>26249556
I could go for that.
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>>26249597
Nice. Anyone has a clue how to set up a forum?
We could allways amke it tumblr-based, for better ease of using pictures and music to tell the story, but a proper forum would be better I guess?
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>>26249629
No idea.
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>>26249648
Curses! Tumblr lends itself to two-three person threads, everything else gets messy very quickly, so a proper forum would be neat?
Is there anyone out there?
>>
>>26249564
Urban Temple
A large multibuilding complex set up when Velo was founded, as a hub for all religions, beliefs and faiths;
it features pagodas, stupas and minarets, a cathedral and a big Oak in the center. The idea was good, the execution a bit wonky;
One can easily get lost in the mess of intersecting hallways, some of the oriented only concerned with the beliefs of the sections faith.
VAST is the best word to describe this place; Swooping staircases, long hallways, grand domes and cramped tunnels with coloumns randomly intersecting the path,
It lends itself the high-speed course races due to the smooth floors, but with a lot of potential to get smashed against coloumns, stone archways and the like.
It's roofs are a dream for the runners among the crowd: Gargoyles, domes and spires provide many an opportunity;
Particular eye should be on the Tower-run, a challenge where you are supposed to reach the top of each of the main building, without ever touching the ground.
Needless tosay, the drop down from a minarett or the cathedral tower has led to many an ended career.
The Rosenkrantz holds the citadel as they see it is within their right, while the gardens are a big center for Urban Tribals.
There are allways some Bodhisattvas around, preaching their creed and taking care of verious religious symbols.
Tagging is restricted; the three gangs that share the area are quick to act if religious symbols are vandalized.
Peace-talks between gangs are sometimes hosted in the Stupa the Bodhisattvas have claimed for themselves.

howdoigreentext.jpg Anyways, there you go. It is fun to jsut work with a name.
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>>26249564
you got an example write-up I can use as a sort of guide?
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>>26249725
Stuff like this is good. I like the idea behind that and never thought of it that way as an attempt at a universal center of worship. Naturally it's not the only place of worship on the island, but it's probably the most important one in the city.
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>>26249751
>>26249725
thanks
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>>26249751
You can find a checklist in >>26248991.
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>>26249760
Thanks :) Feel free to use and change it as you see fit. (I know that was your plan either way, but old habits die hard ^^)
And imagine the Rosenkreutz ina Kathedral... it was too good a metnal iamge to pass up.
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>>26249768
I got that, but was curious on how to order it.
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>>26249776
typo time, time to get some caffeine and start waking up.
>>
Here's a write up, hope I didn't screw anything up.
>Industrial
>The massive comlpex of towering buildings northwest of Mount Vulcan that has been around since the beginning of Velo City to produce all the materials required for building
>the myriad products, devices and building located in and around Velo City. It features many open buildings with large holes in the ceilings for ventilation, multi-story factories constantly busy with production
>and some buildings still being built, half finished covered in scaffolding.
>The area is very difficult for newcomers to navigate, as most of the buildings have been stained black by soot, but most Movers see this as a challenge to introduce some colour
>runnning, riding, skating and sliding their way through the area.
>Most of the buildings in the area are flat topped, with large holes for smoke, butresses, walkways, gangplanks connecting a large portion of the roof, as most of the roads are filled with a never-ending stream
>of congested traffic, carrying metals, plastics and finished products over the city, 24 hours a day.
>The area lends itself to high speed races, due to a lot of the buildings being connected and having flat roofed, but due to the large amount of foot traffic on the roofs, and vehicle traffic, many Movers have had accidents
>getting pushed off roofs, or hit by the nigh constant traffic.
>The roofs are ideal for Runners who can manage the crowds or find a way to circumnavigate them, Boarders and Skaters typically dislike the area, as they have a hard time avoiding the crowds on the roofs. Bikers suprisingly,
>enjoy the area, riding around on the ground level, trying to dodge traffic while tagging the area.
>A point of note is the Velo Towers, a trio large unfinished building, interconnected with thick cables branching from floor to floor, under the control of [THE GANG], Velo Towers is a great spot for a little vertical race between the three towers
CONT;
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>>26250661
>A point of note is the Velo Towers, a trio large unfinished building, interconnected with thick cables branching from floor to floor, under the control of [THE GANG], Velo Towers is a great spot for a little vertical race between the three towers
>with Movers of each type participating, although bikers have it hardest in the race typically.
>[I HAVE NO IDEA WHICH GANGS DO WHAT SO PUT THE APPROPRIATE GANGS HERE PLEASE]
>Tagging isn't too frowned upon by [THE GANG], as they've given up trying to stop people from tagging, as long as they don't cover [THE GANG]s tags, or direction tags, its fair game
>[THE GANG] is very proactive in defending its turf, and comes down hard on anyone who tries to take its area. Due to the size of the Industrial Area however, the area is split between [THE GANG] in the North half,[THIS GANG] in the South and [THAT GANG] who moved in from the East from The Waterfront
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Fuck yeah veloCITY. I love to help you out op, but I'm stuck writing on a phone.

Here's a picture of veloCITY's founder in the meantime.
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>>26251046
That's just silly.
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>>26251046
Would you consider those skates, or an equivalent to a bike?
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>>26249629
http://conforums.com

Once you make the free board you can mod it to your heart's content. If people want I can start one as I used to host a forum there.

Can I get an opinion on this?
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>>26231183
God, stop reminding me how Air Gear could have continued to be the coolest manga around. OG is an amazing artist and designer, but a writer that he is not.
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>>26252478
Go for it! I would be so glad to have some people to text-RP with,
and this setting is just plain cool.
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>>26252657
Well, looks like I got something to do today. I am going to set it where you have to register to post, but viewing threads is still possible. This should cut down on spam.

Also I will give ADMIN rights to Mr. Blue Sky, but I'll need a E-Mail from him first so I can verify him when he joins.

I will post the forum address once it is live.
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>>26252690
It is live! http://velocity.conforums.com/

And as a riff off of the song, I named myself there "Mister Night". Oh ELO... never change.
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>>26252857
Needs a non-default theme, pronto.

>>26251073
Speaking of silly- two columns was a bad idea. I don't know what I was thinking.
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>>26253701
Working on that... just started off. It's going to take graphics, lots of code hacks, and a little elbow grease. It's not going to be "done" for quite a while.
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>>26253722
Perhaps not. What, it's an hour or two for a rough theme (thinking background image, top news panel picture, title, little thumbnails for categories, etc.), the general color shenanigans, and then perhaps code for a nifty info panel up at the top? Easily doable in an afternoon or two.
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>>26253786
Also consider the fact I got a real life to contend with with this too. It'll happen when it happens. You're getting this for free.
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>>26253806
All this for an online campaign? That's a lot of commitment. Keep in mind that I'll be keeping all the work and stuff on /tg/, but it'd be neat to duck in and see an online campaign move along. You could use IRC, since supposedly actions fly by just as fast in chat.

Still, here's my email.
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>>26250667
Hm. Keep the original description of the Velo Towers as a run-down amusement park/carnival, or use this new interpretation as just another industrial structure in the industrial sector.

Decisions.
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>>26254036
I prefer the new idea. But the amusement park setting could be moved elsewhere with a new name, no?

>Happy Velo
>VeloPark
>Free Park
>damn, i suck with names...
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>>26254270
Eh, I'll figure something out.
>>
okay taking a break on messing with the forum. Will work on it again once I can pretty it up some more.
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>>26254613
banner and color scheme looking nice already... but the background really needs another tiling and maybe another image in its whole - veloCITY is way more crazy than Mirror's Edge.
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>>26254784
Ya want it, ya got it. Although the pic seems a bit dark for VeloCity.
>>
Are drugs a thing in Velo City?
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>>26255145
oh nice. still tiled though ( i have no idea how forumbuilding works - is it even possible to have the bg autosized to the resolution?)

and i just looked veeery quickly for some city skylinelike thingy that looked a bit like the veloCITY areas... i will post another one if i find anything lighter. it definetly needs to become lighter
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>>26255214
Ehhhhhhh. Your call. If you noticed, the kids in JSR are actually pretty straight-laced. You might see cigarettes out and about and maybe a Rosenkrantz with an ornate pipe for tobacco. I'd personally cap it at occasional recreational marijuana, at worst.

Rudies are one thing, but drugs? Fuggitaboutit.
>>
So everyone knows, I am testing various backgrounds until I find something that looks good.
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>>26255407
no way to resize the bg tiles?
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>>26255584
nope. So I'm trying to find a background that tiles vertically clearly.

I'm using a new background now, so let me know if that works.
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>>26255618
the blue white foreground just not showing for me or removed? and when i zoom out/in of the forum it has one point where it fits good, but that is just so far zoomed in its no good. what resolution does the current image use?
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>>26255849
I'm going to switch to a flat color, as the forum does not scale any images properly and one person's resolution breaks the scale while another has no issues.

Sorry, it's not the image, it's the forum software.
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>>26255905
okay. i will post if i find anything that would fit nicely into the tilebreaking
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>>26255905
Go with a matte black background and earthy, brown frames/panels. Try to match the title image.
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WTF? Is the forum coming up?
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>>26256042
Looks dead to me.
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>>26256042
I think someone hacked me and deleted the forum... I'll look into this. But I'm starting to get really burned out already trying to work with that forum site. I did pretty good with it back in like 2006... that place has gone down hill.
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>>26256069
Don't worry about it. There's other ways to run online games, like IRC. That could actually preserve the speed of the game since it's in real time.
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>>26256069
Okay got an e-mail that somehow indeed my forum was deleted. Not even going to bother to rebuild.

That's all for me I guess.
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>>26256146
Ah well. Live and let live.
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SUDDENLY WE MODERN FANTASY NOW
>>
Bump for Justice
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>>26254036
Sorry, I was going of nothing, I had no I idea what it was previously
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>>26259194
S'fine. There's an old writeup earlier in the thread describing the Velo Towers as a run down amusement park that the Big Nasties and Rosenkrantz hang out in.
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>>26259223
Yeah, I had no idea. I can probably do more, but I'll be writing blind on gangs, and prior locations. I have the map, but that's only useful for shape/direction stuff
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>>26259314
The gang writeups are in the document itself. Don't worry too much about old material. That's my job.
>>
I'm going to start organizing the Port City setting as I study the system. I tend to do better with a blank slate for fluff.
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>>26259387
I don't have any document
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>>26259419
Click that image in the OP. It's actually the latest PDF.
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>>26259445
I have that, but haven't looked at it. Does it have the gang write-ups?
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>>26259473
Yeah. That's the first bits of fluff I've added. They're at the end of the document.
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>>26259480
Great, I'll go have a look
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>>26261125
Dayum girrrrl....

I wonder what sort of rudie she would be.
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>>26261174
>Kenyan
>not a runner
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>>26261174
rollerblades, showing off some SICK style and grace (while hurtling through the air/up/along walls at breakneck speeds)
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>>26261199
>that guy in the back's face
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>>26261204
Okay I didn't want to go perverted here, but wouldn't her chest sort of throw off her balance when doing tricks on skates?
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>>26261227
You learn to compensate, or tie em down/wear a tight sports bra.
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>>26261227
She incorporates her unusual center of mass into her moves to pull of tricks that would leave other people toppled over on their backs.
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>>26261241
What he said.
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I'll pare the questions down to make them easier to digest when it comes to writeups.

>What's the difference between Old Velo and New Velo? What separates them from Big Town?
>What are The Wards?

We'll start with those questions for people to answer.
>>
>>26261227
better than scraping them on the walls/pavement as you climb and vault over things as a runner, yes?
>>
Okay, as you guys are working on Velocity stuff, I've discovered I'm good at things when I got a skeleton to work with, so here is what I got as thumbnails for Port City

1: Port City is a resort island artificially made in warm waters 200 miles from Velo City.

2: The citizens of the island originally were employees of various travel agencies and resort/recreation firms on the island. When the citizens organized, they managed to get control of the island and nationalized into their own state. Some backed by civic minded corps, while others tried to stop or slow their efforts until they could get their lobbyists in place.

3: The obstructionist corps, angered at their failure start sending over teams to sabotage the helpful corps and to ruin the only economy the island has; tourism.

4: In response, the civic corps and the young street stunt workers who made a living showing off to the crowds on a daily basis counter the rudie type criminals invading their streets. The corps fund these Civic Rudie "Cells" and these cells compete for turf or "jurisdiction" in various ways.

5: This proved so successful, that the Mayor of the island expanded the program to all emergency services.

This is the reason why in Port City when someone is severly injured you usually see a Skater arive first with their first response backpack, and why when you get mugged there is usually three free-runners in specially designed police uniforms chasing the crook down.

Welcome to Port City.
>>
Oh, and note don't wanna distract form this project, just sharing what I got in my notebook for my setting "splat" already.
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>>26228939
I love The Eternal Mural, that shit's deep.
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>>26262033
i like the barrios/deadmen/rudy graveyard for the same reason
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Is anyone doing some fluff on graffiti
If not i might be able to write it as i have experience with graffiti and know its ins and outs better then most
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>>26264081
Graffiti? I didn't know there was fluff to be had for graffiti. For what it's worth, there's old gang tags up in >>26230001.
>>
>>26264137
I meant general information on graffiti
I assume it will be in the game with the JSR theme and I don't think most people know to much about actual graffiti work
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>>26264348
You've got the thread to yourself, so lay it on us.
>>
>>26264373
>For the punks not familiar with the fine practice of " urban street art" or graffiti lets lay out a few pointers.

> first things most important thing to remember is location is more important the the actual art. A masterpiece in someones backyard is no fine graffiti but a shitty tag on the police station is a grade A piece of work.

> next we got to talk about what graffiti is telling you. Most graffiti is gang signs, they tell you where not to fuck around and show you where someones turf is, Some graffiti is political its to stick it to the man or a particularly shit dealer, finally some graffiti is just for the art. Those who only do graffiti art have a special place in punk society, as long as they don't join a group most people don't mind them tagging in there turf as long as they don't cover the groups marks.

> Now enough with the back story. Its time for the nitty gritty. First you have to get a spray can cheap ones are fine but you cant put on fancy tops and shit. Next you should get a mask because as cool as it may sound spraying why yelling fuck the police you can get severe nerve damage old graffiti artist often report having problems holding there bladder and shit like that. After you have all that and get to your location shake up the can, by the way this is where most punks bail because shaking a can is hella loud you can quiet it a bit by putting magnets but if you don't got any fancy magnets expect it to still be quite noisy.

>now for the actual art. If your part of a group you better put something that says that if your freelance you should spend some time making a nice tag.

> quick note there are tiers of graffiti starting with a tag ( just your tag in your own font) a mock up ( slightly bigger usually the letters are done separately) throw up ( also includes a fancy background or picture or some shit) finally there is a mural (a full wall piece.)
(to be continued)
>>
>>26264564

> remember you should only go over another persons piece if you have beef with them or if your doing a larger piece. If you have beef with somebody the lower the piece you put in comparison to there's the level of beef. So covering someones throw up in another throw up is pretty mild it can even be considered passive but covering a mural with a tag means you got some harsh game to bring. Even the largest gangs are reluctant to cover a mural with a tag and will at very least wait a day or two to properly cover it up.

another note if your really detective like you can sometimes tell the part of town your artist is from as they often take inspiration from the fonts of local newspapers and shops
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>>26264632
Ok not all of it is a hundred percent accurate as to fit with the theme. That's the super fluffy version so if you want a simple run down of what im saying i would be happy to oblige.
Might add a few things as i go on
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>>26264564
>>26264632
Here's a question.
Why are most tags simply the artist's name or handle in some stylized font?
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>>26264655
It's fine. It's neat to offer additional perspective. It also helps that I've had a mini-game in mind for conflict resolution.

>Tag-Off
>One wall.
>Two taggers.
>Ten minutes.
>Best tag wins.
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>>26264726
Artists name?
typically they aren't because the artist don't want to get arrested

But I understand your question
Simplicity Its an easy place to start it allows the art to take advantage of its locational emphasis it allows for practice of the minute rather then the grandiose ( I actually prefer tags to murals so this may be my own opinion)

Another way to explain it is with calligraphy why you try to get the dexterity to properly maneuver the brush ( in this case the can) to make nice looking letters
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>>26264819
In other words, to tag words well, it actually helps if you don't write chickenscratch already.
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>>26264791
a far more interesting one is a empty park where they have ten minutes to get the best tag because as i said before location is more important then the actual artwork.

One cool thing about graffiti though is the fact that you almost never see the artist work. when i started out i always expected to see someone working but i never did. It made it feel more magical though when i went to work and a i noticed a new tag or a touch up
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>>26264836
well depends graffiti requires gross motor skills while writing required fine. I guess to say the least there analogous but not similer
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(cont)
>alternate styles of graffiti
>so you know how to work the spray can next you have the marker pen basically a big old sharpie dunked in paint a lot easier to use but a lot smaller most people make these at home with ease but some shops sell them.
> Stickers are an alternate to graffiti but not a replacement a punk who just puts up stickers looks like a wimp who cant do his work in public. Though as a compliment to a graffiti artist it can do wonders as they are easy to place and can have unique designs. A common start up is to steal the postal services box stickers but as the velocity postal services noticed the inequality of stickers to sent packages they stopped giving these away.
> Fire extinguisher is when you need to do a lot of work fast usually to deface a building or just cause some real havoc
> Chalk washable yet pretty and cheap this is commonly used by the chillest of artist who don't mind seeing there work be gone in the next storm.
> crayons despite the childish nature these tend to be the harshest of graffiti lasting until some scrapes it off bit by bit. Its typically small size though limits there use in destruction.
>acid is when you want to leave a permanent mark some kind of light ( or heavy) acid is put into a marker pen to draw on metal or glass. Its known for its messy streaks as the acid drips and its permanent nature. A simpler solution to this is scratching but scratching tends to take longer and look like the biggest pile of shit ever
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>>26264819
I don't mean their real name, obviously, just stuff like this. Nicknames, aliases, monikers, et cetera.
It just seems a bit uncreative to default to one's signature when designing a tag, is all I'm saying.

By the way, I apologize for the shitty foamer pics, it's all I have on hand to illustrate the point.
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>>26264966
It tends to be your go to thing
unless you have a specific point your trying to make with what you right there is no reason to not just right your moniker
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A shame with the forums, really.
So, lets fire up the past of the internet and get an IRC going or what?
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>>26265660
Sure, I suppose, you'll have to link me though
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>>26265660
There may be an option on ProBoards, but I think that would lend more to brewing for VeloCity on the side as VeloCity is too fast for PbP.

ProBoards also looks better.
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>>26265819
Nothing's stopping you from running a game on ProBoards or anything like that. It's still a tabletop game, after all.
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>>26265913
Yeah... I don't think I got the patience currently to admin a board.

More time to brew.
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>>26261918
Sounds cool. Will wee see a kind of water-based equipment expansion? Like, for example, a backpack that doubles as mini sub, or a 'jetski' modification to a bike. Might be interesting, going up from a mini-sub dive and freerun above the surface.
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>>26268058
Something I didn't consider originally... but adding a water element would make one of the default Rudie teams make sense as they are the island's lifeguards and water rescue. Jet Skis, and lots of running to do.

Or.... perhaps they use those parasail things to pull them along while using something like a small surf-board? Or sailboards?

Hmm... might need some new rudie types... Surfer, Jumper (BASE Jumper).
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>>26268470
Maybe as an expansion of the 4 main classes or summink like that. Like skater -> surfer, biker -> jetski, parkour -> scuba, rollerskater -> ...
Come to think of it, rollers have no watery equivalent...
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>>26268508
They might be Waterskiers.
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>>26268508
Keep in mind that the different types of movers should not be considered or constructed as though they are hard classes. Nothing's stopping you from picking up a surfboard and riding the waves. In fact, I think I mention in the core document that "surfboards" and "snowboards" fall under "boarders" in general.
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>>26268527
now that's an idea.
But yeah, it depends on the terrain, if there's more water than land you can use the 4 classes, but if there's more land than water or about the same amount of land/water, those 4 classes would get kinda gimped on land.

>>26268548
Hmm, yeah. I was thinking more of an equipment expansion rather than class replacement/expansion, so you can have all these cool aquatic/amphibious stuff available in Port City since there's more water than city around.
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>>26268548
Aaaah.

So perhaps if anything just BASEjumping (something I'd love to see fully) might need a new sub-stat, but seen as a runner type.
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>>26268563
Also again, I gotta read these rules. They're short and sweet, just how I like 'em.

But I wouldn't be surprised if some shore-operating rudies incorporate wetsuits into their daily dress.
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>>26268565
Are you the same guy who was clamoring about basejumping in the last thread? You don't need new stats for stuff like that, I don't think. You need the right equipment and a series of checks to perform successfully, that's all.
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>>26268579
Yah, anon, once for open, once for steering (or many steers) and one final to land without breaking an ankle... I remember that.

But again, I need to look at the rules to see how it works as I will have to make an example to place in the splat.

Also... gotta remember those smoke packs for really showing off.
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>>26268603
What could possibly warrant a completely new substat, honestly?
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>>26268632
Been debating stunt-flying could.. but piloting with VeloCity system doesn't fit the main theme of motion in a city. After all, as a resort island, Port City had it's fair share of air couriers competing for who could deliver a package from one side to the other faster. Or to any of the small "anchor islands" that keep the main island in place. I could see courier pilot rudies competing in aerobatic competitions to establish control of airspace.

Well... just established port city isn't just one island... Hah!
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>>26268684
That would mildly miss the point of the game. You could have the aerial couriers doing their maneuvers when island hopping, but when that plane touches down, that's when the movers would take over.
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>>26268684
Well, time to add jetpacks to the list of possible equipment, then! Probably made by Supersonic Technologies.

Man, this reminds me that I originally wrote the idea for Power Substation no. 4, a loooong time ago. Time sure flies.
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so i made a very early and basic change to the map to see how it actually looks like (remember, its an island). Let's see if a conmplete map can be built where all the locations etc. are marked...
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>>26269604
Looks like something from Waterworld.

Besides, where would all the nature trails and budding natural flora be? Bikers gotta have their forest trails, mang.
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>>26269641
i doubt an artifical island would have extraordinary huge forests... the section around Shangri-la doesnt have any lore yet, does it?
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>>26268712
Yeah... sounds like a optional thing, not some sort of actual "thing".
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>>26269700
Either way, I don't think the island is that barebones. You kinda need land to fit everything on, plus there are constantly projects to expand the city, so they'd need to make the island itself bigger, hence why they'd probably terraform an actual island. You don't build the city before you build the land you stick it on.

And what does the Shangri-la Spa have to do with this? I'm only asking for districts and hotspots I'm missing.
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>>26269727
i meant the huge black spot next to it.

And i can somewhat see your point, but more or less empty areas which already are overgrown (forest) are just plain unrealistic.
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>>26269773
Not necessarily overgrown, but there's no shame in empty fields.
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>>26269805
so New Town 2 in its very early stages? There could be construction machines preparing sewers and so on... Could actually make for a good area
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>>26269886
Huh? I didn't say it was being developed right now. There's lots of public works projects in the urbanized areas as it is. Sometimes, you just want an open space so when you're crossing one of the big bridges, you get a beautiful panoramic view of the city.
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>>26269927
The game IS about freedom. You need those occasional open scenery shots. If it was all enclosed skyscrapers it would feel to dystopian. I'm with MBS on this one.
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>>26269720
Agreed on that.
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trashbag pile bail bump!
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>>26275305
As long as they didn't through out anything bulky or pointy, that sounds fun. Hell, I imagine a gang rite of passage is scouring a pile of garbage for a sofa and having to personally haul it back to their base of operations.
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>>26276328
My vision of fun in VeloCity? hitting a half pipe hard learning new moves, then diving into a bunch of air-filled garbage bags when you really push the envelope.

Hey when you can't afford foam blocks, Trashbags will do.
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>>26276387
I thought it was cardboard boxes.
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>>26276450
Those work too... or inflated trashbags in said boxes for added cushion!
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So anyone have a good dump of character art for this? I found this rather homoerotic deviantart group called aerobrake...but, some of the art is neat.
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>>26276992
Looks cool, indeed...
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>>26276992
I like to think I have an okay stockpile of my own to work with.
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>>26277065
By all means, don't meant to intrude. Merely hoping to encourage some sharing.
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>>26277094
Feeling's mutual.
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Well, another VeloCity thread slowly comes to a close... it's been a fun ride. Hopefully I should have something for my splat next time. I am loving this system out of the box... just learning it now.

Until then, Keep Calm, and Rudie On.
http://www.youtube.com/watch?v=bjPqsDU0j2I
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But...i don't want this to die...
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>>26281457
Mourn not those we lose. They're havin' more fun now.
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Has this been archived yet?
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>>26283591
Actually, no. I should get on that.
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>>26283670
I presume if I were to search VeloCITY on suptg I would find the prior threads?
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>>26284000
Yep.


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