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Okay, fuck it -- it's past midnight where I am, it's TECHNICALLY Caturday, let's do this.

http://1d4chan.org/wiki/Setting:CATastrophe

https://soundcloud.com/arizona-music/sets/catastrophe-soundtrack

New stuff from me:

https://soundcloud.com/arizona-music/swimming-with-sharks
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Captcha: onStiiT Seamans
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I noticed the Settlements page of the wiki lacks Pero-Pero. I kinda Pero-Pero. liked I always imagined it looking something like this or that other city picture by the same artist.
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>>28063592

Did my best to rectify that. If anyone's got any further details regarding Pero Pero, feel free to throw them in.

captcha: from cianaLi
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I have no idea what game this picture's supposed to be from, but it does have a very CATastrophe feel to it.
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>>28063842
Monster Hunter Tri U
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Continuing with the inspiration posts. I'm trying to match this picture to one of our established locations in the Endless Blue, but I can't find anything that fits it precisely.
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More new drawfag stuff from my end. Somebody asked me to design a boat for their party; I've already posted the picture I did, but I wanted to make another sketch of the boat in action, as it were. The reference photographs I used involved a fishing trawler; I don't see why a bunch of Shiny divers wouldn't think of converting one of these into a treasure ship.
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Yes Caturday :3

Didnt they say they were going to post the Beta build today?
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>>28065687
I think TDCF is still putting the finishing touches on it. I sent him a shitload of art I've been working on, most of it for pregen characters.
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Gyus.
I need some examples of actions that can be attempted by players to see whether i forgot something with my roll system.

Diplomacy i decided to leave largely to roleplay, but i am not very sure about that, since it becomes player-side skill only, rather than character-side. I've got a different idea, but it's very raw and i am not sure whether it will work. Care for me to elaborate on it?
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>>28063679
I really would rather we don't put up settlements that have like 2 sentences about them, so I haven't posted a LOT of the suggested ones. A vague idea can be cool, but it isn't terribly useful to a DM who might need a settlement on the fly.

We might add a DM's guide section that is nothing but vague ideas, but they are not useful in the majority of situations.

also remember we are on rizon IRC: irc.rizon.net #CATastrophe_Dev

I am sadly working for the next 5 hours though, so I won't be around for a bit.
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>>28066680
Operating a complex Machine (earless or Kemo)
Read Computer code
Combine two Items together into a more useful item (e.g. Depth finder and a diving helmet)
Swing from a ships mast onto another ship
Dance
Solve a rubix cube
Repair a Machine (simple and/or complex)
>>
>>28066680
>I've got a different idea, but it's very raw and i am not sure whether it will work. Care for me to elaborate on it?
There's no point in asking questions like this on /tg/. Just start talking about it and request opinions.

Also stop not capitalizing "I".
>>
Yo, TDCP here, Saturday schedule is up in the air a little. But I will be catching up this afternoon. I got a quickstart all done for the new setup for FATE Accelerated with all the artwork from Maestro (And one piece from Sir Briggs himself!) so unfrizz your tails, I'm on this.

It's HAPPENING.
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Did I say it's HAPPENING? Sorry, I stand corrected... here IT IS. Designed for quickly starting up a CATastrophe game using the CATastrophe FATE Accelerated system!
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>>28069161
I would be derelect to not thank Maestro and Sir Briggs for the artwork in the document. Also, the stuff Maestro drew consists of pregens I will include in the full FATE Accelerated write-up including a introductory adventure.

I do have to thank everyone for the support and for coming up with so many ideas!
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>>28067232
thanks!

>>28068166
Alrighty then.
Before:
>contested roll: when there's no bond, it's 2-2, if there are bonds it's your positive bond strength) vs target's negative bond strength.
>contested roll difficulty is varying
>you have to roll certain success number a certain number of times
>who does this first, wins

Now i removed bond strength altogether
>contested roll, difficulty varies
>whoever either rolls number of successes needed or gains a significant lead (more than half of successes needed) wins
>In certain situations having a bond increases number of dice you rolled (let's say, a bond with a settlement "heroes of the village" will give you 1-2 dice of increase)
>you can then apply your character traits (any traits making sense: loud voice, bluff, technical knowledge if you are arguing about something that involves said knowledge...). Go nuts.
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>>28069530
Of course, that's just a mechanical explanation. Good stunting is more than appreciated and can even add several successes if GM liked what you said.
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>>28069579
I think there should be a dry mechanic as a default, but good roleplay should provide a modifier in favor or against them.
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>>28069650
Good argument made by players may be very effective, up to "one-shotting" a conversation (at GM's discretion), so yes, that's one hell of a modifier.
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>>28069650
Some instances of "FATE" in your pdf are misspelled as "FAE"
given source material it's understandable
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>>28070429
Not a mistake. That's the acronym for FATE Accelerated Edition -- although maybe it would have to be changed, just to prevent confusion.
>>
Incidentally, if anyone who's interested wants to check over and polish up the MAID RPG rules for the setting, they're welcome to. That was, as someone pointed out, the first version of CATastrophe, and it'd be a shame to let it wither.

captcha: ybrartm from (from Mt. Rarby?)
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>>28070429
FAE = Fate Accelerated. It's a Acronym.

>>28071259
Yes I was about to ask if the MAID CATastrophe people were around.
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>>28071396
Well, if we're going to start posting those pictures, here's mine.
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>>28071396
I was helping with the fluff and the puns, but not the crunch.

I think I lost contact with the rules-guys.
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>>28071609
Hmm... So are the MAID rules anywhere? I dunno if they're still there on the 1d4chan page. That... and it would give me an excuse to dust off my MAID PDF.

>>28071597
Hey, couldn't resist posting that crazy, crazy Neko.
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>>28071684
http://1d4chan.org/wiki/Setting:CATastrophe/MAID_Conversion_game_mechanics
http://1d4chan.org/wiki/Setting:CATastrophe/MAID_Conversion_Character_Creation

I think they were mostly done when the group fell apart over debates on fox/bear girls.
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>>28071754
Ah, so that is where the animosity towards Kumamimi and Kitsumimi comes from. Unfortunate.
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>>28071783
Someone was being a complete ass about it, and wanted to add even more. Ragequit, group fell apart shortly after.
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>>28071916
Hmm, maybe we should get a group to adopt it and get it back under development/refinement? That is why I created the forum after all.

http://catastrophe.freeforums.org/
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>>28071783
I never really understood the controversy, I mean foxgirls are in several of the inspiring images so why shouldn't they be included?
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>>28072078
Could do. I do sorta want to see my baby and my puns finished off.
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>>28072105
He was being a real dick about it, to the point where it was probably his fetish.
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>>28072128
>>28072105

Yeah, I've all but dropped the Chumimi (Mice) from my canon, although I've spotted mice in the source artwork. Just to avoid a shitstorm.
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>>28072171
Also, more races means more work and less time spent on crunchy rules, or decent fluff. And huge shitstorms over semantics.
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>>28071396
>>28071597
OMG Maestro! Your stuff is great! The style fits the setting real well!

Was wondering if you'd draw a character from my CATastrophe game. Pretty much a Nekomimi who wears a yellow poncho all the time (yes, even on dives). She's developed this behavior as she's associated it with being lucky. She has gotten out of several scrapes when wearing the poncho, so she's taken to wearing it whenever she can. She has short brown hair, green eyes, and usually carried a red waterproof dufflebag over her shoulder with her various gear.

Poncho looks a lot like what is in the example pic.
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>>28072105
It was back when the basics of the setting were more or less hashed out and folks were trying to get some mechanics work done, only for some guy to keep spamming bears, foxes, and mice and grinding things to a halt. People even said they would have no problem branching out once the Big 3 got crunched out nicely, but foxfag just couldnt stand it for whatever reason.
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>>28072281
Harsh. I've begun to learn to know when to fight my fights and surrender when needed, or simply wait for another day.
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Here's a slight reworking of an old quest idea.

>The Village
When someone is deemed too dangerous or disruptive to the outside world, rumor says that they are quietly whisked away to The Village. This idyllic town is carved into the slope of a volcano, overlooking the jungle and the ocean. All of it's inhabitants simply woke up there one day with no explanation or warning. Despite having plentiful resources and a peaceful life, the lack of adventure tends to deeply frustrate the inhabitants, many of whom are used to excitement. There are seemingly no guards, and the ocean is only a few short miles from the village, however escape remains almost impossible. The thick, dark jungle is patrolled by squads of unique Oldguards designed to capture any escapees. And rumor says that those lucky few who do manage to escape must look over their shoulders for the rest of their lives, since the Oldguards never stop tracking their prisoners...
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>>28072431
#6 I presume?
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>>28072280
Hmm. I'll see what I can come up with. If I don't get it done before this thread goes on autosage, I'll put it up on the forum.
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>>28072660
When it comes to auto sage, barring any shitstorms, this could go all weekend. So don't worry anon/Maestro... this could go for a while!
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>>28072201
Gameplay rules and setting fluff first, race rules and fluff second. We know our priorities by now.
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I'll be back in a while with some ideas.
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>>28072280
>>28072697

Gotcha. So any ideas as to what she wears other than the poncho?
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>>28072747
Seesh looking at some of TDCP's posts there's a lot of life vests. That makes me hesitant to ask for her to be wearing one. It's sort of one like the drawing of TDCP's character in the flight suit, but inflated. I think that's a airplane style life vest on that particular character. Anyways ya, that and she always her dive goggles and snorkel on.
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Oh, just discovered something I think is relevant to our interests...

http://en.wikipedia.org/wiki/Seapunk
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Also just noticed someone posted as me on /d/... son of a... that's what happens when I step away into the kitchen for a few minutes.

Well that's off-topic. Anyways, do people think it is a good idea to make a few canon settlements? Like focusing around 5 or so?
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>>28072961
canon settlements would solidify the world some more.

so good plan
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As far as music that might be inspirational to the setting, I have found the Aquabats are awesome and hilarious for inspiration.

The Wild Sea
http://www.youtube.com/watch?v=1upE-4B-Zi0

Captain Hampton & The Midget Pirates
http://www.youtube.com/watch?v=6GXy3NIygLw

Waterslides
http://www.youtube.com/watch?v=Krqdgr90__k

Fight Song
http://www.youtube.com/watch?v=C0VBKwpBaPE

I am probably the only one, but I can see ska being a very popular type of music in the CATastrophe setting. It is energetic, happy, and catchy. Kemomi would love it I think.
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>>28073045
Yeah, Swing and Jazz are the vibe for my settlement.
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Iam the guy helping with the PAWs and Luck system.

I got a long list of settlements going and I have been expanding on and re-fluffing all of them to add plot hooks and stuff. Each settlement/location will have atleast a page long write up.

For those interested this is my list of expanded locations. These and more will be in the next PAWS edition.

Diver’s Bay
Akademee
Pero-Pero
Stardust Port
Scraper Coast
Nekotomi Plaza
Beowulf, Piss&Vinegar, and Canis Major
Whirlee
Silver Mountain [Completely changed]
Rim Town
Passover
Nine Pillars
The Purnanym
Rock Sea
Palmwave
Arky Pelligoe
The R.I.G.
Banana Town
The Mach 7 Islands [formerly: lonely islands]
CatNip Commons
Driftwood
Boxtop Sargasso
Miraland
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>>28073214
Oh man! Is that the Driftwood that is the criminal haven? Having a CATastrophe version of Black Lagoon sounds awesome!
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>>28073288
And I already have some potential character art for some Black Lagoon CATastrophe antics.
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>>28073288
Yes, the description of it was garbage, so I had to fix it up. The biggest pain is having to rewrite things. Even wretched hive's of scum and villiany need a cartoony side to it.

What I am focusing on now is merging settlements that are too similar or simply ignoring suggestions for new places that fill the same role. there is a discussion about it on the forum. When it comes to writing there is a saying 'kill your children'. Don't be afraid to erase or remove things you have made. Yes, we all get attached to places we have suggested or come up with, but if it doesn't fit the setting then it should be removed.
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>>28073395
>>28073214
I would say remove the live sacrifice thing from Sharkfin Isle. Its needlessly grim and having them be Amish in a tech-worshiping society is already enough for them to be considered weird and avoided.
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>>28073460
To be honest, the Live Sacrifice thing should have disqualified the settlement to be on any list. It's an avenue for grimdark.
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>>28073460
Yes. I have yet to 'deal' with Sharkfin Isle. Frankly several other of the settlements are 'low tech'-ish, so it might just end up on the wayside.
>>28073510
And yes, even if it was a fake fact for a plot hook, it still doesn't fit.
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>>28073395
I think we should, at the very least keep the settlements on the wiki list, but have the "published" rules for the various systems have specific settlements. Perhaps allowing one or two unique settlements per system. I already consider personally that Akadmee, Diver's Bay, Pero Pero, Vanguard Home, and Banana Cove are the canon setting settlements for my FATE Accelerated stuff.
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>>28073582
The PAWS and Luck book will be a full on core rule book. I will be including everything that I believe fits the setting.
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>>28073646
Aren't you speaking a little... definitively? This isn't exactly YOUR setting.
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>>28073670
I mean that it will be a full book, with short stories, rules, and world fluff. Whether people choose to view anything in it as definitive is there choice.
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>>28073733
So, pretty much rip everything out that doesn't fit your standard, then tell everyone who have worked at this (quality or not) that they can play "your" game, or not at all?
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>>28073773
Dont get so testy, dude. Give the guy a chance and if he goes the direction of grungy, oil spewing megacities and beargirl cannibal cults like the other group who tried to hijack CAT did, then we just disregard his existence like we did them.
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>>28073773
Wow, now that's surprisingly aggressive. Have you seen that settlement list. I've been doing my best to include what I can and make this work for everyone.
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>>28073835
I'm not. It just sounds like he wants to take the setting and sell it off. Isn't it supposed to be a open homebrew?

>>28073838
Yes, it needs work, but let those people work on them.
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>>28073670
the PAWS group can include what they want, but they look like they are making their own version of Banana Town. My definitive version is getting updates here: http://catastrophe.freeforums.org/banana-town-discussion-t9.html

and I might add a separate page on 1d4chan wiki, since I don't want to have more than a brief description on the main page.

>>28073773
the SETTING is shared. The PAWS people or the FATE Accelerated people or the TAIL people can have their own specific races/settlements or whatever that are endorsed by them. All the stuff I am making is for the most part game-agnostic.

I mean, if one system goes all grimdark or super high tech, then nothing I write will fit all that well, but I am trying to have it be useful for anyone.
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>>28073905
He sounds like he is trying his best to aggregate both lore and tone into something he hopes best captures the mood and atmosphere that everyone in these threads wants out of the setting. Of course, he could be totally off base and make something that disgusts us all, but lets at least give him a chance before we crank out the old Hate-O-Matic.
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>>28073972
Sorry, I've heard this talk before, right before a highjack. Ever wonder why there are multiple groups working on CATastrophe? It's because each of those groups at some points make the mistake to "claim" CATastrophe as their own. As theirs is the ONLY word.
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>>28073952
Exactly. Even though minor changes are being made, it it mostly in the way the places are being written. Changes to locations are minor and more to add flair or make them more unique. The biggest change I made to Banana Town was that they used derelict boats as houses to match the fact they used a beached cruiseship as a casino and a beached cargo ship as a market. Nothing else about it was changed.

The biggest change to lonely islands was to make the bridge between the two islands more important. This sparked a cascade of ideas about what the Earless tech on the bridge would do to effect the local populace. The emptyness of the forest on the larger island was also made a plothook because of its mysteriousness.
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>>28074003
>As theirs is the ONLY word.
He said right here >>28073733 that he totally understands if people disagree with him. The way I see it, even if his interpretation of the setting is 100% offbase and shitty, the core book will at least give us a nice framework to work off of.

To me, its no different from someone drawing a picture or writing up a settlement/animal and seeing if /tg/ approves, its just on a wider scale. He presents the book, we say what we like and dont like and give mechanical pointers, and then he goes back and tweaks it until its something we can all approve of.

Its only if he refuses to budge after the initial presentation that you can call him a hijacking faggot.
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>>28074101
Thank you. Also, even though I am part of the PAWS and Luck crew. We work as a group and clear things with Kav first and foremost.
>>
Looking at all this, I've been toying with the idea of an Usamimi salvager who bears a striking resemblance to Cap'n Drachma.

Not that I'd have the time to act on it anytime soon.
But it all looks nice!
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>>28074101
>Whether people choose to view anything in it as definitive is there choice.

That looks like a veiled "my way or the high way" to me. PArticularly with this...
>What I am focusing on now is merging settlements that are too similar or simply ignoring suggestions for new places that fill the same role. there is a discussion about it on the forum. When it comes to writing there is a saying 'kill your children'. Don't be afraid to erase or remove things you have made. Yes, we all get attached to places we have suggested or come up with, but if it doesn't fit the setting then it should be removed.
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>>28074222
Okay Anon, unfrizz your tail. They've been saying cool it until some sort of malfeasance is attempted. It's not happening as far as I see.

Stahp.

You don't see me howling that Vanguard Home isn't making the PAWS cut. I don't blame them as I'm not done working on it.
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>>28074222
Hes right, though. If you get too attached to something, you risk going the way of Knights Inductor or Harem Knights.

Like I said, lets wait and see before we start lambasting the guy.

Another potential Driftwood character picture.
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>>28073045
I've already linked my own music. This one's not really the right genre (it's more cyberpunk than anything), so I'm not putting it in the CATastrophe soundtrack -- but I *am* proud of it.

https://soundcloud.com/arizona-music/red-sunset-over-the-desert
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>>28074431
There is a way to make it fit. Pero Pero is known to have crazy partys and techno music must exist there. Could be a mixtape of a fledging Pero pero artist.
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>>28074056
they already were using derelict ships to live in, but not much. Earless built ships would be pretty trashed or in good shape, not much in the middle.

A good portion of the people in Banana Town either live on the Cruz Ship, or in Seatainers refitted to be small houses.

Pic related, its a more organized, higher stacked version of Seatainer Corner in Banana Town. The entire area is full of seatainers taken from the Bigship market, stacked 2-3 high. Some of the boxes are houses, others are businesses, and soem are just storage. Like possibly dried banana chips or something.

It's pretty much the poor part of town.
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>>28074885
I'll make sure to fix my discretion to include the container-ghetto. Would this location be right next to the marketplace? or farther along on the island?
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>>28074885
You can just picture them asking "What's a Hyoon-die?"
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>>28074431
By the way, I fucking loved your most recent CATastrophe track. Keep up the good work!
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>>28074885
All these METAL BOXES!!! They all say SOO LINE!!! What Earless sorcery is this!!!
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>>28075048
Or "Dangit, that's the tenth crate we've opened and still no apples! What kinda jerk would write apple on the crate when there's no apples!? Heres another one! Ay-Pee-Ell, apple. But still no apples!"
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>>28075089
Which one? I've posted two new tracks in this thread.
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>>28074969
container ghetto is between the coconut grove and the rice paddies. See latest version of the Banana Town Map
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I've always wondered how a Kemo would view a Earless aircraft on a dive. What would they think it was, and what would they find on the plane, considering it is made with pre-fall earless tech so it is probably far more durable.

Pic: Some ideas for prop-driven aircraft... Might look into more seaplanes, though.
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>>28075697
I like the idea of them not understanding that it is in fact a plane. Think of it. They've only really seen boats and maybe a submarine. Don't these look like personal sized submarines.
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>>28075640
Swiming with Sharks. I thought you claimed the other one technically wasn't CATastrophe, though I liked that one, too.
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>>28075694
Thanks. This also cleared up confusion I had with Dicers. I had written Dicer's into the main cruiseship, but now I see it as its own place.
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>>28075753
"They call this a submarine? The hull is already crushed and the main stabilizers are too long and wide. Man these Earless were strange."

So what would be salvageable? Just raw materials and any sort of gear that wasn't opened to the elements?
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>>28075862
probably depends on a case by case basis.
>>
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>>28075763
Ah, okay. I got confused.
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In case you wonder what this shit looks like when I scan it in.
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>>28076493
Ah. She's a proud ship, she is.
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I'll repost this as well. If anyone wants to use it as possible inspiration for a new location, feel free to do so.

captcha: inThea secured
>>
>>28077960
If we convert the shallow water in the picture to marsh and bogs, then it could match the discription of silver mountain. In the original it has such a terrain and a strange glass and metal pyramid on its highest peak.

However I was thinking that since this was a mountain at first then it would make a lot of sense to put a big telescope there instead (or make it the upper part of the crazy pyramid thing). If the change isn't appreciated then I'll just make it its own place, but having a big telescope and the mountain filled with an unexplored complex connected to the telescope does keep what was originally intended by the location.
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Regarding settlements, I think the best course of action is to include only several of them into the setting book, leaving the rest to wiki or supplements. Personally, I'm only including three races and a handful of towns.
Different systems' settings will end up being different anyways.
>>
>>28078998
Yeah. That's pretty much how I see it, although a few "fan favorites" will make it into each version I wager. I think what will really sell the setting is to see which system brings CATastrophe to the masses.
>>
I was thinking, when it comes to a failed dive, what sort of embarrassment comes with it? Particularly as your captain fishes you out of the water unconcious and nothing to show for your efforts? Or worse other competitors see you and your team floating by their EADs unconcious?
>>
>>28079464
I think that is a decision up to the players and or the GM.

Players might draw on the oppositions face if they are unconscious and visa versa.
>>
>>28079464
>>28079549

Or you face the humiliation of having your party hauled out by a completely different party. Many Kemomimi are willing to show gratitude to those who saved their lives, but many others are often bitter over not having been able to save themselves.
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>>28079719
>>28079549
I suppose some of this stigma also falls on "overprepared" Kemos as well?
>>
>>28069161
Huh, since when did CATastrophe have bears?
>>
>>28079859
Well when I was a part of the PAWS+Luck team, there were 5 races. Still are. Only Tails and MAID have 3.
>>
>>28079878
In fact I'm not even sure MAID has just 3...
>>
How is it that that OP picture looks like shit but it's still better than what I can do?
>>
>CatNip Commons
Mostly run by three organizations that split CatNip Commons the 3 largest stacks belonging to the Black Cat Clowder, The Sea Fox skulk, and the Port Authority. the smaller surrounding stacks often switching hands. Although most cat nip is exported legally a good amount is still smuggled to less accepting settlements. The best smugglers from all over comes to play contracts between the Black Cats and the Sea Foxes. The Port Authority goes back all the to the founding of CatNip Commons but now a days usually sways to which of the two is throwing around the most coin for the day. The Settlement was originally found by a Cat trader who happened to be smuggling catnip, quickly setting seeds with plans to return. The captain found it was growing to quickly to maintain and hired on a Fox and engineer from Akadmee and so began CatNip Commons. While the Port Authority was founded first the families of the two founders organized soon after and so the balance is maintained.
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>>28080034
Consider it a dare to anyone who thinks they can do better -- if they can, why the hell am I the only drawfag in this thread right now?

Which reminds me, that anon who wanted a Nekomimi in a poncho -- I'll get to work on that and see if I can post it in this thread -- or over on the forums, if we start autosaging before then.
>>
>>28080202
TBH, I like the style. The cartoony and sketchy style is reminiscent of a Kemo's sketchbook.
>>
>>28080202
Something about the perspective is really nice
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>>28080202
I'll be watching.
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>>28079464
>>28079549
>>28079806
We know there's a Radio station-tower-island thing and a beardy
Kemo ((>>28080202)) making snazzy announcements to funky music. Just IMAGINE having your failures be broadcasted all over the aether, possibly with quick-witted rhymes to really RUB. IT. IN~
Challenge for the Dive Master or the party face: Make an impromptu song/poem about the failures of your players. In the latter case the party face is to get 100% reimbursement of all assets lost during the dive.

Think that'll work?
>>
>>28080286
> Rhyming for shinies
That's so CATastrophe...
>>
>>28080286
Should hear the news radio at Vanguard Home. It gets brutal.

"So, Dive team #12 has had yet another failure in searching the ruins at Grid A4, looking like bloated glowchomps while the freelancers of the White Onyx do what our highly trained Blue Fleet divers couldn't! Just what the hell are we doing paying our hard-earned fangs when we can't get properly trained divers. We need to start hiring out! We just missed out potentially on possible earless artifact finds because of this.

Captain Jeorge has sent Team #12 back to Vanguard Home, with demotions back to "Able Seaman" until they are properly retrained. At least we know their dead glowchomp impressions have hit the mark."

"To counterpoint, I have recieved news from Blue Fleet command that there was a massive Old Guard presence down at the ruin spotted at A4. that and there was a massive confrontation with said Old Guard. As we all know a conflict burns air, and unfortunately Team #12 lost. All the crew of the White Onyx did was take a opportunity. From what I'm hearing Captain Jeorge is only punishing his dive team because he got upstaged."

"Propwash! Everyone knows you're a supporter of the Sea Scout program instead of mobilizing the Maritime Defense Force!"

"Really? When the Sea Scouts are farm ore trained in recognizing dive threats and can properly share their skills with any other organization on the settlement? Your pedigree from Diver's Bay, looking for results over quality is disturbing. My pedigree comes from The Akadmee, and knowledge is power. I'm surpised they let an intellectual throwback use the microphone."
>>
>>28080715
>>28080286
OUCH. That smarts.
>>
>>28080286
>Challenge for the Dive Master or the party face: Make an impromptu song/poem about the failures of your players. In the latter case the party face is to get 100% reimbursement of all assets lost during the dive.
I think that is quite clever!
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>>28080202
>>28072280
This didn't take as long as I thought it would.
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>>28081194
OMG just about perfect! In fact I think everyone just calls her Poncho.
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>The Keepers
A small and secretive organization composed of members of Akadmee. Only a tiny number of Kemonos are hand-picked for this organization, based on their knowledge, skill, and dedication. Members then disguise themselves as average Kemonos from the outside world, and clandestinely carry out their missions. They are tasked with one goal: locating and destroying the most dangerous Earless technology. On any given mission a squad may encounter a thermonuclear weapon that is being worshiped as a god by a group of islanders, or an enormous mech suit buried in the sands under a settlement, or a mysterious sentient gas that can possess entire communities and turn them into mindless drones. The Keepers work in complete secrecy, and they are all more than willing to live out their lives in obscurity, with no one knowing of their great deeds, as long as they can keep the outside world safe.
>>
>>28081425
I'm sorta iffy having an organization like this. It seems heavy-handed and sounds on paper a bit railroady. Although a group who abuses finding some Earless tech could see these people in their future. Thing is the Akadmee seems to want to study and enhance their lives through technology, not destroy it. This group as written seems a complete contradiction as to what an Akadmee settler is.
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>>28081672
I actually haven't looked into the lore of the different settings too much, but I know Akadmee and Vanguard are two of the most high tech, so I just picked one of them. It doesn't necessarily have to be destroying the tech either, it could be just hiding it away or keeping it safe, etc.

The main things I was going for were 1.) a way to acknowledge the existence of potentially dangerous ancient technology while still keeping it safe, and 2.) I just like the idea of these sorts of secret organizations that are helping save the world but do so without any fame or reward.
>>
>>28075697
I sorta see them maybe having a few aircraft of their own. Small seaplanes or amphibians, perhaps.

>>28075862
The only working stuff would be protected inside it, but it'd mostly be useless to kemomis, other than spares for existing shinies.
Unless it was a big cargo plane carrying interesting stuff.

>>28079997
We left it at 3 before the split.
>>
>>28081813
Ah, so I fell in with the 5 race crowd. I see. Although I almost have the impulse of having 6 as there are 6 "Approaches" to FATE Accelerated, then have each race be associated with one of the approaches. -ALMOST-.
>>
>>28081811
You know, I wouldn't be suprised if the Keepers are a thing for the Akadmee, that they own a couple of these found Giant Robots to defend the settlement from Kaiju-Class critters like Neonhoggr.
>>
>>28081834
It doesn't even matter. I just want people to stop throwing bitch-fits over it, and realise that they're basically unimportant to the setting and rules.
>>
>>28081923
People are going to bitch, and loudly. It's a thing.
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>I have some ideas regarding the creation of new settlements. Any advice or input is welcomed. Once it's finalized I'll try to make this into an infographic later.

While you're designing your own settlements for a CATastrophe game, it is important to think about the technology level associated with it. A huge amount of diversity is allowed in CATastrophe settlements, ranging from practically stone-age tech all the way to futuristic technologies. The different types of technology are divided into three categories, called are CoconutTech. ScavengerTech, and FutureTech.

CoconutTech is anything that can be created by Kemonos completely on their own. Some examples would be wooden stilt houses, grilled fish, tools made from monster bone, etc. ScavengerTech is any old technology left over from The Earless that is not in peak performance or requires repairs to work. Some examples would be repaired boats, houses built into old ruins, metal scraps, etc. FutureTech is a rarer category for Earless technology that is still in peak working condition, and is usually powerful enough to be considered science fiction. Some examples would be 3D printers, hovercraft, robots, artificial intelligence, etc.

It is very important to understand that most settlements have some combination of these three elements, just in different proportions. A good guideline to keep in mind is that he average setting in CATastrophe (pic related), is roughly 49% CoconutTech and 49% ScavengerTech, with a few small smatterings of FutureTech mixed in.
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>>28081963
Whoops, wrong picture.

I think the general consensus is that these original images represent the average tech level in CATastrophe.
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>>28082019
I use a different gradient, from +2 to -2. +2 Being Akadmee with it's high Tech society, and a -2 being on the level of Gilligan's Isle.
>>
>>28082044
I should elaborate, the tech level of a settlement mechanically affects how easy or hard finding a piece of gear will be. I'm writing up a settlement generator for DMs to use in creating a settlement on the fly.
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>>28082065
That makes a lot of sense. I hadn't thought of it from a rules standpoint, but you probably would need a mechanic for that sort of thing. My stuff is mainly for giving guidelines to help people design their own settlements.

>>28081963
>>28081963
Some quick examples:

>Locations
CoconutTech: An island / a shallow reef with stilt-houses
ScavengerTech: A boat / ruins / a container ship / an oil platform
FutureTech: A massive floating steel island / an underground complex / an underwater lab

>Meat
C-Tech: Fish / monster meat
S-Tech: Canned tuna
F-Tech: The Meat Machine™

>Clothing
C-Tech: Animal hides / leaves
S-Tech: Cloth / armors
F-Tech: Bodysuits / mechanized suits

>Construction materials
C-Tech: Wood / stone / bone leather
S-Tech: Concrete / metal / brick
F-Tech: Polished composite metal / smart fabrics / plastics

>Tools
C-Tech: Stone / bone
S-Tech: Metal / electrical machinery
F-Tech: Sci-fi level tools

>Lighting
C-Tech: Bonfires / torches
S-Tech: Flickering light bulbs powered by a jerry-rigged solar generator
F-Tech: Clean white lights powered by a seemingly unending

>Music
C-Tech: Bongos / flutes
S-Tech: Guitars / drums / recorded music
F-Tech: Recorded music / novel futuristic instruments

>
C-Tech:
S-Tech:
F-Tech:
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>>28082303
And one last bit of made-up lore

>The Meat Machine™
You insert one kind of meat, and with the push of a button you can instantly turn it into another kind! This ingenious invention works by breaking down the molecular structure and reconstructing it. It can even replicate meat from extinct animals such as cows. Despite how astonishingly disturbing this all sounds, it is actually useful and tasty!
>>
Source images like >>28082019 make me prefer a society where earless tech is quite widespread.

My general fluff is that 3D printers, and even full molecular assemblers, are fairly widespread. If you want basic building materials, new threads or paint in any color, you can get them quite cheaply, perhaps even for free. The reasons these things are not then used everywhere are:
-A lot of the plans for truly interesting stuff are missing. Most come with the designs for everything needed to make life comfortable, but nothing really shiny.
-More advanced stuff requires more advanced materials to make. From the point of view of the Kemomimi, this means that to get a shiny out of one of these machines, you need to put in shinys of just as great value, making the whole thing pointless.
-It's just not as fun. Sure, they could all live in grey concrete cubes and eat the strange beige goop these machines churn out when you ask for 'food', but most Kemomimi would rather live in places with character, spend their days diving for shinys or fishing and nights partying. The machines are just good for making life comfortable where it otherwise wouldn't be.
>>
>>28082649
True. I reduced the influence of 3D Printers at Vanguard Home because of this sentiment. Most stuff is either manufactured teh old way or salvaged.
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The game mechanics is fine and all, but wasn't the point of all this rather a setting than a system? When reading the PDFs I don't get enough on the situation of society and environment. More than anything, I'm asking for a twist that allows to turn a sunny sunday into an adventure.
Okay, maybe there's something among the 198 pages of the first version, but the first 30 pages being overly complicated rules, I'm really not willing to read through the whole of it. Then there's this:
>But life is not completely ideal. Vicious storms, turbulent seas, Kemomimi pirates, massive sea-faring derelects, the robotic “Old Guard”, and hostile creatures that sometimes do not appreciate interlopers in their territory.
>But life isn't all stress. Surfing contests, exploring around the sea, epic fishing expeditions and making
amazing discoveries of Earless technology on their dives. In fact life is mostly one big adventure, party, or
both! With some hiccups along the way that only make for epic stories. Even if you end up arriving back home on a life raft that was stored on your dive ship, and look like a pack of half-drowned kittens. What is important that whatever you do... you look cool doing it. So go for it!

Each of these points would deserve a chapter of their own!
>>
>>28082760
Yes, and I gotta get the system stuff codified before I start writing on fluff. I'm just waiting to see what is canon and what isn't, really.
>>
>>28082760
Also, most encounters can go into one chapter, and the world in the other. Luckily at worst my rules so far have been around 10 pages, and well received. My change will make it even more rules streamlined.
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>>28082649
I've never been a fan of 3D printers being widespread. I think they should exist and make sense in high-tech settings. But I really want this to feel like a real, living breathing setting where every element you encounter exists for a reason. You know what I mean? It hard to describe but I tend to like it more when the different aspects (food, buildings, clothing, etc) all seem like they come from a part of this world and fit in with it.
>>
>>28082861
That's the intent.

Thing is I'm being told I should have X Y and Z when I'm not even past C yet. I'm still trying to get a system and layout down.
>>
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>>28082923
That might not have been directed at me?

I have no problem with the pace of things. I think it's going smoothly.
>>
>>28082969
I'm speaking more in general. I've been cranking out a lot for the free time I actually have. It's been a time suck. Once I got the system -down- I can take my time on the fluffy chapters. Not prior.

Man I need more people at some point. My going solo is gonna cost me otherwise.
>>
>>28082861

I just like a post scarity-ish setting as it removes any severe poverty or poor communities fighting just to stay alive. Given it's an anti-grimdark setting, I like the idea of there being no death from starvation or exposure from being being homeless, only from boredom. There's no struggle to survive, only a struggle to have fun.
>>
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>>28083009
Well, there's no huge STRUGGLE to survive. You can always bait a hook, toss it into the water, and get a fish sooner or later for your supper.
As for 'homeless'... You've gotta be living SOMEWHERE. So what if you don't own it? You just need somewhere to stash shinies you happen to own, and somewhere to sleep. And even then, land ownership isn't much of a thing. If you really need to, you can haul some jetsam up from the beach and make a shack at the edge of town. There's plenty of THAT around from the Earless days.

Earless society was probably post-scarcity, but it's all gone now, and so are they. Probably working like crazy to survive in a space colony somewhere, poor people.
Life ain't easy, but it's not entirely hard, either. You can fish for food, farmers always need a hand harvesting crops or pulling crab pots. No consumer culture means no need for a 'job' to keep buying new things. And if you don't mind a little danger, work in the fields and buy yourself some SCUBA gear and a harpoon, and sign on with a dive team. It's hard work, and you risk being chewed on by fish, but the rewards are high if you get a big haul.
Or sign onto a mailship. Big tall ships that ply the trade winds. Quite a bit of risk if you hit bad weather, but they feed you well, the pay's good, and the work is steady. And they're always looking for people to haul sails, turn capstans, and move cargo around.

TL;DR: Not post-scarcity, but definitely post-starvation. Work if you want to, or don't and scrape your lazy tail by in a shack with a fishing rod.
I'm probably putting a bunch of my own fantasy of a society that rewards you in proportion to the effort you put in, but meh.

>>28083001
Well, state what you need?
I'm trying to write fluffy tales as I get inspiration.
>>
>>28083143
Wait, Mailships? When was this a thing?

Also right now I'm not sure where to delegate duties. I'll probably know that in a month. Sort of hard to think when I've not gotten any sleep in two days. Well any good sleep. I jut need to know where I stand first.
>>
>>28083196
It was suggested a few threads back; old-style tall ships that ply the trade winds created by the flooding, carrying mail and valuable cargoes between settlements.
I've been tweaking the idea for a while, because tall ships are awesome, and kemomis seem particularly suited to them. Inus hauling sails, bunnies scouting from the masts and scurrying around on deck, nekos clambering over the rigging, etc.
>>
>>28081890
You know, I was going to draw this, but I completely suck at drawing mecha.
>>
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>>28084482
What the hell. Did it anyway.
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>>28081890
Yeah, but I doubt they would be secret about it. Giant robots are too awesome to keep them a secret. Hell, they probably cover them in neon and strobe lights and have them dance in the background at parties
>>
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Hey CATastrophe thread, usually I just lurk but let me tell you guys how great it is that you are still working on this.

It has been long since I did anything here on /tg/ but I do miss me some nostalgic village building. So as a token of my respect to you I whipped up a small abandoned building picture in CATastrophe setting. Would you guys care for a one shot village building quest in your setting?
>>
>>28085465

Holy shit yes! This setting is perfect for a village builder game! Do it do it do it do it now!
>>
>>28085465
Absolutely.

captcha: the cleedop
>>
>>28085591
>>28085519
Okay give me your characters. it will be based on the template pic I posted. Tell me the race, skin color hair color and clothes. So far maximum 3 characters.

Should it be this thread or a new one?
>>
>>28085621

New one. And just 3 characters? Will there be NPCs too? Or will you expand the roster as we go?
>>
>>28085621
You can always host it over at the forums -- which are up now, for everyone's information.

http://catastrophe.freeforums.org
>>
>>28085677
There will be more as the village gets built. Technically it is just for roleplaying purposes and to let me have time to get things drawn.
>>
>>28085677
Oh however I think it should still be free for all to make suggestions.

>>28085693
Can that work the way as 4chan does?
>>
>>28085693

I prefer he'd run it here. I don't want to register for a village builder game.
>>
>>28085755
Fair enough.

captcha: VERY etheUSA
>>
>>28085721

Another thing: if we decide to go on dives, will you illustrate them or will you keep focus on the village and just have characters go off-screen?
>>
>>28085789
Of screen sorry keeping up with two pictures at the time is a bit too much to handle.

Should I start a new thread or stay here?
>>
>>28085822

New one. We've taken quite a chunk of the posting limit for text and images, and you might attract new blood to CATastrophe too.
>>
>>28085822
Let's start a different thread for the quest; this one's supposed to be a general thread.
>>
>>28085869
>>28085854
Right, give me 3 characters before I start. Just the appearance is needed. If you want to incorporate any of the real system's mechanics I leave that to you.
>>
>>28085621
Here's the character I'm thinking of using.

Race: Fox (Kitsumi)
Skin color: Tanned
Hair/ear/tail color: Reddish blond
Clothes: White linen aloha shirt (worn unbuttoned), red swim trunks, brown sandals
>>
>>28085931
That's a male by the way.

Another, if I may, and female this time -- unless someone else has any ideas:

Race: Nekomi
Skin: Pale
Hair/ear/tail: Bluish black. The hair is straight and worn down below shoulder level.
Clothes: Denims torn off at the knee, blue T-shirt, barefoot, wears glasses
>>
>>28085912

Race: Nekomi
Sex: Male
Hair: Blonde
Clothes: Sleeveless t-shirt, knee-length aloha shorts, wide-brimmed straw hat
Accessories: chipped sunglasses, Earless-made artifact guitar in case (his most prized possession).
>>
And one more, just in case. (In fact, you can replace the fox boy with this one if you like -- he's not one of the Starting Three races most of the different adaptations have agreed on.)

Race: Usami
Sex: Female
Skin: Deep tan
Hair/ears/tail: Bright red
Clothes: Black bikini, black sweatbands around wrists (and ankles, not knowing that's not what they're for), barefoot
>>
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Okay done, I will post the new thread shortly.
>>
>>28086522
>I will post the new thread shortly.
But this one still has more than a hundred posts left.
>>
Maestro would you care to take the honor of DMing the thread? Or should I do it? You are probably more familiar with the setting than I am and that would leave me time to draw. Under DMing I mean that you say what events happen when they roll to say finding stuff while diving.

>>28086727
It was requested that I make a new thread.
>>
>>28066876
Gotta start with two sentences to get to two pages.
>>
>>28086794
I think you'd better. The thread was your idea.
>>
thread posted
>>28086999
>>
>>28087005
Excellent.
>>
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Okay, on this end, I'm starting to get my outline plan for the FATE Accelerated rules together, namely what I wish to add and what I will use out of the book. The Quickstarter I designed to be a quick and dirty thing for people familiar with the setting to just get going. I'm staying away from fluff for the moment to get the initial rules done. I want to make sure Character Creation feels streamlined and that everything is explained clearly.

Once I got the rules down, I'm going to be taking time to add the generic fluff material. Plus I will (once I get some input) take submissions for various settlements. I'll be taking 5 of them, and I will be using the Akadmee, Diver's Bay, and Banana Cove as default settlements along with the 5 submitted settlements I select.

I'm going to save Vanguard Home as a personal TT settlement, although I will be writing it up as a "source book" as well.
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>>28088369
Oh, I should note we should return to a every other week thread regularity again. My thread last week to announce the forum sort of threw the pattern off. We should only break this schedule for something big. Like a major system release or to announce available games.

In fact, are there DMs right now looking for players for their respective games?

I'd also like to announce that the forums are availiable for play by post, and the chat has a die roller built in.
>>
>>28088534
I didn't even know there WAS a thread last week -- although that would explain why my Soundcloud page got a whole shitload of hits without me doing anything.
>>
Holy shit, why have I never heard of this setting until now and why is there not a system solely for playing it?
>>
>>28089010
We're working on the system!

And it's awesome, isn't it?
>>
>>28089010

well, the 1d4chan article has the alpha to the PAWS+Luck system, and I've linked the quickstarter for my FATE Accelerated rules here: >>28069161
>>
>>28089056
Oh and the 1d4chan article has the original FATE Core rules I was originally working on before I decided that Accelerated fit better.
>>
>>28089039
Yes. Yes it is. It's a shame actual publishers can't make awesome setting like this, instead making shit like Golarion, anything not Planescape and basically all of WoD.
>>
>>28081672
there is really nothing GOOD that can be had from a nuclear bomb. Things like that would probably be sought out and destroyed or hidden once Akadmee knew what they were.

>>28082760
the setting is my main concern. TDCP, Kav and TAILguy all wanted their own systems. My own game runs using simple d6, and it is considerably less high tech than it seems almost ANYONE is running.

/tg/ is obsessed with hierarchy, high tech, grimdark and HFY. We got away from HFY in this setting, but all the other stuff is still around, albeit some of it in lesser amounts.

>>28083009
post scarcity is BORING. I would rather have people having to worry a bit about where their next meal is coming from. It's not gonna be a huge amount of work to go fishing, but having little chores to do makes the world more interesting.

Also you can have stuff like X player caught a huge fish and can brag about it in front of everyone. It might feed everyone for a day or possibly two. Post scarcity settings offer little interesting things to do other than like exploration.

It's the little rewards that make things fun
>>
>>28089558
This is where we diverge.

CATastrophe is very Saturday Morning in it's theme. It should be a carefree setting. If you can't make exploration and finding mysteries and adventure interesting, then there are issues. What I'm seeing here is more a backlash against high-tech settlements that sort of cropped up. That can be simply fixed by having more low-tech settings to balance them out.

Also, micromanaging things like food and calculating out how big a farm you need to feed a settlement is boring and unnecessary. In fact if you look at the originating images for the setting, food was readily available.

If anything the creep of cocoanutpunk is to try to put a slight grimdark coating on a otherwise noblebright world.

you guys are overthinking it.
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>>28089738
Seconded.

Besides, when it comes to food, think of the massive population explosion sea life would have with such a reduced humanoid population.

>large predatory fish biomass today is only about 10% of pre-industrial levels
>10 times as many fish even if the water levels hadn't changed
>more than 10 times as many fish now that many pre-Fall cities and settlements have turned into giant life-sustaining coral beds
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>>28089941
>>28089738
Fish IS plentiful, but I still like there having to be some hard work in the fields to balance out the diet. And to get catnip!
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>>28090057
Well of course there is work. Fish don't catch themselves! Hell, salvaging is a industry all it's own no matter the tech level.

To be honest life is interesting no matter if you're from the Akadmee, Diver's Bay, Banana Cove, or wherever. Never knowing what'll greet you the next morning is what CATastrophe is.

Also, in this pic I posted, does this look like Kemos live hand to mouth not knowhing where the next meal is going to come from?
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>>28090159
They know where it's coming from, but it's not just going to catch or harvest itself! You've got to work before you can eat, after all.
Unless you own a lot of farm and you're a lazy tail. Then you send someone down to the bar to hire a bunch of people to do the harvesting for you, in exchange for a cut of it.
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>>28090220
But you think players are going to want to RP the drudgery? They get that in RL.
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>>28090241
The drudgery is offscreen. The players are adventurers! Divers! Go out and hunt shinies, then come back and life the good life until the shinies run out of battery, or just plain run out. Then it's off to get more shinies.
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>>28090289
Then why put so much detail in the farming and minutae? In a story you focus on what is important around the characters, with just some acknowledgement to the fact that the settlement has farms or generators or what not.

That only becomes important if it is a plot point.
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>>28090337
Because it needs to be done to flesh out the setting enough!
NPCs need to eat, after all. And the food has to come from somewhere.

Things have to make a certain amount of sense before I'm happy with them. And my gaming group picks holes in settings for fun.
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>>28090427
>And my gaming group picks holes in settings for fun.

That's your problem. Or rather your group's problem. If your group is spending time constantly looking for plot holes either you're not being interesting or they're just being disruptive.
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So has anybody really worked on the under side of society yet? Pirates, smugglers, organized crime, etc etc? I know we're trying to keep things light-hearted so how do you handle it?
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>>28090493
I think we need to focus on the general world first, followed by filling in things like the underworld.
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>>28090493

Like the baddies in saturday morning cartoons.
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>>28090615
That's a good start. But there are qualities, also you have to still give a sense of dread to the players even though the bad guys aren't out to kill.
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>>28090057
One of the very first 'settings' that came up in these threads was a place called Stardust Port. It was noted as having three primary exports; fresh water from the lake in the extinct volcano's caldera, metal and gems recovered from mines in the island's lava tubes, and crops. It also had fishing fleets that operated out of the city's harbour. Traders and ships would routinely stop in to resupply, making it a natural trade hub.

Stardust Port was the lone city on the island, with farms taking up a very significant portion of the open land. There were some scattered villages across the rest of the island and on nearby smaller islands in a small archipelago. Once a year those from across the archipelago would get together for a week-long event called the Stardust Festival.

The city itself was described as built tight in on itself, like an italian citystate or some of the greek islands. Pic related is what I figure it looks like. I quite like the island itself, has a very working class feel to its industry.
>>
>>28090493
There was a person in the developer irc awhile back who told of the campaign they were in as being essentially the 'evil party' scenario. Dunno where they went, get a feeling they left due to realizing no one in that channel actually played the game so there were no stories to discuss.
>>
Aw, the village thread finished. That makes me sad. I guess I'll just lurk here again then.
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>>28090951
He'll be back, I expect. Five hours isn't a bad run for a first-time village builder thread.
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>>28090980
It was pretty fun. I hope it becomes a (semi)regular thing.
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The tech thing is admittedly a pretty big question. I'm fine as long as there is a lot of diversity and the setting doesn't start to skew strongly to one side of high vs. low tech. I don't like the idea that one or the other will end up dominating most of the lore surrounding the setting.

However at the same time, I'd like to make my case for why lower tech can be really cool and why I personally like it so much. I think it makes a setting more realistic and believable if all of the different things you encounter can be made from raw materials in a setting. For instance, in my opinion, it seems more believable when you can look at any given building or tool and you know instantly where it came from. Like maybe a building is made from the fuselage of a ancient airplane, or you can tell that a bread knife is actually made from a scallop shell. Those are bad examples probably, but my point is that instantly recognizing different pieces of a settlement and where they came from usually ends up making a setting feel more unified and believable. Likewise, I think that having people work and have jobs ranging from craftsmen to fishers, to farmers, to repairmen, etc won't make the setting deary or bleak, but instead will make it feel more fleshed out. After all, resources are so plentiful and the world is so beautiful, that I personally think this would still be a perfect life for the inhabitants even if you had jobs and work.

Again, all tech levels are fine and it's up to the DMs / players, but I just want to encourage people to at least consider lower tech settlements because I think they can be a lot of fun.
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>>28091311
Low tech also enhances the worth of actual working electronic shinies and such dramatically.
Players have an incentive to try to find the best stuff they can on the off chance they get a working model of something or other.
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>>28091311
I like the idea of "primitive high-tech" where sure, they have a handheld fusion generator, but since no one knows what the funny looking orb is, they just tied it to a pole and use it as a maul.
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>>28091311
I find dieselpunk style tech level as the normal with a high emphasis on functional salvage being important. Big boilers with lots of redundancy, people in baggy work clothes, mechanics with wrenches and oil on their face walking about in coveralls, etc.

There's a distinction between 'this is what we depend on and use for work' kind of tech and the kind that they use for recreation. While their ships and cities wouldn't look terribly out of place in the post-war period, their cabins and homes might have scattered bits of shinies from modern times.
>>
So, is low tech the recommended level or what?
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>>28091364
I'd say that they know what the fusion generator is, but they don't know enough to get the full potential out of it. Say their electrical grid is jerry-rigged and they get nervous every time they add another machine. Everybody's wondering whether the next electric fan or boombox or toaster that gets plugged in will be the one that finally overloads the system; they don't realize that the generator's power output is sufficient to run a city the size of Phoenix, Arizona.
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did they ever establish how much land is available on the planet? is there a continent worth at least or is it all pretty much like Waterworld?
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>>28091440
>>28091658
Dieselpunk is about the average level, I'd say. They have the knowhow to use most of the stuff they recover, but they just don't have the RESOURCES -- so most of their tech (like, say, this plane) is just bodged together from whatever parts they can get their hands on.

captcha: earth ominitiz
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>>28091828
I think its just been 'there's enough land that the GM can say whatever the hell they want exists.'
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>>28091311
I don't think any one type should dominate, at least in terms of canon settlements. Outside of that the DM should be free to do things however they want.
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>>28091311
Thing is, and this comes from the inspiration material, that there is -some- level of tech. Yes you'll have your laborers, but CATastrophe centers around the characters exploring the world that was, getting into danger and the adventure of getting their tails out of said danger.

Also, from the original pictures, the "default" tech for the setting, I think at least we should think "modern era" and either lower (for places like Banana Cove) or raise (for places like the Akadmee) and work from there.
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>>28092407
So is it safe to assume this is still very WIP?
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>>28092427
It's in permanent WIP because it seems every 6 months someone new decides to plaster their own spin on the setting. To be honest it's starting to become annoying.
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>>28092427
The development team seems afraid to set anything in stone that isn't numbers.

Really I find the high anime aesthetic of the 'akademe' or however its spelled to be at odds with the rest of the setting so it doesn't exist to when I run a game.
>>
You know... I think I'm going to take what I'm working on and do my own thing. I'm splitting off of CATastrophe and making my own world.

I'll be handing off admin duties to someone else. I don't think I "got it" for CATastrophe.
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Oh for Christ's sake.
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>>28092510
I'd suggest trying not to get annoyed by it. The fact that a lot of people want to contribute in their own way is just evidence that this is a popular idea for a setting.

And the fact that there's not a single unified vision for the setting isn't a bad thing in my opinion, because it allows flexibility.

>>28092617
You can do whatever you think fits best with the setting you're working on. In the end I don't think it matters if it ends up with a different name, as long as it's good.
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>>28089738
managing food is not a stressful thing, ,You say Hey someone should go fishing. I also have as a bonus way to get XP during dives, giving people a chance to find a fish to spear. They catch it and they can brag about how agile they are. Fishing is the perfect sort of activity for a lazy afternoon of rest after a late morning dive.

>>28089941
>>28090337
is very right .Fish are plentiful and easy to get. Stuff like bananas, rice and cultivated food would be more of a treat, because EVERYONE has easy access to fish. Players might do a turn at work in a banana plantation to get something nice, or as a favor to someone, and they will just realize they are glad they are adventurers and not townies. Its not a regular thing or required, but it might be a thing every so often to remind the players that not everything is lazing about and diving.

>>28091357
definitely. If scavenged earless tech is common, then its more or less worthless.

>>28091364
I think they wouldn't be THAT dumb. If its earless tech, you kinda hang onto it, and it might just be some really cool relic shit that nobody knows what it is until someone from akadmee comes and identifies it.

>>28092282
THIS.

I will lean more towards coconutpunk, because EVERY SETTING EVER is either high fantasy or high tech. Shit gets boring after awhile.

>>28092617
don't succumb to the drama, and if you go make your own setting, there will be little support for it , because the splinter groups are always smaller than the original.
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>>28092833
If anything, I'm at least interested in fleshing out something coherent for the setting.
>>28092826
We've got so much fucking flexibility that our spines are starting to fall out. What we need is for the people actually working on their own rulesets to put their foot down on certain things and say the tech level in this version of the game is HERE, the races permitted are THESE, and so on and so forth. Whether everybody's version of the setting is identical is not the question -- I have no doubt there will be some deviations.

We want to say, "You can alter this to your individual group's liking, but here's what OUR group thinks." What we need is to actually ESTABLISH the setting before we can get away with that. Let's finish laying down the lines before we say that they can be crossed.
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>>28092826
Yes but people keep changing things and that isn't the way it should be. There should be a unifying idea and no one has it.

>>28092921
I have some issues with that.

1: CATastrophe isn't Cocoanut-punk. Nowhere near.
2: I'm tired of the fact every couple threads some new group trying to shove their POV down everyone else's throat.

I'm not even going to do anything CATastrophe. Because I just get sucked back in again into things I don't enjoy.
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>>28092921
>>28092939

Yeah. Don't be afraid to give us YOUR vision for CATastrophe. If the fa/tg/uys want to complain about this or that, let them; every setting has something about it that somebody disagrees with.
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>>28092833
Don't worry, try not to get stressed out over it. I think there's less whining about stuff that you might think there is. People are contributing their own ideas, which might seemingly be at odds with your own, but I think the overwhelming majority of them aren't being passive aggressive or anything, they're just explaining their personal vision for stuff they'd like to see in the setting. And in a setting with as much built-in variety as this, I don't think that's too big of a problem.

How about this: why don't you tell us what kinds of things people here ca contribute that would help the setting? Settlement ideas? Artwork? Discussion of the rules? Quest ideas? General lore? Something else?
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>>28092974
... You know what? I agree.

CATastrophe is NOT going to go the full conconut-punk. I'm not saying there's no place for stuff like that, but we're not trying to re-enact fucking Waterworld with ears and tails; this is its own thing.
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>>28092833
Actually I think its more of everyone has their own idea of how they want to play or run the setting with varying amounts of rules. We've got complete homebrew in the TAILS, a narrative base in the Fate, guys who just use savage worlds or gurps for everything because they're pretty good general systems, and at least one group that does simple d6.

Setting is really the only thing that these threads provide that cross everything. We're here to discuss our stories, our wishes, and how we do it. Really the only way that you'll get feedback on x system is to playtest it with people. I remember Viral playtesting Engine Heart with people on /tg/, doing sample games in his irc chat room. Good example to follow.
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>>28093016
>Settlement ideas
We have plenty, but most of them are pretty barebones and need some meat hung on them. If anyone wants to work out some more stuff for the settlements, well, the current list is on the 1d4chan wiki when you need inspiration.
>Rules discussion
I'd like to hear more about the design decisions our different system devs have made.
>Quest ideas
Sure. Why not?
>General lore
Again, we have plenty already, but what we've got needs filling in.
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>>28093005
Yeah, this.

I mean I probably have a different vision than other people, but if someone wants to make up their own ruleset and their own take on the setting that's fine. Any progress is really good, and it's not like you can please everyone.

I mean, someone can correct me if I'm wrong, but can't there be more than one setting manuals, each with their own vision?
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Oh, God... did my simple asking about if this is a WIP cause this shitstorm? I feel really bad now.
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I clearly missed something. I don't even almost understand what the problem is?

Well whatever, I'm gonna just keep trying to come up with junk to write and hope that whatever happened resolves itself.
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>>28093121
Quests? I can outline some I've set up for my group.

-Starburst Film Festival
The Firmament theater of Stardust Port was holding a film festival. New produced films and scavenged movies from dives were going to be shown. The party set out on a dive on a tip from some merchants who were selling dvds out at the docks. They said there were more movies at a place off Passover, a few clicks north by northwest. Party chartered a boat and went on a dive in a decaying stripmall on the ocean floor, with a blockbuster in one of the stores. They returned with their prize of the Pirates of the Caribbean movies. When they were brought back we had a bit of a celebration and rounded off the night by watching the first of the movies and eating popcorn.
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>>28093277
Shitstorms are normal here.

>>28093390
Ignoring problems on 4chan is the best thing to do.
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>>28093277
Nah, its something that has been brewing since honestly the very first thread. We all know the basics of what we want out of the setting, but anything beyond that has always been a mess. We all want high-seas adventure, deep-sea salvage ops, and a relaxing tropical setting, but the argument lies on the best way to execute these things, so don't sweat it. I'm just sad you had to show up during such a tumultuous time.

And on that note, if we go by the original pictures that spawned the setting and this other one by the same artist up at >>28063592, things are pretty close to modern tech levels, so no coconutpunk or dieselpunk, mostly just modern stuff. If I recall correctly, the high-tech stuff was never supposed to dominate the setting, it was just supposed to exist in the corner to smooth out any wrinkles. Like a vending machine that restocks itself to explain how a tiny outpost in the water can have packaged chips.

Just my two cents.
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>>28093121
We're currently discussing the idea of having FIVE settlements in the FATE Accelerated setting, each representing a different tech level. I figure the players can just use whichever they like as their home base, depending on whether they want to play it with sallvaged tech, diesel-punk, or extreme low tech.
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>The SuperEar-os
After opening a mysterious locket chest from the bottom of the ocean, a group of childhood friends is hit with a burst of strange green light, transforming them into... The SuperEar-os. With such diverse powers as teleportation, invisibility, and telekinesis, these four friends have dedicated their lives to fighting for peace and justice, and protecting others from harm. During the day, they are mild-mannered students, but at night they don their uniforms and travel to diverse settlements across the Endless Blue to thwart wrongdoers. At night, in any given settlement, all manner of thieves and vagabonds know to be on the lookout for these caped crusaders.
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>>28093576
*chuckles* We need something to fight Kaiju-Class critters... Either that or we need to create monsters of our own.
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>>28093452
Holy SHIT, I like this idea. I suddenly have this image in my head of a film festival with the audience watching salvaged BluRays, projected onto a "screen" that's actually a sail borrowed from somebody's boat.
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>>28093610
Gotta agree, that sounds perfect for the setting. Besides, underwater movie grottos must be cozy as fuck.
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>>28093610
That's essentially what it was. Just a bit of a game before the movie night. Spawned the current ongoing campaign. Another group watching said pirate movies got it in their head to go be pirates.
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So are the kemos the only engineered race the humans made?
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>>28093708
Yes. Seems the otaku scientists that created the Kemos wasted all the genetic material necessary that was originally labled for making humans aquatic.
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>>28093721
Darn. I was hoping for more toad/frog folk.
Any otterfolk?
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>>28093749
Not otterfolk but have an otter in a hat.
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>>28063503
Ah poo, my friend drew an Eagle King character for this game.
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>>28093878
Metal.
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>>28093929
Yeah, they're a bit weird. Mainly based upon Dominions' Caelians. They have hollow bones and aren't as strong as most other people, but they have a very good knowledge of earless tech. In my game (I don't know if this is Catfolk Pilot canon though), they inhabit some old research centers that were looking into climate control to combat atmospheric change. While they failed in their major goal of sustaining human-habitable levels, they were capable of manipulating weather on a small scale. Also, lightning weapons and ice swords.
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>>28093990
I think we're just sticking with the three major races for now (cat/dog/rabbit) and two supplementary ones (fox/bear). I expect the best course would be to give people room to fluff out other races according to the rules, but those are the only five we're currently working on.
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>>28094050
I know, I just thought lack of flyers was kind of weird. I also had these Albatross-folk traders who absolutely REFUSED to touch any kind of land or port. Unparalleled navigators and spies as well.
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>>28094141
I also had Kestrels, strange bird folk that lived on this floating raft city shrouded in mist. For defense, they had these floating camera bots that emmited certain gases (benign, hallucogenic, and poisonous) and projected various holograms through the smoke.
http://www.extremetech.com/extreme/83410-holy-smoke-new-tech-creates-3d-images-projected-into-mist-video
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>>28094141
Well, I don't think anybody's WRITING that into any of the adapted settings, but I imagine there's sufficient free space for the DM to move in that you can add the stuff you want.
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>>28094245
Yeah, that's the nice thing about /tg/'s homebrews. Always room for something.
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>>28094245
There should be.

that's the thing that has thrown me for a death-spiral. People want their special thing. thing is I'm going to include at completion a little of everything.

This will be one size fits all, but leaving room for personal customization.
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>>28094408
Which is as it should be. As long as you (or null or kav or WHOEVER the fuck is writing) just give us something solid to stand on, the individual DMs and players will still be able to throw in what they want -- like additional races, or details on the technology.
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>>28093595
I like the idea of an entire class of specialized monster hunters who battle kaiju / sea monsters, as a way of collecting valuable monster meat (known for it's unique taste and for never turning rotten), and other strong raw materials such as scales, leather, bone, fangs, etc.

What I'm trying to say is that I really like the Monster Hunter games.
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>>28094742
A friend is playing that game right now. heh
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There seems to be an ongoing discussion about races. So listen, I'm going to be totally honest with you guys.

If it were up to me, the races would be completely cosmetic. Or maybe they give you like one small perk. So people can just design their character to be rabbit, cat, dog, fox, mouse, horned, winged, whatever they want. It's just that it would be used solely for appearance and roleplaying, maybe.

But that's just me. I personally think it would simplify things a lot and end up making everyone happy.
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>>28093452
Got distracted for awhile there. Most of the ones I've run are Stardust Port related since, well, I built that place. The current campaign's been mostly about things such as the underworld and exploration to fill in the maps

-The Lunch Run (a break away quest, for when the group is enjoying their haggling and social bits but the action player is getting bored)
In a busy day, the group was working their merchant stall and in the crush of customers they couldn't get away for lunch. So one player splits off and has to get lunch anyway he can. Often this is complicated by all the shops being busy as hell, some sort of holiday, etc. A memorable one involved the Night Market and getting past the crowds by parachuting over them and using the various hot grills and food cart exhausts as updrafts to get to the far end for stuffed bell peppers. To get back he then surfed a crowd who'd been cheering his antics in the sky on.

That one brought about a note to the setting that the Night Market is a great place to get some local fame for doing daring stunts, with vendors often giving away prizes (free snacks) to those who are suitably impressive.
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>>28094816
I think I can dig it. Let's break the fantasy trope of races having unique abilities.
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>>28094742
The probelm is you'll never find the exact type of meat you want until the demand goes down, and then it'll be everywhere
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>>28094816
That's how I've been running it in simple d6 and with a little bit of crunch difference in savage worlds.
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>>28094816
>>28094846
Even if we don't get rid of them entirely, I wouldn't object to making racial bonuses minor. at best.
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>>28094847
Well, there's lots of hunters, and different monsters appear at different times of the year. the meat is expensive and mainly sought out by gourmands and such.

...according to lore I just made up off the top of my head.
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>>28094883
I might have it where each race gets a once a session +2 then to a roll for a certain approach, then there is one ability they have that only comes into play in a specific circumstance.
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>>28094816
Man, I could go for a horned character. I don't even know why, I think I just really liked ICO.
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>>28094830
-The Drunkard (complication)
During an overarching event I like to toss in complications along the way to make things interesting. A good one for by the dockside is The Drunkard. A group trying to do something sneaky? The Drunkard is stumbling about and catches eye of them. What happens then is up to the party, once they were going out to steal a boat and The Drunkard saw them. They said they were going surfing (since they brought some surfboards amongst their get out supplies) and he was all up for some late night surfing. It eventually led to an impromptu pub crawl, boasting storytime, and getting a tavern full of drunks making ziplines as a smokescreen to replace the drunkard's surfboard in the commotion so that when he went to get it to join them in surfing he couldn't find it then got distracted and joined in the zipline fun while they slipped away.
>>
>>28094883
>>28094904

On further consideration, I think there's a good argument against dispensing entirely with racial bonuses: it avoids all the shit stirrers who would inevitably ask "WHY DON'T YOU FAGGOTS JUST MAKE THEM ALL HUMAN, WHAT'S THE DIFFERENCE".
>>
>>28095197
Yup. that is how I see it.
>>
>>28095013
-The Night Light
At the mouth of Stardust Port is a light house, it guides ships into the city no matter the hour. Sometimes however such a big light is an attraction to all sorts of creatures. Twice I've had it as a focus for events, once kleptomanders scaled the tower so the party (then working for the port authority) were sent to draw them away and get the beacon running again before any ships crashed into the rocks. The other was that it was disturbing the Neonhoggr's migration it was so bright. The group then worked together with several factions across the city to organize a breadcrumb trail to get the gargantuan beast away from the city and into its normal path.

I'll compile a big list of these later. Gonna go to bed now.
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>>28095253
Yeah, you've probably earned a rest. We can use a list like that. (BTW: Did somebody archive this thread yet?)
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>>28095306
Don't worry, worse comes to worse and we can use foolz. Someone should archive, though.
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>>28094846
>>28094904
I like this,
Im not to keen on making races purely cosmetic becasue as was already said "What would be the point?" I support the idea of small racial bonuses for each of the races rather than full blown abilities. Like +2 to (insert ability here).

I think the argument can be equated to wanting to play a Half-Orc or a Shifter in DnD (and a bit of magical relm). I think the Core races should be focused on and anything afterwards can be add in via DM homebrew or in some sort of Splat expansion.
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>Neptune's Tower
This mysterious steel spire rises out of the ocean hundreds of feet high. Legend says that if anyone can reach the top of the tower, they can have any wish they desire granted. needless to say, this draws adventurers from across the Endless Blue to visit and take up the challenge. The inner workings of the tower are controlled by a malfunctioning AI who devises a unique test on each of the hundreds of floors that visitors must pass in order to reach the top. These range from logical puzzles, to fighting bizarre creatures, to making ethical decisions. The AI, which is affectionately known as Alfred, seems to take great pleasure in taunting and playfully mocking visitors.

While ascending the tower, any given party will start to discover clues about it's past. It has a unique scientific bent, and the floors seem to be originally designed as labs and storage facilities. It turns out that this building was created some time before the flooding of the earth, in an effort to catalog the genetic material of every single plant and animal to ever live. Tragically, after the flooding started, the original AI was not adaptable enough to change it's procedures to cope with it's new environment. One of the last acts that humans did before permanently leaving the planet was to replace the AI with the unexpectedly powerful and malleable AI, in the hopes that it would safeguard the natural history of the planet. The AI was from the hit game show series "Tower of Glory", where contestants would be given unique and bizarre challenges on each floor of a make believe tower. Although it will not, in fact, grant wishes, on the top floor there is a complete catalog of every plant and animal to ever live, along with a machine that can reproduce living specimens.
>>
The CATastrophe game!

>Go to gelbooru.com
>Search for some combination of "animal_ears", "ruins", "water", "ocean", "partially_submerged" or any other tags you can think of
>Pick an image you like
>Write something related to the picture (ie. a quest hook, settlement details, character ideas, etc)
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>>28096495
>Geri's Castle
An immensely ancient stone structure located on a shallow reef, and hidden by a thick mangrove forest. It's origins are clouded in secrecy. The ruins are inhabited by an eccentric resident named Geri, who is regarded as a genius on the subject of earless literature. Although information on her is scarce, at best, it seems that she once lived in a very crowded settlement. And although the exciting hustle and bustle was welcomed by the other residents, Geri simply wanted some peace and quiet. After coming across these ruins, she set up shop and now spends most of her days looking through the massive library she has accumulated, which is mainly made up of incomplete fragments of Earless books, magazines, and comics. She also has a massive number of sea-birds which she keeps as pets.

Geri is frequently sought out by adventurers who are looking for information on secret earless locations and history, which might potentially contain valuable shinies. She continues to accumulate literature by trading her knowledge for scraps of earless literature.
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>>28096495
There's a lot of interesting stuff, but I'm not very good at writefaggotry.
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>>28097297
This is a fairly fleshed out setting somebody posted a while back.
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>>28096495
>"Um um... Ken? After class could you meet me out by the metal bird? I have something I wanna tell you"
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>>28097837
>>28098824
Okay, what is up with these Earless pictures suddenly? I think we got some Eartaku up in here.
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>>28098960
Hah, there's a lot of good pictures that seem to fit the setting but unfortunately just have normal humans
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>>28099033
I'd love to see someone do a neko'd up version of this pic. It's cute.
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>>28093595
>>28094742
Wasn't this the purpose of Dojo Ships' inhabitants?

And goddamnit people, i go asleep for a few hours and there's a ton of deleted posts and TDCP is splintering. Which is funny, since you can't splinter from what essentially doesn't exist. These threads were always a melting pot for ideas and not an attempt to create some sort of "centralized" setting.
>>28094816
This is how i am doing this. Of course, for every race there's a celection of several unique Traits... which you can refluff and add to a character of another race if you like them. There IS some stuff unique to certain backgrounds (enhancements for Cyborg).
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>>28099252
Actually I'm not splintering.

Me and Maestro did a little brainstorm session. A way to provide variety without forcing a setting down everyone's throats. I think it'll be liked.
>>
>>28098960
>>28099033

There are catfolk who have human or elfish ears, since nobody has ever seen an "earless", they think nothing of it. Bam, now you can use art with humans too.
I don't even keep track of these threads, just pointing out you could do this.
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>>28099414
Sort of like this?
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>>28099414
I'm more than willing to use any excuse, no matter how flimsy, to post more of these pics
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>>28099414
The way i did it
>the latest fashion trend among the city-dwelling kemonomimi is plastic replica of Earless' small ears worn on a bow. Commonly called "round ears", they are not only a cute accessory, but also a way to remember their Earless predecessors.
>>
>>28099576
Sure why not, I don't even know anything about these threads apart from
>Ocean world, post humanity
>Humans(?) made cat people to live on after them
>They have adventures

but considering how much art there is out there without cat ears glued on, it'd be a shame not to use it.
>>
>>28099637
You pretty much got the gist of it.
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>>28099637
Yeah, that's CATastrophe
>>
On a side note, i need more "grungy" robots like in >>28081811. Something looking not all sleek and modern.
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Meep! We're in autosage now!

Archive
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>>28099802
Right there is a Akadmee student.
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I have lots of post-apocalyptic stuff. Some of which is flood-y.
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>>28099761
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>>28099761
There's a site called 'concept robots' that's pretty good for this kinda stuff.
>>
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>>28099761
>>
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>>28099870
Man this is some cool stuff.
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I love all these flooded ruins.

In my perfect world this setting would just be Flooded Ruins: Exploration and Fighting Sea Monsters With Scavenged Scrap: The Game
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>>28100095
Wha?
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>>28100123
That anon posted at the same time as someone else, somewhere apost-apoc pic appeared on another board.
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>>28099992
Thanks, looking it up right meow.
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>>28100143

/a/ got it.
Too late for me to remember how to cross-board link.
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I'm starting to run out.
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>>28100167
The sister site called 'concept ships' also sometimes has some robots in it but the focus is much more on the ships.
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I'm basically out of pictures, talk amongst yourselves.
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Don't forget to archive
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Yep, and don't forget your life vest is under your seats!
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>>28090453
Dammit, I just like filling in little details on things.
>>
>>28092974
I'm not trying to shove it down people's throat. I just like writing details and fluff out for it for people to pick up.
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>>28101174
Uh, that was quite a while ago. That's been resolved.
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>>28093749
Alas, no. Weaboo geneticists preferred fluffy things. Their catgirl/bunnygirl/doggirl/whatever fixation is sort of why they were the last ones left.
>>
>>28101195
I only just got back to the thread.
>>
Well this is a first! Autosage on images AND posts!
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>>28099758
>>28099955
>>28099996
>>28100017
>>28100026
>>28100057
>>28100060

I am getting so much fucking inspiration I can't even tell you. Guess it'll have to wait for next thread though.


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