Anthile
Steel marks flesh
- Local time
- Today 9:33 PM
- Joined
- Jan 10, 2009
- Messages
- 3,987
Welcome to the unholy lovechild of Gantz, 4400, Paranoia and Highlander.
Story:
It could have been quite a nice day. But as so often, things went wrong and in this case you got abducted by aliens. Unfortunately the aliens are not just pleased with studying the human body and play around with your genetics. Before you can really grasp what happened you are send back to Earth – but with a clear object: other alien races have infiltrated Earth and it is your mission to prevent them from taking over the world. To assist you, the aliens give you 10 identical clones and if you die your mind and all memories will be automatically uploaded into one of these clones.
In case you decide to be a pacifist and you are not able to kill one of the PCs within one month a bomb inside your head will explode, wasting one of your bodies. The bomb cannot be removed.
Otherwise you get the Nebula, an universal license that allows you to drive, buy and everything and everywhere. Futhermore it serves as passport and prevents you from ending in prison [note: normal policemen will not recognize it and they still might arrest you temporarily].
Additionaly you own a suitcase with 10,000$ cash.
Except from that something like a compass is implanted in your left wrist that shows you PCs that are in a radius of 1000km. The nearer you are the better you can see the position on the display. This device cannot be removed.
The only way to win and become free again is to be the last person alive!
Mechanics:
Since we finally have a dice-plugin we can now roll dices!
Attributes
Every player posesses the following attributes:
Body – Strength and endurance; determines how good you are with melee weapons and how well you can deal with poison and disease.
Dexterity – Perception and agility; determines how good you are with ranged weapons and how well you can sneak and dodge.
Intellect – Logic and thinking; determines how good you are with technical or mechanical devices of all kinds, ranging from explosives and traps to driving a tank and fly an airplane.
Presence – Charisma and willpower; determines how good you are with people and controlling Myths.
At the character creation you start with exactly 0 points in every ability which means you get absolutely no bonus or malus for checks.
With every point you invest you can add one point to your throws.
When you are in a situation where failure has any relevant consequences you have to roll a d20 and add the bonus points to the rolled number (or subtract if the attribute is negative). The usual Challenge Grade (CG) is 12 but varies with the situation.
If you are in a competetive situation with another player the aggressor announces what he does and uses the appropiate attribute for that action and the defensor chooses the attribute with which he tries to avoid the attack.
Jerk Points
Every character starts out with 5 Jerk Points (JP) at the beginning that he can use to put points in attributes or Myths. It is also possible to subtract points from 0 to gain additional points but you will receive a malus for rolls; this works to a maximum of -3 per attribute.
You get more JP for killing enemies or, well, being a jerk to other players (aka good roleplaying) and kill them with style or in an unusual way.
Additionally you get 3 points for killing two players at once, 4 points for 3 players, etc.
Costs for improving attributes:
0-3: 1 JP
4-7: 2 JP
8-10: 3 JP
Every new Myth costs 4 JP.
Myths
Myths are superhuman abilities that are granted through genetic enhancement. Every usage costs you Myth Power (MP); for every point over 0 you have in Presence you gain one MP.
At the beginning you can choose two powers from the Myth pool. Every new Myth has to be unlocked with JP.
The Myths are:
-Pyrokinesis: Throwing around fireballs.
-Cryokinesis: Throwing around ice clouds.
-Electrokinesis: Throwing around lightnings.
-Telekinesis: Throw around things and people.
-Teleportation: Move instantly to a known place within a radius of 100 meters.
-Premonition: The next attack that hits you does not inflict any harm upon you.
-Illusion: Creates an exact copy of you but that cannot do anything physical or hurt your enemies.
It vanishes after one hour and you can command it with thoughts.
-Regeneration: You gain one HP.
-Invisibility: You become invisible for 10 minutes.
-Shield: Throws back projectiles with the same force but not melee weapons.
-Life Geas: Allows to take over a sentient being (human or animal) that is not a PC. That being is completely under the control, is commaned via thoughts and the user can see everything what the victim can see. Lasts one hour.
-Machine Geas: Allows to take over a machine and activate it from the distance. Lasts one hour.
-Ultra Sight: The user gains 360° sight, night vision and +2 to Dexterity throws. Lasts one hour.
-X-Ray Sight: The user gains the ability to see through matter. Lasts one hour.
-Super Strength: The user gains +5 to Body rolls for the next check.
-Super Dexterity: The user gains +5 to Dexterity rolls for the next check.
-Super Intellect: The user gains +5 to Intellect for the next check.
-Super Presence: The user gains +5 to Presence for the next check.
-Anti Myth Field: In the radius of 20 meters no Myth ability can be used. Everyone
Uber Myths
Uber Myths are extremely powerful Myths that are permanently active and cost 10 JP once.
-Nietzsche Wannabe: Every time you die you gain 2 additional JP.
-Vampirism: Every time you damage a PC in a melee fight you gain one HP.
-Monofilament Wires: You have implanted monofilament wires in your fingers that can cut through almost everything. A melee weapon that subtracts two HP from the victim.
-Fly: You gain the ability to defy gravity and fly with the maximum speed of 20km/h.
Health
Every PC has three HP. With all three HP you are unharmed and fit.
If you lose one HP you are lightly wounded.
If you lose two HP you have medium wounds.
If you lose three HP you have heavy wounds and you get -1 to all throws
Normal weapons destroy one HP while heavy weapons do two. Explosives cause usually instant deaths as well as car crashes and the like.
Character Creation
1.Choose a name
2.Create a background story for your character and what he did before he was abducted; ~200-300 words
3.Choose two Myths
4.Distribute your 5 JP
5.Roll a d6 to see on what continent you land, where exactly on the continent is up to you
1 – Europe
2 – North America
3 – South America
4 – Australia
5 – Africa
6 – Asia
There have to be at least 500km between two players when at least one of them teleports down to Earth.
In A Nutshell
To put it simply, this game is about killing people in the most hilarious way. It's sadistic and amoral.
Although you can team up with other players against stronger opponents; backstabbing is encouraged.
Furthermore, two simple principles you should follow:
1.The main object is to have fun. Don't take it personal when a player betrays or kill you.
2.Seperate your knowledge from character knowledge.
Story:
It could have been quite a nice day. But as so often, things went wrong and in this case you got abducted by aliens. Unfortunately the aliens are not just pleased with studying the human body and play around with your genetics. Before you can really grasp what happened you are send back to Earth – but with a clear object: other alien races have infiltrated Earth and it is your mission to prevent them from taking over the world. To assist you, the aliens give you 10 identical clones and if you die your mind and all memories will be automatically uploaded into one of these clones.
In case you decide to be a pacifist and you are not able to kill one of the PCs within one month a bomb inside your head will explode, wasting one of your bodies. The bomb cannot be removed.
Otherwise you get the Nebula, an universal license that allows you to drive, buy and everything and everywhere. Futhermore it serves as passport and prevents you from ending in prison [note: normal policemen will not recognize it and they still might arrest you temporarily].
Additionaly you own a suitcase with 10,000$ cash.
Except from that something like a compass is implanted in your left wrist that shows you PCs that are in a radius of 1000km. The nearer you are the better you can see the position on the display. This device cannot be removed.
The only way to win and become free again is to be the last person alive!
Mechanics:
Since we finally have a dice-plugin we can now roll dices!
Attributes
Every player posesses the following attributes:
Body – Strength and endurance; determines how good you are with melee weapons and how well you can deal with poison and disease.
Dexterity – Perception and agility; determines how good you are with ranged weapons and how well you can sneak and dodge.
Intellect – Logic and thinking; determines how good you are with technical or mechanical devices of all kinds, ranging from explosives and traps to driving a tank and fly an airplane.
Presence – Charisma and willpower; determines how good you are with people and controlling Myths.
At the character creation you start with exactly 0 points in every ability which means you get absolutely no bonus or malus for checks.
With every point you invest you can add one point to your throws.
When you are in a situation where failure has any relevant consequences you have to roll a d20 and add the bonus points to the rolled number (or subtract if the attribute is negative). The usual Challenge Grade (CG) is 12 but varies with the situation.
If you are in a competetive situation with another player the aggressor announces what he does and uses the appropiate attribute for that action and the defensor chooses the attribute with which he tries to avoid the attack.
Jerk Points
Every character starts out with 5 Jerk Points (JP) at the beginning that he can use to put points in attributes or Myths. It is also possible to subtract points from 0 to gain additional points but you will receive a malus for rolls; this works to a maximum of -3 per attribute.
You get more JP for killing enemies or, well, being a jerk to other players (aka good roleplaying) and kill them with style or in an unusual way.
Additionally you get 3 points for killing two players at once, 4 points for 3 players, etc.
Costs for improving attributes:
0-3: 1 JP
4-7: 2 JP
8-10: 3 JP
Every new Myth costs 4 JP.
Myths
Myths are superhuman abilities that are granted through genetic enhancement. Every usage costs you Myth Power (MP); for every point over 0 you have in Presence you gain one MP.
At the beginning you can choose two powers from the Myth pool. Every new Myth has to be unlocked with JP.
The Myths are:
-Pyrokinesis: Throwing around fireballs.
-Cryokinesis: Throwing around ice clouds.
-Electrokinesis: Throwing around lightnings.
-Telekinesis: Throw around things and people.
-Teleportation: Move instantly to a known place within a radius of 100 meters.
-Premonition: The next attack that hits you does not inflict any harm upon you.
-Illusion: Creates an exact copy of you but that cannot do anything physical or hurt your enemies.
It vanishes after one hour and you can command it with thoughts.
-Regeneration: You gain one HP.
-Invisibility: You become invisible for 10 minutes.
-Shield: Throws back projectiles with the same force but not melee weapons.
-Life Geas: Allows to take over a sentient being (human or animal) that is not a PC. That being is completely under the control, is commaned via thoughts and the user can see everything what the victim can see. Lasts one hour.
-Machine Geas: Allows to take over a machine and activate it from the distance. Lasts one hour.
-Ultra Sight: The user gains 360° sight, night vision and +2 to Dexterity throws. Lasts one hour.
-X-Ray Sight: The user gains the ability to see through matter. Lasts one hour.
-Super Strength: The user gains +5 to Body rolls for the next check.
-Super Dexterity: The user gains +5 to Dexterity rolls for the next check.
-Super Intellect: The user gains +5 to Intellect for the next check.
-Super Presence: The user gains +5 to Presence for the next check.
-Anti Myth Field: In the radius of 20 meters no Myth ability can be used. Everyone
Uber Myths
Uber Myths are extremely powerful Myths that are permanently active and cost 10 JP once.
-Nietzsche Wannabe: Every time you die you gain 2 additional JP.
-Vampirism: Every time you damage a PC in a melee fight you gain one HP.
-Monofilament Wires: You have implanted monofilament wires in your fingers that can cut through almost everything. A melee weapon that subtracts two HP from the victim.
-Fly: You gain the ability to defy gravity and fly with the maximum speed of 20km/h.
Health
Every PC has three HP. With all three HP you are unharmed and fit.
If you lose one HP you are lightly wounded.
If you lose two HP you have medium wounds.
If you lose three HP you have heavy wounds and you get -1 to all throws
Normal weapons destroy one HP while heavy weapons do two. Explosives cause usually instant deaths as well as car crashes and the like.
Character Creation
1.Choose a name
2.Create a background story for your character and what he did before he was abducted; ~200-300 words
3.Choose two Myths
4.Distribute your 5 JP
5.Roll a d6 to see on what continent you land, where exactly on the continent is up to you
1 – Europe
2 – North America
3 – South America
4 – Australia
5 – Africa
6 – Asia
There have to be at least 500km between two players when at least one of them teleports down to Earth.
In A Nutshell
To put it simply, this game is about killing people in the most hilarious way. It's sadistic and amoral.
Although you can team up with other players against stronger opponents; backstabbing is encouraged.
Furthermore, two simple principles you should follow:
1.The main object is to have fun. Don't take it personal when a player betrays or kill you.
2.Seperate your knowledge from character knowledge.