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Posted: Mon Apr 25, 2016 10:01 am
Yep, our house looks great now smile Bulldogs!An RPG I could run if anyone's still interested. There were a few interested months ago when I said I'd run a D20 Future campaign, which I could still run if people would prefer. Bulldogs! is a bit friendlier and less rules-intense.
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Posted: Mon Apr 25, 2016 12:43 pm
It's good to hear from you again, KeJoRo. Sounds like things are going well for you.
This Bulldogs! systems seems interesting though I may have to look into it further to see the actual mechanics of it in action.
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brightsword0 Vice Captain
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Posted: Mon Apr 25, 2016 4:34 pm
As long as I still get to be a space elf, I'm up for anything. *thumbs up.*
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Posted: Mon Apr 25, 2016 7:41 pm
SPACESHIP!!!!! >w< *flying tackle glomps bs*
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Steffychan19 Vice Captain
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Posted: Mon Apr 25, 2016 9:22 pm
brightsword0 It's good to hear from you again, KeJoRo. Sounds like things are going well for you. This Bulldogs! systems seems interesting though I may have to look into it further to see the actual mechanics of it in action. Yep, so far so good smile At its most basic, there are no classes in Bulldogs! You pick (or create) a race which gives you racial abilities and modifies your refresh score (which I'll get to). Then you pick a skill package which ranges from lots of relatively low skills to very few good skills with something in between. You get a job on the ship based on what you'd be best at, though the job is not set. It's ok for the engineer to have pilot skills and vice versa. You pick 10 aspects which describe your character (2 racial, one strength, one weakness, etc). You then spend the aformentioned refresh on "Stunts", which are similar to feats. They basically let you break the rules slightly or give you bonuses in certain situations. Any refresh you don't spend on either abilities or stunts is your total refresh score, which measures how many fate points you have at the start of each session. Fate points can be used to activate abilities or take advantage of aspects to provide bonuses or to compel a character to act in a certain way. You can earn fate points in-game by doing something sufficiently cool or by being compelled to do something via your aspects. This doesn't force you to act in a certain way, but it does limit your options and you could always pay a fate point to avoid the compel anyway. Example, say you have the aspect "Hair-trigger temper" and you're trying to reason with an obstructive bureaucrat. I slide you a fate point and say something like "The way this guy is yammering on is really getting under your skin." You can either reject me and pay a fate point to say "Nah, I choke back my rage." or you could take it, get angry and do whatever you feel your character would do when angered in that situation. Yell, storm off, punch him... Skill tests are either targets or opposed rolls like in D20, though the rolls are always with four "fudge" dice. D6s with two minus sides (1-2), two blank sides (3-4) and two plus sides (5-6). After applying the fudge dice, you compare your score vs the target or opposed score. For every point above it, you get "shift", which measures how well you've done. This sometimes affects things. For example, if you want to do a job faster, you can spend shifts to reduce the time, etc. Combat works the same. Weapons deal damage, known as stress since there's physical, mentl and social combat, and your shifts can increase this damage. All weapons have a minimum amount of damage which you must exceed to deal extra damage. This makes weaker weapons able to match stronger weapons if you do very well. Example, you have a knife that deals 1 damage and a gun that deals 2 damage. On one shift, the knife does 1 and the gun does 2. Two shifts, they both do 2 Three shifts, they both do 3, etc. Damage can be mitigated by taking consequences. These represesent injuries, fatigue, embarassment, etc. They eventually fade away, but are more "real" than normal damage. For example, if you take a "Bruised" minor consequence, the opponent can invoke that to get a bonus on their roll, as they're hitting you where you're already hurt. If you lose combat, your opponent describes your fate, which doesn't necessarily mean you die. Also, before explicitly losing combat, you can conceed, which ends combat in a loss, but you instead describe how you lose, which may be a bit more advantageous. Sorry for the long post. Anything I've missed out that you want to question, let me know. XionchanXIV As long as I still get to be a space elf, I'm up for anything. *thumbs up.* There are space drow as a starting race weirdly enough, but no space elves of the normal variety. However, there are two options. There's a race creation mechanic and the universe is designed to be customised to the players and DM's desires. If you want to be a fair-skinned, good-hearted, but lesser known varient of the Templari (space drow), I have no objections. Also, there are space orcs and humans, but no space dwarves. Steffychan19 SPACESHIP!!!!! >w< *flying tackle glomps bs* And it's up to the players to design it! 3nodding
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Posted: Tue Apr 26, 2016 2:59 pm
KeJoRo XionchanXIV As long as I still get to be a space elf, I'm up for anything. *thumbs up.* There are space drow as a starting race weirdly enough, but no space elves of the normal variety. However, there are two options. There's a race creation mechanic and the universe is designed to be customised to the players and DM's desires. If you want to be a fair-skinned, good-hearted, but lesser known varient of the Templari (space drow), I have no objections. Also, there are space orcs and humans, but no space dwarves. Eh I suppose that will work. *also tackle glomps BS-kun.*
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Posted: Thu Apr 28, 2016 8:58 am
XionchanXIV KeJoRo XionchanXIV As long as I still get to be a space elf, I'm up for anything. *thumbs up.* There are space drow as a starting race weirdly enough, but no space elves of the normal variety. However, there are two options. There's a race creation mechanic and the universe is designed to be customised to the players and DM's desires. If you want to be a fair-skinned, good-hearted, but lesser known varient of the Templari (space drow), I have no objections. Also, there are space orcs and humans, but no space dwarves. Eh I suppose that will work. *also tackle glomps BS-kun.* As an aside as well, the Templari are the only race with no racial abilities at all, which means they start with the full amount of refresh, which also means you get to pick the most stunts. Templari are absurdly customisable. Also, even though each race comes with set aspects, you don't have to pick them at all. Despite them being militant, you can pick "Peace-Lover" or whatever even if you are sticking to being a standard Templari and not a more traditional elf. Running on the same theme, the name of the more traditional space elf could be the Cistercians, after the order in which many fugitive and renegade Templars joined in real life. They're noted for beautiful artworks (at first, they later distanced themselves from all decorations) and a call to return to traditional fieldwork over modern technologies (again, at first). Of course, it's totally your call smile
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Posted: Thu Apr 28, 2016 5:23 pm
*sways back and for forth in thought.* Hmmmmm...
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brightsword0 Vice Captain
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Posted: Mon May 16, 2016 6:12 pm
*forcefully removes both Steffy and Xion from tackle-glomping.*
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Posted: Fri May 20, 2016 1:56 pm
Thought I'd post a list of the 10 main races in the setting.
Arsubarans - *Cough* Humans *Cough*. Basically, humans, except they have a larger range of skin, hair and eye colours, so you could have natural blue hair and red eyes. The most numerous race that anyone is aware of, I'll get to that later.
Dolomé - Huge, three-armed and three-legged, blue-skinned badasses. They are actually pretty friendly if you're friendly to them, but they're capable of being, quoted from the book, "a terrifying three-armed tsunami of rage if you piss [them] off." Also, they're supposed to be pretty clever to boot.
Hacragorkans - *Cough* Orcs *Cough. Basically orcs. They are designed to be melee and fist fighters and they heal from physical wounds quicker than most other races.
Ken Reeg - Green-skinned, oily schemers. To quote the book, "They make voracious traders, slippery salesmen, pitiless lawyers, and ruthless crime bosses." Few people trust them, but usually get suckered by them anyway. Also, they tend to have names like Lollypop, Sunshine, etc.
Robots - Not really much to say really. They're the most customisable race, as they have a list of optional racial abilities. You can also take literally any form, from a small, wheeled maintenance bot, to a huge, four-legged combat droid, to a hovering reconaissance drone, etc. An interesting note, canonically, a sizable minority of robots have gained sentience, but you can also choose a racial ability to say that no, you aren't sentient and that you are acting as according to your programming.
Ryjyllians - Lion-like catpeople from an icy planet. They have a stong sense of honour and value their clan above everything else, even other Ryjyllians. They are usually mercenaries and are disciplined and skilled warriors.
Saldrallans - Snake-people. They have tails instead of legs, humanoid torsos and arms and a snake-like head, sometimes with a cobra hood. They are leaders of the Union of the Saldralla, one of the two major empires in the setting and are the most liberal of the two. However, they are ruthlessly pragmatic. They incorporate their conquered races customs into how they're ruled on the most part, but eradicate it if it better serves them. It's worth noting that these are considered the "good" guys of the two empires because the other empire belongs to...
Templari - *Cough* Drow *Cough*. Purple-skinned, haughty and deeply believe they are the superior species. The Delvalkamanchan Republic is the other major empire in the setting and is the most oppressive of the two. they suppress any culture from any civilisation they conquer and treat other races as little more than slaves. The book explicitly states that they would have been destroyed long ago if it wasn't for their great skills in military organisation and logistics.
Tetsuashans - Space slugs! Similar to Mass Effect's Elcor, they show little emotion and are also almost identical to each other. It is unknown how many there are of them and it's estimated that they massively outnumber every other race, though considering how difficult it is to tell them apart from each other, nobody knows. They are expert pilots and ship builders. (I'm a little biased in favour of these little guys, as my character in my IRL group is a pilot/engineer Tetsuashan and is pretty fun to play.)
Urseminites - Psychotic teddy bears. No, really. Cute and cuddly on the outside, but vile and murderous on the inside. They are considered pests and are despised by all but the most naive races. (They are supposed to be a lot of fun to play though, if you're into playing psycho characters, according to the guy in my group that plays one.)
It is worth mentioning that none of the races have any restrictions on skills (Except the Urseminites who are restricted to a maximum of +2 fists due to the fact that their entire bodies are padded) or personalities, so if you really, really want to, you could be a peaceful Hacragorkan with no combat skills (although the racial trait Pugnacious means the DM can still try to force you into angry aggression) or a Tetsuashan combat powerhouse with no piloting ability. It's also worth mentioning again that you can create a race if you're not happy with the above races.
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Posted: Wed Jun 01, 2016 7:03 pm
A bit delayed, sorry. But I actually like the sound of the Templari. As far as interesting species-ness go. Might make some kind of Thrawn character depending on the campaign, I suppose.
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Posted: Thu Jun 02, 2016 2:55 am
No problem mate, real life takes priority smile
They are a pretty cool race, also, they are the only race that start with no racial abilities at all, which might sound bad, but it means they have the most refresh to buy stunts with.
I was originally going to make one and characterise them like an Imperial Guard Commissar. I only ended up not doing that because I could think of more ways to develop the character of my Tetsuashan.
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Posted: Thu Jun 02, 2016 6:08 am
Yeah, sort of. But to be honest I am just so used to no one posting here that I forget to check sometimes. D: But I shall try to do better. Plus Gaia's ads sometimes like to crash my browser and sometimes my laptop too. XP
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Posted: Mon Jun 20, 2016 7:44 am
I have returned!
*Dramatic music*
Yeah, I got that a little when I got back haha.
I'll start working on Bulldogs! when I recover from travelling. My gaming group is on Wednesday, so I'll probably start writing a bit on Thursday. I'll make a new page in the D&D forum and I'll post a link to get the book so everyone is on the same page. There's a little oddity of the system in that combat relies on your literal position on the table, so we'll have to work out where we're "sitting" at this table, but that can be sorted later. I'm not expecting everyone who wants to play to notice this straight away, but I'll aim to incorporate the player authorship the game intends once people have some character concepts ready. I'll start writing a skeleton plot and fill it in once everyone else is ready.
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Posted: Tue Jun 21, 2016 7:41 am
Okay, sounds good! *waves* And welcome back.
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