Post by honestiago on Apr 5, 2015 9:30:29 GMT -5
**We could use some new blood in our whiz-bang campaign of "science heroes" during WWII. Check out the info, below. Then cruise on over to our game thread for a taste of how the system runs. Nazis! Weird Science! And pirates! (well, eventually) It's great fun, but we're short players. Old Man "Rig It," the the brilliant, yet forgetful Gadgeteer needs YOUR HELP! (no really, we ould use some players--Captain America, Rig It ain't).:-) More info below, plus other stuff at the thread. Adios!**
Greetings, all. I've never, ever gotten anyone to commit to a real life game of MURPG, but have run several different campaigns using Simon Washbourne's systems, SUPERS! and Triumphant. SUPERS (now in a revised edition) uses a very simple d6 pool mechanic, while Triumphant uses dice steps (d4,d6,d8, etc.). Of the two, I've found Triumphant to be a better fit, overall, as, because you take the result from one dice (most of the time), there is always a chance that a puny d4 attack will hit someone with rolling his d10 "eye blast" in defense. Combats are much less of a slog, more exciting, riskier.
In any case, if anyone is willing to play, here is a link to the product description:
beyondbeliefgames.webs.com/triumphant-super-heroic-rpg The game is available through RPGNOW for 7.50 (I'd be willing to share my pdf, but really don't want to take business away from Simon).
As far as a campaign proposal, here it is:
The Premise: In the early days of the first World War I, British scientists working undercover at the John Innes Horticultural Institution discovered the "X Gene" in human beings. By 1917, they, in conjunction with their American allies, had developed rudimentary skill in accelerating its potential, and created the very first Super Soldier, codenamed "Shroud." In the latter days of the war, Shroud was joined by a cadre of "accelerated mutates" (called "Aces"), whose efforts were coordinated by the Bureau of Special Sciences (or "BOSS"). After conducting many small and secret missions behind enemy lines, the Aces got their first taste of "real" action in the decisive Battle of Amiens. Unfortunately, something went quite wrong. Two of their number "malfunctioned," leading to massive casualties on both sides of the battle. The incident was quickly covered up, the malefactors captured, and the program closed down. The remaining members of the Aces were "deprogrammed" and sent back into the civilian world, with new memories and new identities. Everyone associated with BOSS seemed to disappear.
Until now...
It is 1942. The World is at War. The Axis and Allies pummel each other incessantly in theaters throughout the globe. But there is a 3rd entity active, as well. A dark and secret entity. A supernormal vestige of the Bureau with its OWN designs on conquest. A vestige of darkness that can only be confronted with those of the same capability.
The Characters: PCs are former "Aces," members of the original BOSS unit accelerated and put into action in the Great War. All have moved on to normal lives. Few have any memory at all of who they were. After being pushed aside (and, in some cases constantly monitored [perhaps imprisoned?] by British/American secret services), the Aces are being called back into action to locate and neutralize a grave threat. A good number of players for this game is 4.
System: The Triumphant System (you'll need to obtain a copy). We'll be using this site's dice roller for task resolution.
Parameters: As these are basically pulp-type heroes, we'd be playing at the Street Vigilante level.
House Rules: I have some minor changes to the way Triumph Dice work (basically to make them more reliable to PCs).
Posting Schedule: Minimum Twice Weekly, once on Wednesdays, once on Sundays. If you miss your post, the GM will take control your PC in as logical a manner as possible (according to the way you've described him/her). Deadlines are always a problem, and I've been as bad as anyone, but for this game, I intend to be strict (especially on myself).
Roll20 Possibility: If there's enough interest, we may consider trying some online RP'ing (no promises--I already have 2 real life campaigns going, plus, well, a life [sorta]).:-)
Contacting me: Going to post one of my emails here for prospective players: cranebump@gmail.com
Interested in participating?: First, indicate here with a response, so that others can see who's playing (sometimes certain players become interested when they see their buds in the game). Along with that, email me at the address, above.
If you have general questions about the campaign, please post here, or email me directly.
Thanks all,
E
Greetings, all. I've never, ever gotten anyone to commit to a real life game of MURPG, but have run several different campaigns using Simon Washbourne's systems, SUPERS! and Triumphant. SUPERS (now in a revised edition) uses a very simple d6 pool mechanic, while Triumphant uses dice steps (d4,d6,d8, etc.). Of the two, I've found Triumphant to be a better fit, overall, as, because you take the result from one dice (most of the time), there is always a chance that a puny d4 attack will hit someone with rolling his d10 "eye blast" in defense. Combats are much less of a slog, more exciting, riskier.
In any case, if anyone is willing to play, here is a link to the product description:
beyondbeliefgames.webs.com/triumphant-super-heroic-rpg The game is available through RPGNOW for 7.50 (I'd be willing to share my pdf, but really don't want to take business away from Simon).
As far as a campaign proposal, here it is:
The Premise: In the early days of the first World War I, British scientists working undercover at the John Innes Horticultural Institution discovered the "X Gene" in human beings. By 1917, they, in conjunction with their American allies, had developed rudimentary skill in accelerating its potential, and created the very first Super Soldier, codenamed "Shroud." In the latter days of the war, Shroud was joined by a cadre of "accelerated mutates" (called "Aces"), whose efforts were coordinated by the Bureau of Special Sciences (or "BOSS"). After conducting many small and secret missions behind enemy lines, the Aces got their first taste of "real" action in the decisive Battle of Amiens. Unfortunately, something went quite wrong. Two of their number "malfunctioned," leading to massive casualties on both sides of the battle. The incident was quickly covered up, the malefactors captured, and the program closed down. The remaining members of the Aces were "deprogrammed" and sent back into the civilian world, with new memories and new identities. Everyone associated with BOSS seemed to disappear.
Until now...
It is 1942. The World is at War. The Axis and Allies pummel each other incessantly in theaters throughout the globe. But there is a 3rd entity active, as well. A dark and secret entity. A supernormal vestige of the Bureau with its OWN designs on conquest. A vestige of darkness that can only be confronted with those of the same capability.
The Characters: PCs are former "Aces," members of the original BOSS unit accelerated and put into action in the Great War. All have moved on to normal lives. Few have any memory at all of who they were. After being pushed aside (and, in some cases constantly monitored [perhaps imprisoned?] by British/American secret services), the Aces are being called back into action to locate and neutralize a grave threat. A good number of players for this game is 4.
System: The Triumphant System (you'll need to obtain a copy). We'll be using this site's dice roller for task resolution.
Parameters: As these are basically pulp-type heroes, we'd be playing at the Street Vigilante level.
House Rules: I have some minor changes to the way Triumph Dice work (basically to make them more reliable to PCs).
Posting Schedule: Minimum Twice Weekly, once on Wednesdays, once on Sundays. If you miss your post, the GM will take control your PC in as logical a manner as possible (according to the way you've described him/her). Deadlines are always a problem, and I've been as bad as anyone, but for this game, I intend to be strict (especially on myself).
Roll20 Possibility: If there's enough interest, we may consider trying some online RP'ing (no promises--I already have 2 real life campaigns going, plus, well, a life [sorta]).:-)
Contacting me: Going to post one of my emails here for prospective players: cranebump@gmail.com
Interested in participating?: First, indicate here with a response, so that others can see who's playing (sometimes certain players become interested when they see their buds in the game). Along with that, email me at the address, above.
If you have general questions about the campaign, please post here, or email me directly.
Thanks all,
E