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Second PBP game

Discussion in 'Modiphius Entertainment' started by inane.imp, Mar 12, 2018.

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  1. inane.imp

    inane.imp Well-Known Member

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    Hey, just hoping to gauge the interest in starting a second PBP game on the forums.

    I'm quite keen to play the RPG, but my meta is plagued by too many professionals with not enough time to sort out a regular FTF game.

    I haven't played an RPG for years and then not often enough to be comfotable GMing. So also hoping to entice a GM :)

    Thoughts?
     
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  2. stevenart74

    stevenart74 Well-Known Member

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    I'm busy completing a Campaign System that will be played in My L.G.S. with Co-Gaming with 2-3 of My acquaintances, but as is quite an interested project of Mine for Graphic Purpose then I will post most of the stuff here, and then ALSO Material produced by My Italian friends that does not understand much of English language. . .

    Will be open to Gamemaster eventually this Two Campaign there if there is some interest. . .

    The "Rough Arguments" would be:

    1°) "The Minotaurs"; heavy duty Mercenary Company based on the Planet Dawn, and sponsored by the Ariadnan Government in co-terms with an Haqqislamite Merchantile Compact (specialized in Hi-Tech Sea Vessels and Industrial Submarines) and a Nomad "Orbital Paramilitary Security" Concern. . .

    Will be allowed ANY believable Character that is possible to do with the Basic Manual Rules, ESPECIALLY if it hails from Ariadna, Bourak or the 3 Motherships; will be allowed also some "Expatriate" from the Main Hyperpowers, but their Loyalty will be TOTALLY to the Company. . .

    Will be quite a Heavy Combat Game (much freedom to chose, but at least ONE of the Careers MUST be something Combat-Related); ANY baseline normal Human Character would be allowed to Pilot and Customize a T.A.G. (basic Stats of a Guijia) and then specialize in many possible relevances. . .

    Anyone who dislike to play a T.A.G. Pilot (that would anyway need to be able to operate even WITHOUT the cumbersome "Humanoid Walking Tank" particularly for Urban Indoor Police Ops) would be allowed to create a "Special Operative" as in:

    I°= Dogwarrior of any of the Ariadnan Nations; made with basic rules and without too much problem for customizing; possibility of variations, there are yet two "N.P.C." open for eventual "P.C. Stats" that are an Haqqislamite Born "Forcefully Infected" that employ Bourak-styled "Dervish Swordmanship" to control bestial urges or fight flawlessly AND a Nomad Born "Pit Fighter Gladiator" that is a psychotic "Combat Drug Junkie" that needs to be sedated outside combat and then assimilate dangerous mix for operating in battle. . .

    II°= Ariadnan Wulvers (mainly of Caledonian Origins, but could also hails from Matr, Merovingia or U.S.Ariadna) that would have a "Racial Profile" reverse engineered from the Manual Stats for Opponents; technically they will stabilize their own problems and issues with Chemical Cocktails handed from Haqqislamite / Bakunin Geneticists and so will be technically be equal to Morlocks / Low Key Chimeras hailing from Vaudeville; technically they would have access to an useful "Berserker Frenzy" and enhanced Physical Stats and Pain Tolerance, but with serious Mental Flaws. . .

    Part of the Mercs Company is an "Unholy Alliance" between a Kum Warband Clan from Bourak and Desperado Biker Gang from the Borderlands of Dawn; just imagine the "Sons Of Anarchy" ported in the Infinity Universe and You'll have the idea of what are the "Light Recon Squads" of the Minotaur Mercs; Morlocks / Chimera / Wulvers fit perfectly there and also are many of the "Handlers" of the sizable contingent of "Domesticated Attack Antipodes" (many of whom further enhanced by Haqqislamite Chemicals or Nomad Experimental Cybernetics) and a smaller "Kennel" of Pupniks. . .

    III°= Biomonsters, Heavy Class would represent some unsavory "Combat Biografts" experiments on Wulvers, Chimera and Morlocks brought to the excess (found, "Liberated" and pressed into service) and resulting in something quite terryfying and capable to function only in a Combat-Duty Mercenary Company as no more fit to properly function in Civilian Society (even Rural Stanitsas in the Ariadnan Borderlands). . .

    A special "Overseer Body" of Moirae Observancers with custom Chimera Biografts would keep a tight leash on these "Monsters" as it comprises some nasty N.P.C. who in Praxis started the nasty practice of grafting on themselves "Alien Organs" harvested from Corpses of the Combined Army Forces, such as Morats muscle-tissues, Umbra skins or especially Shaasvastii Organs, particularly useful as their "Spliced D.N.A." will allow almost zero "Immuno-Suppressants". . .

    The most horryfing of those "Species Hybrid" is a psychotic Ex-Chimera + Morlocks Gang Leader, surnamed "Dark Queen Callysto", that has enough Shaasvastii Tissue to be considered a Speculo Killer with high levels of Protheion and need to be often pacified and kept in a Cryo-Stasis Tube when not useful in Mission, as simply could NOT help seeing ANYONE sufficiently strong as a "Tasty Snack"!

    Similarly statted would be Artificial Lhost Bodies of the Ajax / Diomedes / Hercules kind of chassis, technically Humanoid but quite outside the norm; they could be either Corregidor Orbital Industrial "Boomer Models" or A.L.E.P.H. Combat Frames somehow salvaged and repurposed by enterprising "Nomad Scavengers" (much as William Wallace was "Converted to the Cause"). . .

    In any case their clearly Inhuman Frames wildly evident appearance (as Dogwarriors could somehow "Mask" into Dogfaces) will be counterbalanced by being the integrated equivalent of a Heavy Powered Armour Infantry able to carry enormous Wargear. . .

    IV°= Biomonsters, Light Class, these are the still Superhuman / Posthuman kind of heavily modified Player Characters who nonetheless have a good chance to pass as "Standard Humans" at a cursory glance if not "Morpho-Scanned" by a competent Geneticist or if a good Hacker will "Crack" their rewrote "Social Cloud Halo". . .

    If Haqqislamite of Origins they are probably some variations of their "Runihura" Super-Soldier Enhancement Project; could be Hyper-Athletic Charismatic "Warrior Savants" of the Khawarjis ""Red Turbans" like Tarik Mansuri, Djanzabans that regenerates like Marvel's Wolverine, Odalisque Bodyguards with enhanced Reaction Time, Sight and Subdermal Armour or even more esotherical "Personal Customizations" like an Hashashin Lasiq Sniper that resembles "Saito The Marksman of G.I.T.S." (and / or a "Fully Organic Knauf-Jethro"), some kind of "Advanced Muyb" that needs no Holotech to copy appearance but could have "Malleable Features" or even a Tuareg Scout that is able to survive unscathed even in the most hazardous environment. . .

    If Nomads of Bakunin (or rarer specialized Tunguskan / Corregidoran Veterans) they will be able to hide "In Plain Sight" their Biografts and Gene-Enhancements much like an Uberfallkommando seems "apparently" just a particularly beautiful exotic Cosmetic Modified; also the other two Motherships sometimes provide Injured Heroes with a package of Cybernetic Enhancement that put the most "Undercover Lhosts" of A.L.E.P.H. to shame; if You wanted to essentially play the crew of "Kodaku Kidotai / Section 9" from Ghost In The Shell this is the way to go with an Artifical Body less proficient in combat than Achilles, but able to pass for a Normal Baseline Human. . .

    V°= Even Weirder Stuff; for who truly, Truly, TRULY "Loves His Special Snowflake" and found banal even the afoerementioned options, then something even more Exotic is available; a couple of Tohaa "External Contractors" (that are NOT part of the "Illuminati Trinary Conspiracy" but really friendly "Xeno Bros" !!!) and a Morat Krakot that is useful as is a "Teseum Blacksmith" are yet present as "Named N.P.C." and could POTENTIALLY be allowed as P.C. by sufficiently motivated Players. . .

    If You want to play an Exrah Expatriate then it will be truly a challenge, as it technically would be akin to play a Heavy Infantryman that NEVER take off its Suit (in that case the Surgically Grafted kind of Xeno-Carapace); a "Void Operator" could be almost any kind of Military Specialist, if You waut if to play a Vektor then You'll need some "Stealth Career", an Iskaller would be an A.D.Jump Paratrooper and if You want to be truly absurd a Caskuda would be akin to be "ENTOMBED" into Your Guijia-Class T.A.G. (but if the Warhammer 40.000 Space Marine R.P.G. allow to be Dreadnaughts why not this one too) for ALL THE TIME !!

    And if You EVER are heavily wounded in Action then be sure to have been EXTRAH Friendly with the Haqqislamite Xenobiologist that is attached as Paramedic to Your squad. . .!!

    . . . . .

    Further infos about Bases, Deployement, Missions, Available "Wargear On Loan" and the typical Enemies, will be provided if there is enough interest for My Campaign Game. . .!!!
     
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  3. stevenart74

    stevenart74 Well-Known Member

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    The one before is not to Your tastes, because You truly despise the Idea of a Mercenary Company employing Heavy Wargear to recover stolen Teseum on Planet Dawn. . .??

    Wanted ALWAYS to Play a "Tough-As-Nails" Alien of the Combined Army, but also does not like the idea of the Evolved Intelligence spouting "Suggestions" from Your never-off Comlog. . .??

    Wanna shoot with Plasma Weapons and fancy "Voodoo-Tech", competing with the best "Hazardous Climate" Troops that the two main Hyperpowers, Pan-Oceania and Yu-Jing, could deploy. . .??

    Then search no more than My second planned Campaign Background. . .

    After the "Wotan Gate" debacle a Morat Cruiser escorting the Exrah Mothership was badly damaged by Human Sphere counter-offensive and fell on the Planet Svarhalheima. . .

    There the surviving crew salvaged what they could of the "Junked Space Hulk" and re-activated, using the Vessel "Plasma Fusion Core" for the enormous energy requirements, an abandoned "Walking Industrial Spidermech" with titanic legs ending in all-terrain Tank-Threads and transformed it into a "Mobile Operation Base" for their Raids on the Border between the Yu-Jing and Pan-Oceanian "Turf". . .

    Armor Plating and Heavy Plasma Batteries were welded on the "Mecha-Walker" superstructure and so any kind of stuff that could be taken off the Morat crashed starship. . .

    While the "Home Vehicle" (surnamed "Surtur" by superstitious Svarhalheimen of Viking Ancestry) is slow and cumbersome, navigating the difficult terrain with ponderous snail-pace, but there are some few, precious "Voodootech" Flying Vehicles still available to the "Best Forward Scouts" of the "Free-Rat of Xur' Thu' Rhak" that are able to go back to the "Old Ways" without the nosy E.I. saying how they have to fight, pillage and kill (mainly the Player Characters). . .

    The "Surtur Mobile Base" need continuous Repairs (by salvaging whatever abandoned Human Tech is found) and Refueling (by melting into "Plasma-Slag" enormous quantities of Trashed Scraps not good enough to be scavenged as Metal Heaps) and could hide from the Human Sphere aerial superiority only by entering enormous, cavernous Volcanic Canyons (that could be exited just in the most terrible "Fimbulwinter Snowstorms") and so small, agile, quick "Zerat Jetbikes" with 1-2 crew would recon in advance and even fewer "Morat A.V.-Flyers" will be able to deploy Sabotage Squads to neutralize or at least "soften up", in advance, any kind of opposition (not only Humans, but also "Native Megafauna" big packs of Svarhalheimen Yeti-Trolls squatting in a desired junkyard or a Jormugandr / Lynnorm / Nidhogg "Dinosaur Serpent" that take umbrage at the Surtur approach or a Lake Kraken frenzied by the Mecha wading its acquatic lair). . .

    This project will be available with "Reverse Engineered" Morats / Zerats (or even Shaasvastii "Stowaways" or Exrah "Salvage Specialists") and so I will need to properly tool in a well-balanced manner any kind of Player Character, but for Me at least, taking away the weirdest Voodootech a typical Morat is not so different from a particularly brawny Human Soldier and a Zerat (of any stripes, there is a small "Kennel" of Gaki / Pretas snuggling by the Plasma-Core and lovingly tended by some Oznat Matriarches !!) is equal to any kind of brutally efficent "Stealth Operative" of the Human Sphere. . .

    Remember than Hoverjets, Plasma Guns and higher tech stuff (such as a Morat Hacker rewriting some "Restriction Backdoors" in a slightly-damaged Portable Sepsitor !!) would need continuous maintenance and exotic reagents, but Morat reliable, brutal "Solid Slug" Guns and steady Armours will need far fewer cares and could be properly maintained with Cannibalized Humantech. . .

    . . . . .

    Should a Group of potential P.C. decide to instead plays as the "Human Opposition" then there is a swat of very cool stuff still available, such as "Independent Borderlands Colonists" almost indistinguible from Ariadnan Farmers OR Pan-Oceanian employing the "Best Hyperpower Wargear" optimized for the snowy hell (Stealth-Tech and X-Visors for "Nisse Snipers" or a particularly rugged "Custom Piloted T.A.G." that seems the crossbreed between a Jotum and a Guijia !!) OR Yujing (the Guilang make a pride to kill better than Real World "Syberian Spetsnatz" and the Yujing Border is home to the NASTIER Temple-Fortress of the Shaolin Monks). . . . .!!!
     
  4. inane.imp

    inane.imp Well-Known Member

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    I'd be in for the Mercs one either as a Grizzled Gecko pilot or a Brash Hellcat Hacker.

    (Extraplanetary is a useful survival skill in the wilds of Ariadna, right?)
     
    #4 inane.imp, Mar 13, 2018
    Last edited: Mar 13, 2018
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  5. stevenart74

    stevenart74 Well-Known Member

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    @inane.imp. . .

    Why not combining both Ideas, with a Hellcat Hacker that when truly, really "Shit Hit The Fan" will don its Custom Gecko and lays devastation everywhere. . .??

    Also the Gecko is the other one T.A.G. that is present in the Basic Manual, but is a lighter, less armoured Model than the Yujing Made Guijia and so I choose the latter as "Personalizable Exoskeleton" as the Background of Infinity say that they are so mass-produced that they are quite diffuse (between wealthy Mercs Pilots who pilot directly and not with Pan-Oceanian "Remote Telepresence"). . .

    In reality the most widespread Mercs T.A.G.s are the Anacondas or very personalized Custom Models like "Scarface" one (that appears to share commonalities with the unnamed "Twin" seen in the Outrage Manga, so we can say is a "Druze T.A.G.") but they are not present in the Basic Manual and so I made with what I had. . .

    Also would have considered rather some "Superheavy Infantry Powersuits" like the Haqqislamite Azrail / Ahl-Fassed or the Nomads' Taskmasters / Kriza-Boracs, but they are not on the manual, like the Ariadnan Blackjac (who further blurry the line as is unclear it is a "Ultra-Light" T.A.G. or the most Armed / Armoured of the "Superheavy Powersuits") so too much Reverse-Engineering would be complicated. . .

    As the Guijia beats the Geckos in ALMOST any Stats, except for being Void-Optimized, the I will allow even more "Extra Ooomph" to further customize Your Personal T.A.G. (remember, even if Your Character is the "Pilot" the REAL owner, and tax-payer for Fuel / Repair / Maintenance is the Mercenary Brigade) as I would have allowed the far sturdier Guijias something like Extra Armour OR Special Rare Extra-Weapons (such as shoulder-mounted Rocket Pods or Missile Bays) OR Advanced Sensor Suites for "Heavy Sniping" and so on. . .

    Being Nomads the "Sole A.I. Ban" flaunters that they are, is safe to assume that the Suit Onboard R.A.M. is either a fully independent Semi-Autonomous "High-Edn Virtual Intelligence" or Your Personal Geist is housed there (rather than in Your Com-Log) and can act almost as a "Secondary Characters" and able to limited Operation of the Frame. . .

    I see three possible "Custom Loadouts" for Your options, but obviously will be open to suggestions. . .

    1°) Hell-Gecko (or "Geckat" as a even more absurd name), that is a suit specially optimized for not only operating smoothly in the Void, but also being heavily adapted for the A.D. Jumps and Orbital Re-Entry (with inflatable rubber balloons, like R.W. Mars Landers, if needed for a wrong angle of re-entry) with Anti-Shock Jet-Rockets and even a big Parachute. . .

    Not that Orbital Re-Entry would be so frequent, but H.A.L.O. Missions would be a Character Specialty, and a "Simple Launch" from one of the Mercs Aircraft (imagine the Tilt-Rotors of the Ghost-In-The-Shell Manga / Anime, rather than "True Vtol Shuttles" like the ones of @Antenociti or @TopoSolitario ) would be a breeze. . .

    A weapon Loadout for the T.A.G, that I would recommend will be a sort of High End Rugged Antimateriel Sniper, maybe a sort of enlarged Ariadnan Mk12 with longer barrell and extended Magazine Capacity, with mounted underneath some kind of Drum-Fed Riot Grenade Launcher and / or a Nomad "Glue Gun" Adhesive Launcher (a staple of Corregidoran Orbitals, not only an effective nonlethal weapon but also useful to fix floating stuff and quick repairs of Atmospheric Breaches in Hulls !!) and maybe some Smart Mini-Missile Pods on the chassis hardpoints, useful not only to attack enemies but to act as "Improvised Chaff Flares" should Heavy Missiles will target You. . .

    For the Character I will consider either a Personalized Combiweapon of two kinds; a "Classic" 5.56mm. Assault Rifle with an Underbarrel 40mm. Grenade Launcher (able to shoot even Adhesive Glue Rounds) or a more weird Big Riot-Gun "Drum Revolver Grenadier" with mounted underneath a smaller S.M.G. (well rather a Suppressed Assault Pistol shaped like an Uzi 9mm.). . .

    Now that I think about it, also Haqqislamite and Nomads personnel of the Merc Outfit will be forced to employ, for Maintenance and Supply Chain purpose the relatively "Primitive" Ariadnan Solid-Slug Cased Ammo "Contemporary" Weapons; for this purposes are equally identical Stats for Riot Drum-Fed Grenade Launchers and Adhesive Glue-Guns, as these are just 6-8 Shots Pump-Action Grenade-Guns with a pre-selected Payload, rather than a sort of Hyperadvanced Epoxy "Super Liquidator" with a pressurized nozzle-hose. . .

    Important thing to consider if You want to go to the Hellcat+T.A.G. Pilot kind of Character that I warmly, heartily recommend; from extant Concept Art and Miniauture Castings the Hellcat Armoured Suits are not so heavier that the presented Gecko Pilot Suits, so I consider that practical, rugged Corregidoran Pragmatism have customized the Pilot Cockpit so that rubberized pads are absent and Your Character could easily "wear" the T.A.G. with the Armoured Sleeves acting as the "Slave-Arms" by interlocking the Shoulders and the Helmet is neurally linked, and synchronized to the Exo-Armour H.U.D. and Sensor-Suite. . .

    The "Hellcat Jump-Jet Backpack" will be detachable or even specially folded into the rear-seat; should You being caught Off-Guard, either in Orbital Maneuvering or during an A.D. Jump by enemy fire, and the Suit be totally damaged, then You could be able to exit in a couple of Turn-Actions and safely employ the Hellcat Thrusters. . .

    The "Hacker Package" for this kind of Character Loadout could also be customized for Long Range Sensor and D.E.W. (Distant Early Warning) Tactical Analysis (vital with Orbital Operations or H.A.L.O. Jumps on contested firezones); will be able also to Link with Squadmates and their Battle-Comlogs and triangulate indirect fire on Enemy Positions. . .

    . . . . .

    2°) "Fire-Drake" or Iguana-Gecko "Chimera Crossbreed"; one of the coolest concepts of Nomads T.A.G.s is the Iguana specialized "Willing Pilot Expulsion" that could be employed for last ditch defences or Tactical Advantages (such as explosively propelling the Pilot in an elevated position or even inside the window of an enemy building, or in Space as a "Last Ditch Thruster" toward safety !!); we could combine the thing by saying that Your Gecko could be able to incorporate the same Tech in a Personalized Custom version. . .

    It will not be even the "Final-Death Red-Button" of Your Suit; simply it could be that the Hellcat Suit is far sturdier, heavier than normal and the Suit Servo-Arms and Hydraulic Actuators are "Modular Armor Parts" that are Magnetized on the Hellcat Suit Hardpoints. . .

    In that case the Character and the Suit will share the same Weapon Payload; I daresay suggest an H.M.G. + Flamer that, when carried by the Suit, are easily wielded One-Handed and "Feed" by a Backpack Reinforced "Ammo Drum" (a Solid Slug Rail for the Ariadnan H.M.G. and a "Napalm Fuel Line" for the Flamer). . .

    When instead the Character is in "Human Size Mode" the Heavy Combi-Gun is more cumbersome, need to be carried (and fired) with both arms, and the Ammo-Tank will be unavailable and so the Gun will need a far lighter Belt-Feed and the Flamer a "Fuel Bottle" swivelled underneath. . .

    A similar Character would be far more Aggressive than the usual "Orbital / Long Range Jump" kind of Recon Patrols of the first one, and so comprehensively its "Hacker Loadout" will be similarly done with "Virtual Chaff" and "Semi-Autonomous Worm Attacks" that will pre-emptively fend off Perimeter-Sensors / Drone-Sentinels / Gun-Turrets of the Enemy. . . . .

    . . . . .

    3°) "Shadow Gecko" Tactical Camouflaged Stealth Armour; why leave the "T.O. Camo Supremacy" to the pesky Pan-Oceanian Cutters or the insidious Shaasvastii Sphinxes; should You like a more "Subtler Approach" than Orbital Jumping T.A.G.s or "Frontline Assault Ablative Tanks" then I will gladly allow to the relatively Lighter Geckos a far more efficient "Stealth Package" than could be EVENTUALLY done on the heavier, more cumbersome Guijia Frames. . .

    You could choose easily if having a "Complete Well-Balanced" loadout, or concentrate on a specific "Aspect" of Stealth (such as Extra Layers of Optical Disruption Plates, Ultra-Silent Materials, Radar-Sensor Absorbing Panels, Reduced Heat Signature and so on !!) that coudl be eventually counter-balanced with Skills, Talents and judiciously selected Extra Gear. . .

    The T.A.G. Loadout would be obviously some kind of "Stealth Package" with maybe the "Twin-Linked" Assault Rifles present on the Gecko Vambraces substituted with "Triple-Linked Suppressed / Silenced S.M.G." and the main gun could be some kind of Esotherical, Super-Silent "Harpoon Hi-Tech Airgun" that not only will be able to Kill heavily armoured targets at long distances with "Teseum Tipped Light Ballista Bolts" but also launch with accurate precision specially made Evo Repeater Antennas. . .

    For this last kind of Package then the Hacker Part of the Character would be even more carefully selected, as being "Totally Invisible" in the Analogic World will be useless if "Virtual Digital Alarms" are sounding everywhere; a soft-intrusion kind of Program Selection, able to suborn the Enemy Electronic Surveillance will be paramountly vital to all of this. . .

    And when the Character is going on foot a good Main Gun could be a sort of "Silenced Heckler & Kock" 10 mm. H.S.M.G. with mounted underneath some kind of Underbarrel Masterkey Cal.12/.00 (so the Character will be akin to dual wielding a Silenced Assault Pistol AND a Light Shotgun from the Rules Standpoint) for all manner of problem-solving

    . . . . .

    Extraplanary and Void-Related Skills would be VERY important if You feel the Character will need them; while Ariadnan Mercs have a very low-key presence even in their own Planet Dawn's Orbit (with their entire Late 20th Century-styled "Satellite Network" that has been disbled TWICE) their Haqqislamite and Nomads "Allied Compacts" have a far more effective manner of attacking some enterprising "Teseum Smugglers" that have somehow commandereed some "Liberated Starships" from the other Hyperpowers. . .

    In fact the Nomad Crew have specially advanced Orbital Shuttles able to launch as Airplanes from the Mercs Bases (either their owned Island Fortress or their Carrier Flagship "Forward Mobile Operation Base") and reach the Orbital Stratosphere to engage the "Teseum Pirate Motherships" there. . .

    Also on the Island Geosynchronous Orbit there is always present some sort of Allied Vessel (either a Nomads "Industrial Repair Tender" or an Haqqislamite "Merchantile Freighter" that sport unusually high number of "Anti-Asteroid Batteries") just to dissuade some very pre-emptive "Teseum Thieves" to park there and "Accidentally Release" some space garbage metallic-trash that will "Unfortunately" behave as "Improvised Orbital Artillery". . .

    So even if much of the Operational Theatres will be on the SURFACE of Planet Dawn even a specially Void-Optimized Character will have its own possibilities to shine. . .

    . . . . .

    About all of this discussion of "Custom Nomads T.A.G.s" will also prompt Me to say that if anyone is interested in playing a Raicho Pilot in the "Morats On Svarhalheima" kind of Potential R.P.G. Campaign then the Alien Suit could be easily considered akin to a sort of Guijia with even more Armoured Plates and filled to the brim, in every available "Nook & Crannies" of Extra Reloads for the Weapon Payload. . .

    Just that being a "Centerpiece" of the "Surtur Attack Forces" will be continuously in need of Repair and Spare Pieces cannibalized from wrecked Human-Tech. . .!!
     
    #5 stevenart74, Mar 13, 2018
    Last edited: Mar 13, 2018
  6. inane.imp

    inane.imp Well-Known Member

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    Mainly because I prefer more stripped back characters and I'd build two different personalities: both from the rough side of the Corregidorian 'streets'.

    I'd do the Hellcat as younger brasher and in your face, he's more likely to start (and end) a fight than be overlooked. I'd probably push him into the mercs by way of Corsairs (it's the easiest way to get Extraplanetary + combat skills together in the same package). He's someone who's angry, who you point towards your enemies because it's safer then leaving him at a loose end with your friends. But IN combat, he's a professional: he gets there first, he gets there fast and he opens the door for the heavies to come in. Think of him as the small angry guy who starts a bar fight but who knows his 7" gene-enhanced buddy is there to pull his arse out of the fire. It's entirely possible he's gone through one (or more) skins already.

    Whereas I'd build the TAG pilot as someone who was rebellious (which is part of what got him picked up for TAG training on enlistment) but has been ground down by age and experience. Small, scarred and (at best) taciturn. On the ground, outside of his TAG he's average. But in space, in a suit, he's poetry in motion. The other key skillset I'd make is Tech / Greasemonkey: so I'd be running a TAG that's a least half duct-tape and prayer. Going 'Praxis upgraded death-machine' route doesn't really fit it. Sure, I'd optimise his geist for keeping the damn thing running, but not actually control the thing. He's a military lifer with a battered background; and this is reflected in his equipment. Sturdy, tough and just keeps going: he's still in his original body.

    Don't get me wrong though: I'd fully expect to end up Airborne Deploying the TAG at least once (and spending the rest of the session bitching about having to replace the inevitably busted ankle actuator) ;)
     
  7. stevenart74

    stevenart74 Well-Known Member

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    O.K. so You want to Play the Character as EITHER "Hellcat Pro" OR "Rugged T.A.G. Mechanic and Pilot". . .??

    Or "Both Options in a Single Character". . . . .???

    Or do You want to create BOTH and keep them separated, maybe "Activating" the Mecha-Jock when the Hellcat had made a badly estimated jump too many. . .??

    For the H.A.L.O. Paratrooper:

    Corsair is a very solid Character Class, and one of the two that fluffwise allows to accrue along "Void Lifestyle" with very useful "Submondo Stuff". . .

    While the Paratrooper Soldier Career is more of "A.D. Jump Skill + Gear" I think that the Idea was to have Paratrooper + Corsair to play the "Quintessential Yuan-Yuan" there are many useful stuff to go. . .

    If it will be NOT also a T.A.G. pilot then consider that the Character will have access to Advanced "Racial Packages" EITHER of Cybernetic OR Genetic (or a well-balanced compromise between both) to be considered equal to an Uberfallkommando / Runihura Supersoldier / Veteran Chimera-Morlock or a Customized Lhost Body. . .

    Could be heavily modded to be a sort of "Posthuman Monster" or being virtually indistinguishable from a baseline Human. . .

    For the T.A.G. mechanic:

    Being able to repair "Wrecked Things" on the road, with "spit as duct-tape and iron-trash as spare-parts" would do very much to increase the effectiveness of Your Character in the whole of the Mercenary Brigade of the "Minotaurs" (relatively Hi-Tech and Sophisticated brands of Haqqislamite / Nomads would face the "Primitive Standards" of the Ariadnans quite taxing at times) and will grant You all manners of favours and help from Allied N.P.C. and even other P.C. as well. . .

    I created an Heavily Cybernetized Ex-Yujing Mechanic as the N.P.C. responsible to upkeep the fledgling Custom Guijia Arsenal of the Mercs Company; while I statted Him as a gregarious personality I foresee endless spats of discussions between You two, with the "Superior Rugged Firepower" of the Chinese Exo-Armours on one side and "Cheap, Reliable Modularity" of Nimble Nomadsuits on the other, all trying to impress Higher-Ups with their own techological bias. . .

    If You think to go, sooner or later, with the Mechanic Character then I will allow easily all manner of Skill + Talents + Gear based on the preferred Character Creation Outcome; at the moment I think that the Mechanic would be a "Blowtorch Surgeon" able to repair, almost magically, any kind of jury-rigged contraption, even under enemy fire and in a muddy Ariadnan Backwater battlefield. . .

    While I will allow easily any kind of hastily improvised "Custom Work" prior to deployement (so that if You have sufficient Pre-Mission Info-Datas tehn Yuo'll have any kind of Optimized Wargear) made with speedily welded together spare-parts (as seems to fit the character idea of Yours), then I will take the three "Special Geckos" (that I think You did not like overmuch) as "Available N.P.C." to be EVENTUALLY free to take for another Player (either of an P.B.P. or the Game in my L.G.S.) as I will stat any sufficiently important N.P.C. as a well-balanced "G.M. Piloted P.C." as too many times in the past one of My Games crashed because a Player had a Character killed / incapacitated and the Evening was wasted creating one anew. . .

    These N.P.C. could be snotty brats of Nomads Pilots, always pestering Your Mechanic to improve "Their" Powersuit with the latest improvements , but will be just some Background Colour and Potential Allies and not Hindrances. . .

    I think that at the moment the "Tactical Armed Gear" vehicle pool of the Minotaurs Mercenaries will be of 10 Guijias and 5 Geckos (all in various states of repair and remodeling) of which one of the later will be "Yours". . .

    It is a sizable Contingent of Military Exoskeletons, but think that technically ALL of Dawn Planet AND the Ariadnan Star System would be "potential battlefield" against Well-Organized Criminal Cartels (or thinly veiled Teseum-Thieves Privateers sponsored DIRECTLY by Pan-Oceania or Yujing) with either "Local Assetts On The Ground" or "Orbital Support Motherships". . .
     
  8. inane.imp

    inane.imp Well-Known Member

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    Yup: either.

    Although I'm leaning to the TAG pilot. 'Don't touch my ride and I won't touch you' will probably be my Pilot's rule ;)

    This was built using the 12 Lifepoint method. With TAG added, and some time spent acquiring additional stuff (Vac Suit + Assault Pistols, and maybe a couple of upgrades for his ride ;) ) he'll work quite well as TAG Pilot who can keep his own ride running/tuned or as back-up to a Face in less kinetic operations.

    Clearly he neither likes nor understands people though: guns and machines are what he is good at. He also pissed someone off enough to frame him for a crime and force him to leave Corregidor (I'm thinking a Tunguskan crime boss / lawyer).

    -----

    Military /Spec Ops/Hacker + Corsair gives you a Hellcat's skills more effectively than Paratrooper (which fits Ariadna build better with Survival skills aplenty). Stellar in space, but less effective on the ground. The 'criminal' background can easily be hand-waved as a Merc contract that was somewhat less than legit and was less deniable than expected.

    I probably won't run him; but you can level the playing field somewhat with gear. IE go the Batman route in a force full of super-soldiers: no need to rip a door from it's hinges if you can Lockpick it open instead. Add in some minor body mods (speed and awareness mainly) and it's doable.
     
  9. stevenart74

    stevenart74 Well-Known Member

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    Downloaded the Character; when possible will check it with extant P.C. and run some "Tests". . .

    At first sight seem solid but at the moment I still have some problem to check the various "Errata" Versions of the Basic Manual and other Stuff. . .

    Will soon write some more Background of the Mercenary Company, to better help You fit in. . .

    When You cantry to write some more fleshed Background (based on the Lifepath Choice events) about why a Corregidoran Veteran "Orbital Operator Mecha-Pilot" has finished to work for a Mixed Mercenary Company of Haqqs / Ariadnans / Nomads on the "Backwater" Planet Dawn, by battling anyone that wants to steal the Teseum that rightly belongs to the "First Colonists". . .

    It can be something simple as "Much Needed Skills, Paid Bodyweight in Teseum to Corregidor High Command" or something far complex (such who / what was the Combined Alien that shoot You, where, when and was "It" to scar You, maybe with a Plasma Rifle ?). . .

    About the Personal Weaponry and Gear what You bought will be "Personal Stuff" a little more good than "Run Of The Mill Stuff" as a Mercenary Company based on Dawn would have far more Assault Rifles and Boarding Shotguns than sticks with whom start a campsite fireplace. . .!!

    Also the Mercs technically "Deals" with much of the "Confiscated Teseum of Dawn" for their own purpose; feel free to imagine that Extra Armour Plating, Sturdier Frame-Bones, A.P. High Caliber Ammo and a Blades (such as a nice T.A.G.-Sized "Teseum Battleaxe") would be quite available to further customize, repair, enhance both the Custom Gecko and the Character's personal wargear. . .

    On top of being sitting on an ENORMOUS quantity of "Liberated Pirate's Loot" the Mercs have their own Advanced Smelting Refinery for Teseum and also very Skilled Smiths of any "flavour" (Basic Blacksmiths, Gunsmiths, Armorsmiths, Weaponsmiths and even Bladesmiths, one of them a Krakot Renegade Morat with previously unknown "Xeno Secret Techniques" !!). . .

    It will be "Higher Tech Stuff" to be far more costlier and difficult to obtain (Haqqislamite and Nomads' Stuff a little lesser; other Hyperpower Signatures more difficult and O12 / Combined "Spoils Of War" unpractical for the high costs involved !!) and so, especially for Your kind of Character, kitbash together something new and improved from Battlefield Salvage would be the way to go. . . . .!!!
     
    #9 stevenart74, Mar 13, 2018
    Last edited: Mar 13, 2018
  10. inane.imp

    inane.imp Well-Known Member

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    Re: finishing off the character so it's available if we can drum up interest in the game.

    I'm just going to rework the stats a little so he's a little well round and less min-maxed. Basically just undoing the +/- I made to the starting host.

    The other question, for gear I basically want to spend all my assets on a Geist upgrade using the no-rolling method. Would that be ok?

    Basically, he's going to have left Corregidor under a cloud with basically the clothes on his back, the geist in his skull and half-a-lifetime experience piloting a TAG.

    Also, I have some ideas of how I'd cutsomise the TAG. I'll write those up as well to get your OK (basically: dual LGLs added to the Combis + some 'basic' TAG gadgets....)
     
  11. stevenart74

    stevenart74 Well-Known Member

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    Perfectly O.K. with the No-Roll, I SEETHINGLY hate when it is "Chance and Happenstance" ruin some cool Ideas for a good, well balanced Characters. . .

    Is one of the main causes I TOTALLY dropped of Warhammer 40.000 R.P.G. Games; after Black Library made the well balanced "Money Cost" for any kind of Gear, then Fantasy Flight decided to mess up with weird, total random "Acquisition Rolls". . .

    When a Chaos Space Marine (Veteran of the 10.000 Years Long War, so fought UNDER frickin Horus the Warmaster, at the battle of Terra and PERSONALLY took an useless "Bolter Pot-Shot" at the thrice-damned EMPEROR OF MANKIND !!!) then for sucky roll ended with subpar Powered Armour and a Ork-Styled Boltgun, while a 30 Years old "Barbarian Planet Noble" Human ended with a FUCKIN Tactical Dradnought Armour with ALL "Bells & Whistles" then I totally decided "% Acquisition Rolls My Ass" !!!

    . . . . .

    At least with Infinity R.P.G. then some shitty Rolls for a Starting Character could be redeemed with Character Points, and the cooler Classes have some good Starting Gear, but still some unlucky rolls could do a lot of problems. . .

    I prefer to not Handwave the Starting War-Gear of Player Characters, because sometimes even the most well-intentioned G.M. could give "Too Much" or "Too Few"; it is a clear sign that EVEN on Modiphius Official Site the no-rolling is officially endorsed as a very good alternative. . .

    Make Your Geist the most Tactically Sound possible to the need of Your Character, as having it the most fun to play possible !!

    And assume that IF there are NO stringent Plot Problems, then Your Character would have access to basic amenities of a successful Mercenary Officer (technically Tony will be "Chief Pit Stop Boss" for all Gecko-related issues of the Minotaurs Brigade !!) and that will means ALWAYS:

    1°) Personal Combat Gear of a well-armoured Gecko Pilot Suit, with enhanced Void and Hazmat capabilities; a nice selection of Mechanic Tools worn on custimized harness around the body. . .

    2°) Nomads Assault Pistol, remade in Ariadna; AT LEAST 1 or 2 Light Assault Pistols with a "Teseum Gunblade" AND 1 or 2 Heavy Sidearms with the same "Pistol Bayonet". . .

    3°) At least ENOUGH Gecko Spare Parts to build TWO customized T.A.G. Suits for Your PERSONAL Use, if aligned with the Minotaurs Operational Need. . .

    4°) the Suits could easily mount a Twin-Handed Array of linked Combirifles on BOTH Arms, and there are (Right in the Hangar when Your Character will. . . . .Hang often !!) a rack of T2 Barrett Rifles and Combi-H.M.G. + Flamer or Grenadier ready to be taken and held in both arms. . .

    5°) a Selection of reasonably useful "Extra Spare Parts" to enhance the Performance of Your T.A.G. (Armor +, Speed +, Sensors +) to choose to selectively mount on the few available Hardpoints, even just Half-An-hour before a Tactical Deployement. . .

    . . . . .

    Should in 1-2 Weeks not appear anyone interested here in the Forum to join the Game, I could as well start with You ALONE going in Solo Mission as the ONLY T.A.G. with an escort of "Cheerleaders Infantry N.P.C." under Your direct command (not so different from a typical Corregidoran Nomads tabletop deployement). . .

    Should You like this idea, could be as well for Me a good "Playtesting" of BOTH the Campaign on the Infinity Forum AND of the Heavy Combat Rules of between T.A.G.s, Heavy Infantry "Tankhunters" and Military Versions of the Vehicles of the Basic Manual. . .!!
     
  12. inane.imp

    inane.imp Well-Known Member

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    I'd certainly much prefer to play with others; but my main desire for a first PBP is to get my head around the game and to dip my feet back into RPGs so wouldn't be adverse to playing solo if that was the only way to get a game. :)

    The asset conversion rules are actually quite decent: a very interesting balance between freedom and restriction. Even my 0 Lifestyle 'institutionalized ex-street kid' has options: but I notice the effects of those decisions. That being said, I can see that an upper class face could start the game with practically anything if allowed to (but that's kinda accurate, if you're the VP of a major interstellar company you can get your hands on practically anything).

    Anyway, I buy a 'tuner/maintenance assistant' upgrade for my Geist:
    + 2 AWA, +3 INT, +2 Analyis Expertise, Pattern Recognition, +1 Analysis Focus, +1 Hacking Expertise, +1 Observation Expertise, +1 Tech Expertise. That's 12 upgrades costing Restriction 2, Cost 1+7*, Tariff T2 which gives a Cashflow cost of 6.83 and rounds up to 7 (which reduces my Cashflow to 0 and would cause 2 Shortfalls).

    Total cost is 5 Assets: 2 for the Shortfalls + 2 for the Restrictions + 1 because the cost exceeds my Earnings.
     
  13. stevenart74

    stevenart74 Well-Known Member

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    Everything about the Geist is good for Me; now You laso have to write down its "Artificial Personality" and Quirks, along with the ones of Your P.C.. . .

    Also I'm good with the L.G.L. + Combirifle on EACH arm of the T.A.G.; imagine them as an Ariadnan Version of a Support Battle Rifle (so an AK47 with Drum / Box Enlarged Clip, and mounted Underneath the main Barrell a small 6-8 Slugs Drum-Revolver Riot Grenade Launcher). . .

    I read the weapons of the Gecko as totally detachables by a competent Mechanic, and useful evmen when afooted; if the T.A.G. is wrecked by Battle Damage, or simply You HAVE to disembark (to follow a pesky Enemy inside a tight building, for an example) then with a couple of Turns and a basic Mechanic Roll is easy to detach one from the "Automated Firing Position" and brace it. . .

    Just remember that while the T.A.G. could easily swivel this "Combi-Arm" as a normal Human would an Assault Pistol, when detached it will be as a very cumbersome 7.62 mm. Assault Rifle / L.M.G. with the added Drum Grenadier weight; ideal firing position will be prone, with the Bipod Extended and the Collapsible Stock firmly braced on the shoulder. . .

    In the Minotaurs there are Foot Soldiers bracing more easily a similar lethal "Combi Heavy Gun" but are usually Super Brawny Ariadnan Wulvers, Nomads Chimera / Cyborgs / Morlock "hopped up" on Combat Drugs or Haqqislamite "Geno-Soldiers" on the Level of the "Elder Khawarji" Tarik Mansuri. . .

    Your Character, outside the T.A.G. is just a competent slighly enhanced (especially in the Neural Links useful to Pilot an Advanced T.A.G. and to fully 100% Synergize wit the Uber-Geist) Baseline Normal Nomad, and so comparatively "Puny & Squishy" if compared to other T.A.G.-Less "Pseudo Potential Player Characters". . . . .!!!
     
  14. inane.imp

    inane.imp Well-Known Member

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    Oh yeah, he's squishy. He'd fit into a 'normal' campaign as the wheel-man / support character.

    The rest of the upgrades I was thinking of were just 'umm... why aren't these part of the standard TAG kit' stuff:
    Nav-Suite (Area of Operations)
    Auto-medkit
    IC Crybady (Rating 2)
    Location Beacon
    Oxygen Loads (6)
    Torch
     
  15. stevenart74

    stevenart74 Well-Known Member

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    Will check the Manual, but I think that all of these stuff could be "Standardized Personal Package" for all of Your personalized T.A.G.s (an so, comparatively, to any other Geckos of the Minotaurs that You'll have "Pimped / Tuned-Up" !!). . .

    What I said about "Mission Specific Packages" is to choose between mounting "Extra Teseum Ablative Platings" (and so empowering Added Arm and decreasing Agility and Speed) or, in inverse, "Race-Tuning" the Motor Engines and subtract weight where possible (so decrease Arm and increase Ag. + Spd.) or instead choosing if increase the Operational Clock of the Subroutines of the Armor Processors at the expense of the Sensor Package, or the inverse (so a given + "Ghost Focus" Bonus that could be given EITHER to Initiative Reaction Time or to Awareness + Observation Enhancements) as the needs of a specific Pre-Mission Intel could give hints. . .
     
  16. inane.imp

    inane.imp Well-Known Member

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    Tony is basically built, the only things missing are the names of my buddy who I used to run in the mahas with and the name of the Tunguskan Lawyer who I beat up to end up in la mierda (and consequently, in the arsehole of the Sphere).

    I slightly reworked the geist: there was a more efficient way to spent the Assets.
     
    #16 inane.imp, Mar 28, 2018
    Last edited: Apr 10, 2018
  17. stevenart74

    stevenart74 Well-Known Member

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    Very good stuff and an entertaining Past full of links for further plot points. . .

    So the real nemesis of the Character are Shaas with "Incendiary Energy Weapons"; this is giving Me all manners of interesting ideas about a "Rival Dire Foe" that is a sort of Sphinx T.A.G. with Heavy Flamers :imp: :imp: :imp: !!

    Could I suggest an Italian Lawyer of the "Cosa Nostra" (the more Corporate, High Affair End of the Sicilian Mob; a sort of "White Collar Mafia") as the wrecked face enemy. . .??

    Reading all modified / upgraded stuff and busy preparing some choice Concept Art (Gecko Suit, Pilot Uniform, Gear & Weapons, a panty-naked detail of the scarring and so on). . .
     
  18. inane.imp

    inane.imp Well-Known Member

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    Re: Sphinx. Yeah, that seems fair. I mean we're on Dawn, so Shas shouldn't be an issue.... /famouslastwords ;)

    Italian Mob Lawyer fits perfectly: I'll let you do what you want with his background. From my POV he's more of a cipher so I haven't really fleshed him out as a nemesis. I'll flesh out my 'buddy' more fully: I'm thinking a Corregidorian Jaguar / Smuggler.

    I'm happy to kick it off as a one-shot whenever you are, and we'll see if anybody pops up to join in. :)
     
  19. stevenart74

    stevenart74 Well-Known Member

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    Excellent, I think that We could start quite soon, just have to solve some Work / Family issues. . .

    I will then open a Dedicated Thread for the In-Game Banter, and another for Rule Purposes and similar, where "Generic Minotaur Rule Stuff" will go. . .

    Your choice if the Buddy form Corregidor is still on the Mothership, or is in the Minotaurs Payroll, or maybe steady part of a Crew going with Hitech Stuff to Dawn, to retrieve the "Teseum Ingots" of their share (the "Minotaur Mercs" are a shared joint venture between various parties of Haqqislam, all THREE Motherships and the Ariadnan Nations). . .

    Also about Your "Lost Love", is She totally dead, as in "Cube Final Death" issue, or it is just that no one is able to pay for a Resurrection !!

    About Shaasvastiis, probably in the "Biohazard Level 3" facilities of New Knossos Island then You'll see JUST cryogenically preserved Corpses in the care of Bakunin Observancer Medics and Haqqislamite Xenobiologists. . .

    Maybe You'll start to grow suspicious when they "Harvest" some of the freshest Organs for what seems SUSPICIOUSLY Transplant Purposes. . .

    I give You the choice if knowing something YET about the "Mothballed Projects" of Dark Queen Callysto (usually kept in the MOST SECURE VAULT of the Minotaurs Underground Prison Complex) or if You like more to discover these "Surprises" with Roleplaying (and these are not even the worst stuff going on Your side; the Minotaurs are NOT "Shining Knights In Everbright Armour". . . . .But the usual foes are far, Far, FAR Worse !!). . .
     
  20. inane.imp

    inane.imp Well-Known Member

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    He’s a smuggler based on the Mothership. There’s probably opportunity for back-channeling stuff from Ariadna through his contacts. But certainly on the seedier side of life.

    Depending on whether the Minotaur’s are getting the Teseum out legally or not would depend on whether he’s involved.

    I was going with proper Cube death. But how certain are we of these things ;)

    I’d keep him in the dark. Depending on when you want to start it, I was kinda expecting to have just stepped off the Shuttle getting inducted.
     
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