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Messages - Laughing Penguin

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General Discussion / Re: new gear ideas
« on: March 20, 2018, 03:11:36 PM »
In all seriousness, what gear do people feel is missing in the game that would be worth building out?  I think it would be a good excersize to work on.

One of the things I have encountered is people wanting to build out unique weapons particularly melee weapons. I had one guy ask to use a macahuitl. Since it was a mix between a club and an sword we built it out. (A macahuitl is that cricket bat club with razors along the edge used by the aztecs)

How did you stat it? By historical accounts, the blades were not super effective and expected to fall out... maybe some kind of club upgrade? Like adding spikes? I could see that covering things like your Aztec club to the classic nails in a baseball bat... hrm

Do you have the stats you used?

General Discussion / Re: Silent Take Downs
« on: March 19, 2018, 06:33:51 PM »
you can be a better person. It is just going to cost you.

This is the most Red Markets appropriate quote I may have ever read.

General Discussion / Gear build discussions
« on: March 13, 2018, 07:30:23 PM »
I've seen it come up a few times recently that people feel the gear list is not sufficient. So in the interest of a productive discussion, post below in each comment a piece of gear you feel Red Markets needs, with or without proposed stats. We'll try to come up with how to model that gear in-game. Honest discussion welcome.

My first example:

Hazmat Suit
Upkeep: 5 for purchase purposes only
Effect: Protects the taker from any liquid or gaseous substances that could cause harm, including blight-infected objects.

Clunky: Stealth checks at default only; no skill bonus
Hampering: takes up one Haul and one Refresh while equipped or carried
In Demand: cannot be refreshed, but costs no upkeep after purchase
Fragile: gear breaks with a single hit as the suit gets breached

Upgrades (DHQS issue?)
Lash Mic: has embedded communications equipment that provides radio contact
Custom Tailored: removes the hampering quality
Padded: buys off the clunky quality
Headlamp: attached flashlight allows for Awareness checks in darkness

Well that makes me all kinds of happy! Let me know how it works out, as the only in game feedback I've received is from my players, and they pretty much universally think of me as a Paytonian Horrible Monster.

That's a good thing, right?

General Discussion / Re: Gift Spots?
« on: March 13, 2018, 04:29:34 PM »
When I ran "And now the weather," the client offered them a crossbow with RFID arrows and training for someone to get the skill at 1. The negotiator managed to decline the offer and so the client just gave them the arrows and told him to make sure they got stuck in a casualty. The great irony was that they kept using the hoard data to set traps etc and later found a few more big hoards (25+). If they'd just taken the gift they could have added to their side business. But that would have cost them something like 10 bounty in lost sway (enough to buy and train someone on their own).

the negotiator can turn down the Gift Spot? I only have the Backer Preview version of the rules handy right now (can get the full version once I get home), but the text says "but the initial gesture can't be denied without committing a social faux pas that cuts off negotiations altogether". I'm not even seeing a reference to resist the sway it generates. Am I missing something here?

General Discussion / Gift Spots?
« on: March 09, 2018, 03:34:25 PM »
Does anyone else have trouble coming up with decent Gift Spots for clients to use? Somehow "another rifle with upgrades" or other bit of semi normal gear loses it's appeal after a while. What are some of the more interesting gifts your clients have used?

General Discussion / Re: new gear ideas
« on: March 07, 2018, 03:19:45 PM »
A thread came up on Reddit regarding getting more gear. It's actually hard to come up with actually useful items that aren't already covered by other existing things without delving into minor semantic distinctions. A portable torch for welding and cutting was mentioned, but technically that would be in a decent tool kit, for example.

In all seriousness, what gear do people feel is missing in the game that would be worth building out?  I think it would be a good excersize to work on.

General Discussion / Re: uBeasts GO!!! Rules ideas?
« on: March 07, 2018, 03:13:11 PM »
The contract that involves this is still in the pile of jobs to be chosen by the crew. I'll come back with a report once it makes its way to the table.

Based on the reactions of my players as they have hit certain obstacles, I do not imagine this will make the Takers very happy (the players will appreciate it though, after they're done cursing at me)

General Discussion / Re: uBeasts GO!!! Rules ideas?
« on: March 02, 2018, 04:51:47 PM »
I would love to hear any feedback you all might have, I'm trying to walk a line between making this a fun encounter with something weird, and driving the Takers to drink realizing they're risking their lives for a damn Pokemon. Thanks!

General Discussion / Re: uBeasts GO!!! Rules ideas?
« on: March 02, 2018, 04:50:27 PM »

Here's what I have for BattleBeast options so far. Names generated from here:

Rockowary, a flying predator beast made of stone
Health: 3
Skill: 3
Special Ability: ROCKFALL - On a successful hit, deal 2 damage. On a Critical hit, the target also loses its next turn.

Pandarkness, a stealthy beast shrouded in darkness
Health: 2
Skill: 4
Special Ability: SHADOWDANCE - disappear into shadows, making them impossible to hit for a turn. Taker can leave the game unattended for a turn without the beast taking damage.

Crocodoom, a slow, heavily armored reptilian beast
Health: 7
Skill: -1 (add one to red)
Special Ability:RAMPAGE - Take 1 damage to health, all attacks automatically hit next turn

Kangaslash, a bouncing bladed marsupial beast
Health: 5
Skill: 2
Special Ability: HOPATTACK - roll an attack as normal at Skill:0. If successful, target beast will take an extra 1 bleeding damage in addition to normal damage, or in the case of a failed attack.

Camosquito, a blood sucking insect beast
Health: 4
Skill: 2
Special Ability: BLOOD DISGUISE - If this beast has delivered at least 1 damage, activate this power to grant a defensive roll for any missed or non-attack at Skill:0 for the rest of the battle.

Elephantom, the spectral pachyderm beast
Health: 3
Skill: 3
Special Ability: RESURRECT - Channel your ghostly energy and restore this beast’s health to full

Other uBeasts names I liked: Aquatibia, Skelepicker, Cocobra, Fluffupine, Rhinops, Pengaring

General Discussion / uBeasts GO!!! Rules ideas?
« on: March 02, 2018, 04:48:59 PM »
Posting here (and on Reddit) because I don't think my players read these forums... if I'm wrong, I ask them to go away, don't ruin it.

So, at some point in the near future, the Takers in my campaign will have access to take on a lucrative "data retrieval" contract. What they won't know until they reach the job site is that the data in question is actually a super-rare BattleBeast from the popular AR game uBeasts Go!!! called Salamantis, only available at specific locations now located in the Loss. The scene will be one Taker trying to play this game while the rest of the crew defends him from an assault of casualties controlled by a Converted aberrant. I'm trying to work up the rules for the game and how they will affect play, and I thought i'd get some input. I want something to make it interesting, but not too complex where it would be too much to manage.


While a taker has the game running on their Ubiq specs ant actions taken outside of the game will be more difficult due to the distraction of having cartoon monsters filling the specs' field of vision. Add 2 to the red for any check not involving the game while the taker has it running (think of people walking into traffic while playing in the real world)

A Taker playing the game will need to use their Tactic or Twitch to perform a basic action in-game, both to make an advanced action/special attack.

The Taker playing the game will be able to choose from a few different uBeasts to try and capture the Salamantis, each with a rating (skill to add to attacks), Health and a special move (or two?)

Salamantis needs to be hit 5 times successfully to be captured (debating this number, might do 6), then the Takers can get out with their prize.

The uBeast the Taker chooses can make an attack with a tactic or twitch, using the uBeast’s skill to add to the black result on the die. If they succeed, they do one damage to Salamantis. If they fail, they take a damage. If the Taker does not use an action on the game for a turn, they automatically fail and take damage. If the Taker uses both tactic and twitch they can activate the uBeast’s special ability. If their uBeast is knocked out by running out of health, the Taker will need to restart the battle by choosing a new uBeast.

On battle turn 4, Salamantis will launch their special attack: FIRE SLASH - automatically hits and sets the Taker’s beast on fire, +1 to red rolls for the rest of the battle.

I figure that if a group can let the Taker playing go all out, they could potentially take down Salamantis in 3 turns, but that Taker is almost certainly eating some attacks to do so. Risk vs reward and all that... This would also be the first in a possible job line with a wealthy collector client fanboy sending groups out to get various rare items in the area. This one is likely one of the meaner ones, though.

General Discussion / Re: another d100 table for legs?
« on: February 27, 2018, 08:37:31 PM »
More is always better, IMO. Even just setting up my campaign, random rolls are already bringing up some familiar encounters. I feel the same way about Tough Spots too, not very far in to the game's lifespan and potentially limiting if you're not looking at Homebrew...

General Discussion / Re: Marketing - Maid the RPG more popular?
« on: January 29, 2018, 04:43:00 PM »
Well, Maid has been out in English for almost 10 years now, right? Time alone would help drive better sales and larger fanbase. Let's see how things look a few years from now...

General Discussion / Re: adding aliens?
« on: January 17, 2018, 02:59:28 PM »
What would the players be expecting game-wise from playing other races? Would it be largely cosmetic or would they expect special powers and abilities as a result of being aliens?

If the former, then it's just a matter of writing a backstory in line with the tweaks you make to the setting, or maybe a custom Tough Spot. Immune might actually work as written in this case... being alien means you won't get infected with a parasite, but if you're discovered to be "one of them" then the Men In Black will be taking you away from an alien autopsy.

If they want to be aliens for special powers... well, you'd have a lot of work ahead of you to find a way to balance that out and not start to affect the themes of the game IMO. Red Markets would lose a lot of the tension and horror if the characters suddenly had super powers. It's a game that will punish you for not having enough rations on you for simple tasks like running and fighting, I think it would be hard ot maintain that feeling fo struggle if characters are moving things with their minds and shooting lasers out of their eyes.

tl;dr - what are your players expecting when they ask to play as aliens?

a lot of 'niceties' such as suppression and blood testing kits arnt going to be a thing for a more dark-ages approach

Depending on how 'loose' you go (to use the now-official term) you could maybe come up with some versions. Leeches were common forms of 'medicine' around that time, perhaps a leech reacts in a specific way to blight-infected blood? If so, there's your blood testing kit, in a slightly more disturbing form. Maybe blood 'cleaned' through a particular leeching process then mixed with certain humours can be re-administered to trigger a partial turn, stopping full infection, acting as a low-tech Suppressin. Or just outright bleeding at the hands of a skilled Barber at the crucial moment can remove enough of the blight-infected blood to stop it from taking complete control to the same effect. What passed for medicine back then was pretty terrifying. You could also have dogs or similar animals trained to sniff out infectionto act as a sort of blight detection (watch out for false positives from friendly pooches!)

Going even looser, if the Blight has a genuinely supernatural origin, perhaps certain rituals or holy items can halt a full infection, causing Latents? Maybe holy relics can detect strains of the blight as well?

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