#Armored Core 6 Roleplay
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[+] ARMORED CORE VI VERSE [+]::ESTABLISHING
Tag: A Link in the Human Chain | Armored Core VI
[Arquebus 4th Squad AC]::TACET NIX [Callsign]::V.IV Schendel
]====================[
---- Mary Stermann is a 4th-Gen Augmented Human who survived Augmentation Implantation at the cost of her vocal cords and a significant portion of her personal ambition. For the years following her contract's signing with the Arquebus Group, she has served as both a pilot and researcher affiliated with Schneider, an Arquebus Subsidiary, and is deployed under the command of V.IV Rusty, a pilot whose aptitude she silently takes after and admires. She attributes Rusty's STEEL HAZE to be the first AC that 'inspired her' to think outside of the Corporation's limitations, outfitting her own with a few choice additions -- a minor expression of individuality amidst corporate-mandated uniformity.
Other than a minor rebellious streak, Schendel's greatest betrayal to the company comes in an earnest willingness to work with ALLMIND, spying on both Schneider and Arquebus's greater acts and movements on Rubicon. As a mole, she feeds the AI information and strives for the completion of the Coral Release Project, hoping to one day counteract the affects of her older-generation augmentation. Until then, Schendel is a quiet and aloof pilot, biding her time and attempting her best to lay low -- both to avoid being assigned field work and to keep herself around the think tanks and research labs where she feels most at home.
#A Link in the Human Chain | Armored Core VI#Armored Core 6 Roleplay#Armored Core 6 RP#// fINALLY SETTLED ON HER BUILD AND S RANKED A BUNCH OF MISSIONS WITH IT#// Attack the Dam Complex+ and Defend the Dam Complex in particular were S Ranked#// It was a ton of fun#// Finally the Most Important Verse is Made#// (and I'll probably never get to write it BUT THAT'S NOT THE IMPORTANT THING)
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Armored Core 6 sentence starters
* FEEL FREE TO SHARE AS YOU PLEASE, NO CREDIT NEEDED. CHANGE PRONOUNS OR ANYTHING ELSE AS DESIRED. Some spoilers may be included.
"Forged in ash, we stand as one!"
"It's just a job. All of it."
"Damn it! I can't die like this!"
"I... I just... I just wanted a callsign of my own..."
"Remember who you're messing with."
"You? You're just going to be tagging along on ass-wiping duty."
"Who gives a shit. We'll handle this mission ourselves."
"Why don't you start a sewing club together... and stitch that damn mouth of yours shut?!"
"Can't say I considered you a pro either."
"Tch... Does this guy ever shut up?"
"No luck with the sewing club, I see."
"You got lucky, merc. You were the only warm body they could find."
"Have fun watching from the sidelines."
"Know your place, you meager dog sitter."
"I think I'll enjoy doing business with you."
"Do try not to die like a dog out there."
"You're fast—guess you're sharper than they say. I'll have to step up my own game."
"The higher-ups are going to remember you now, that's for sure. As will I."
"Believe you me, I'm gonna put you to work!"
"Pitiful dog. I feel sorry for you, I really do. You may have survived a little longer, if only you had a different master."
"I hear you make fine hounds with the right training. Shame you'll have to die here."
"I'm fairly adept at analyzing systems— and manipulating them too."
"Can't get good help these days, can you? Would've been cheaper to just hire you instead!"
"It's been miserable knowing you, but... I guess playing nice is the smart choice here."
"They might be a pack of dumb animals, but at least they know quality workmanship."
"Anyway, you know the score. You made this mess, now you get to clean it up. Well, technically, I'm asking you to make a whole new mess... Ah, whatever. You know what to do."
"Guess I was right to pick you for the job."
"Well, I guess a dog can't choose it's master... But, still... Tough luck. I feel sorry for you, I really do."
"Looks like you ruffled some feathers."
"If you ask me, they're counting their eggs before they're hatched."
"I want you to be a walking advertisement for opportunities in destruction."
"You're not their mascot. Just focus on getting the job done."
"I'm sure our paymasters planned for that too. They got their 'walking advertisement' alright."
"I knew you could do it, buddy. I've got my eye on you."
"S-Stop that! How dare you attack me with my back turned?!"
"I don't know who put you up to this, but clearly you need to be disciplined!"
"I asked you a question! Don't you have any manners?!"
"You need discipline!"
"You've got skills... Shame you don't put them to good use."
"What?! Wh-Who are you?! Stop right there! How dare you pretend to be one of my own...!"
"Let me go, and you'll still come out on top... Understand?"
"You're quick on the uptake, aren't you? Splendid."
"You're not like those savages. Keep up the good work."
"Death and dishonor... Such is the oathbreaker's due."
"Heed me, oathbreaker... Treachery benefits none."
"That was certainly an adventure."
"Stubborn to the last... You don't know what's good for you."
"I have a question. The way you dealt with him— did [name] teach you that?"
"Some of us were worried that the enemy might have won you over. But it seems we can trust you after all. Glad to be on the same side."
"Must you always put your life on the line?"
"That's one way to light a fire under your ass— keep it alive for the next field trip."
"I'd say this calls for fireworks— and I've got something that'll blow them away."
"The anticipation's half the fun. We want our guests to enjoy this."
"...Looks like I was a little off. Well, close enough is good enough for me."
"You again? I'm a busy man. Far too busy for the likes of you."
"You're going to need more pawns on the board."
"...Of course. You're here to hawk your services again."
"You're a survivor, no doubt."
"You will be under my direct authority. Consider it a rare privilege."
"Looks like you're doing just fine, buddy."
"It's time to pay the piper."
"I've got your back, buddy. Hope you've got mine."
"Nice work, buddy. Glad you're on my side."
"It's a delight to enjoy the company of a visitor from so far away."
"Here's to new beginnings...! By all means, be my guest."
"A new friend from afar, just for me... What joy! Be still, my beating heart!"
"I'm waiting for you, friend... Fidgeting anxiously before the big dance. I do hope I'll keep up... But the anticipation is part of the fun."
"I've done my best to welcome you. I do hope you'll enjoy your stay, friend..."
"Don't forget, the guy's a rat. This won't be smooth sailing."
"Please! I wanted to surprise you, friend!"
"You've introduced me to such wonderful people! Wonderful things..."
"Let's trip the light fantastic, friend!"
"I'm starting to feel confused... It'd help if you could shut him up."
"Why, friend... This is a gift... Thank you..."
"Looks like he's dead. Good."
"Let's see how far they can fly... On borrowed wings."
"We will see if you can do it justice."
"Either way, you'll never spread your wings... At least not yet."
"A Raven is a symbol of resolve. The will to choose what one fights for."
"All right, we'll watch this one. See where they go on a Raven's wings."
"You're a famous mercenary now. Time to act like one."
"Tell you what, I'll watch and let you know how badly that goes for us."
"You can leave that to me. I know a thing or two about sharpshooting."
"A ragtag crew like this needs leadership."
"I know just the volunteer to go poke that beast with a stick."
"It's not every day you see competing forces working together like this."
"Act like a professional outfit and you might live."
"Who does that creep think he is? I ain't here because I want to be."
"Enjoy the show— and don't forget to smile."
"You don't gotta tell me. I ain't going down with you fools."
"I won't miss."
"That freak actually did it..."
"Did what, the bare minimum? This is just the first hurdle."
"Finally, someone with their head screwed on straight. Ever thought about switching sides?"
"You beg for your mother, we'll give you another!"
"It'll all be over once your sorry ass is dead!"
"I know you're laughing at me! What makes YOU so special?!"
"As if you hardly need help from me. When'd you get so good at exploring?"
"You can go home now— or follow me if you've got a death wish!"
"Go multiply your rifle training and see if you can learn to do something useful."
"Are we doomed to spark conflict wherever we go?"
"Figures. Seems both of us are too dangerous to keep around. And the higher-ups wouldn't miss an opportunity to kill two birds with one stone."
"So, buddy. Who needs you?"
"I don't want to dance to their tune, but this time, I don't have any other choice."
"You never change. You're not afraid to die... Or to kill."
"This has been a real eye-opener. You're strong—a threat...!"
"You're sharp... But that's not the only thing that makes you dangerous."
"I've fought alongside you several times but I never could figure you out."
"Tell me, buddy. What drives you?"
"Never failed to impress... But this isn't over yet."
"There's no graver threat than power without purpose!"
"Once something's alive, it doesn't die easy."
"I'll be well-rewarded when I bring them your head on a silver platter."
"I'll see that the unruly dog is punished and brought to heel. Oh, and of course, let's not forget the hound's master, either."
"This isn't an order—it's a legacy. My fallen friends entrusted this duty to me... And now it's my turn to hand it on."
"Feed the fire. Let the last cinders burn."
"I have one last job for you: Find your freedom."
"Been a while, tourist. Good to see you're still kicking."
"He asked me to look after you. Don't mind if I do."
"I don't just design weapons, you know. You'll see what I mean."
"Looks like they're falling over each other to get your autograph."
"You've been working like a dog... Must be [name]'s influence. Guy's a real slave driver."
"Where do they even find all these people?!"
"Seems they weren't so trivial after all."
"Let's get this trash out of the way first."
"You seem like you've lost someone too. Hope I'm just imagining things."
"Time to do or die. Let's get our laughs while we can."
"Hope you don't mind a little friendly competition."
"Yikes, tourist. Looks like they want you dead first. Tough break. It's not easy being popular."
"Looks like all your fans are dying to see you."
"Oh, we're serious. Right, tourist? Thing is, the serious ones die first— so we should at least pretend to be having fun."
"Someone has to put an end to this injustice!"
"Where did this... Resolve come from? You must have chosen something... Sacrificed something... You found your purpose... Didn't you, buddy?!"
"Always were at your best under pressure, buddy. But this ends here and now!"
"Must be heavy... This purpose you found. You've finally shown me who you are... It's too late now— but it didn't have to be this way!"
"Do him a favor, tourist. Remember him."
"You know... For a tourist, you've got a sense of humor."
"I saw the potential for our future within you. You and I... Could have walked together."
"You are strong. Dangerous. I... Will hold nothing back."
"I realize what you are... The spark of war..."
"I won't let you... Your fire must die!"
"You chose to carry our burden and right the wrongs of our past. I'm sorry... And I'm grateful."
"There's nothing left to bind you. Whatever choices you make now... I just hope you find your true potential."
"I'm not taking any more of your shit!"
"So you got a nice punch in, meh. Go buy a lottery ticket."
"They've called in backup. Shall we step outside and say hello?"
"And here I thought I'd just make some extra scratch. Guess I can settle the score at the same time."
"It'll be peace and quiet when you're gone!"
"Damn it... I would've had you! Don't you dare think you've won!"
"You fight like a bird in flight. You may yet fly higher."
"The others are so used to fighting and shouting slogans that they've given up thinking."
"I don't know who you are but you're dead!"
"We need to stand on our own two feet. That's how we'll win."
"We're war buddies now. Maybe I'll find a comrade in you yet."
"I thought you'd run away with your tail between your legs... Back for more, are you?"
"You fools don't know your place. You don't know when you're beaten. You don't even know what's good for you!"
"How dare you bare your filthy fangs against me?!"
"Howl into the abyss, dog!"
"Will nothing stop you, pest?!"
"Let me tell you my motto, tourist: Get your laughs while you can."
"I don't know what you're up to, but you better make it worth it."
"Looks like you made a friend of your own. But it's good to make a choice. Sit on the fence and you make no enemies... Or friends."
"Hope you've got room for more... I've brought a full course meal."
"Never thought the plan would go so wrong... But it's good teaming up with you again. Couldn't have hoped for a better silver lining."
"You're out of luck. There's only one person who can keep up with me."
"You're not the mutt I thought you were. You're below that—you are vermin!"
"You took on my hopes... My selfish dream. Now, I want to see the future that you choose. Whatever waits ahead... I'll support you."
"Whatever works to get your name out there. That's the benefit of being independent."
"Whatever happens, handle it. Just like you always do."
"As much as I'd love to stop and chat... I'm afraid we're rather pressed for time."
"I'm okay... Still alive, at least. A little rest... And I'll pay 'em back."
"You're daring, I'll give you that. But I've fried bigger fish than you."
"Humanity assumed its current form to fight itself. To choose from infinite selections. That is the essence of the human race... And the key to biological evolution."
"Tired as I am... I'm not ready to die yet."
"Shovel down your bland rations. Slurp your coffee-flavored sludge. Sure, it sucks—but that's being human."
"Don't tell me you like it here."
"He may seem like a pessimist, but he lives for the way things are. A life that can't coexist with what we want."
"Maybe now... I'll get some sleep..."
"Something's... Changed since last time. But you still haven't found a purpose."
"A chain made of human links is easily broken."
"You always did work hard for me... Handled all my requests... And, yet."
"Now that the choice is made, we have to carry on. No matter what obstacles confront us."
"Sorry, but I'm not laughing this time."
"I don't care about the big plan. I just want that damn freelancer DEAD!"
"We will bring order to chaos."
"You want some of this. I'll give it to you..."
"I know how this goes. This is where that grit of yours kicks in.
"It was always so easy for you... What makes YOU special?"
"I always... Envied you. The freelancer... Who had it all..."
"Let's meet this new age... Together."
#roleplay meme#roleplay prompt#rp meme#rp prompt#sentence starters#ask memes#inbox memes#Armored Core 6
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A Starter Guide to Armored Core Roleplay
Hey, buddy. I'll try and fill you in as quick as I can. The first thing you should know about Armored Core as a franchise is that there appear to be four big continuities:
the Armored Core 1 and 2 series, consisting of Armored Core, Project Phantasma, and Master of Arena on Earth, eventually leading to Armored Core 2 on Mars and Another Age back on Earth
the Armored Core 3 series, consisting of Armored Core 3, Silent Line, Nexus, Ninebreaker, Formula Front, and Last Raven, all taking place on Earth
the Armored Core 4 and 5 series, consisting of Armored Core 4, For Answer, then much later in time Armored Core V, and Verdict Day, all taking place on Earth
the Armored Core 6 series, so far just consisting of Armored Core VI: Fires of Rubicon, taking place on the exoplanet Rubicon 3
All of these are valid for roleplay, and all possess interesting characters, settings, and lore. Today I'll be talking about the Armored Core 6 series though, because Armored Core VI: Fires of Rubicon just came out recently, is far and away the most easily accessible of the games, and it possesses the most compelling characters in the franchise's history. Its unique nature as the only interstellar entry in the series also provides much more freedom when it comes to roleplay. There's a lot of free real estate.
So, let's say you just got done playing Armored Core VI, or saw some footage and vibed with it. You found you really liked a character and want to muse them, or you want to adapt a muse from some other fandom for a verse/AU, or you want to make an original character in the setting, or anything in between. Where do you begin?
Let me help you out, buddy.
The first thing I'd recommend is: ignore the endings. They're all bad. I don't mean that they're poorly written, I mean that they're all bad outcomes for the setting and for all the characters involved. Just handwave it. Imagine a fourth ending that muddled through and preserves an uneasy status quo. Did your favorite character die in the endings, or sometime before? No they didn't. Just rewrite it. Armored Cores canonically have ejector seats. Keep it kinda vague so you can easily operate with anybody else, but otherwise, don't sweat it.
The second thing I'd recommend is: let your imagination run wild. I'm running a service on my main blog where I'll come up with a verse/AU for existing muses, to include AC designs with rough paintjobs (you can view these in this tag) but if you already have an idea, just do it. There really are no hard rules; just write.
Alright, I said I'll keep it brief, so I'm going to give you some CliffsNotes on the setting without all the supporting evidence and homework:
Human space in Armored Core VI probably comprises somewhere between 3,000 and 5,000 exosolar planets at a minimum. This suggests somewhere between 300 and 1,000 star systems, or more. The only places mentioned explicitly by name are Rubicon 3, and the Jupiter colonies. There was also a "Four Island Disturbance" but that could mean anything, really. You're free to make up whatever you want.
There is FTL travel of some kind, and it's both pretty ubiquitous and fairly fast. There's a lot of interstellar commerce going on, and human space is pretty well linked up considering there is a unified and universally recognized currency in the form of COAM. The setting features some kind of stasis, although whether this is merely general purpose or used predominantly for interstellar travel is unclear. It doesn't seem to be particularly tricky to use.
Human augmentation with genetic engineering or cybernetics to some extent doesn't seem particularly rare, although those properly addressed as "augmented humans" probably number in the tens to hundreds of thousands at most, and mostly seem to be military personnel or mercenaries. Augmentation surgery was quite dangerous until about 30 or so years before Armored Core VI begins. It's quite safe at present, but expensive. There may or may not be human longevity technology, it doesn't matter too much. AI is very much a thing, though somewhat uncommon at small scales. City to continent scale megastructures and space engineering are quite feasible.
Armored Core VI takes place in the indeterminate future, but isn't so far in the future that Earth-based ethnicities and nationalities have completely died out. Using existing cultures, mashing up existing cultures, or inventing new cultures are all perfectly fine.
The only known thing approaching a government entity in Armored Core VI is the Planetary Closure Administration (PCA) which is basically a police force for the Rubicon star system. They were most likely originally set up by corporations and planetary governments. Planetary level is likely the largest size governments come in within the setting, possibly a few planets and moons; there are likely not immense or substantial empires or federations. Armored Core games are traditionally dominated by megacorporations, but state actors likely still exist.
While Armored Core VI features two major corporations (Balam Industries and Arquebus Corporation), as well as several smaller ones and subsidiaries, there is no reason to believe there aren't more that specialize in other things or subcontract their work to these. You're again free to make up whatever you want.
You're probably generally okay with using Halo or Aliens as sources of inspiration in terms of the scale of things, although remember that there are probably no big overarching interstellar governments.
Armored Cores (ACs) are the main high-end form of mechanized warfare, which goes by the name 'Core Theory' and involves close-range, heavy firepower, high mobility assaults using them. These were developed from less sophisticated machines called Muscle Tracers (MTs) which comprise the bulk of armed forces, although other vehicles like aircraft and ground vehicles still exist, and infantry combat still takes place as well.
I think that's a good place to end for a starter guide. If you have particular questions, ask in a reply and I'll try and answer. But really, if you like mecha, sky's the limit. You ready to climb The Wall?
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uhhhh heavyarms lol PC: WBS5HXKGBEVT
#finally the trowa barton roleplay I've only ever dreamt of#armored core 6#ac6#gundam#I hope you can't see my individual decals#because they are so janky
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And that Ayre doesn't have feet, except when she possesses a killbot, for that matter.
Inadvisable tabletop RPG premise #137: semi-competitive one on one Soulslike pastiche where one participant takes on the role of the semi-amnesiac undead knight and the other takes on the role of the incongruously barefoot FromSoft level-up maiden. Neither participant is exactly a player or exactly a GM, with each having narrative authority over different aspects of the world and being bound by different game-mechanical constraints. The semi-competitive aspect of the premise stems from the fact that each participant is aiming for a different, mutually incompatible "ending", probably randomly assigned from a pool of around twelve, and neither participant knows which ending the other is trying to achieve.
#tabletop roleplaying#concepts#gaming#tabletop rpgs#video games#fromsoft#game design#soulslikes#tropes#armored core 6
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Character inspiration meme!
[tagged: not tagged, saw people doing this on dash again since I follow lots of roleplay blogs haha decided to do this for my only proper OC]
[tagging: @ambalambs , @hexenjagd , @cursedfortune , @rostomanologist , @commander-wame , @missbadafker (for any of your characters!), @lyhil , @harukehn (hii I like your plants... I am tagging you both if that's okay :) @scribesofcalamity I want! 👏 to know 👏 the cool inspos!!! Also I'd tag all the pretty plants in the fandom but I'm not sure who likes dash games ^^, so if you see this and feel like doing it, you're ON! Feel free to say I tagged you!]
Also you know I had to do it to him (choose this as his profile picture)
Anyway! Explanations go:
1 - Bloodborne - Lady Maria of the Astral Clocktower - largely self-explanatory. I would have exchanged her for Genshin's Raiden Shogun for the more accurate "draws swords from own body" visual, BUT the fun part is I actually didn't know she did that. So the Baal sword and Mael's solid shadow weapons are a complete coincidence 💀
Furthermore, Lady Maria's general aesthetic influenced my own design a good deal. Sadly, necromancers can't wear medium armor.
2 - Hollow Knight - God of Gods/Shade Lord - just the vibes for his Shroud... or is it something more? :P I guess we shall see once I iron out some plot points. Some people might know because I rant in DMs. Devouring darkness my beloved. Inspiration for a potential "corrupted form" for a fractal where the story went really wrong.
3 - Norse Mythology - Fenrir - core inspiration. Chain/binding motif, being something dangerous, even to gods. Power that needs suppressing. Everlasting hunger, being the doomed being with the potential to doom others in return. A... specific relationship with the sun. A certain someone losing a hand within the mouth of the beast.
His swords are named Dromi and Lædingr after the first two chains that bound Fenrir. He's currently looking for a way to devise a "perfect spell" to allow complete control over his volatile magic and stop the demon essence from further warping his body and affecting his mind - that spell, or perhaps item, being Gleipnir.
4 - Tower of God - Khun Aguero Agnes - personality and mannerisms inspiration, particularly post-The Departing. "The Commander when he locks the fuck in." Devilishly intelligent and not afraid to utilize underhanded methods, but ultimately a good person. A true silver tongue. Moderately to severely grumpy at times. Dramatic flair. Gay boy rizz.
5 - Kabaneri of the Iron Fortress - Ikoma - the survivor. Undead but won't take the L and keeps on going no matter what. Self-engineered restraints to keep his affliction under control, dog motif, being willing to do terrible things to his own body simply to stop himself becoming a monster. A heart replaced by a core.
6 - Legend of Vox Machina - Percy de Rolo - I have actually not watched this show yet (I really damn need to) the visuals, the gunplay, the demonic possession and those deep black eyes with yellow irises? Checks out. I made Mael in 2014, so, again, coincidence, but it's a really good-looking coincidence :-)
Also, template below cut!
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ROLEPLAY HISTORY!
The rules are simple! Post characters you’d like to roleplay as, have roleplayed as, and might bring back. Then tag ten people to do the same (if you can’t think of ten, just write down however many you can and tag that number of people). Please repost, don’t reblog!
CURRENT MUSE/S :
Naruto: ( Sasuke, Madara, Obito, Hikaku, Izuna, Itachi ) Uchiha, Tobirama Senju, Suigetsu Hozuki, ( Nagato/Pein, Mito ) Uzumaki, Kakashi Hatake, Kisame Hoshigaki, Orochimaru, Mitsuki
TGCF: Qi Rong, He Xuan/Ming Yi, Ling Wen
MDZS: Jiang Cheng, Nie Huaisang, Wen Ning
WANT TO WRITE :
Armored Core 6: V.IV Rusty, V.II Snail, G5 Iguazu, V.VIII Pater
Final Fantasy: Cloud Strife, Genesis Rhapsodos, Vincent Valentine
Elden Ring: Messmer, Miquella
HAVE WRITTEN :
Transformers: Shockwave, Soundwave, Megatron (All TFP, Aligned, IDW2005), Pharma (IDW2005)
Hellsing Ultimate/Impure Souls: Integra Hellsing, Seras Victoria, Enrico Maxwell
X-Men: Magneto/Erik Lehnsherr
Supernatural: Dean Winchester
Gundam SEED: Athrun Zala, Rau Le Creuset
WOULD WRITE AGAIN :
Probably anyone, tbh, given the community for it.
Tagged by: Stolen Tagging: You, if you want it.
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Finally got Armored Core 6. If you need me i'll be roleplaying the worlds okayest lobotomite
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So on Phil’s stream he talked to Fundy about Fundy building a raid farm (and the dream smp is on easy mode, so this entire part of the stream was really funny 10/10 would recommend watchingback!) but it got me thinking because Dream banned villager trading hals and a while back I also watched a video on Dream threatening to kill Tubbo because he wanted to build an iron farm and...
Okay so I have like,,, three main points on why Dream seems so against anything that isn’t just mining for diamonds and iron and tries to fight them about it? And they’re all connected together but let’s see.
1. Dream is the server owner/ god
Dream is (as everyone knows) the owner of the Dreamsmp (duh), and thus also has access to all the commands and can block anyone if they don’t keep to his rules. But then why doesn’t he use it? Because, in the end, the dreamsmp is all about content. And that brings us to the second point.
2. Dream is an awkward dork who can’t roleplay. at all.
This is also partly inspired by a tweet/post about dream begging the others to let him join in on the roleplaying lol. So basically Dream is really bad at acting. Take for example what I would argue is his most iconic line of all so far, where he stops Tommy when he tries to steal Wilbur’s tnt. Even there he sounds like he’s reading from a piece of paper AND STILL MANAGES TO TRIP OVER HIS WORDS
And I don’t want to diss Dream too hard, but he might be the server owner but Wilbur and Tommy are the reason the Dreamsmp is what it has become. And he knows it as well. That’s why he’s never really on their side, because by creating conflict he is also creating relevant content for himself.
So he doesn’t, cannot, ban any of the main characters of the stories, because then he would literally take away some of his own content (even if he doesn’t livestream/post videos of his own a lot, EVERYONE who watches any dreamsmp streams knows who he is. Ruining his own server would ruin his reputation just as much even if it doesn’t impact his own videos).
So he does what he can do within this set limit: And there’s something he is good at in the dreamsmp server: killing anyone who tries to break his rules in game. But still a question remains: Why? Why is he so against farms? And this leads to my final point:
3. Dream is a speedrunner
Dream, at his core, has build his entire reputation around his speedrunning, whether his world-records or his manhunt videos with the added pvp.
For him, minecraft starts and ends with a single goal: killing the ender dragon, and doing that in as little time as possible.
He is used to getting barely past iron armor before doing so, and even with up to four people hunting him down as he does so.
When is the last time he used an elytra outside of MCC? What’s the last time he set foot in an end city? When has he build a farm that went beyond a field of crops or a basic mob grinder?
And this is kinda where we return to the first two points. Dream most likely has very little experience in end game minecraft. And if other people build those farms, get their endless enchantments, resources, elytra? What happens when the server reaches a point beyond his expertise?
He loses his only form of power. He cannot use his server operator powers, so he needs to find a way in-game to keep his power over the other players. And the only way to keep this in-game power, is by preventing the rest to get to the point where he doesn’t have the upper hand anymore.
It’s honestly making me really curious as to how long this is going to continue, and if he’ll keep setting more and more limits as to which farms are allowed.
(Also phil revealed dream is working on a video on fighting other cc’s in minecraft, only dream doesn’t wear any armor during the duels. He beat at least two people 6-0, but lost to Phil, although barely. This also means that most likely, even in endgame minecraft like i just mentioned, he could still kicks everyone’s ass lmao)
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TLDR: Dream wants to prevent the server from reaching endgame minecraft because he’s not as familiar (and thus powerful) with endgame things like proper farms etc. Also take all of this with a grain of salt because he can still beat your favs without even wearing armor :)
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Summers are short, winters long. The towns are overcrowded. Food is expensive. Guilds control trade; nobles control the taxes while priests pray for our damned souls.
Out there, beyond those walls, are beasts, bogies, monsters. They inhabit the forests, live under the fields, dwell in the ruins of our burned-out fortresses. They kidnap the lone wanderer, harry our caravans, and when they are bold, they attack our towns.
This land is wild, untamable, and in it we struggle to survive. We who thought we could conquer it, subjugate it—we are guests here, our days numbered.
New to Torchbearer? Read Thor's primer here. Download our introductory chapter here. And our work-in-progress character sheet here.
A Second Edition: One Book Becomes Two
We have been hard at work on a new edition of Torchbearer for over three years now. Based on the feedback we received from you and from our own campaigns and demos since we launched in 2013, we wanted to make a couple of tweaks to the game. Well, those "couple of tweaks" rapidly spiraled into a massive revision. Check it out:
New format and layout! The game is now a two-book set: The Dungeoneer’s Handbook and The Scholar’s Guide
Clarified, revised, refined and expanded rules from seven years of playtesting and feedback
The Dungeoneer's Handbook
275 pages, digest-sized (5.5" x 8.5")! Hardcover, linen wrap, swanky end papers, nice paper!
Revised character creation which includes tighter Nature question results
Revised leveling costs
10 levels for all classes (up from 5), including revised benefits for levels 1-5
New class: Theurge, a mad seer possessed by the immortals
New arcane spell memorization system, The Memory Palace
New divine magic system, The Immortal Burden
New invocations and spells with revised, clarified format
A Scholar's Guide to Dangers Various and Sundry
332 pages, digest-sized (5.5" x 8.5")! Hardcover, linen wrap, swanky end papers, nice paper!
New easy-to-process difficulty factors format throughout
Revised skill format—much easier to parse
Revised and clarified reward system
Iconic monsters all in a revised, cleaner format
New loot tables—with more treasure!
New camp and town events (they're so good!)
New demo adventure: Revised and updated Dread Crypt of Skogenby!
A Third Book: The Lore Master’s Manual
We came up with so many new rules and ideas around the game that they wouldn't fit in two books. So we're offering a third book full of optional material for the game. It includes:
200 pages, digest-sized (5.5" x 8.5")! Hardcover, linen wrap, swanky end papers, nice paper!
New class: the thief, go from a knife-wielding cutthroat to the shadowy power that rules this town
New class: the shaman, fueled by the Immortals of Beasts, channeling their wild power
New stock: the Troll Changeling; they're part troll, part human and all trouble
New conflicts: Banish, Abjure, Bind and Battle
New settlements like Borderland Fortress, Shire and Walled Town
Lots and lots of gear in a comprehensive list
Rules for making base camps—good for tackling those megadungeons.
Economic rules so you can crash the economy of your town
Travel rules
Simple guidance on town adventures
More spells and invocations
More monsters!
Wild new rules for spiritual quests
And more!
You’re a scoundrel, a villain, a wastrel, a vagabond, a criminal, a sword-for-hire, a cutthroat.
Respectable people belong to guilds, the church or are born into nobility. Or barring all that, they’re salt of the earth and till the land for the rest of us.
Your problem is that you’re none of that. You’re a third child or worse. You can’t get into a guild—too many apprentices already. You’re sure as hell not nobility—even if you were, your older brothers and sisters have soaked up the inheritance. If you’re cursed with visions from the Immortals, the temples won’t take you in. You question their authority and subvert their power, so you are outcast like the rest of us.
And if you ever entertained romantic notions of home-steading, think again. You’d end up little more than a slave to a wealthy noble.
So there’s naught for you but to make your own way. There’s a certain freedom to it, but it’s a hard life. Cash flows out of your hands as easily as the blood from your wounds.
But at least it’s your life.
And if you’re lucky, smart and stubborn, you might come out on top. There’s a lot of lost loot out there for the finding. And salvage law is mercifully generous. You find it, it’s yours to spend, sell or keep.
A Roleplaying Game of Desperate Adventure
Torchbearer is a roleplaying game of desperate adventure. The expeditions you undertake are taxing on your body, your mind and your very nature. To survive, you must carefully manage your food, water and light resources. To excel, you must fight for what you believe in. To prosper, you must fill your bags with loot and treasure.
This triumvirate of competing needs creates a delicious tension unique to Torchbearer. Players are asked to weigh these forces in every decision they make. Some may seem easy or frivolous to start, but the deeper you become enmeshed in an adventure, the heavier and more costly each decision becomes.
The system is based on our award-winning Mouse Guard roleplaying game system. Using the same core rules, character builds and conflict system, we have created a grimmer, harsher world. One that can stand the test of time, providing you with years of adventures.
System Preview
Eager to dive right in and create an adventurer? Download the introduction to the Dungeoneer's Handbook and our current character sheet.
Prefer to plot, plan and sketch maps? Download The Light Dims and Prepare Thyself chapters from the Scholar's Guide. We'd love to see the world you build.
Want a detailed overview of the system mechanics? Check out Luke's new currency cycle diagrams.
Books are not enough to express the full majesty of Torchbearer. We have revised and refined our action card deck as well as the equipment and light cards. The game master screen has been updated to include the revised edition information. And we're adding metal coins, custom wooden dice and a wooden card holder on top of all of that.
But these items are not merely gorgeous swag to adorn your gaming shelf, we have designed each of these items to be a useful, efficient part of the Torchbearer experience at the table:
Action cards facilitate conflicts, making them move more smoothly.
Equipment, condition and light cards offer easy reading of your current load out for you and for the rest of the table.
Use the coins as a prop for loot or use them to track light during an expedition or hit points during a conflict.
The dice are marked to clearly represent the 4+ target number of Torchbearer, but we've also included pips so you can use them to roll for armor and on tables! Dragons for scoundrels, axes for successes and the sun for a 6.
And the card holder ties it all together. You can drop your action and equipment cards into the slots on the left. While on the right you can use your copper, silver or gold coins to track your light and hit points.
Kickstarter campaign ends: Sat, May 16 2020 6:00 PM BST
Website: [Burning Wheel] [Torchbearer RPG]
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Lunars: Fangs at the Gate art by Yihyoung Li
Hello, everyone! This is Dixie doing the Monday Meeting notes this week, so expect 89% fewer puns. We had a pretty short meeting this week, and focused mainly on what we and our freelancers are doing during the ongoing COVID-19 outbreak. As far as our day jobs go here at Onyx Path, it’s business as usual since we work from home, but we know that’s not the case for everyone. We have freelancers who work in healthcare, some who are immunocompromised or otherwise susceptible, and then others who have to take care of older family members or small children as cancellations continue.
In addition to anyone directly impacted by the outbreak, there’s also the spate of conventions being cancelled, and many people have had to postpone/cancel trips and events. this is very much still a developing situation, and we encourage our freelancers and fans to take measures to keep themselves safe and healthy. While some people may think, “Oh, this will mean everyone can get a lot of their freelance work done while they’re self-isolating!” that’s not always going to be the case (childcare, housemates all being home, etc.) but we’re working with our freelancers as best we can.
Lunars: Fangs at the Gate art by Gunship Revolution
The Onyx Pathcast hosts in particular would like to apologize if anyone thought we were making light of the COVID-19 outbreak in last week’s episode. I assure you, everyone here is taking it seriously.
That said, self-isolation can be difficult if you’re used to being around people, including gathering for tabletop games, so our friends at Astral Virtual TableTop are giving everyone their paid features for free during this time! There’s a post about it here: https://ift.tt/2TTFS5O, but your account should already have the features unlocked.
That’s all well and good, you might say, but I don’t have any new games to try out! Well, we’ve got you covered on that front, too. Today, you can pick up V20 Dark Ages for free at DriveThruRPG, and we’re putting up a new free corebook every day this week. They’re only up for one day each folks, so make sure you grab the ones you want!
You can get V20 Dark ages here today: https://ift.tt/2QjDtiw
Tuesday we’ll be offering the Werewolf 20 core here: https://ift.tt/38RNqdL
Wednesday is Mage 20: https://ift.tt/2IU0dBE
Thursday is Changeling 20: https://ift.tt/3b2fJr8
And we’re wrapping up the week by descending into the Underworld with Wraith 20: https://ift.tt/2vwtfEA
Lunars: Fangs at the Gate art by Gong Studios
In other news, the Legendlore Kickstarter is ongoing, and we’re close to halfway funded! I, personally, am a big fan of the setting. As Ian A. A. Watson put it on Twitter:
Do you like El-Hazard, Alice in Wonderland, Labyrinth, Wizard of Oz, Chronicles of Narnia, Neverending Story, Magic Kingdom of Landover, Apprentice Adept, Castle Perilous, or the Dungeons & Dragons cartoon?
@VonAether
If so, this book is for you. Check it out and read manuscript updates here: https://ift.tt/2x03Pzp
Another cool thing you can do while you’re home is to attend Gehenna Gaming‘s VirtualHorror Con April 4-6. From the website:
VirtualHorror Con is a two-day virtual horror tabletop RPG convention that can be experienced on any screen no matter where you are. Many of your favorite events and conventions have been canceled, but that doesn’t mean you have to miss out on the convention experience. This event will give fans and players the opportunity to connect with the game developers, artists, and publishers they love. No lines. Safe social distancing. Horror-themed actual play streams, live panels, and digital tabletop RPG one-shot sessions running the whole time!
All ticket and raffle sales will go to the COVID-19 Solidarity Response Fund for the World Health Organization to support the development of vaccines, tests, and treatments for the coronavirus pandemic.”
For more information, check out https://ift.tt/2TTwcbC
There isn’t much else that came out of our meeting, as people are just buckling down to get some work done and continue monitoring the situation. We’re still working on the Dragon-Blooded surprise and will have that out to backers as soon as we can! So stay safe, wash your hands, and as always…
Many Worlds, One Path!
Blurbs!
Kickstarter!
As noted above, Legendlore is in its first week of Kickstarter! Please go check it out; it’s a truly awesome book, compatible with the world’s most popular fantasy roleplaying game!
Onyx Path Media!
This week, we’re talking Scarred Lands with Travis Legge!
As always, this Friday’s Onyx Pathcast will be on Podbean or your favorite podcast venue! https://onyxpathcast.podbean.com/
Despite everything in the world right now, or maybe because of it, we’ve got a massive number of shows for you on Twitch this week. Please tune in for an enjoyable distraction! We’re going to have three games of V5, as well as Chronicles of Darkness, Pugmire, Hunter: The Vigil, Changeling: The Lost, Mage: The Awakening, Scarred Lands, and a Dark Eras Werewolf: The Forsaken chronicle!
This week sees the finale of Blood City as well as the finale of Uptown Shadows. I would like to give major recognition to both streams for their fantastic work in bringing our games out to the audience. Thank you! You can subscribe to our channel over on twitch.tv/theonyxpath to catch up with any episodes you missed! (Another great idea for social distancing!)
Come take a look at our YouTube channel, youtube.com/user/theonyxpath, where you can find a whole load of videos of actual plays, dissections of our games, and more, including:
Scion: Behind the Screen: https://youtu.be/v9Wo38rl5-Y
Changeling: The Lost – Littlebrook Reunion: https://youtu.be/hxSbemynBLs
Changeling: The Dreaming – The Last Faerie Tale: https://youtu.be/gKAm-zGxTW4
Even more Scion: Behind the Screen: https://youtu.be/QDSIS_ClFbE
Pugmire: Paws & Claws: https://youtu.be/Ddm-cl48OR0
And even more Changeling: The Lost: https://youtu.be/dqM0ZdeS88s
Do subscribe to our channel and click the bell icon if you want to be notified whenever new news videos and uploads come online!
The Story Told RPG Podcast reaches the penultimate episode of their excellent Geist: The Sin-Eaters 2nd Edition chronicle right here: http://thestorytold.libsyn.com/the-78-laments-episode-4-passenger
And if you missed it, here’s The Story Told’s review of Trinity Continuum: Aeon http://thestorytold.libsyn.com/episode-40-trinity-continuum-on-overview
Red Moon Roleplaying’s V5 Cults of the Blood Gods “The Family” chronicle continues on their YouTube channel, Spotify, their website redmoonroleplaying.com��and everywhere else good podcasts might be found! https://youtu.be/PDPZyy-ZHNw
More new Occultists Anonymous for all you Mage: The Awakening fans out there:
Episode 88: Arms and Armor – Wyrd has a terrible premonition about the strike on the vampire Prince. The cabal helps ready Songbird when she is called to action by the Adamantine Arrow. https://youtu.be/WPHjGDGwRmQ
Episode 89: Tactical Yeet – Songbird enters the vampire Prince’s haven with a small team of Adamantine Arrows while the rest of the cabal scrys on the proceedings. Things don’t go according to plan, in several ways.https://youtu.be/r5zuU4UglYs
Please check these out and let us know if you find or produce any actual plays of our games! We’d love to feature you!
Electronic Gaming!
As we find ways to enable our community to more easily play our games, the Onyx Dice Rolling App is live! Our dev team has been doing updates since we launched based on the excellent use-case comments by our community, and this thing is awesome! (Seriously, you need to roll 100 dice for Exalted? This app has you covered.)
Update: the devs are working on the updates for the roller in both Android and iOS; here is the rundown from them:
1) Redo the UI for system for Android. It will look the same as the current design. My goal is to have something ready by Saturday to send out to the Facebook users, asking them if this fixes the issues. This will be a beta type thing. This will break several of the fancy dice.
2) If the above worked out and the android users give all the clear, we’ll redo the graphics system to fix the fancy dice that got broken. We’ll do another Android beta through Facebook. This might take up to two weeks, as my schedule allows.
3) If everything worked well, we’ll release to Android for real at that point.
4) Port all of the existing stuff to iOS and release on that.
On Amazon and Barnes & Noble!
You can now read our fiction from the comfort and convenience of your Kindle (from Amazon) and Nook (from Barnes & Noble).
If you enjoy these or any other of our books, please help us by writing reviews on the site of the sales venue from which you bought it. Reviews really, really help us get folks interested in our amazing fiction!
Our selection includes these latest fiction books:
Our Sales Partners!
We’re working with Studio2 to get Pugmire and Monarchies of Mau out into stores, as well as to individuals through their online store. You can pick up the traditionally printed main book, the screen, and the official Pugmire dice through our friends there! https://studio2publishing.com/search?q=pugmire
We’ve added Prince’s Gambit to our Studio2 catalog: https://studio2publishing.com/products/prince-s-gambit-card-game
Now, we’ve added Changeling: The Lost Second Edition products to Studio2‘s store! See them here: https://studio2publishing.com/collections/all-products/changeling-the-lost
Scarred Lands (Pathfinder) books are also on sale at Studio2, and they have the 5e version, supplements, and dice as well!: https://studio2publishing.com/collections/scarred-lands
Scion 2e books and other products are available now at Studio2: https://studio2publishing.com/blogs/new-releases/scion-second-edition-book-one-origin-now-available-at-your-local-retailer-or-online
Looking for our Deluxe or Prestige Edition books? Try this link! http://www.indiepressrevolution.com/xcart/Onyx-Path-Publishing/
And you can order Pugmire, Monarchies of Mau, Cavaliers of Mars, and Changeling: The Lost 2e at the same link! And now Scion Origin and Scion Hero and Trinity Continuum Core and Trinity Continuum: Aeon are available to order!
As always, you can find Onyx Path’s titles at DriveThruRPG.com!
On Sale This Week!
This week, Geist: The Sin-Eaters Second Edition will be available on Studio2, IPR, and DriveThruRPG! Yay!
Conventions!
Though it’s subject to change due to the current COVID-19 outbreak, here’s our current list of upcoming conventions:
UKGames Expo: https://www.ukgamesexpo.co.uk/
GenCon: https://www.gencon.com/
Tabletop Scotland: https://tabletopscotland.co.uk/
Gamehole Con: https://www.gameholecon.com/
PAX Unplugged: https://unplugged.paxsite.com/
And now, the new project status updates!
(We know why you’re here.
Development Status from Eddy Webb! (Projects in bold have changed status since last week.):
First Draft (The first phase of a project that is about the work being done by writers, not dev prep.)
Scarred Lands – RUST (working title)
TC Aeon – Under Alien Suns
TC Aeon – Mission Statements
TC Aberrant – Novas Worldwide
Exalted 3rd – Adversaries of the Righteous
Exalted – Exalted: Essence Edition
Deviant the Renegades – The Clades Companion
Deviant the Renegades – The Devoted Companion
Scion – Saints and Monsters
Mage: The Ascension – Rich Bastard’s Guide to Magick
Scion – Wild Hunt
Redlines
Exalted 3rd – Dragon-Blooded Novella 2 (Roy)
TC Adventure – Adventure!
Exalted 3rd – Hundred Devils Night Parade
Mummy: The Curse – The Book of Lasting Death
Chronicles of Darkness – Contagion Chronicle Ready-Made Characters
TC Aberrant – N!ternational Wrestling Entertainment
Second Draft
Exalted 3rd – Exigents
Exalted 3rd – Crucible of Legends
Exalted – Many-Faced Strangers (Lunars Companion)
Changeling: The Lost – Kith and Kin
They Came From – They Came from Beyond the Grave!
Trinity Continuum – Assassins
Development
Exalted 3rd – Heirs to the Shogunate
TC Aberrant – Aberrant Reference Screen
Exalted 3rd – Across the Eight Directions
Chronicles of Darkness – The Contagion Chronicle: Global Outbreaks
Mage the Ascension – Victorian Mage
Manuscript Approval
Scion – Scion: Dragon
Scion – Masks of the Mythos
Scion – Scion: Demigod
Post-Approval Development
Scion: Origin and Hero LARP
Geist the Sin-Eaters: One Foot in the Grave Jumpstart
Editing
Legendlore – Legendlore
Realms of Pugmire – Pirates of Pugmire additional adventure
TC Aeon – Terra Firma
Exalted – Lunars Novella (Rosenberg)
Realms of Pugmire – Buried Bones: Creating in the Realms of Pugmire
They Came From – Tales of Aquatic Terror
Mummy: The Curse – Mummy: The Curse 2nd Edition
Scion – Titanomachy
Chronicles of Darkness – Player’s Guide to the Contagion Chronicle
Chronicles of Darkness – Contagion Chronicle Jumpstart
TC Aberrant – Aberrant Jumpstart
Trinity Continuum – Jumpstart
Post-Editing Development
Hunter: The Vigil – Hunter: The Vigil 2e
World of Darkness – Ghost Hunters
Deviant: The Renegades – Deviant: The Renegades
TCfBtS! – Monsters of the Deep
Indexing
They Came From Beneath the Sea! (TCfBtS!)
Art Direction from Mike Chaney!
In Art Direction
Scion Titanomachy
Tales of Aquatic Terror
TC Aeon Terra Firma – Contracted
V5 Let the Streets Run Red
Cavaliers of Mars: City of the Towered Tombs
WoD Ghost Hunters – Getting KS artwork going
Aberrant
Pugmire Adventure
Hunter: The Vigil 2e
Mummy 2 – ADing that out post Aberrant AD
Deviant
Legendlore – Kickstarter in progress
Technocracy Reloaded (KS)
Cults of the Blood God (KS) – Contracting
In Layout
Yugman’s Guide to Ghelspad
TCFBTS Screen and Booklet
Contagion Chronicle
Vigil Watch
Scion Companion – Artwork in progress.
Proofing
Trinity Aeon Jumpstart
Pirates of Pugmire
TCFBTS Heroic Land Dwellers – Inputting proofing comments
Lunars: Fangs at the Gate
At Press
Ex 3 The Silence of Our Ancestors (Huggins Novella)
TC Distant Worlds
Scion Mythical Denizens
Night Horrors : Nameless and Accursed – Errata gathering
Dark Eras 2 – Errata with Aileen
VtR Spilled Blood – Josh wrapping up inputting changes and tweaking layout to account for any shift in the text
Geist 2e – Out this week
Dystopia Rising: Evolution
DR:E Screen & Booklet
DR:E Helnau’s Guide to Wasteland Beasties
Geist 2e Screen
Memento Mori
They Came from Beneath the Sea! – Indexing
Chicago Folios – Awaiting PoD proof
Geist 2e Anthology – Errata gathering
C:tL 2e Oak, Ash, & Thorn – Errata gathering
Today’s Reason to Celebrate!
Yesterday was the Ides of March and tomorrow is St. Patrick’s Day! Please celebrate either one responsibly and while practicing safe social distancing. Also, today is my stepmom’s birthday! I don’t usually get to do shout-outs on the blog, but since I’ve taken over today I’m indulging myself. Happy Birthday, Laura! Hope you and dad are having a blast (still while practicing safe social distancing).
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New Archetype (1st edition): Journalist
(Media Producer, Contact)
At some point, I will lay out in a full article why Shadowbeat was the silliest of the 1st edition sourcebooks, but it really deserves an epic, season finale type of treatment. While I have made ample fun of the Rocker, and Shadowbeat’s attempts to make that most useless archetype relevant, I must give credit to one character concept that, while given some opportunities to seed, never really bore the fruit it could: The Journalist.
Like the special music career rules for the Rocker, which I earlier called a backdoor Jem: The Roleplaying Game pilot, there were special journalism rules for reporters, which was also distinct enough to make it a backdoor New York Times: The Printing roleplaying game. Which is a shame, because:
You could run an awesome, themed Shadowrun campaign where the PCs are a pirate trid crew, hunting down leads, broadcasting dirty corp secrets, and so on, without needing the special Shadowbeat rules. I tried to get one started, over Livejournal, and like Livejournal itself, well…
Even without basing an entire campaign around it, the skills of a journalist/reporter are a great mesh in a traditional Shadowrunning team. Moreso than the Rocker at least.
Characters in the media milieu have always been present in Shadowrun, just primarily as Contacts. Media Producer in core book, Newsman/Media Entrepreneur and Reporter in Sprawl Sites (which also has a section on Media Encounters). Later supplements would flesh out alternate campaign options for them, but you could make the Journalist a workable archetype starting with 1st edition.
So that’s what I’m doing.
(Reporter, Contact)
Inspiration
Of that trio of contacts mentioned above, it is the Reporter that is the closest to being a playable character: focused primarily on Social skills with just enough combat capability to keep him from being wiped out when bullets first start flying (meaning, right away). The Reporter isn’t built as a starting archetype however, so he will serve as the template. Skills are top priority at, followed by Tech – like the decker and rigger, the Journalist will partially be judged by their gear. After a good Charisma, the rest of the attributes can take a hit, and magic and race take up the rear. Heh. I considered opting for an Elf to get the Charisma bonus, but I don’t think the +1 Cha justifies the hit you’d take elsewhere.
Attributes (20 pts)
Body: 3
Quickness: 3
Strength: 2
Charisma: 5
Intelligence: 3
Willpower: 4
I’m willing to let the Charisma not be maxed out, because I really don’t want to slight any of the other attributes. Don’t want to be too weak or too stupid, and want to keep Body and Willpower up to resist attacks physical and mental.
Skills (40 pts)
Car: 2
Computer: 4
Electronics: 4
Etiquette (Corporate): 5
Etiquette (Political): 5
Etiquette (Street): 5
Firearms: 2
Interrogation: 6
Negotiation: 5
Unarmed Combat: 2
You can see the influence from the Reporter Contact here – mostly just modifications, but with two notable additions
Electronics. He will end up being a tech rat out necessity: linking up video equipment, planting bugs, etc.
Computer. Thinking about how the media exists now, a Matrix presence is a necessity for a 2050 Journalist. Which means, yet, this will make him a decker-lite. More on that later.
Like a decker or magician, the Journalist really isn’t meant for front of the line combat – his skills are primarily for self-preservation. If you really were worried, you could ditch Car and Unarmed Combat and just get a Firearms of 6. But he’s not there to be a marksman: he’s there whenever you need to talk to people. He will have the Contacts, and he knows how to use them. If you claim this makes him too specialized, I will point out the decker, who is largely useless until a run in the Matrix is needed. And the Journalist could help with that, too.
Tech (400,000 ¥)
This tech level certainly gives the Journalist a lot of things to play with – the lower level, at 20,000 ¥, just wasn’t enough. The Journalist will not be staunchly anti-cyber like the Detective or Tribesman (or sigh Ork Mercenary), nor a near zombie like the Street Samurai or Burned-Out Mage (or Rigger or Former Company Man). While the core book did not have the option for cybereye video recording (that would wait until Street Samurai Catalog), it did have enough options to pack a lot of the Journalist’s necessities inside his head:
Datajack (of course)
Telephone
Ear Recorder
Cybereyes with Camera and Flare Compensation (might as well use up the Essence space)
Display Link
Headware Memory (100 Mp)
This gives him an Essence of 3.7 – about midrange. Clearly cybered, but not weird about it. Note, in keeping with concept, no combat-related cyber.
This still gives a lot of money to spend, and even after loading up on nearly every relevant gadget you can find in the book (phones, recorders, mics, data units, other surveillance measures, surveillance counter-measures, token armor clothing, if needed armor jacket, non-lethal taser, and even a fraggin’ Ford Americar) and an abnormally large number of starting contacts (8 extra, for a starting total of 10), there’s still a lot of money to spend.
So, yes indeed, this is where you buy a non-top of the line cyberdeck. Journalist is backup decker, and might be the only decker you need on a mission. I often forget that, while there are multiple vehicle skills required to be a rigger and multiple combat skills to be a samurai, there is only 1 skill you need to be a decker: Computer. Get a good enough deck and that will compensate for the low Computer skill. And if you didn’t ditch skill points to max out Firearms, you could ditch some to raise Computer to 6, or even shave 1 point each off an Etiquette skill to get there.
Sure, you’re only starting with a Sony CTY-360 (you have the nuyen to upgrade from the I/O-less Allegiance Alpha) and all programs at rating 4, but that really ain’t that bad. Especially since, in core rulebook decking rules, you could pump up Memory and Storage to arbitrarily high values and keep all programs running at once. Besides, once the game starts, it’s much easier to upgrade tech than raise skills.
I’ll be honest: I was tempted to buy Followers for this character, but did not, as it didn’t really mesh with the concept. Have to wait for a future archetype.
(Newsman/Media Entrepreneur, Contact)
How to use in a regular Shadowrun game
The easiest way is to follow the pattern of other archetypes and tack “Former” in front to explain his current life of quasi-crime. He got burned by someone, took the low road, and just uses his skills the best way he knows how. Eh.
More challenging is to play this as a legit, as in SIN-possessing, character. Even if not in the direct employ of a news station, the Journalist can be out on the streets, digging up dirt on the corps/government/tribes/whomever and publishing it on his own. Only fights to defend himself, so at most wears an Armor Jacket and carries a taser. Given corporate extraterritoriality, sure he might be breaking the law on Aztechnology turf, but he’ll be in the Seattle Metroplex when he breaks their story about their illicit manufacturing in the Barrens, so the ends justify the means. While he wouldn’t be one to sign on to a straight up breaking and entering theft, he would be perfect for an investigation/missing persons type adventure (examples of both can be found in the 1st edition modules).
In those adventures, there is always Legwork – everyone stomping around to their respective contacts to dig up the next piece of plot bait that propels the group forward. And they do so haltingly, because everyone maxed out Firearms and Computer and Sorcery and Strength and Body and Quickness and used Charisma and Etiquette as a dumping ground. Not only is the Journalist the social “Face” character, but they have a good backstory for being so. As noted above, if the party doesn’t have a decker, he’ll be good enough. Heck, he has a car, and so covers some of the rigger’s duties as well.
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The Castle Campaign Diary 01
I have long, long thought that buried in the new X-COM games is the recipe for a great D&D campaign. Something about that core loop of base-building and going on missions feeding into each other, coupled with the ability to customize soldiers, is just so captivating, and the turn based, class based combat gave me the same kind of warm fuzzies D&D usually does. Except, you know, it was guns instead of swords, and aliens instead of monsters. And I actually really missed the swords and monsters after a few dozen playthroughs of X-COM.
So, a while ago, I started crafting some fairly simple systems centered around researching and crafting magic items, and some base building mechanics largely cribbed from the Artisan Followers section of Strongholds and Followers, and eventually I had enough of it built that I was ready to put it in front of the my longtime and long suffering friends and players. The result is a campaign I’m calling the Castle, which, with any luck, will be the campaign I run for my friends for a long time to come.
I started off the way I always do, floating the basic pitch of the campaign to my friends, and when they seemed receptive enough to the concept (Though, I think they just really wanted to play D&D and were willing to accept my weirdness as the price of admission) for me to float them a few documents to get them started with character creation, laying down the basic state of the world, starting level, and what races were most common to the world. And also clarifying that this was a standard fantasy setting, something we have to do in my group because we have played D&D with just about every kind of coat of paint you can image.
When I was first coming up with the campaign, I was more focused on the structure than story or setting, so I didn’t actually put too much thought into the broader world, but I did eventually decide that the campaign takes place in the distant past of the same world I created for my Glintchasers novels and shorts. I think that decision was mostly motivated by laziness, but the side effect is a nice bit of synchronicity in any future worldbuilding tidbits I come up with for the campaign. I’ve already used the game as an excuse to figure out the original names and origins of the gods. And it already came up in game! That shit was literally never going to come up in the books.
So, speaking of the game, how did it go?
Well, to be honest, it got off to a slightly rocky start. I began the campaign with the players traveling through the wilderness in search of the ruined castle that was going to become their home base, and that I think was a good decision. It was a very evocative starting point. But then I ruined it by trying to force the characters to roleplay too early. As part of the journey through the woods, I had each player roll on a Travel Events chart I crafted for the game, which is basically just a roleplay prompt chart, but the players were not yet super comfortable with their characters, and the prompts of the chart were a little too vague, so they kind of floundered a bit and it was a little awkward. Towards the end though, they did start getting into it. One of the players got the result of seeing a shooting star in the night, and he really hammed up how his character interpreted it as a sign from the gods that they were on the right path.
So maybe it wasn’t the players, maybe some of the prompts were just crap. I think I’ll get a better handle on that as we start using it more.
Eventually, the players arrived at the castle. The secondary characters, who would be like the extra soldiers or B-Team if this were an X-COM game, scouted out the grounds of the castle while the A-Team, everybody’s main characters, went inside the castle itself. And of course, after a bit of searching around where they found some rooms and tools that would become their downtime facilities, they found some bandits it in the process of ransacking this ruin for whatever its worth.
Given the premise of the world being that its basically post-apocalyptic, I wanted to be careful to not make these guys too sympathetic. This was supposed to be the first combat where the players try out their characters. And I was worried since the world has been set up to be a very scrappy, survival of the fittest place, that the players might feel bad cutting down people trying to look for resources. So I played the bandits up as assholes, who immediately mark the players as walking loot drops, and they refuse the players offers of peace and immediately charge in. Later on in the campaign, I’d be more than happy to introduce a greater degree of moral complexity to some of the encounters, but for now, it’s the tutorial fight, and the games about fighting monsters, I didn’t see the need to overcomplicate things.
And that was really all the excuse everybody needed to go ham. The poor bandits actually really didn’t stand a chance. The “main” party’s roster is
Tina Cox, Aasimar Paladin
Selena Caslana, Dragonborn-descended Sorcerer
Camden Wayne, Artificer
Bartholomew Knightengale, Human Paladin
Dominik Leoguard, Human Fighter
So yeah, with three high armor class, heavy hitting characters, the bandits didn’t really do much more than scratch a couple of the PCs. But they had a blast, and everyone actually did a really great job of roleplaying their character during combat, which is not something you always see in combats but on reflection, I actually think my group is pretty great at doing consistently. Dominik and Bartholomew’s players especially really enjoyed the fight, since they were playing comically proud, crusading knights and effortlessly deflecting the blows of these bandits really played into the fantasy of their characters.
Dominik really shined towards the end when the last few enemies were on elevated balconies, and he, a high strength polearm user, actually had just enough reach to stab at them with a running high jump. And because he took the Charger feat, he did a lot of damage (I know Charger is actually bad, and honestly the only reason Dominik’s player took it was because he’s new and doesn’t know its bad, but hey, he managed to get some good use out of it this combat).
The last bandit actually managed to survive like three attacks on him from everybody rolling consecutive super low rolls, which just added to the hilarity that was that fight. After a few rounds of just obliterating these bandits, it took like three people to finish off one guy.
After the fight was over, I announced that the characters officially had the run of the castle, and gave them the rest of the handouts they would need to keep track of the campaign’s metagame, and gave them handouts for “Mission Leads” which are the short, episodic little quests they’ll be embarking on from the castle. And actually the first couple of them take place on the castle grounds. They needed to clear out the surrounding land, and they needed to clear out the lower levels.
But this was the point where I had to remind the players that this campaign was using the Gritty Realism resting rules, which if you don’t know, are variant rules in the 5th Edition Dungeon Master’s Guide that say a short rest is eight hours, and a long rest is week. And immediately the two paladins and sorcerer, who had burned literally all their spells were like “Oh God! We’re useless for a week?!”
And, you know, the thing about 5th Edition D&D is it’s supposedly balanced and designed around the party having like 6-8 medium-difficulty encounters between each long rest, but the way I run things (and this is a problem a lot of people seem to run into), it’s often atypical for the party to get into more than one or two fights a day, so when I decided to structure a campaign after X-COM, a game where if you soldier gets hit they can be out of commission for a good chunk of time, I figured this was the perfect opportunity to bust those rules out and see what the game looks like when the party has to pace themselves a little bit more.
I haven’t really seen much of that yet—so far the group’s standard operating procedure is still to long rest after a single encounter’s worth of fights, but that’s partly because they’re still at a stage where they can get away with that. There isn’t currently a ticking clock forcing them to consider their time wisely, but there will be soon. And for now, just the realization of the players that they needed to be more conservative with their resources or cop a week on the bench was enough sign to me that I think these rules are a move in the right direction.
And one thing the rules did immediately facilitate was the B-Team! The players realized “Hey, there’s all this stuff we have left to do to clear out the castle grounds, but we’re tapped for the day—let’s send our secondary characters to take care of this.” And just—yes! I could not have scripted it better. The players immediately latched on to the secondary characters as a strategic option to use when they were out of commission with zero prompting from me.
So, the players sent a B-Team out to clear the castle grounds while the A-Team recharged their batteries, and this encounter led to my favorite part of the whole session. For reference, the B-Team sent out was:
Emily Thomas, Tabaxi-descended rogue (Tina’s player)
Kyle Reiner, Human Fighter (Selena’s player)
Issac Scout, Human Ranger (Camden’s player)
Kale Vulpix (Bartholomew’s player)
While the B-Team was clearing the castle grounds, they ran into some bandits and some undead. And the undead killed the bandits, the B-Team killed some of the undead, grabbed the treasure the bandits had on them, and then retreated. Which was technically mission success, but then—again, with no prompting from me—Tina’s player did a write-up of Emily giving a mission report to Tina about what happened. And since the B-Team didn’t clear all the undead, Tina told Emily “If those undead aren’t cleared out by the end of my long rest, you are going to scrub the floors of this castle until you can eat off them.”
I loved that. That was basically everything I was hoping to get out of this campaign’s structure in one hit. There was a player reflecting on how the mission went, thinking about the consequences, roleplaying her downtime, and taking the initiative to essentially create her own quest. I immediately awarded inspiration for that, and then I gave inspiration to all the character who went with Emily to go clear out the undead, which ended up being Kyle and Issac again.
And them clearing out the undead was the end of the session. And overall, I thought things went really well, excepting of course the slightly awkward start. Immediately after things were over, all the players pretty much immediately told me that they liked the campaign’s whole shtick and were looking forward to more, which was music to my ears and I think a pretty good sign things are working as intended. Event the first bandit fight, which was kind of a cakewalk, was still fun, and it served as a proof of concept for a little extra ability I’d given them.
Thanks for checking out the campaign diary! I’ve been running D&D since 2015, and I’ve wanted to share my experiences with it for a while, but this campaign was sort of the first time I ever actually knuckled down and started writing about it while the experience was still fresh in my mind.
Huge thanks to my players for being as amazing as they are, and I’ll see you all in the next write up.
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Re-Introducing: Isolde Rev’more
So!... I’ve decided to bring her back but as a fresh... fresh start. Isolde/Scassira has been away for eight months after leaving behind everything she had known and loved. She left her husband, her friends, her family, all because she felt she was nothing but a walking plague as a misguided and wounded soul.
She left everything, journeying on a path of self discovery. In that time away, she’s learned many things about herself, and what is needed for her in order to continue living without the pain that the void had left within her upon destroying her cult and the corrupted core she was housing. A part of her soul had been destroyed during that sundering, and when she was pulled back from the Shadowlands, she was not the same.
Now? Isolde is a new woman. She’s found a love for the sea, for the small things she never understood and took for granted, and for a chance at life with a new outlook. She’s been able to start repairing the void in her soul... one step at a time.
OOC INFORMATION:
What I’m Looking For: RP! Of all shapes and sizes. I am good with pre-existing, though this could be difficult given her extensive past. But I am willing to work with it! But I am all for the hateships, romance-ships, friendships, etc!
Fandom: World of Warcraft Sole Faction or Cross-Faction: Definitely cross-faction! Faction I Play: Alliance Server: Wyrmrest Accord Venues I Actively Roleplay In: Tumblr and Discord and in Game.
Favorite Type of RP: Anything and everything. I love building up relationships between my character and others’ (whether it be platonic, a hateship, business-oriented, romantic, it doesn’t matter). I also love following set plots and story lines. Triggers: I will not do anything regarding rape and a few other things. I’d let you know if not comfortable with something. Things I Will Not RP: I will not RP any sort of sexual assault or abuse, simply out of respect for both myself and whoever I may be RPing with. Nor will I RP anything even remotely NSFW with a minor. RP Strong Points: I am a para poster and like to go into detail! But I am also very good at mirroring others. I am usually quite quick to reply, more so in the evenings, though!
RP Weak Points: Sometimes I get side tracked and need a poke! But most of the time I am on the ball and can knock out a quality post quite quickly!
IC INFORMATION:
Name: Isolde Rev’more
Nickname: N/A Race: Human
FC (If Applicable; Picture Optional): Ashley Green
Can Currently Be Found In: Stormwind City / Almost anywhere, really. She has found a love for the sea and has been traveling the past 6 months.
Would They Be Known: Yes, if you recall Scassira or Isolde from months past. She’d still have all the same connections as before. Personality: She is confident, though quiet. She holds a noble air about her, but not stuck on herself. Thought she is bold and does not hold back on her thoughts.
Language(s): Thalassian, Orcish, Common, Darnassian, Shath’yar Height: 5′6″ Body Type: Lean, lithe. She’s well built, curved, toned. This is from her dancing and her constant body conditioning. Eye Color: Silver. Hair Color: Light brown. Age: Twenty-nine. Notable Scars, Marks, etc: She’s littered in scars from neck to toe. Isolde wears armor and clothing that does well to conceal them. Each one she remembers receiving.
Tattoos/Piercings: None - though she has intention of covering her body in tattoos with her new enlightenment, to create a story of her past along the scarred and damaged canvas. First Appearances: She looks lethal and terrifying with her piercing hues that seem to look into a soul. She’s ethereal and is often mistaken as a figment of one’s imagination until they realize she’d a real person.
What To Expect: No nonsense, but quiet and reserved. She holds a noble air and a business like demeanor, but she’s not above laughing and enjoying life, especially now. Where I RP: Tumblr, Discord, in game! If you’d like, you can send me a message and I’ll give you my Discord, or we can work something out via Tumblr or you can find me in game! My OOC name for her in game has a funny character, so just message me!
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SOLO CHILDREN -- Stats for the old Star Wars Roleplaying Game [from the Core Rulebook & New Jedi Order Sourcebook]
JACEN SOLO: Male Human Jedi Guardian 9; Init +1; Defense 19 (+8 class, +1 Dex); Spd 10 m; VP/WP 46/13; Atk +10/+5 melee (1d3+1, unarmed) or +12/+7 melee (3d8+1/19-20, lightsaber) or +10/+5 ranged (3d6, blaster pistol); SV Fort +7, Ref +7, Will +6; SZ M; FP 6; Rep 4; Str 13, Dex 13, Con 13, Int 14, Wis 14, Cha 13, Challenge Code: D.
EQUIPMENT: Lightsaber (Jacen has constructed his own lightsaber), blaster pistol
SKILLS: Craft (lightsaber) +6, Handle Animal +6, Intimidate +3, Knowledge (Jedi Lore) +8, Pilot +7, Read/Write Basic, Ride (all) +3, Speak Basic, Speak Calamarian, Speak Shyriiwook (understand only)
FORCE SKILLS: Affect Mind +9, Battlemind +7, Empathy +10, Enhance Senses +7, Farseeing +7, Force Defense +5, Friendship +5, Heal Self +3, Move Object +11, See Force +7, Telepathy +6.
FEATS: Animal Affinity, Exotic Weapon Proficiency (lightsaber), Force-Sensitive, Skill Emphasis (Pilot), Weapon Focus (lightsaber), Weapon Group Proficiencies (blaster pistols, simple weapons).
FORCE FEATS: Alter, Burst of Speed, Control, Deflect Blasters, Lightsaber Defense, Sense.
JAINA SOLO: Female Human Jedi Guardian 6/Soldier 1/Jedi Ace 2; Init +2; Defense 22 (+10 class, +2 Dex); Spd 10 m; VP/WP: 60/13; Atk +9/+4 melee (1d3, unarmed) or +10/+5 melee (3d8/19 - 20, lightsaber) or +11/+6 ranged (3d6, blaster pistol); SQ Starfighter defense, starship focus; SV Fort +10, Ref +10, Will +6; SZ M; FP 4; DSP 1; Rep 4; Str 11, Dex 15, Con 13, Int 14, Wis 13, Cha 13, Challenge Code: B.
EQUIPMENT: Lightsaber (Jaina has constructed her own lightsaber), blaster pistol, XJ X-wing, astromech droid (“Sparky”).
SKILLS: Astrogate +6, Computer Use +7, Craft (lightsaber) +6, Knowledge (Jedi lore) +6, Pilot +12, Read/Write Basic, Repair +10, Speak Basic, Speak Calamarian, Speak Shyriiwook, Tumble +6.
FORCE SKILLS: Affect Mind +8, Battlemind +9, Empathy +7, Enhance Ability +9, Force Defense +3, Move Object +11, See Force +6.
FEATS: Armor Proficiency (light), Exotic Weapon Proficiency (lightsaber), Force-Sensitive, Gearhead, Skill Emphasis (Pilot), Starship Dodge, Starship Operation (starfighters), Weapon Group Proficiencies (blaster pistols, blaster rifles, heavy weapons, simple weapons, vibro weapons).
FORCE FEATS: Alter, Control, Deflect Blasters, Sense.
ANAKIN SOLO: Male Human Jedi Guardian 5; Init +1; Defense 17 (+6 class, +1 Dex); Spd 10 m; VP/WP: 40/12; Atk +6 melee (1d3+1, punch) or +7 (3d8+1/19-20, lightsaber) or +6 ranged (3d6, blaster pistol); SV Fort +5, Ref +5, Will +3; SZ M; FP 3; Rep 3; Str 12, Dex 13, Con 12, Int 15, Wis 11, Cha 12.
EQUIPMENT: Lightsaber (Anakin has constructed his own lightsaber), blaster pistol.
SKILLS: Computer Use +10, Craft (electronics) +7, Craft (lightsaber) +4, Knowledge (Coruscant) +6, Knowledge (Jedi lore) +5, Pilot +3, Read/Write Basic, Repair +6, Speak Basic, Speak Calamarian, Speak Shyriiwook (understand only).
FORCE SKILLS: Affect Mind +5, Battlemind +8, Empathy +3, Enhance Ability +4, Move Object +9, See Force +4.
FEATS: Exotic Weapon Proficiency (lightsaber), Force-Sensitive, Gearhead, Weapon Group Proficiencies (blaster pistols, simple weapons).
FORCE FEATS: Alter, Burst of Speed, Control, Deflect Blasters, Sense.
FUN NOTES:
One of Jacen’s Force Skills is Friendship +5. That’s majestic. He is also the only Solo child who uses Telepathy & Heal Self. On top of that, he’s the only one who has Intimidate under the skills section. It was only at a +3 in the NJO, but imagine how high that would climb with Caedus.
All three kids can understand Shyriiwook, but Jaina is the only one that can also apparently speak it. Her different weapon group proficiencies are through the damn roof too. A+
Anakin is the only one to have a second Craft Skill (electronics) and already has Computer Use +10. To put that into perspective, the incredibly intelligent scientist Danni Quee has Computer Use +7 & legendary master slicer Zakarisz Ghent has Computer Use +19 and Anakin was still a teenager and always picking up new information.
Anakin’s Intelligence stat is higher than both of his siblings, while Jacen excels w/ his Wisdom stat & Jaina has the highest stat for Dexterity.
(Tenel Ka’s stats coming soon! I really wish the game lasted through Legacy of the Force. I would have loved to see Caedus’ stats. Also, the sourcebooks always had new/awesome art so who knows the kind of magic we would have gotten in that one. Caedus, Allana, Ben, Queen Mom Tenel Ka -- SO MANY POSSIBILITIES. D:)
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Lots of new games to report! Here are the highlights - I'd strongly suggest checking this link out new boxes are rolling in all the time - latest unpackings are up the top.
RPG : DUNGEONS & DRAGONS DESCENT INTO AVERNUS
http://www.mk1.co.nz/games/products/dungeons-dragons-descent-into-avernus
Welcome to Baldur’s Gate, a city of ambition and corruption situated at the crossroads of the Sword Coast. You’ve just started your adventuring career, but already find yourself embroiled in a plot that sprawls from the shadows of Baldur’s Gate to the front lines of the planes-spanning Blood War! Do you have what it takes to turn infernal war machines and nefarious contracts against the archdevil Zariel and her diabolical hordes? And can you ever hope to find your way home safely when pitted against the infinite evils of the Nine Hells? This heroic Dungeons & Dragons adventure book takes players from levels 1 to 13 as they journey through Baldur’s Gate and into Avernus, the first layer of the Nine Hells. Baldur’s Gate is among the most iconic locations in all of fantasy culture. A mist-cloaked metropolis on the Sword Coast, it’s a place of history and a home to heroes. The book introduces the epic Infernal War Machines to fifth edition D&D—battle-ready vehicles which you can customize as you blast off into the Blood War. Dungeons Masters will entice their heroes with devil’s deals, a unique set of game mechanics designed to lure adventurers with the ultimate temptations of power and treasure. MK1 Price $79.90
RPG : DUNGEONS & DRAGONS ESSENTIALS KIT
http://www.mk1.co.nz/games/products/dungeons-dragons-essentials-kit
The D&D Essentials Kit is the ideal second purchase for new players that have bought the Starter Set. With the Essentials Kit, new players will learn to create characters of levels 1–6 and experience the thrill of being the Dungeon Masters. 64-page rulebook that teaches how to create characters of levels 1–6 and play the game. Includes the introduction of sidekick rules. Dragon of Icespire Peak: a 64-page introductory adventure Double-sided poster map for use with the Dragon of Icespire Peak™ adventure (21” x 15”) Four-panel, folding Dungeon Master’s screen (33" × 8.5") 6 blank character sheets 11 polyhedral dice 81 cards describing magic items, sidekicks, and other D&D game elements, plus a folding box to hold all the cards Codes for D&D Beyond, the official digital toolset for D&D MK1 Price $49.90
RPG: DUNGEONS & DRAGONS STRANGER THINGS STARTER SET
http://www.mk1.co.nz/games/products/dungeons-dragons-stranger-things-starter-set
The Stranger Things Dungeons & Dragons Starter Set contains everything players need to embark on a Stranger Things adventure including the essential rules of the roleplaying game. It's a great way for new as well as seasoned Dungeon & Dragons players to experience the D&D adventure Stranger Things character Mike Wheeler has created for his friends. Pick your character—will you be Will the Wise or Dustin the Dwarf? Get your fireballs ready as you investigate the mysterious castle and battle the ferocious Demogorgon. Prepare for just about anything, because the game just got stranger. Includes Stranger Things Adventure book, Rulebook, 5 Stranger Things character sheets, 6 dice, Demogorgon figure, and paintable Demogorgon figure. MK1 Price $59.90
RPG PATHFINDER : PATHFINDER CORE RULEBOOK (2ND EDITION) HC\
http://www.mk1.co.nz/games/products/pathfinder-core-rulebook-2nd-edition-hc
This comprehensive 640-page guide to the Pathfinder roleplaying game provides everything you need to set out on a world of limitless fantasy adventure! Choose from ancestries like elf, human, and goblin and classes like alchemist, fighter, and sorcerer to create a hero of your own design destined to become a legend! Based on more than 20 years of active development and playtest feedback from more than 125,000 gamers, the new Pathfinder rules are easy to learn and exciting to master! This indispensable volume contains all rules for players and Game Masters, and is your first step on a heroic new journey! MK1 Price $119.90
RPG : BATTLETECH BEGINNER BOX
http://www.mk1.co.nz/games/products/battletech-beginner-box
DEPLOYMENT IN THREE…TWO…ONE… The commline abuzz with pre-battle orders. The pounding rhythm of a metal titan on the prowl. The shifting glow of your BattleMech’s controls spread before you. Then the abrupt tone-lock of incoming fire wails in your cockpit as missiles, autocannon shells, and lasers fall like Thor’s hammer against your armor. Seize your ’Mech’s controls, draw its weapons into line, and unleash a hellish response! BattleTech is the world’s greatest armored combat game, filled with a myriad of epic stories and gaming experiences to satiate any player: miniatures to RPG play, hobby painting to fiction, and beyond. The BattleTech Beginner Box is the first step on that fantastic journey and includes everything you need to get started: two high-quality miniatures, quick-start rules, a mapsheet, cards to represent your MechWarrior’s unique skills, dice, and more. Do you have what it takes to plant the banner of victory and become a legend? Leap into the action and find out! MK1 Price $39.90
RPG : SHADOWRUN SIXTH WORLD BEGINNER BOX
http://www.mk1.co.nz/games/products/shadowrun-sixth-world-beginner-box
Are you ready to risk everything? The Sixth World. One of the most enduring RPG settings ever created, with shadows growing deeper and darker in its latest edition. Dominated by enormous, world-striding megacorporations strangling metahumanity in their clutches, by 2080 most of the planet has surrendered to these corporate overlords. But from the darkest shadows, defiance flickers in people known as shadowrunners. They risk everything—wrestling magical energies, channeling them into power; putting their minds against the electronic void of the Matrix; trading flesh and blood for chrome and steel. Shadowrun, Sixth World builds on Shadowrun’s amazingly successful legacy, becoming easier to learn and play while still providing role-playing depth. Welcome to the marquee event of the game’s 30th Anniversary year! It all starts with the Shadowrun, Sixth World Beginner Box - contains an introduction to the Sixth World, quick-start rules, starting character dossiers, an introductory adventure, a poster, a deck of Gear Cards, and six customized dice. MK1 Price $45.90
CARD GAME: SCUTTLE!
http://www.mk1.co.nz/games/products/scuttle
In this fast-playing card game, players scheme, battle and steal to be the first to collect 21 doubloons. Each turn either draw a card or play a card - cards can be played as either treasure or as an action. Do you want to draw 2 cards, or steal the treasure chest your opponent just played? Or would you rather wipe the board... knowing that your booty is protected!
'Scuttle!' is a card game for 1-5 valiant pirates, suitable for players as young as 6. Based on the classic game Cuttle, Scuttle! has been infused with the drama of the high seas thanks to creative updated rules by Peter C. Hayward. With gorgeous, adventurous art by Kelly Jo, Scuttle! is fun for the whole family. MK1 Price $19.90
BOARD GAME: ESCAPE THE DARK CASTLE
http://www.mk1.co.nz/games/products/escape-the-dark-castle
Escape the Dark Castle is a simple, cooperative game of retro-atmospheric adventure. Players take on the roles of prisoners, wrongfully incarcerated in the depths of The Dark Castle. Whether it’s the Abbot, the Tailor or any of the six playable characters, each prisoner is represented by a character card and a custom character dice showing that prisoner’s unique endowment of Might, Cunning and Wisdom – the game’s three traits. Embarking on a desperate quest to escape, the players must work together using custom dice and item cards to overcome the castle’s many horrors, traps, and challenges. 1-4 players .. Ages 12 to adult .. 20-45 minutes playing time MK1 Price $69.90
BOARD GAME : WARHAMMER Age Of Sigma THE RISE & FALL OF ANVALOR
http://www.mk1.co.nz/games/products/warhammer-aos-the-rise-fall-of-anvalor
Get ready for a new kind of Warhammer Age of Sigmar excitement. In The Rise & Fall of Anvalor your official task is to help build and defend Anvalor together with the other Factions. However, your real goal is to gather the most Influence and secure dominance over Anvalor, even if it might ultimately cause the fall of the city. With over 180 tiles in total, 9 different factions (6 player factions, 3 enemy factions), and 4 play variants (beyond the standard game) there's an enormous amount of game play content! MK1 Price $109.90
BOARD GAME : ZOMBICIDE INVADER
http://www.mk1.co.nz/games/products/zombicide-invader
Humans set off into the stars in search of high-powered fuel and found it in the remote corner of the universe on the small planet PK-L7. Their discovery of Xenium — a dark, oily compound deep below the planet's surface — was everything they hoped for. But they found something else, too.
Zombicide: Invader is a cooperative game in which 1-6 players face Xenos, an unfathomable swarm of infected Xenos controlled by the game itself. Each player takes on the role of one to six survivors in a sci-fi setting being overwhelmed by these Xenos. The goal is simple: Choose a mission, complete its objectives, kill as many Xenos as possible, and (most importantly) survive! MK1 Price $179.90 BOARD GAME: WESTERN LEGENDS
http://www.mk1.co.nz/games/products/western-legends
Western Legends is an open-world sandbox tabletop adventure for 2-6 players set in the American Wild West. Players assume the roles of historical figures of the era, earning their legendary status in a variety of ways: gamble, drive cattle, prospect for gold, rob the bank, fight bandits, pursue stories, become an outlaw, keep the peace. The possibilities are darn near endless. How will you write your name on the face of history? MK1 Price $109.90
------------Coming Soon
MAGIC THE GATHERING THRONE OF ELDRAINE - release date Friday 4th October 2019
http://www.mk1.co.nz/search?type=product&q=MAGIC+THE+GATHERING+THRONE+OF+ELDRAINE+ Welcome to Eldraine—a storybook land of castles and cauldrons, of chivalrous knights and trickster faeries. But like the devious creatures and beguiling magic that lurk among the shadows, this world is not all that it seems. Join the five courts of the Realm on an epic adventure for honor and glory, or venture a darker path into the mysterious Wilds. Which path will you choose?
Look for Boosters, Bundles, Brawl Packs & introducing Collector Series Boosters!
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