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Hidden 7 yrs ago Post by ClocktowerEchos
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After buying and playing liberal amounts of the Guild 2 Renaissance, I've decided to take a shot at making an RP again, loosely basing it on the concept from an older NRP I did, INCORPORATED.

I'm still going through the planning stages of it all and would appreciate help but lemme tell y'all what I'm thinking as of right now.

Its the far future where mankind has spread its wings across the galaxy under the ever watchful and occasionally benevolent eye of the Grand Solar Empire of Man. Of course, not everything is well in the Empire and so you have all manners of terrible shit going down because it turns out the Grand Empire isn't quite as good at doing its job than it would like everyone to think it is. TL;DR = Its basically a 40k-like setting without Warpy shenanigans and weird ass religions, basically just the neo-medieval scifi galactic dystonia bit.

In some sectors of Imperial space, official Imperial control has loosened to the point that for the people living on the frontier or forgotten sectors, direct rule from Earth is no longer a real concern to them in all but the most abstract of ways. Out in those parts there's only two things that determine a ruler's legitimacy is power and money. As such merchant families, interstellar clans, corporations, cartel gangs and guilds have swooped in to fill the void of power. TL;DR 2.0 = Its basically the Guild 2 but in space.

The current idea would be for players to pick a "specialization" not unlike the class in the Guild 2 and try to gain power by either occupying government offices or by brutally murdering everyone else; either way works and both can be surprisingly messy and dirty. I'm still deciding on if there should be actual stats for everything or limited dice rolls and just trusting that not everyone is going to power and meta game like hell. As GM I will be trying to find some way to keep the RP in a consistent focus and not just letting it be a complete sandbox where no one knows wtf to do.

TL;DR 3.0 = Its a neo-medieval sci fi Guild 2 with light 40k inspiration and other memes and I'm still trying to organize everything into something mildly enjoyable and entertaining.

Anyone interested perchance?
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Hidden 7 yrs ago Post by LordZell
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Perhaps.
Hidden 7 yrs ago Post by spencerishere
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spencerishere huny buny

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Ooh interested
Hidden 7 yrs ago Post by caliban22
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40k inspiration you say... I like.
Hidden 7 yrs ago Post by Brocktree
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I think stats and occasional dice rolls would be wise. I would be willing to help you set up a light system meant for extenuating circumstances.
Hidden 7 yrs ago Post by Elgappa
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God Damnit, @ClocktowerEchos

Exam time, and you start another great idea...yeah, call me in!
Hidden 7 yrs ago Post by Lady Selune
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Dammit, I can't port my old d00dz over.

Still in tho.
Hidden 7 yrs ago Post by Trivval
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Interest
Hidden 7 yrs ago Post by ClocktowerEchos
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This seems to be more than enough people for a start. Everyone will be glad to know that I've decided on a system and working on fleshing it out and balancing. As of right now, it takes heavily from the Dark Heresy system in a way. I will explain it in due time.

Also, important note, given that I am going to be using stats, I will only be accepting a certain number of players. The plus side is that the Character creation itself is going to be a short task if you provide only the bare minimum information needed. You will get bonus brownie points if you fluff it up a little however.
Hidden 7 yrs ago Post by Skylar
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Count me intrigued. Looking forward to what system you have in mind.
Hidden 7 yrs ago Post by Lady Selune
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@Skylar

DOZER SENPAI!
Hidden 7 yrs ago Post by Ghostmask
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I saw Guild 2 and Space, I would like in on the action
Hidden 7 yrs ago Post by ClocktowerEchos
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Dev Log Time: Profit Chance and Profit Margin

As of right now this is the system I have in place to make money: Profit Chance and Profit Margin.

Profit Chance will have you/me roll a d100. If you get a number below your class's Profit Chance, you will make money that turn as a sign of good business. Go over that threshold and something has gone awry and you make no money that turn.

IE: It is Jimmy the Industrialist's turn and he rolls a 56. However, the Industrialist's Profit Chance is 40 and because he got a number higher than that (56), he makes no money this turn.

Each class will have their own Profit Chance. Note that you cannot loose money just by this action but at the same time you do not gain any massive bonus if you roll really low like a 1.

Profit Margin is taken into account only if you suceed in your Profit Chance roll and determines how much money you make exactly measured in thousands. Each class has their own Profit Margin representing how profitable their endevours could be.

IE: Jimmy the Industrialist rolls a 20 on his turn and because that is lower than his Profit Chance of 40, he rolls for Profit Margin.
The Industrialist class has a Profit Margin roll of d10 meaning he can at most make 10,000 credits and at worse make 1,000 credits.


Note that certain actions and events can affect both Profit Chance and Profit Margins (of which I will get into later). The next Dev Log will likely be on Classes and Stats. Hopefully this system is easy to follow as of now. If you have questions, concerns or comments, please do mention me.
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Hidden 7 yrs ago Post by ClocktowerEchos
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DEV LOG: CLASSES AND STATS

Following in the footsteps of the Guild 2, there will be four classes based upon the four professions in the game: Agronomist (Patron), Industrialist (Craftsmen), Savant (Scholar) and Outcast (Rogue).

AGRONOMIST: "Foodstuffs is rarely seen as prestigious, but all the prestige in the world matters little when you're starving."

The Agronomist is the class concerned with foodstuffs and is a major pillar of civilization. It is a low risk, low reward class where you don't make much money per building but you have a high chance of succeeding your Profit Chance rolls.

Profit Chance: 60 | Profit Margin: d6

Special Action: Sampling - Catering, donations, party supply, Sampling is when you give some of your produce to others in the hopes that they'll come back for more in the future. For 10% of your total wealth, you will get a bonus 25% to your Profit Margin roll on the next turn plus Influence equal to your Reputation Stat x 10.

IE: Bob the Agronomist decided he wants to preform the Sampling Action. At the end of his turn, he spends 10% of his 100k Total Wealth (10k) to cater or donate or some shit. Next turn, he rolls a 4 on his Profit Margin which gets bumped up to 5 because he preformed the Sampling action last turn. In addition, since his Reputation Stat is a 3, he will get 30 Influence from the action



INDUSTRIALIST: "The beating heart of industry is what builds cities, ships, products and equipment for the Empire!"

The Industrialist is concerned with raw resources and its refinement into other resources or finished products. This is represented by their high risk, high reward style where you can potentially make the most money out of any other class right out of the gate but you also the greatest chance to fail your Profit Chance roll.

Profit Chance: 40 | Profit Margin: d10

Special Action: Arm Self- Its dangerous in space and sometimes a good gun or solid armor is all that protects you from the void. And nothing is safer than something you make yourself. In exchange for making no money, you gain both a Security and an Attack bonus of 10.



SAVANT: "Money is all well and good, but having a sharp mind and an even sharper wit can get you places money can't."

The Savant is the nerdy, erudite type who also happens to have a good deal of social grace. Whether it be being the belle of the ball or rousing zeal into a religious crowd. They rely heavily on their Reputation stat as it stands for their Charisma to augment the fact they have the smallest possible base Profit Margin roll. They excel in Influencing the world around them to better themselves.

Profit Chance: 75 | Profit Margin: d4 + Reputation

Special Action: Oration- Giving speeches, preforming religious sermons, selling snake oil, the gregarious Savant is never at a short for words to spout and people to entrance. You make a second Profit Chance roll but at your Reputation Stat x 20. If you pass, you get an additional d4 Profit Margin to roll and half of that becomes bonus Influence.

IE: Mary the Savant decides to preform the Oration Action. She has a Reputation Stat of 3 and thus must make a roll of below 60 (Reputation 3 x 20). She makes it with a 34 and now rolls a d4, resulting in a 2. She then gets 10 Influence as a bonus.



OUTCAST: "Being rejected by society can be a death penalty for many. But cunning souls realize that they no longer need to play by society's rules once exiled."

The Outcast is perhaps the most unique class as it does not have Profit Chance and Profit Margin rolls. Instead they solely rely on Actions and other Classes to make wealth. Elusive at heart, they must rely on being able to slip back into the shadows or have accusations roll off their oily hides as much of their business revolves around harming others and directly targeting other players. A good Outcast should find a balance between how much they should attack others less they incur their wraith.

Profit Chance: N/A | Profit Margin:N/A

Special Action: Wayaly- Banditry and Pirating are professions older than time, hardly the most righteous but you get all the results of working without doing any of it yourself. You pick a target and you steal 25% of the wealth they earn next turn, provided they even make wealth.

IE: Chad the Outcast targets Jimmy the Industrialist with Waylay. Jimmy gets lucky and rolls a 10, netting him 10k Credits. However,
because Chad targeted Jimmy, Jimmy will only get 7.5k while Chad gets 2.5k and presumably calls Jimmy a nerd or something.

Special Action: Grovel- Begging is an easy way to make a quick buck if you put on a convincing enough show. If you're lucky, you can even pickpocket someone! The closest thing the Outcast has to a normal way or earning money, they make a Profit Chance roll at 60 and have a Profit Margin of d4.

Special Action: Extort- Protection Rackets, the grown up version of school yard bullying only a lot more violent. You pick a target and demand money from them which you can set. Alternatively you could demand 1/4 of the money they will make next turn. If they accept, they will pay you that much but you may not outwardly attack them for 4 turns. Should they refuse however, you will be given a +10 Attack bonus against them for one turn.


Now for Stats, there are simply three of: Reputation, Elusiveness and Cunning.

REPUTATION is essentially Charisma and is used mostly to get a resource called Influence, used to call in favors to get boons or even alter roles.
ELUSIVENESS is basically Dexterity and its main usage is getting away with illegal actions as well as a few combat related states (possibly).
CUNNING is almost like a Strength or Intelligence stat but its main use is in business and getting money (affecting your Profit Chance and Margin). Its main draw is that for every point in Cunning you take, you can subtract 5 to Profit Chance rolls.

The game system is expanding folks, and the world is building. Again, I will only be able to take in a certain number of players given the fact I have to keep track of stats. Next time I'll share the wonders of Influence, Security and Attack along with Building Tiers and Steps. Please do direct any questions, comments, concerns etc to me. Have a nice day.
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Hidden 7 yrs ago 7 yrs ago Post by CowboyCommando
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Interested. With all the time I've been waiting on my new rp I've joined(No offense to it, weekdays are busy even for me). I could've made a Nation Sheet for this, and posted IC :P.

Interested, and can't wait to make a super detailed sheet for me to obsess over. To do, take over the galaxy, then the universe.
Hidden 7 yrs ago Post by Trivval
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Hey I realised this isn't for me. Best of luck.
Hidden 7 yrs ago Post by Ghostmask
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Would Robotics fall under Industrialist?
Hidden 7 yrs ago Post by FrostedCaramel
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I'll throw my interest in.
Hidden 7 yrs ago Post by BingTheWing
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This is a cool idea!
Hidden 7 yrs ago Post by rush99999
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@ClocktowerEchos

I have 2 questions.

1: How does being more cunning mean you're less likely to make money?

2: If you've thrown a little 40k into the mix while making this RP, would that mean we could play as xenos or are we only allowed to be humans?
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