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2 yrs ago
Current I do not "brainrot". I brainferment so my brain will become even smoother and even more potent than before in its smoothness.
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2 yrs ago
I live. I die. I live again!
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4 yrs ago
I was gone for a lot longer than I thought >.>"
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4 yrs ago
Sorry for my absence! A Volunteering position suddenly turned into a Volunteer Leadership position I was not expecting at all so things have been hectic.
4 likes
4 yrs ago
Look at you posers, having to bang dragons or sell your soul for magic when you could just play a lute for some. Anyways, here's Wonderwall. - Bards
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DEV LOG: CLASSES AND STATS

Following in the footsteps of the Guild 2, there will be four classes based upon the four professions in the game: Agronomist (Patron), Industrialist (Craftsmen), Savant (Scholar) and Outcast (Rogue).

AGRONOMIST: "Foodstuffs is rarely seen as prestigious, but all the prestige in the world matters little when you're starving."

The Agronomist is the class concerned with foodstuffs and is a major pillar of civilization. It is a low risk, low reward class where you don't make much money per building but you have a high chance of succeeding your Profit Chance rolls.

Profit Chance: 60 | Profit Margin: d6

Special Action: Sampling - Catering, donations, party supply, Sampling is when you give some of your produce to others in the hopes that they'll come back for more in the future. For 10% of your total wealth, you will get a bonus 25% to your Profit Margin roll on the next turn plus Influence equal to your Reputation Stat x 10.

IE: Bob the Agronomist decided he wants to preform the Sampling Action. At the end of his turn, he spends 10% of his 100k Total Wealth (10k) to cater or donate or some shit. Next turn, he rolls a 4 on his Profit Margin which gets bumped up to 5 because he preformed the Sampling action last turn. In addition, since his Reputation Stat is a 3, he will get 30 Influence from the action



INDUSTRIALIST: "The beating heart of industry is what builds cities, ships, products and equipment for the Empire!"

The Industrialist is concerned with raw resources and its refinement into other resources or finished products. This is represented by their high risk, high reward style where you can potentially make the most money out of any other class right out of the gate but you also the greatest chance to fail your Profit Chance roll.

Profit Chance: 40 | Profit Margin: d10

Special Action: Arm Self- Its dangerous in space and sometimes a good gun or solid armor is all that protects you from the void. And nothing is safer than something you make yourself. In exchange for making no money, you gain both a Security and an Attack bonus of 10.



SAVANT: "Money is all well and good, but having a sharp mind and an even sharper wit can get you places money can't."

The Savant is the nerdy, erudite type who also happens to have a good deal of social grace. Whether it be being the belle of the ball or rousing zeal into a religious crowd. They rely heavily on their Reputation stat as it stands for their Charisma to augment the fact they have the smallest possible base Profit Margin roll. They excel in Influencing the world around them to better themselves.

Profit Chance: 75 | Profit Margin: d4 + Reputation

Special Action: Oration- Giving speeches, preforming religious sermons, selling snake oil, the gregarious Savant is never at a short for words to spout and people to entrance. You make a second Profit Chance roll but at your Reputation Stat x 20. If you pass, you get an additional d4 Profit Margin to roll and half of that becomes bonus Influence.

IE: Mary the Savant decides to preform the Oration Action. She has a Reputation Stat of 3 and thus must make a roll of below 60 (Reputation 3 x 20). She makes it with a 34 and now rolls a d4, resulting in a 2. She then gets 10 Influence as a bonus.



OUTCAST: "Being rejected by society can be a death penalty for many. But cunning souls realize that they no longer need to play by society's rules once exiled."

The Outcast is perhaps the most unique class as it does not have Profit Chance and Profit Margin rolls. Instead they solely rely on Actions and other Classes to make wealth. Elusive at heart, they must rely on being able to slip back into the shadows or have accusations roll off their oily hides as much of their business revolves around harming others and directly targeting other players. A good Outcast should find a balance between how much they should attack others less they incur their wraith.

Profit Chance: N/A | Profit Margin:N/A

Special Action: Wayaly- Banditry and Pirating are professions older than time, hardly the most righteous but you get all the results of working without doing any of it yourself. You pick a target and you steal 25% of the wealth they earn next turn, provided they even make wealth.

IE: Chad the Outcast targets Jimmy the Industrialist with Waylay. Jimmy gets lucky and rolls a 10, netting him 10k Credits. However,
because Chad targeted Jimmy, Jimmy will only get 7.5k while Chad gets 2.5k and presumably calls Jimmy a nerd or something.

Special Action: Grovel- Begging is an easy way to make a quick buck if you put on a convincing enough show. If you're lucky, you can even pickpocket someone! The closest thing the Outcast has to a normal way or earning money, they make a Profit Chance roll at 60 and have a Profit Margin of d4.

Special Action: Extort- Protection Rackets, the grown up version of school yard bullying only a lot more violent. You pick a target and demand money from them which you can set. Alternatively you could demand 1/4 of the money they will make next turn. If they accept, they will pay you that much but you may not outwardly attack them for 4 turns. Should they refuse however, you will be given a +10 Attack bonus against them for one turn.


Now for Stats, there are simply three of: Reputation, Elusiveness and Cunning.

REPUTATION is essentially Charisma and is used mostly to get a resource called Influence, used to call in favors to get boons or even alter roles.
ELUSIVENESS is basically Dexterity and its main usage is getting away with illegal actions as well as a few combat related states (possibly).
CUNNING is almost like a Strength or Intelligence stat but its main use is in business and getting money (affecting your Profit Chance and Margin). Its main draw is that for every point in Cunning you take, you can subtract 5 to Profit Chance rolls.

The game system is expanding folks, and the world is building. Again, I will only be able to take in a certain number of players given the fact I have to keep track of stats. Next time I'll share the wonders of Influence, Security and Attack along with Building Tiers and Steps. Please do direct any questions, comments, concerns etc to me. Have a nice day.
Dev Log Time: Profit Chance and Profit Margin

As of right now this is the system I have in place to make money: Profit Chance and Profit Margin.

Profit Chance will have you/me roll a d100. If you get a number below your class's Profit Chance, you will make money that turn as a sign of good business. Go over that threshold and something has gone awry and you make no money that turn.

IE: It is Jimmy the Industrialist's turn and he rolls a 56. However, the Industrialist's Profit Chance is 40 and because he got a number higher than that (56), he makes no money this turn.

Each class will have their own Profit Chance. Note that you cannot loose money just by this action but at the same time you do not gain any massive bonus if you roll really low like a 1.

Profit Margin is taken into account only if you suceed in your Profit Chance roll and determines how much money you make exactly measured in thousands. Each class has their own Profit Margin representing how profitable their endevours could be.

IE: Jimmy the Industrialist rolls a 20 on his turn and because that is lower than his Profit Chance of 40, he rolls for Profit Margin.
The Industrialist class has a Profit Margin roll of d10 meaning he can at most make 10,000 credits and at worse make 1,000 credits.


Note that certain actions and events can affect both Profit Chance and Profit Margins (of which I will get into later). The next Dev Log will likely be on Classes and Stats. Hopefully this system is easy to follow as of now. If you have questions, concerns or comments, please do mention me.
This seems to be more than enough people for a start. Everyone will be glad to know that I've decided on a system and working on fleshing it out and balancing. As of right now, it takes heavily from the Dark Heresy system in a way. I will explain it in due time.

Also, important note, given that I am going to be using stats, I will only be accepting a certain number of players. The plus side is that the Character creation itself is going to be a short task if you provide only the bare minimum information needed. You will get bonus brownie points if you fluff it up a little however.
After buying and playing liberal amounts of the Guild 2 Renaissance, I've decided to take a shot at making an RP again, loosely basing it on the concept from an older NRP I did, INCORPORATED.

I'm still going through the planning stages of it all and would appreciate help but lemme tell y'all what I'm thinking as of right now.

Its the far future where mankind has spread its wings across the galaxy under the ever watchful and occasionally benevolent eye of the Grand Solar Empire of Man. Of course, not everything is well in the Empire and so you have all manners of terrible shit going down because it turns out the Grand Empire isn't quite as good at doing its job than it would like everyone to think it is. TL;DR = Its basically a 40k-like setting without Warpy shenanigans and weird ass religions, basically just the neo-medieval scifi galactic dystonia bit.

In some sectors of Imperial space, official Imperial control has loosened to the point that for the people living on the frontier or forgotten sectors, direct rule from Earth is no longer a real concern to them in all but the most abstract of ways. Out in those parts there's only two things that determine a ruler's legitimacy is power and money. As such merchant families, interstellar clans, corporations, cartel gangs and guilds have swooped in to fill the void of power. TL;DR 2.0 = Its basically the Guild 2 but in space.

The current idea would be for players to pick a "specialization" not unlike the class in the Guild 2 and try to gain power by either occupying government offices or by brutally murdering everyone else; either way works and both can be surprisingly messy and dirty. I'm still deciding on if there should be actual stats for everything or limited dice rolls and just trusting that not everyone is going to power and meta game like hell. As GM I will be trying to find some way to keep the RP in a consistent focus and not just letting it be a complete sandbox where no one knows wtf to do.

TL;DR 3.0 = Its a neo-medieval sci fi Guild 2 with light 40k inspiration and other memes and I'm still trying to organize everything into something mildly enjoyable and entertaining.

Anyone interested perchance?
[INCOHERENT ELDRITCH SCREECHING]
@VoiD Damn this looks interesting.

Would you be adverse to me playing an ambitious but shamed noble son who is trying to regain his status by any means necessary and is in all ways a bit of a dick; basically acting something like the token jerkass/lesser internal antagonist.
@Traps This is going to sounds elitist, but you should honestly participate in a few NRPs first and get a feel for things before even trying to GM. Your idea seems quite ambitious but your limited post shows that you have only a little idea of how NRPs work on the Guild.
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The sun rose as the light gently filtered through the silk stocking curtains of the Lord Merchant's bed chambers, flooding the floor with a haze of rose pink and snow white light. A sole butler walked in and lifted the veils to let the pure sun into the room and thus the Lord Merchant's eyes. As the Lord Merchant and his wife rose from their sheets, a pair of maids wheeled in a cart with covered plates and bowls.

"Today's breakfast will be-be of splint-roasted baby fish and a sweet-sweet herb salad. Served with-with is grain toast or biscuit." as the butlerat announced the morning's meal, the maids lifted the silver covers off the plates on the cart, revealing beautifully cook minnows with glimmering herbs, freshly picked from the estate's own gardens, "Your tea for today is a Lipton Black scented with orange, imported from far-far Rathay."

With delicate hands, the maids brought out small tables and placed it in the laps of Lord Merchant Lokier Swiftsilver and his wife and placed their dishes on the finely carved wooden tables. A goblet of fine spirits had been placed on each of the night tables besides the lord and lady, Lokier preferred a hearty, stout ale with his meals while his wife enjoyed a sweet red wine, most often made of fruit imported from Spartsia. Both the Lord and the Lady offer their first bites to the maids to make sure they were not poisoned before lifting their own forks and knives and eating with small, dignified bites.

"In the morning, there will be a council meeting for Lord Swiftsilver regarding expiditions to Rathay. Lady Skyjewel and Lady Redsoul will also be arriving with their children for the scheduled tea party with Lady Swiftsilver." The butlerat listed off the day's activities as the maids cleaned up the remains of the Swiftsilver's breakfast and brought out various fancy garmets for the two to wear. "Midday, Lord Swiftsilver has been requested to meet with Commander Grismaine Tailbiter of the House Ritter Guard. That is all that is planned for today milords."


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The beat of crudely fashioned drums filled the air, in a marching beat. A song emerged from the mouth of every soldier in the caravan, as they used toy cars lashed together to wheel around goods. Each rat was dressed in the standard uniform, a Rattio Segmenta, a form of armor made out of sporting goods equipment, and carried a heavy-looking shield painted with the logo of the empire.

Further, a small shortsword sat in a sheath, one of the fancier weapons available to them. Crudely fashioned Raliums, throwing spears, dangled at their hips. Atop a ferret, in the middle of the caravan, sat the caravan master, clearly an Raptio, an officer within the Legions of Spartsion. They were on their way to the docks of a nearby settlement, to charter a vessel to take them to Origilio.

Surrounded by sea, the only way in to Origlio proper was through its docks, ferried upon by ships to the main island. It was no surprise of course that dozens of coastal villages and docks ahd sprung up and that the most important of these had become major trade hubs in their own rights.

As the Spartsion caravan reached such a hub, a group of pikerats in finely wrought armor carrying long, decoarted lances walked up to them and asked for their names and purpose, standard formality for traders. Their considerably more ornate and standardized equipment compared to some of their comrades marked them out as a Household Retinue of one of the Merchant Clans of Origlio who were as used to fighting each other as they were with bandits or dealing with paper work, "Welcome to the Most Serene Ratpublic of Origlio, please state your name, purpose and origins by decree of the Merchant Lord Lokier Swiftsilver."

The drums stopped as the caravan halted, the caravan master slowly riding up. He spoke out, clearly, "We are a caravan from the Spartsion Empire, bringing wines and grapes by the request of the Merchant Clans. I am Raptio Decisis, of Legion Gardania. Our passage is already paid for. I understand that we may charter any of the ships in dock to take us to the capital?"

"Should figured it was Spartisians by the drums and flags," the pikerat muttered under his breath with a hint of awe, "Alright! Let them through! Bookie, did you get all of that?" A Small confidently slammed his log shut and gave a thumbs up who in turn nodded to a guard manning a bolt-thrower tower.

"If you would, there is a Ironback waiting for your caravan at Dock 4 to take you to the mainland. Have a good day sir and fair fortunes." the pikerat gave a casual salute before marching off with the rest of his patrol.

The rat on the ferret nodded, and once the salute was given, yelled out to his caravan, "Classus, bear rites!" and with that, each rat stood up onto their backlegs, placing their free, non-shielded hand over their heart with their fists closed. Then, they brought it out, holding it at an angle in front of them. After that was done, they dropped back to all-fours and moved on.

They marched without drums as they entered the settlement, to avoid scaring the locals, but they displayed Legio III banners proudly as they began singing their marching song again. They made their way to Dock 4, bypassing throngs of locals. Once in sight, the marching song was ordered ceased while the Raptio searched for the Ironback.

Once found, he asked, "Are you our chartered vessel for the ride to the mainland?"

"Aye sir, me and old Balgrund were commissioned to ferry ye by Prince Groval." the rat gazed at the banners of the foreigners, "And speak of the Creators, there he is now."

"Mister Decisis! Mister Decisis!" a rather jolly if not portly rat dashed his way downs the docks, covered in expensive fabrics and jewelry in an effort to flaunt as much wealth as he could to anyone who happened to look his way, "Ahh I have been waiting for you-you for long time! I worry you would be lost-lost on trail!."

Clambering on to the the Ironback, Prince Groval whistled to a gaggle of dock workers who were behind him to help load the caravan's goods on to the Ironback's howda and the raft if towed behind, all while invite Raptio Decisis to sit next to him, "My friend! your journey must be long-long! Here, some brew for your throat!." Unveiling an ornate flask from somewhere beneth his flowing robes, Groval offered it to the caravan master, "Its a rich, fruity ale, quite the local favorite and one of my kinsmen owns a brewery so I get some of the good stuff hehe."

The caravan master gratefully accepted the drink, taking a swig with thanks as he recounted his story, telling of a tale of a road particularly infested with skulkers. He made sure to bolster his ego by reminding the prince that the skulkers were no match for a man of the Gardanian Legion. Then, he embellished his story with a second reminder that no matter the dangers, the men of the Legions could be trusted to complete their task.

"... Perhaps some day, once I have completed my tour of duty in Legion Gardania, I could come as an advisor for your military affairs. Make your household guard feared throughout the land, just like a legionary of Spartsion," he finished as he handed back the flask.

"Oh that would be wonderful! Such a brave-brave rat like you could do well in Origlio! Exprienced soldiers and commanders are always in high-high demands by the Merchant Clans for their own retinues. But if you would, come to me first-first." Groval gave a heartly chuckle as he called down at the Ironback and its rider, "How much longer until we arrive?"

"Thou needs not worry thineself milord." the Ironback spoke slowly but eloquantly as if to make every syllable count, "Shan't be long fore we reach the shores of home."

Chuckling once more, the Prince went back to reclining on the chair, discretly measuring Raptio to see if he would really be worthy of the praise he just gave, "Good friend, how is your cargo? I hope that it made it through in one piece with all the skulkers and stinkers and what have you."

Decisis was by all means a worthy rat for his position -- the legions were an entirely different culture from the statehouses. Only the upper echelons of the ranks were promoted based on social standing. In the lower ranks, like a Raptio, skill was everything. Decisis responded leisurely, saying, "It all made it through. Not a single stinking mouth or grubby paw touched the goods. We pride ourselves on our ability to defend our cargo," he paused, before saying, "after all, my men are legionaries of Gardania. The best defenders this mall has to offer."

"Ahh good-good!" Groval was noticbly more chipper as the Ironback arrived in Origlio. The city unveiled itself as a towering complex of platorms, elevators and levels looking less like a kingdom and more like a massive tower that reached into the ceiling as huge gears crancked and ticked, filling the air with a constant undertone of machinery and cog work. Gold was abundent as was fine artwork, clear signs of patronage by the Merchant Clans. No where else in the mall could a rat ever find something like this, something like Origlio, the City of Clockwork.

"Ohh! Careful now, don't-don't drop that m'boy!" Groval scolded a laborer as he off loaded the goods, "Now, my Decisis! Your meats should be waiting for you, just let me call them over. Fish, Small, I even pulled a string to get you some Worm meat! Very expensive but highly prized here! Take it as a token of friendship yes-yes!"

Of course, the worm meat wasn't as much as just a token, but a seed of a favor that Groval hoped to cultivate to exploit at a later date. External connection in Origlio were sometimes just as important as internal ones.

Decisus nodded once again, allowing his men to get onto the dock. He then said, "We appreciate the gesture greatly, Prince. I'm sure it will be looked upon favorably by the Caesar. Now, my men are weary from the march and the combat to defend the caravan, mayhaps there is lodging we may quarter for the night before we depart?"

"Oh of course, of course! I have some spare quarters in my villa for your personal use, your men can stay at an inn I recently acquired. Very-very good inn, clean and warm and plenty of open rooms! Food and wine is on me friend-friend! Just don't eat too much heh."

Burpleberry Supreme
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