Joined: Sun Nov 01, 2009 3:00 pm Posts: 4144 Location: Hell.
Magitech: Frontiers
This is the actual gaming thread of RTD Cooperative. Now that enough mechanics have been worked out, we can launch the game thread.
Story wrote:
In a distant land, there lies three nations, all with unique ways of life.
Stein, who rely on technology, and the power of steam. Olvitium, a nation where magic is used by all for all things. And lastly, the small state of Chermanshire, who are located in between those two giants, and use both. Diplomatic relations between Olvitium and Stein are the worst they have been in centuries, and all signs are indicating that a war is coming. Soon. Border skirmishes already occur between the Imperial Hussars of Stein and the Enchanted Guard of Olvitium.
The Empire of Stein and Olvitium are both preparing for the coming war. The factories of Stein blacken the skies and cities with smoke as mechanical war machines - mechanical men, steam powered battle trains, rifles and artillery are produced on a massive scale. The artificers of Olvitium are enchanting weapons and armour as fast as is humanly possible, their herbalists producing massive numbers of potions.
The small nation of Chermanshire, however, using both magic and technology, are shunned by both sides. The Chermanshire Rifles are posted at all entrances to the republic, their sorcerers supporting squads of soldiers with magic and enchantment. Chermanshire however, is too small to stand alone, and is located in a strategically important crossing, the only large land way that links both Stein and Olvitium together. Lord Robert, ruler of Chermanshire, has sent envoys to try and calm the tense relations between Stein and Olvitium, but neither side has agreed to a meeting.
This is a time of change, and the signs of that change are appearing. Strange creatures, creatures who people have called "Tech Fairies", have appeared. No one knows where they came from. They can speak, and are clearly intelligent. However, they appear to manage the localized laws of probability, and will follow a single person around. They are each unique, some looking like mechanical balls of gears, others like wisps of light. No one knows why they pick people, or what they do to the people they choose.
It appears war is inevitable. You are a citizen of Chermanshire. It is your home, and you were exposed to both magic and technology from the age of birth. Now, the winds of war are blowing, and it looks like it will be a hurricane.
More Story!
Hyboro, capital city of the realm of Chermanshire, is a large city with bustling market places and a even larger industrial district. The cities economy flourishes - it is the only place in the known world where merchants, from Stein or Olvitium can make business with one another with little difficulty, apart from the occasional fight. The industrial district of the city, located to the east of the fortress, leaning towards the land of Stein, are factories, much smaller then their Steinen cousins. They still cast smoke, but it is not black, but rather a pale misty grey, with magic cleaning the smoke to manageable levels, with few power plants that harness the power of coal.
Towards the west of the city lies the Magi quarter, closer to Olvitium. Many magical wonders are performed here, especially with the aid of scientific instruments made in the industrial district, like perfect crystal balls, alembics, and the like. These tools are used to create potions of varying kinds, the most common include health potions, endurance and the rumoured Potion of Long Life, said to be able to restore youth.
Whether such potion exists, however, is open to speculation. In the residential district to the south, lies many houses of all sizes. From small apartment blocks to underground laboratories, there is lots of activity here. This is also the cities primary entertainment district, with a large number of taverns, entertainers and the occasional brothel. Even in spite of the city guards attempt to stamp out scamming, some working class bars are true hives of scum and villainy, where the hopeless try to find hope, and where people con someone into buying stolen or counterfeit goods.
To the north of the city centre, lies the military district. Normally, the district would be buzzing with off duty soldiers, but is unusually empty today. Only small token guard forces remain to look after the quarters and armories, both now empty as the Chermanshire Rifles are stationed at all entrances to the city, and the walls are covered in soldiers, both manning cannon, musket and staff, ready for the enemy to approach. This unusual military activity has sparked a panic in the city, and few Rifles are available to stop the looting and riots that may start any minute now.
The city centre, Castle Grey, is on high alert. The castle tower, known to all as The Spire, has had all its cannons brought to combat positions, and a magi circle are ready at the top of the tower, ready to cast spells to function as magical artillery. Lord Robert himself has donned his battle armour. Well designed plate, intended to not restrict the wearers movement, glowing with wards of protection, and his sword, Balance, a mechanical sword, red runes glistening in its surface.
From The Spire, if one looks to the east, they can see black clouds rising from the advancing Stein army. They are bringing legions of soldiers, both man and machine. The infantry are equipped with a supposed semi automatic rifle with a small bayonet attached, wearing steel combat armour covering most of the body, with automatic gears to let the joints remain functional. The helmet, a full facial helm with a built in gas mask, also comes with a adaptable series of optics, allowing excellent long range vision, or supposedly perfect eyesight to those who are deficient in those regards. The mechanical monstrosities that Stein would call men, however, are large, hulking juggernauts made out of gears, with huge arms and a titanic boiler, attached to their backs. Thick metallic plating covered the chest plate, and two small, glowing blue "eye" stalks were attached to a head, itself in a fixed position merged directly into the torso. Their arms occasionally dissipated electricity, arcing to the ground and occasional sparking the ground to a flame, were quickly extinguished by the advance of the army.
And of particular note, was a single battle train, surrounded by a infantry column. This train, unlike its civilian brothers, could go onto a battlefield without need of track. A black cloud came from its mighty smoke stacks, and massive artillery pieces lined its carriages, filled with elite soldiers. The train appeared to have twelve carriages. Eight of them were intended for battle, the "windows" either being firing ports for the men inside, or covered with a rumoured fully automatic weapon, but the truth of that rumour is questionable. The remaining four carriages, however, were assault vehicles that would detach when the fighting began, to reach into the parts of the city where the train itself could not go, or to hit faster then the train itself could travel.
To the west however, no one could see what was going on. A massive, white fog, had descended that side of the battlefield. There was only one thing that could mean.
The armies of Olvitium were approaching Chermanshire, and there was a Arch Magi in the group. There is no solid evidence that even a Arch Magi could cover a battlefield in fog, but everyone deep down knew they could. Some say even a regular magi can throw a fire ball capable of incinerating ten men where they stand. The combat power of a Arch Magi, however, was completely unknown. No one has ever even heard of one going to a battlefield, yet alone actually fighting in it. Even with the fog however, the skilled watchers at the top of the Spire could just about make out a large army, filled with Magi and their conjured servants, golems, elementals, even the creatures of darkness, the imps and demons. There were golems of stone, dirt and iron. Elementals of Fire, Water, Air and Earth. Demons of War and Death advanced together, the horned demons of War barely containing their fury, while the cloaked reapers of Death patiently waited for the slaughter to begin.
The ground in the city trembled at the march of these two forces, and every man was ready to do his duty. Ready to die for his country. Many men, blacksmiths, bar keepers even merchants, have joined the Chermanshire Rifles on the walls, and they too, are ready to do their duty.
This would be their finest hour.
Game Mechanics We are going to be using a D10 without overshoots or undershoots: 1-3 Epic Fail / 4-7 Okay / 8-10 Good Success The setting is Fantasy Magitech. The GM's are called Tech Fairies, and the players are survivors of a destroyed town. The overall campaign goal is vengeance. Health System: Ten Levels based on how hurt you are: [ Healthy / Scratched / Hurt / Badly Hurt / Wounded / Maimed / Quite Maimed / Mortally Wounded / Dying / Dead ] Basic blood system implemented as a condition. (Example: Gaping Wound (Slashed shoulder, death by blood loss in 10 turns)) Basic armour system implemented as a condition. (Example: Steel Breastplate (+2 to Defence Roll)) Inventory System: Maximum amount of item slots, no weights - holding an item takes it out of the inventory. Skills/Abilities: Appropriate descriptives that give a modifier to Die Roll or situation. Penalties/Conditions: Specific modifiers to certain actions. Combat System:
Rolls are between 1-10; Attacker rolls for the attack and adds modifier/s; Defender rolls for defence and adds modifier; If Attack >= Defence, Attack succeeds; If Attack is significantly higher than Defence, Defender receives a Penalty; If Attack < Defence, Attack fails; If Attack is significantly lower than Defence, Attacker receives a Penalty Each point of difference between Attack and Defence results in a loss of 'Health' of one level (Healthy >> Scratched)
A word to the DMs: Above all else, be reasonable in your rolls! Sticks don't kill anyone, Armour isn't bulletproof and no-one is invincible! On the flip side, feel free to hurt/kill someone if it makes sense. Don't be mean - but don't be an Angel either.
(Playername) CharacterName and TechFairy Your Username goes here in brackets, followed by your Character's Name and your Tech Fairy's name. Obviously.
Current Healthiness This is where your Character's Health Level is listed. Health Levels are as follows: [ Healthy / Scratched / Hurt / Badly Hurt / Wounded / Maimed / Quite Maimed / Mortally Wounded / Dying / Dead ]
Appearance: Description! Describe your character here, briefly. Personality is acceptable.
Skills: Awesomeness! (More stuff +1) Here you can choose 3 skills for your Character. These can be things like special attacks, unique abilities, general hardiness and so on. Include a modifier (+1 or -1) in brackets. E.g. "Strongarm (+1 to Defense)".
Wielded: List a maximum of two large weapons and one small weapon here.
Spellbook / Design Portfolio This is where your Character keeps the blueprints for their creations, along with any requirements for said creating. For Magic Users, this is as simple as what the Spell does. For Tech Users, this is where they catalogue their inventions along with materials needed. As for what to put in here now: think of 4 spells or inventions that will help your character in any kind of situation. E.g. a 2-turn Bubble Shield, Long-distance Seeing Goggles, Invisibility, Heavy-lifting Body Brace, etc. You may add to it in-game.
Inventory: (X/Y slots) Inventory items weigh nothing. Instead, they take up a slot or two in your inventory. If you carry a bag, your number of slots will be higher. Huge storage devicess may incur a movement penalty, seen below. Default Inventory Size is 10 slots.
Condition/s: This is where your Character gains Advantages and Penalties depending on how the game goes. You may start with a condition due to a skill or item or gain one in the field. Conditions also include effects of attacks (Broken bones, bleeding etc) as well as any Spell/Tech item buffs (Invisible, long-sight etc)
Also if it wasn't clear, you can choose to be a Techist or Magician -or both.
And here are the Tech Fairies and Characters! (Same order as listed in above post)
Quote:
(Ragdollmaster) Vulvenix Appearance: A dragonfly with a dark blue body and bright blue wings, bathed in a pulsing blue light.
Quote:
TorrentHKU Fairy Description: A small ball of aquamarine light, circled by three even smaller motes of similar light. Communicates only in chirps.
Quote:
Kiop, Fairy of Fire (Yoman987) Appearance: Small red tufts of reddish-orange mist float in a sphere around a small flame. Two white pinpricks on either side blink in unison, as if they were eyes. Condition/s: Teeny (Cannot be attacked)
Quote:
(Nighthawk) Silmein, Fairy of Memory Appearance: A white orb of pulsating light with two transparent, leaf-like wings. A tail of light follow it wherever it goes, and the pulse of its heart beats exactly every second. Condition/s: Teeny (Cannot be attacked)
Quote:
Rotor Seven, Fairy of Ancient Rust (TheKebbit) Appearance: A small, corroded iron cube, hovering erratically with at least three pairs of helicopter blades spinning every which way. Every few seconds, its curved exhaust pipes belch thick black smoke and showers of sparks. As you inspect it, the closed dome at its front opens and projects a flickering image of a human eye. It is staring right at you. Condition/s: Teeny (Cannot be attacked)
Quote:
Name: Charlotte (Fail Flail) Appearance: A small blue fairy, with data streams flowing through her wings. She does not put up with any stereotypical "Hey listen" bull♥♥♥♥ typically associated with her type of fairy. Condition/s: Teeny (Cannot be attacked)
Quote:
(Izen) Skeev and Kiop Healthy Appearance: A very small, lean person. About 5' 6", slender, short blonde hair Skills: - Sniper (+1 to long-rang firing) - Piercing Shot (Ability, +1 to armored targets) - Agile (+1 to climbing) Wielded: - A long-ranged rifle/w bayonet - Boot dagger Design Portfolio (I'll put some Designs in here eventually. I can't think of anything at the moment.) Inventory: (3/10 slots) - Gun ammo - Boot dagger (see above) - Compass Condition/s: Light Armour (+1 to Defence)
Quote:
(Roast Veg) Aeos Drintal and TorrentHKU Healthy Appearance: An easily forgettable character. Dark haired, with pale blemished skin and deep blue eyes, slightly hidden by an overgrown fringe. Wears long black robes and stays bare foot all the time. Skills: - Blink and you miss it (Agility +1) - Verbose (Persuasion +1) - Spidey sense (Dodging +1) Wielded: - Long Wandsword - Casting staff - Spiked gloves Spellbook / Design Portfolio - Enchant item - Lightning storm - Teleport - Lift Object Inventory: (2/10 slots) - Encrusted talisman - Pocket watch Condition/s: None
Quote:
(nicolasx) Verigon and Charlotte Healthy Appearance: Dark Haired about 28 striking green eyes about 5'11" but lean. Wears a lightweight dark leather longcoat, to preserve speed it is torn in several spots, it also has several hidden pieces of light armour inside. Skills: - Trained Battlemage: (+1 to magic while using swords.) - Assassin: (+1 to 1v1 combat.) - Runner: (Very fast if need be.) Wielded: - Two Edged Sword (about three feet long, small hand-guard) - Magic Enhancing Glove Book of Darkness (Spellbook) - Dark Tendrils: (Able to summon dark tendrils.) - Shadow Portal: (When in a reasonable amount of darkness can teleport to another spot in shadow within a mile.) - Reversed Vortex: (Connecting to a vortex and reversing its power. This spews large amounts of energy in a beam in front of the caster.) Inventory: (3/10 slots) - Enchanters Guide - Hidden armour longcoat. - Magic Enhancing implant Condition/s: None
Quote:
(Arcalane) Isaac and Vulvenix Healthy Appearance: In five words, Cid Highwind meets Mal Reynolds! A human in his early 30s, 5'11", short black hair, green eyes. Wears a worn-out jumpsuit under an old blue longcoat, with a light chain vest. Used to be a mercenary, but retired before the war started brewing. Uses a fickle magitech stormgun; a rare hybrid of magic and technology. Now he owns a little bar Chermanshire's capital city. Nice place, if a little shabby around the edges. But some people like it that way. Just don't start any trouble unless you want to be thrown out. Skills: - Stormgunner: Mastering the use of the fickle Stormguns takes years, but that training pays off... assuming you don't fry yourself in the process. - Stormgun Caster: Isaac uses most of his 'spells' by charging his Stormgun with extra magical effects, rather than straight-up flinging fireballs or whatever. - Fleet of Foot: He can move surprisingly fast when he needs to, whether that's for dodging or running. Wielded: - Stormgun: A large, heavy magitech handgun, linked to a belt-mounted power pack via sturdy cable. Very rare, hard to use, and dangerous to everyone. - Stormgun Battery: A heavy magicrystal 'battery', hooked to the Stormgunner's belt. Passively absorbs background magic to recharge itself, absorbs electrical shocks directed at the wielder as well. Book of Storms (Spellbook/Design Portfolio): - Supershock: A supercharged attack from the Stormgun; does more damage. - Chainblast: A special shot that bounces between multiple targets in a chain fashion. - Stormgun Schematics: Essential for the maintenance and manufacture of Stormguns and their power packs. Inventory: (3/10 slots) - Goggles: With flip-down tinted lenses, to protect the eyes from the environment or light of stormgun blasts. - Chain Shirt: Well-padded to reduce the chance of being shocked. Only a fool travels without armour. - Mercenary Tags: A set of old dogtags, usually kept in a coat pocket. A memento of past adventures... Condition/s: - Stormgunner: +1 to Stormgun attack rolls, significantly reduces chance of lethal mishaps. - Stormgun Battery: +1 to defense rolls against electrical attacks. - Chain Shirt/Fleet of Foot: +1 to defense rolls.
Quote:
(Psygnosis) Tarik Morskorj and Rotor Seven Healthy Appearance: A bullish face with a boxer's nose that has been broken a few too many times. He has green eyes under a jutting brow and has a shaven head. Standing a little over 2 meters, he was well known for his rough treatment of technology - often being given the most simplistic weapon in a fight. Skills: - Dense: (-1 to Intelligence but +2 to toughness) - Dumb but lovable: (+1 to Charismatic actions) - Oh man, you're in trouble now: (+1 Intimidation actions) Wielded: - 5x100cm Magite pole: Nothing more than a metal pole of magically sensitive steel, often used in reinforced buildings. - Slugg gun: A handgun containing 5 large lead pellets in a repeating magazine. The recoil and weight is such that few can wield it accurately. Most prefer something more 'elegant' - however something has to be said for the ol' Slugg's reliability. Spellbook / Design Portfolio - Slugg round: Information on how to create slugg rounds. - Clockwork loader: Information on how to build a clockwork loader for weapons. Inventory: (/10 slots) - Bowler hat - XL Suit with Morskorj Family Crest - Map of the local area Condition/s: None
Quote:
(TorrentHKU) Anthony M. Lovegale and Silmein Appearance: Green eyes, short cut dark brown hair, tall muscular build. Skills: - Sword Lover (+2 to using swords, -1 to using other weapons) - Strong as Hell (+1 to strength) - Blood Rush (+2 to melee rolls for 2 turns, then -1 to rolls for 2 turns) Wielded: - Magitech Claymore (Metal handle, projects a very large and wide energy blade) - Steel Shortsword Spellbook / Design Portfolio: - Empty Inventory: (3/10 slots) - 2 Healing Potions - Energy Storage Crystal Condition/s: None
Fri Mar 30, 2012 6:09 pm
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Magitech: Frontiers
So yeah guys get posting your characters.
Fairy Description: A small ball of aquamarine light, circled by three even smaller motes of similar light. Communicates only in chirps.
Character Name: Anthony M. Lovegale Appearance: Green eyes, short cut dark brown hair, tall muscular build. Skills: - Sword Lover (+2 to using swords, -1 to using other weapons) - Strong as Hell (+1 to strength) - Blood Rush (+2 to melee rolls for 2 turns, then -1 to rolls for 2 turns) Wielded: - Magitech Claymore (Metal handle, projects a very large and wide energy blade) - Steel Shortsword Spellbook / Design Portfolio Inventory: (3/10 slots) - 2 Healing Potions - Energy Storage Crystal Condition/s:
Appearance: An easily forgettable character. Dark haired, with pale blemished skin and deep blue eyes, slightly hidden by an overgrown fringe. Wears long black robes and stays bare foot all the time.
Skills:
Blink and you miss it (Agility +1)
Verbose (Persuasion +1)
Spidey sense (Dodging +1)
Wielded:
Long Wandsword
Casting staff
Spiked gloves
Spellbook / Design Portfolio
Enchant item
Lightning storm
Teleport
Lift Object
Inventory: (2/10 slots)
Encrusted talisman
Pocket watch
Condition/s: None
Last edited by Roast Veg on Fri Mar 30, 2012 11:35 pm, edited 1 time in total.
Fri Mar 30, 2012 9:06 pm
Izen
Joined: Sat Oct 22, 2011 12:56 am Posts: 1474 Location: At the corner of unoriginality and boring
Re: Magitech: Frontiers
Ohboyohboyohboy, we get to start this. Fun times abound.
Skeev (Izen) Healthy Appearance: A very small, lean person. About 5' 6", slender, short blonde hair Skills: Sniper (+1 to long-rang firing) Piercing Shot (Ability, +1 to armored targets) Agile (+1 to climbing) Wielded: - A long-ranged rifle/w bayonet - Boot dagger Design Portfolio (I'll put some Designs in here eventually. I can't think of anything at the moment.) Inventory: (3/10 slots) - Gun ammo - Boot dagger (see above) - Compass Condition/s: Does light armor count as a condition? If it does, assume I'm wearing some Light Armor
Anything that needs work / improvement, just let me know. It's a big character sheet...
Fri Mar 30, 2012 9:35 pm
Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
Re: Magitech: Frontiers
Fine I'll go first second you big sissies.
Isaac (Arcalane) [???]
Healthy Appearance In five words: Cid Highwind meets Mal Reynolds!
A human in his early 30s, 5'11", short black hair, green eyes. Wears a worn-out jumpsuit under an old blue longcoat, with a light chain vest. Used to be a mercenary, but retired before the war started brewing. Uses a fickle magitech stormgun; a rare hybrid of magic and technology. Now he owns a little bar Chermanshire's capital city. Nice place, if a little shabby around the edges. But some people like it that way. Just don't start any trouble unless you want to be thrown out. Skills - Stormgunner: Mastering the use of the fickle Stormguns takes years, but that training pays off... assuming you don't fry yourself in the process. - Stormgun Caster: Isaac uses most of his 'spells' by charging his Stormgun with extra magical effects, rather than straight-up flinging fireballs or whatever. - Fleet of Foot: He can move surprisingly fast when he needs to, whether that's for dodging or running. Wielded - Stormgun: A large, heavy magitech handgun, linked to a belt-mounted power pack via sturdy cable. Very rare, hard to use, and dangerous to everyone. - Stormgun Battery: A heavy magicrystal 'battery', hooked to the Stormgunner's belt. Passively absorbs background magic to recharge itself, absorbs electrical shocks directed at the wielder as well. Book of Storms - Supershock: A supercharged attack from the Stormgun; does more damage. - Chainblast: A special shot that bounces between multiple targets in a chain fashion. - Stormgun Schematics: Essential for the maintenance and manufacture of Stormguns and their power packs. Inventory (3/10 slots) - Goggles: With flip-down tinted lenses, to protect the eyes from the environment or light of stormgun blasts. - Chain Shirt: Well-padded to reduce the chance of being shocked. Only a fool travels without armour. - Mercenary Tags: A set of old dogtags, usually kept in a coat pocket. A memento of past adventures... Condition/s - Stormgunner: +1 to Stormgun attack rolls, significantly reduces chance of lethal mishaps. - Stormgun Battery: +1 to defense rolls against electrical attacks. - Chain Shirt/Fleet of Foot: +1 to defense rolls.
Fri Mar 30, 2012 9:39 pm
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Magitech: Frontiers
Uh. Why would a DM have a character sheet?
Fri Mar 30, 2012 11:25 pm
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Magitech: Frontiers
I guess it's because they're actually present ingame.
But what would those abilities even do, though? Would they affect the actual "Tech Fairy" or just its patron player?
Additionally, I find the Spellbook/Design Portfolio confusing. My questions are threefold:
Does it limit you to three spells maximum for the whole time? For invention blueprints, what happens to the blueprints when you build the invention? Wouldn't you be able to exceed three inventions that way and cause serious imbalance?
Fri Mar 30, 2012 11:31 pm
Yoman987
Joined: Fri Apr 04, 2008 12:06 am Posts: 196 Location: In front of keyboard, staring at monitor. (WA, Oz)
Re: Magitech: Frontiers
Because the Tech Fairy has to look like something! Those Skills would affect the patron player, yes. Do not want?
TheKebbit wrote:
Additionally, I find the Spellbook/Design Portfolio confusing. My questions are threefold:
Does it limit you to three spells maximum for the whole time? For invention blueprints, what happens to the blueprints when you build the invention? Wouldn't you be able to exceed three inventions that way and cause serious imbalance?
No. I'll make an arbitary limit just for organisational purposes, but if someone has more than that it'll be Ok. They are permanent unless specified. You could technically, but it would depend on your inventory space (aha!) to store them in and materials.
Additionally, only one Spell/Invention per turn, though some more advanced ones could take multiple turns - reasonably.
Sat Mar 31, 2012 2:00 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Magitech: Frontiers
I don't see how giving the DMs skills or abilities makes sense. Physical characteristics sure, but skills is just randomly empowering the players in ways they might never even want to use.
Sat Mar 31, 2012 2:07 am
Yoman987
Joined: Fri Apr 04, 2008 12:06 am Posts: 196 Location: In front of keyboard, staring at monitor. (WA, Oz)
Re: Magitech: Frontiers
I just did it without say-so, so that's gone.
Sat Mar 31, 2012 2:12 am
Fail Flail
Joined: Sun Jun 13, 2010 5:40 am Posts: 1059 Location: I chose my fate, do not pity me.
Re: Magitech: Frontiers
Dammit, I was halfway through chooseing my abilities. Why wouldn't work? They're faries, they just use magic.
Sat Mar 31, 2012 2:29 am
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Magitech: Frontiers
Hokey. Here's mine:
Quote:
Rotor Seven, Fairy of Ancient Rust Appearance: A small, corroded iron cube, hovering erratically with at least three pairs of helicopter blades spinning every which way. Every few seconds, its curved exhaust pipes belch thick black smoke and showers of sparks. As you inspect it, the closed dome at its front opens and projects a flickering image of a human eye. It is staring right at you. Conditions: Teeny (cannot be attacked)
It doesn't really seem like a good idea to give people bonuses based on their DMs.
also i just realized how creepy mine is
Sat Mar 31, 2012 2:35 am
Fail Flail
Joined: Sun Jun 13, 2010 5:40 am Posts: 1059 Location: I chose my fate, do not pity me.
Re: Magitech: Frontiers
One skill would be alright, It would also help match a player up to a GM.
Quote:
Name: Charlotte Appearance:A small blue fairy, with data streams flowing through her wings. She does not put up with any stereotypical "Hey listen" bull♥♥♥♥ typically associated with her type of fairy. Skills: "Seriously, just shut up and listen.": (+1 Speaking.) Condition/s: Teeny (Cannot be attacked)
And yes, your does sound quite... disturbing
Last edited by Fail Flail on Sat Mar 31, 2012 2:46 am, edited 1 time in total.
Sat Mar 31, 2012 2:38 am
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Magitech: Frontiers
it's probably eldritch Don't do that, it doesn't display right. And if it's zalgo-text then it's annoying in the first place.
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