Action Chatroom Development Thread: Now with only 10% added sugar!

I said this week and this week it is. So don't complain I am late in posting Occultum Arcanus.
DT
 
I may or may not post something no earlier than the evening of the 7th/8th.

Assume, as normal, that it would be more along the dark/psychological/survival elements and mechanics of SaR, though presumably a very different setting/premise.
 
I may or may not post something no earlier than the evening of the 7th/8th.

Assume, as normal, that it would be more along the dark/psychological/survival elements and mechanics of SaR, though presumably a very different setting/premise.

10/10 would show interest. Participation would be unlikely to be frequent until last week of May however.
 
Debating between starting a spiritual or direct successor to SaR soon.

Spiritual is what I'm leaning towards currently. Would still emphasize survival/horror themes, and would still heavily rely on communication and injury mechanics from SaR. It would be easier to fight, though not necessarily any less awful of an idea. Supernatural or not would not be known at game start, but game backstory involves terrorists/cultists and I've been looking at Inuit mythology among others lately. Setting would be more artificial, but not necessarily more urban.

Opinions?
 
GhoStory 1.01 You May /Not/ Return

Its coming. And it will be run under the FATE RPG system, which means I'm gonna have to tutorialize things for you. Here's how we go through the process of character creation.

Spoiler :
[b]Name:[/b]
[b]Gender:[/b]
[b]Age:[/b]

[b]Description / Appearance:[/b]

[b]Personality & History:[/b]

[b]Refresh:[/b] 3
[b]Fate Points:[/b] 3
[b]Physical:[/b] 1[] 2[] 3[]
[b]Morale:[/b] 1[] 2[] 3[]
[b]Consequences:[/b]
Mild (2):
Moderate (4):
Severe (6):

[b]Aspects:[/b]
High Concept:
Trouble:
Aspect:
Aspect:
Aspect:

[b]Skills:[/b]
Good (+3):
Fair (+2):
Average (+1):


So how do you make a character in FATE and what do all those new boxes mean? I'll give you a walkthrough.

The first bit is simple enough.

Name:Lilac 'Lil' Larceini
Gender:Female
Age:15

Description / Appearance:A short, dark-haired girl with glasses who can usually be found sitting in a corner with a book.

Personality & History:

And so on and so forth, remember to keep age group at sophomore level. Now we get into the actual FATE specific portions of the character creation.

Refresh: 3
Fate Points: 3
Physical: 1[] 2[] 3[]
Morale: 1[] 2[] 3[]
Consequences:
Mild (2):
Moderate (4):
Severe (6):

Okay so what does any of this mean? Let's start from the basics: All rolls in FATE are done 4d6 with each side corresponding to either neutral, negative, or positive. Each positive gives you a shift and each negative takes away one while neutrals do not affect anything. Then after rolling and adding your shifts and whatever modifiers you might have you get your end result which is compared to either a DC or opposing roll.

Refresh is the Fate Point pool, you will be restored to this number should you end a mission under it.

Fate Points can be used for many things such as adding a detail to a scene (with GM approval) via declaration. They can be used to save your ass on a bad roll either by rerolling all the dice or adding +2 shifts to your end result; you do this by invoking an aspect (more on this later) that is relevant to the roll. You regain Fate Points in the middle of a mission by accepting compels which are when one of your aspects is used against you to make your life a little more difficult.

The physical and morale boxes are for taking minor damage. If an attack ends up hitting you and is x shifts over your defense you can absorb one shift in the first box, two shifts in the second, and three shifts in the third. The boxes are immediately cleared after the scene ends.

Consequences are representative of much more serious damage, the type that won't go away for a while. Each slot shows the amount of shifts that it absorbs with each increasing level becoming harder to get rid of. Mild can by waiting for time to pass, Moderate with specific management orders and enough time, Severe consequences aren't going anywhere anytime soon so try to avoid getting one. Consequences also add malicious aspects to your character which can be used as a source for compels against you, make certain tasks harder or nearly impossible depending on the severity.

Aspects:
High Concept: Petite Bookworm
Trouble: Not Leadership Material
Aspect: Diligent Explorer
Aspect: All Brains no Brawn
Aspect: Occasional Delinquent

Aspects are used to add noteworthy details to whatever they're attached to, in this case they are details about your character. They cover a wide range of character elements such as personality, beliefs, physical traits, backstory, relationships and anything that would be used to make your character stand out from the extras. When an aspect benefits you, you may invoke it with a fate point as stated earlier before, when it makes your life hard its called a compel and you gain a fate point back.

High Concept is an aspect that describes the archetype of your character while Trouble is an aspect that is specifically about a problem that your character may have.

Skills:
Good (+3): Knowledge
Fair (+2): Notice, Will
Average (+1): Lore, Empathy, Investigate
Character skill shows how adept your character is at a certain task. Each level adds a different amount of shifts to a roll regarding the task. You get one Good skill, two Fair ones, three Average ones, and the rest are considered to be mediocre and do not get extra shifts.

You use skills for four things: Overcoming a DC related to them, creating an Advantage that you can use to give two shifts to a roll meant to overcome a DC, attacking something, and defending from something. Note that not all skills can be used for all of the different options, you cant attack with investigate for example and cannot defend with Provoke.

SKILL LIST
Spoiler :
Athletics - The Athletics skill represents your character’s general level of physical fitness and nimbleness.
Contacts - Contacts is the skill of knowing and making connections with people. Networking.
Crafts - Crafts is the skill of working with machinery
Deceive - Deceive is the skill about lying to and misdirecting people.
Empathy - Empathy involves knowing and being able to spot changes in a person’s mood or bearing. It’s basically the emotional Notice skill.
Fight - The Fight skill covers all forms of mundane combat which is generally something you should stay away from in this game, but here's the option.
Investigate - Investigate is the skill you use to find things out, it revolves around concentrated effort and in-depth scrutiny.
Knowledge - Knowledge is the skill of education and intelligence which applies to all things mundane.
Lore - Lore is like the Knowledge skill except it is applied to the paranormal.
Notice - The Notice skill is a counterpart to Investigate, representing a character’s overall perception, ability to pick out details at a glance, and other powers of observation. It also effects your turn order should we ever get into turns (hopefully a rare thing).
Physique - The Physique skill is the counterpart to the Athletics skill in that it represents pure brute strength.
Provoke - Provoke is the skill about being a jackass at someone and eliciting negative emotional response from them
Rapport - The Rapport skill is all about making positive connections to people and eliciting positive emotion. Its the diplomacy skill.
Resources - Resources describes your character’s general level of material wealth in the game world and ability to apply it.
Stealth - The Stealth skill allows you to avoid detection, both when hiding in place and trying to move about unseen.
Will - The Will skill represents your character’s general level of mental fortitude.


And here's a link to the FATE wiki if you want to get more in depth about the system.

The FATE skill list
also contains a more in depth description of how skills are used.
 
Changes to Time, Grades, and Management Orders

1.01 Will also feature some major changes to the way out-of-chat game mechanics are handled. Some are changed because using FATE mechanics obsoletes them and some are altered because I believe they aren't engaging for the player.

One of the changes that is less significant for players is that time will be handled in vague segments rather than attempting to keep to an actual calender. It wont affect you much beyond having a GM with a higher level of having his together.

Grades are also being changed to no longer be dependent on constant homework but rather exams that come every 3 management sessions. People with higher Knowledge skill and no consequences that affect them mentally get better grades naturally and you can also spend an order in management sessions studying if you care about that sort of thing.

With the changes to management orders I have been focused on cutting down the number of orders and making it more focused on side character interactions. As for the old things: Write-in orders are still allowed, the Relax option has been kicked out entirely due to replacing a homebrew sanity system with FATE. Homework has been switched to studying that you can do for exams, it should go without saying that studying consistently is more effective than last minute cramming unless you happen to be naturally very smart.

Side character interactions is something new that I'm going to be testing here, I hope that it will serve to help flesh out not only the world but also player's character as it allows for growth outside of the party. You can choose to spend time with side-characters (at first only your classmates) during management orders, by doing so you can gain a single use boost to a skill, advise, or even hints about upcoming events. The way the interaction would generally work is I just write a short snippet about how the two characters interact, so the more information you put in the personality slot the better, and if anyone feels extremely butthurt about how I handle it then you can just keep the boost and ignore the story.
 
Dear Recipient,

We are pleased to inform you that your application for admission to the Stellaris Officer's Academy Program (SOAP) for the year of 2115 has been approved by our Board of Admissions.

While existing regulations technically prohibit a race whose established planetary government has not fully entered the Republic from serving in an officer's position, special permissions combined with your academic records and recommendations has convinced the Board president to suspend these regulations so that your admission would be accepted.

You are to report to the
SRS Cerolia one week from now for further instruction. Note that as the first of your species to enter into this program, your deeds and actions will be representative of your entire species in the eyes of the Republic at large. We hope you will not disappoint.

Good luck, and may fortune find you.
 
Stunts and You: A Short Guide to Standing Out from the Extras

One key part of the FATE role-playing system not present in GhoStory 1.01 is Stunts, however, now that all y'all are more comfortable with the system we can begin to look into it.

So, what are Stunts?

Stunts are a special trait about your character, it allows them to improve on how a skill works for you and you alone. Each character starts with 3 and can gain an additional one at the cost of one point of Refresh.

Okay, okay, but what is a Stunt really?

Stunts can be used in a variety of different ways, either by expanding the utility of a skill, adding a bonus to it under certain parameters, or adding a narrow exception to the rules. Stunts can build on other Stunts, by stacking bonuses or creating branching effects from the original.

Examples


Skills normally have a set parameter that they can be used in, Stunts can be added to slightly expand those parameters. For example let's create a stunt, Psychological Warfare, with this a character would be able to use Deceive instead of Provoke to make mental attacks on a target so long as they are doing so with a lie. What is key here is the constraints placed on the stunt, only for making mental attacks and only when doing so with a lie, as it would not be allowed to completely replace a skill with a stunt.

Using a Stunt to add a bonus is the simplest kind of Stunt you can have, but still very useful. These Stunts add a bonus to a skill when it is working within a specific part of its normal parameters. For example let's create a stunt, Robin No!, this stunt would give a +2 bonus to Lore (GS version of it) whenever casting a spell that breaks your cover. As you can see it's only activated under specific circumstances, the effects may also be changed from a +2 to an additional 2 shifts after the roll succeeds in order to guarantee a Success with Style (crit).

Narrow exceptions to the rules are arguably the most complicated type of Stunt effects due to having to have a more precise knowledge of the game rules to create them in the first place. We'll use a simple exception for our example, Riposte, which would allow the character to chose to take a two shift hit on the opponent rather than a boost after Succeeding with Style on a Fight defense roll. As you can see, the opportunities to use this are rather limited by its requirement to crit with a specific roll, but the guaranteed damage is still useful.

Stunts can build on other Stunts in two main ways, we will first look at advancing a Stunt. By advancing it you can choose to narrow an expanded skill's parameters and grant it a bonus, give a flat stacking bonus to a skill, or expand a rules exception further. Let's look at the first one for our example, NO ROBIN NO! (requires Robin No!), which would give an additional +2 bonus to Lore whenever casting a spell that breaks your cover. Stacking with the original would mean a +4 bonus to your rolls when making such an action.

Branching Stunt effects basically just add more options on how to use your Stunt. Let's take the base Stunt to be Robin No! which was described above. There are many ways to create branching stunts off of this base:
  • Surprise Attack (requires Robin No!) - When breaking cover to cast an offensive spell and succeeding, you catch everyone off guard and can create a situational Aspect with one free invocation representing that.
  • Chaotic Distraction (requires Robin No!) - When breaking cover to cast a spell your sudden presence distracts others from the rest of the party giving them a one turn bonus to any covert actions.
And so on, each of these ties back to the original base of act first think later but provide a different flavor of Leeroy Jenkins.
 
Disclaimer: No, this isn't a signal that I'm going to be running a game using these roles. This is just the rough draft of a proof of concept for a multi-crewed mech in an AC that I tossed together during a long car ride. There are still a few issues that I even have with it, such as Pilot being perhaps the least interesting of the options. If I'll ever be running something with this I'll first be doing at least a test of the combat with interested people.

Pilot
The pilot's main role is maneuvering the mech around the battlefield, choosing its stance, covering melee, and rolling to dodge incoming shots. They are absolutely necessary on any mech.
Spoiler :
Maneuver
Maneuvering around the battlefield is important since the distance between the mech and its target effects the type of weapons and abilities that can be used against it most of which will be covered in following sections. Good maneuvers can be used to create advantages over the enemy mech. Its also important to stay mobile in order to avoid being hit by a Spinal Cannon which is present on most mechs and are very deadly; however Spinal Cannons require one turn of preparation to hit and thus can be avoided by staying on the move.

Stances
There are only two basic stances for a mech to take at first, a frontal facing stance and a defensive one. Having the mech being frontal facing gives a bonus to the gunner's accuracy, it is also required in order to use most Spinal Cannons. The defensive stance makes the mech a smaller target giving a boost to avoiding incoming shots.

Melee
Melee is a non-standard form of attacking in a mech and as such few mechs are speced with it in mind, unable to do much more than go to Ramming Speed, it is still an option though. In order to engage in melee combat you must be within close range of an opposing mech, if you chose to ram them you will inflict Stress damage, should the mech have specialized melee weapons it would be possible to bypass some Stress on the opposing mech. While in melee it is impossible to use a Spinal Cannon and regular cannon shots are penalized.


Gunner
The gunner of the mech operates its many different armaments and can even contribute to defense with point defense weapons. They are absolutely necessary on all but the most specialized of mechs.
Spoiler :
Spinal Cannon
As stated before in the Pilot's section Spinal Cannons are the biggest form of armament that the mech has, they can only fired in a Frontal stance and requires a stationary target and two turns to hit. However, if the Spinal Cannon does hit it's target it bypasses Stress and does damage directly to the target's Consequence slots crippling the mech, often fatally. When aiming the Spinal Cannon only one action is spent allowing the Gunner to still operate one of the other armaments. The Spinal Cannon is impossible to shoot while in melee range.

Standard Cannon

The standard cannon represents the main guns of mech that are more likely to see combat than the Spinal Cannon. Effective from long to medium range the cannons are fairly accurate and can cause respectable damage. Special rounds such as explosive or armor-piercing can be used to modify the damage but are expensive and limited in supply.

Flamelance
The Flamelance is a standard flamethrower that comes with your mech, it is effective at medium to melee range. The Flamelance serves two purposes primarily as a source of damage at closer ranges, secondly it can be used to create difficult terrain on an opposing mech making dodging and maneuver checks harder. Further more, with the Flamelance it is possible to target a mech's crew rather than the mech itself and attempt to take the opposing mech intact.

Flak Defense
Unable to pierce a mech's armor at distance the Flack Defense is not meant to be used against opposing mechs. Rather its role is to provide defense against highly mobile Jackals which can wreak havoc on a mech if left alone. In a pinch they can be used against another mech while in melee range.


Engineer
The engineer serves as the support role of the mech, being able to heal damage, put out fires, and provide boosts to certain actions as well as other special moves. While not strictly necessary any mech without an Engineer is fighting at a severe disadvantage.
Spoiler :
Healing
An engineer is capable of repairing some of the damage done to a mech's armor, removing Stress and freeing up the boxes. They are also capable of downgrading consequences into Stress by fixing whatever part of the mech has been damaged. The engineer also holds the important task of putting out any fires caused by a Flamelance and stopping damage over time, this action can also be used to remove flares placed on a mech by a Jackalrider.

Boosts and Specials
When not running around putting out fires the engineer is also capable focusing their efforts onto the mech's performance. They can man the boiler room and run it dangerously hot in order to give a boost to a Pilot's maneuvers. Another option is calibrating the aiming systems of a mech in order to give a boost to a Gunner's accuracy. The Engineer is also capable of pulling special actions such as deploying a smoke screen around the mech for a quick escape or to increase its dodging capabilities and deter Jackalriders from getting too close.


Psi
Psi is the working name I'm using for the mech's magician, they can add to damage with fireballs, support another crew member, and are in charge of psionic warfare with the other mech should they get close enough. While not necessary, they're a welcome addition for any crew.
Spoiler :
Direct Damage
Like most fantasy wizards Psi class is capable of summoning elements to do their bidding, in game this manifests itself as an extra attack with stats similar to that of a Standard Cannon regardless of the flavor-text chosen for the attack itself. This serves as a way for the Psi class to be useful in combat when outside of melee range.

Support Crewmate
The Psi class is capable of supporting their crewmates in two ways, healing Stress and psionically linking. Removing some Stress from a crewmate is straightforward enough, useful after a directed hit from a Flamelance. Psionic link is a link that lasts one turn between the user and another member, when the crewmember that is linked with fails a check the Psi is able to make a roll of their own to replace the failed roll.

Psi Warfare

Should two mechs come into melee range with each other, they become close enough for the Psi class to be able to affect the other mech's crew members directly. If there is no other Psi user on board they can begin to attempt to take over a crew member's mind this only works on one crew member at a time and only while they are in melee range. If there is another Psi user on board they can help defend against this attack, thus it would be recommended to take them over and eliminate them first.


Jackalrider
Jackals are small, highly maneuverable vehicles that are used to support larger mechs in battle and rely on moving quickly through the forest to close in on their targets safely. Much like Psi a Jackalrider is nice to have but not ultimately necessary.
Spoiler :
Flares
One of the tools in the arsenal of a Jackalrider are sticky flares. Upon closing distance with another mech they can be be launched and stuck onto the chassis. Flares give the Gunner a boost to their accuracy and negate the effect of a smoke cloud. They can however, be scraped off by an engineer.

Immobilizing
Jackalriders also carry with them powerful nets and wires which they can use to attempt to immobilize an enemy mech and leaving them vulnerable to a Spinal Cannon's barrage. Once used the enemy pilot must make a successful maneuver check or be unable to move, they can also be used with the intent to create an advantage rather than immobilize.

Anti-Jackal
Jackalriders of course are not always used exclusively by one side and while mechs often carry with them point defense weapons the most effective counter to a Jackalrider is another Jackalrider. As the rider is exposed while on his Jackal they are vulnerable to small arms fire and can be picked off by a rifle shot.
 
Now for a meido game not run by Red: The Laughing Fox

Give Stellaris Academy now Leccy
 
So, here's a bit of a teaser for what I've been cooking over Xmas.

Renegades: The Space AC
Spoiler :


The Galaxy is divided between six factions, each one with its own objectives, preferred land and space tactics, ship classes and loadouts, interactable NPCs, and a Heat rating for each character on a scale of one to five. Heat climbs to 5? You've got a swarm of space dreadnoughts bristling with atomic missiles chasing you. Drops to 1? No one in the faction knows your name.

United Federation of Asian Republics - UFAR:
Spoiler :
Centered around Japan, China and United Korea, and encompassing most of the smaller states of Asia and a good deal of Russia, UFAR is a technological powerhouse. They had the fewest human colonies, but their ships are more numerous than the Terran Federation's. They are very strict in enforcement of the law, and have a preference for ships armed with mass drivers in broadside batteries, and heavy point defenses.


Terran Federation(or the United Nations of Europe and North America):
Spoiler :
The Terran Federation was born of the old UN, and its principle members are the United States, Canada, Britain, and most of Western Europe. It also lays claim to membership from Eastern Europe, some parts of old Russia, and South and Central America, though those lands are less than productive members of the Federation. They made many colonies, but one became a pirate and criminal haven after a short insurgency, and another was conquered by the Seraphim before diplomacy won out. Fond of missiles and heavily armored capital ships.


The Bionic Swarm:
Spoiler :
The Bionics are the most numerous race in the galaxy: a ruling class of cybernetically enhanced humanoid aliens with minor skin color and texture differences, holding the reins of a vast swarm of animals modified with mechanical augments, which they unleash as fire and forget weapons on worlds that displease them. They prefer to deploy carrier ships that unleash swarms of tiny scout fighters operated by remote or by genetically developed "brains". Their laser technology is unmatched as a result of their work on cybernetics.


The Seraphim:
Spoiler :
The Seraphim are lithe creatures: tall and thin, not unlike the Ethereals from a popular terran video game about alien invasions. However, they have two arms and two legs, much like humanity. Their fleets consist of heavy fighters and small corvettes, bristling with lasers and their unrivaled shield technology. Their warriors are few in number, but very difficult to defeat.


The Pirates:
Spoiler :
The pirates are a loose organization of raiders and scallywags in nautical tradition that continue to plague civilization. A true pirate is part of no organization, so the name is a tad misleading - think of these as a group of racketeers and enforcers, or a loose conglomerate of raiders who band together when it's in their common good. The high-ups in this group operate off of Janus in light corvettes and frigates stolen from the other factions or converted from merchant ships.


The Syndicate:
Spoiler :
The Syndicate is a multispecies crime organization with its roots in the mafias of Earth and some shady groups in the Seraphim and Bionic histories. They rule the underworld of the galaxy with an iron fist, but are not unreasonable if you know how to work with them. They control the world Janus, and are on good terms with the Pirates operating off of its moons.


Systems:

There are a number of systems in the Galaxy, and each one has a different trait. Some are plot-relevant, some are merely useful for discretionary upgrade missions, and some are both...but all are listed here. All HUMAN worlds, that is, at least for the moment - I've got to keep some surprises.

Spoiler :
Earth(UFAR, Terran Federation):
Spoiler :
Earth is a lush planet - or it was. Some parts still are. Wars are common in Africa and South America, though the Terran Federation and UFAR intervene whenever things start getting out of hand. This planet is both of their capital, a situation which Bionics and Seraphim will never understand, both having united before colonizing the stars.


Janus(Pirates, Syndicate):
Spoiler :
Janus is a small world orbiting a dim star. It can support life, but is by no means lush - forcing the inhabitants to rely on imported goods and agriculture from Janus' two arboreal moons. By now, the planet itself is ruled in all but name by the Syndicate, and both moons are host to substantial pirate bases and free ports. There is a thriving black market here for weapon modifications.


Chiron(Terran Federation):
Spoiler :
The good and bad of Chiron can be summed up in one sentence: its leaders are determined to make it a second Earth. To that end, it already has what you might call a first, second and third world setup across its vast oceans and scattered islands, and the Federation has built a sizeable industrial sector regardless of ecological impact. Its native species have not adapted well to humanity, and are at risk of being wiped out and replaced with terrestrial immigrants. Still, this planet remains humanity's largest manufacturer for high-tech weaponry.


Icarus(Terran Federation):
Spoiler :
Icarus is a world with one continent and not a great deal else but its perpetually-cold seas. It's a chilly world that ironically enough is too far from its sun to develop much life. The Terran colonies there now are spread far apart and very resilient - this is the frontier of space. The law is harsh out here, but you can find a good price for weapons of any sort at Icarus' markets.


Echo(Seraphim):
Spoiler :
Echo was a Terran colony, until the Seraphim came along in the Star War way back when. Now the old Terran cities stand alongside Seraphim colonies in the developed regions, and the rest of the planet is covered with the remains from the back-and-forth space battles that eventually resulted in the system's conquest. A dry, arid world where you can find scavenged ship parts on the cheap.


Zhang He(UFAR):
Spoiler :
Zhang He is the most recent Terran colonization, dating back to the era shortly after the Star War. It's a world of wastelands and deserts, with little to recommend it except absolutely vast quantities of various minerals. It's become the Australia of space: a penal colony for UFAR's dissidents and least favorites, condemned to work in the mines until they die or escape. On the backs of the convicts, though, a sizeable cybernetics industry has risen, and the number of charted Star Lanes connecting to Zhang He and its twin suns makes it a valuable planet in its own right.


Tokugawa(UFAR):
Spoiler :
Tokugawa is an industrial and technological world, and its primary focus is on manufacturing one thing: computer equipment. The assemblies on Tokugawa have been a large part of what's allowed UFAR to maintain its technological superiority in space. The planet itself is lush and green, and the colonial governor takes extreme steps to protect the environment.


Admiral Yi(UFAR):
Spoiler :
This world is covered in water, and almost all its colonies are floating cities or expanded islands. The world was mainly colonized in the first place to prove UFAR could, but now it sports a thriving starport sector and arms a lot of UFAR's ships with their point-defenses. A tropical paradise of a planet.


That's all I'll reveal now. I've shared a couple other tidbits on chat too - all I have left to do is finalize the inventory and cybernetics mechanics, and then run some test characters/NPCs through the character creator to check balance. I expect the game MIGHT be up sometime in the next few weeks, but I won't promise anything.
 
Well, with the Laughing Fox's main arc coming to a close I've begun to think of my next project. In keeping with the tradition of using different systems allow me to introduce ADEVA, a RPG adaptation of the Evangelion franchise.

Now I'm aware that most people here haven't actually watched the show that it is based off of, nor have the time or inclination to read through the admittedly hefty rule-book. So I'll be doing the same as I did before with FATE and summarizing everything the player needs to know.

Should you want to read through the rule-book yourself there's a link to download it provided below.

http://www.mediafire.com/download/o69miv64p6ifc0i/Adeptus+Evangelion+Beta+Draft+005.rar
 
The Basics

Setting
ADEVA is a RPG for the franchise of Evangelion, however assming you haven't watched the show I'll be providing a brief breakdown of the world, should you have any questions I encourage you to ask me them.

Evangelion takes place following a hugely destructive event known as the Second Impact (if you are wondering what the first one was that was the creation of earth) that has drastically changed the world as we know it. In the year 2000 a meteorite hit Antarctica and melted the continent causing mass flooding, climate change, and nearly a decade of mass unrest, or so the official story goes. In response many nations, beginning with Western Europe, turned over their armed forces to the UN which began to intervene in the conflicts around the world that had sparked up following the Second Impact. As support for the newly empowered UN began to take hold it gained enough power to diplomatically consolidate much of the developed world's power. This consolidation finally ended on February 14, 2001 six months following the Second Impact, marking an end to many of the hostilities that had defined the post-Impact world.

Our game will be set in the newly reconstructed city of Seattle/Vancouver, where many things have changed following the destruction of the old two cities by flooding following the Impact. Administered jointly by the North American Union, an alliance formed by the United States and Canada, the city was one of the first to be planned out in the massive reconstruction efforts at the beginning of the recovery era and was one of the first major successes of the reconstruction. Presently the city is known for its nearly unceasing rain and for its UN presence in the form of the North American Nerv base.

The rise of Seattle/Vancouver from their ruins is a beacon of hope, showing man's ability to bounce back from the destruction caused by the Impact. However, it shall soon be tested as any beacon can attract unwanted attention; a new threat from beyond the stars has emerged, gigantic and otherworldly creatures referred to as Angels have begun to appear on earth and cause massive collateral damage. The only thing standing between the city and destruction is Nerv.

Nerv
Nerv is a paramilitary special agency nominally under the control of the United Nations. Nerv's official purpose is to lead the defense of mankind against the Angels through use of the Evangelions, giant mechas, which they constructed.

Officially, Nerv is a private organization under the direct supervision of the United Nations with limited authority over local administration, and to an extent United Nations military forces. However, Nerv is essentially an independent organization from the United Nations apart from matters of funding. As a result of conventional military forces' inability to defeat Angels, the effort to defeat them is often left at the discretion of Nerv's highest ranking personnel without direct external interference.
 
I think everyone has heard of it, but in case someone hasn't I'll be putting ADEVA on the back-burner right now until a new patch for it comes out that streamlines the combat system a bit.

So that leads me to plan B - remaking Resistance



For this system I will be using the FATE system that most of you have had experience using before in one of my games or Red's Star Wars AC. I will be adding two things though, equipment and a magic system.

MAGIC


We will be using The Subtle Art a magic system that is more similar to voodoo than traditional DnD mission. The 30 second version goes as such:
You put at least a rank in a skill called Vodun.
You take half an hour in a room with a target's name and a small effigy of them or some other similar token.
You place a blessing or a curse as an aspect on the target for 3 days, upgrading to a full week if you succeed with style.

The Vodun skill is usually used to create an advantage, assuming you have all the components ready to cast a spell. The base level of casting a spell is +0 if the target of the spell is present or +1 a powerful symbolic tie takes its place (their blood, treasured possession), which is upgraded to +3 should only a name be given. If the target is large, no more than a dozen people or a large building or park, then the difficulty of the spell is increased again by +3.

Some spells also have a secondary target, like a spell that enrages one soldier against his captain. The secondary target follows the same rules for increasing the difficulty of the spell as above, +0 if present, +3 if you only have the name, etc. The one difference is that if the secondary target willingly gives you a token they count as being "present" for the rules of the spell.

Aspects created by a spell can usually be invoked by anyone, no target can be the subject of more than one spell at a time. Furthermore I will be imposing a limit on the number of spells that you start out with in your spell book, more can be gained by simply copying off of another mage's spell-book although the secrets are usually jealously guarded.

Starting Spell Options
Spoiler :
Charisma: While related to love, this turns it on its head by improving the target’s general presence and demeanor. It’s sometimes a subject of ridicule—specifically, ridiculing those who would need such a spell—but it sees a lot of quiet use.
Clarity: Popular among those who fancy themselves sophisticated magi, for many this spell is their morning cup of coffee, sharpening their thoughts and senses. It’s also a popular “counterspell,” used to remove curses.
Clumsiness: You know those days where you dropped a glass, spilled your coffee in your lap, and ripped your shirt on a latch? This makes for that kind of day.
Confusion: People tend to misunderstand the target—or get easily lost if it’s a place.
Love: One of the most well known but also most contentious spells, especially when used with a subject. Without a subject, it simply makes the target more friendly towards the world, but with a subject, it inclines the subject toward the target. Positions on this spell vary by culture from being extremely taboo to a commonly used solution to arranged marriages.
Health: Usually used as a blessing to hasten healing on a person, there are dark tales that come from the northern lands of witches that pervert the spell bring plague.
Obscurity: The target is easily overlooked—by the subject, if appropriate. Whether this is a blessing or a curse depends a lot on your perspective.
Prosperity: Another popular blessing, financial things fall the target’s way. It’s rare that this turns into a large windfall, but it can show up as a loan extension or a free beer.
Rage: Small things annoy the target more than usual, as if they’d woken up on the wrong side of the bed. If the spell has a subject, then the target of the spell is more easily enraged by that subject.
Safety: Keeps the target—or area—safer than it would be.


Magic Stunt Examples
Spoiler :
By Rote: You may pick three spells that you know well enough that you don’t need to consult your notes to cast.
Evil Eye: You can attempt to put a Clumsiness curse on a target with nothing more than an obvious gesture. This lasts only a day.


EQUIPMENT

Weapons and Armor will be playing a role in the game, how will this work with FATE rules you ask? Well it's simple enough, armor and weapons are going to have a rating from 1-4 representing increased quality of craftsmanship. Weapons increase your striking value when rolling by simply adding the weapon rating to the roll. Armor meanwhile reduces incoming damage by a shift equal to its rating.

As a general rule weapons are more common place than armor, which requires special tailoring to be properly fitted for its user.
 
I started homebrewing an rpg based on pathfinder (and also league of legends) that you won't have to know anything about LoL to play in. Wanted to see if you guys have any pointers for what I have since you lot probably have more tabletop experience than me. Feel free to talk about this. Or don't, but I'd be happier if you did <4
link
 
Thoughts on Management Orders

I’ve seen management orders done in several ACs now, both well and poorly, and having developed some thoughts on the subject of when and how to do them, I thought I’d write them down where people can see them and perhaps save myself from having to explain these concepts every few games. :p

Function – A good set of management orders should serve a purpose; something that cannot be done within the usual chat structure of an AC. This usually represents work relevant to the missions that would be put in between them; such as Ghostory’s power exploration mechanics, but it may be as simple as providing additional world building and character development in detail that would take too much time in the missions themselves. What management orders should not be are things that can be done at the beginning of the mission in a couple of words and a roll, or things that can be done by assumption between missions: such as shopping for new standard equipment. If this function is mechanical, it should ideally be tied to the core mechanics of the game rather than tacked on partway through; for example, OA’s artifact and potion systems were both designed for management orders, and would not have worked without them.

Inclusiveness – To continue the example of OA, the management orders there were designed on a mechanic that not all players made use of, and therefore some players ended up not getting as much out of the orders. Ideally, every player should have enough options when writing orders that they are forced to pick and choose what they prioritize, but this is less important than ensuring that nobody is left out. Exactly how these options are presented depends on the way orders are being handled, but in my experience they should encourage a certain amount of inventiveness, even if only in flavour. There may be only a fixed benefit for talking to an NPC for instance, but if you and the player set up different kinds of interactions, you can both enjoy the character development aspects at the same time as covering the mechanical benefits.

Scale – This ideal of flavouring a management order requires a certain amount of bulk to an order to get across, and management orders should be done to a certain scale. As I said above, if an order can be resolved in only a few lines, it can be resolved in the chatroom itself before a mission. For management orders to add a significant amount to a game and its atmosphere, they need to convey a certain amount of detail. Whilst this doesn’t mean writing pages upon pages, I would recommend that a good order should receive a response of at least a paragraph in order to be properly resolved. Of course some players will give in bad orders that can be resolved in much less time and space, but ideally this should occur as little as possible.

Cost – Management orders of the scale suggested above are a fairly major investment of time and effort for a GM, especially if you have a large number of players. It can be minimized slightly by limited pools of actions, or not having them occur every mission, but as a GM you need to be aware of your own limitations insofar as management orders go. In some games, management orders simply won’t add enough to the experience to be worth the effort, and if you’re uncertain about whether or not to include them it is always best to err on the side of minimalism, simply for the sake of your own sanity.

I might have missed a few things, but hopefully this will save me a few rants in the long term, we all know what I’m like after all. :rolleyes:

DT
Laying Down the Wisdom :old:
 
I am contractually obligated to remind you that I probably won't run Cloudchaser, to which this post does not link.

So update the front page Lec. :p

DT
 
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