Warning: preg_replace(): The /e modifier is deprecated, use preg_replace_callback instead in ..../includes/class_bbcode.php on line 2958
Triumphant!
Recent Chat Activity (Main Lobby)
Join Chat

Loading Chat Log...

Prefer not to see ads? Become a Community Supporter.
Page 1 of 8 12345 ... LastLast
Results 1 to 15 of 108

  Click here to go to the first special guest post in this thread.   Thread: Triumphant!

Hybrid View

  1. #1
    Join Date
    Jul 2009
    Location
    Glevum
    Posts
    502
    Downloads
    7
    Uploads
    3

    Triumphant!

    As it now has a new title, I thought I'd start this new thread. Here is the way I'm going with dealing with character advancement. I'm not sure whether I've seen anything exactly like this anywhere before, but I'm sure someone out there will tell me: DOWNTIME
    Downtime isthe period between adventures. The time is fluid Ė whatever suits the campaignstyle and what is happening at the time. Itís also a time for the GM and playersto do a bit of book-keeping, to make sure their character sheets are upstraight and so on. Generally allow players to choose 1-2 things that they willbe doing in their downtime. Stuff characters can do in downtime:

    Personal

    • Media Work
    • Finances
    • Rest/Recovery
    • Visit Dependents
    • Visit Therapist


    Training

    • Solo
    • Team


    R&D

    • Design/Build Devices
    • Improvements to HQ
    • Investigation


    Media Work
    This meansyou are making a TV appearance, or at a convention or some other publicfunction. If you arenít already famous, you gain the famous benefit for thenext adventure. If you are already famous you can take the rich benefit for thenext adventure. If you are misunderstood by the authorities, you can buy thisoff for the next adventure.

    Finances
    This meansyou are sorting out your accounts; it might involve a visit with your bank manager,accountant, boss or the taxman. If you have the broke drawback, you can buythis off for the next adventure. If you arenít already rich you may add therich benefit for the next adventure. If you are already rich, you have people thatdo all of this stuff for you.

    Rest/Recovery
    If you werebadly injured (all conditions down to zero) in the last adventure, you willneed to spend your downtime recuperating.

    Visit Dependents
    If you havethe drawback of someone needs me, you can spend some of your downtime visitingthem; take them out for the day, visit the ball game or museum Ė anything theylike doing. This buys off the drawback for the next adventure.

    Visit Therapist
    If you haveany psychological drawbacks (flashbacks, fear etc) you can buy these off forthe next adventure with a bit of psychoanalysis.

    Solo Training
    With avisit to the gym and putting in the hours, you can hone your physical fitnessand practice your own skills. Train for three (this is adjustable by the GM ifhe wants faster or slower advancement) downtimes in a row on the same thing andyou receive a die bump to a condition, skill or power.


    TeamTraining
    This isworking on your groupís team skills and provided the team work on this duringtheir downtime, they receive the additional benefits of teamwork (see combat) forthe next session.

    Design/BuildDevices
    Gadgeteerscan user their time to invent new gadgets, battle suits, weapons, vehicles etc.This usually takes more than one period of downtime.

    Investigation

  2. #2
    Join Date
    Apr 2010
    Location
    Gresham
    Posts
    231
    Downloads
    0
    Uploads
    0
    This looks really good Simon. Very detailed; more so than I recall any other game covering.
    The Soultaker Studios Blog: http://soultakerstudios.blogspot.com/

  3. #3
    Join Date
    Jul 2009
    Location
    Glevum
    Posts
    502
    Downloads
    7
    Uploads
    3
    I've been having further thoughts about the title of the game. I'm wondering whether Triumphant is right or not. Some options I tried are completely out by virtue of already belonging to DC or Marvel or because there is already a rpg with the same or similar name. So these are some titles I had considered (which is best?):
    1. Powers & Paragons
    2. Heroic
    3. Superiors
    4. Exemplars
    5. Uniques
    6. Triumphant

  4. #4
    Join Date
    Apr 2013
    Location
    Louisville
    Posts
    2
    Downloads
    0
    Uploads
    0
    At least you are checking. A surprising number of RPG designers -even big publishers- choose the name of their games in a vacuum. So we end up with multiple RPGs named "Legend" or "Legends," or with a samurai RPG that has the same name as a racist skinhead group. It's tough because so many good names are already taken.

    If I google "Heroic RPG," I get a bunch of results for "Marvel Heroic Roleplaying."

    The subject of "Triumphant" is not immediately apparent from the title, but the name sounds cool and googling it doesn't render any red flags.

  5. #5
    Join Date
    Jul 2009
    Location
    Glevum
    Posts
    502
    Downloads
    7
    Uploads
    3
    Quote Originally Posted by AB+ View Post
    At least you are checking. A surprising number of RPG designers -even big publishers- choose the name of their games in a vacuum. So we end up with multiple RPGs named "Legend" or "Legends," or with a samurai RPG that has the same name as a racist skinhead group. It's tough because so many good names are already taken.

    If I google "Heroic RPG," I get a bunch of results for "Marvel Heroic Roleplaying."

    The subject of "Triumphant" is not immediately apparent from the title, but the name sounds cool and googling it doesn't render any red flags.
    Yeah, it's been a right pain - every time I came up with what I thought was a good title it was blown out of the water. I liked Heroic, buit wasn't sure for exactly the same reason you found. Triumphant would actually have the tag line of "The Super Heroic RPG" so it might be a bit more apparent from that. And, as you say, it does sound cool.

  6. #6
    Join Date
    Mar 2007
    Location
    West Jordan
    Posts
    5,273
    Blog Entries
    41
    Downloads
    2
    Uploads
    0
    i have the same problem with the gametable software i'm more or less in charge of. it has been called gametable ever since conception, but another site, commercial, uses "game table online" or GTO (which ironically is in and of itself a manga title long before they started using it). sadly they beat us by a short amount of time, so we are now having to rename. and nothing seems to fit or work or hasn't already been taken.

    in any case, triumphant has a nice ring. you could also have a secondary tag line of "who will be triumphant?"
    nijineko the gm: AG16, CoS. nijineko the player: AtG, RttToH; . The Journal of Tala'elowar Kiyiik! .
    CrystalBallLite: the best dice roller on the planet! . nijineko the archivist: the 3.x archive

  7. #7
    Join Date
    Jul 2009
    Location
    Glevum
    Posts
    502
    Downloads
    7
    Uploads
    3
    Here's a combat example:Exampleof combat
    Hemlockand his team-mate Haymaker are out on patrol in downtown Sovereign City whenthey come across the super-villain Iron Mask and a bunch of his cronies (10 inall) robbing Sovereign City Savings & Investment Bank. Iron Mask had set alookout for just this eventuality, so the bad-guys are not surprised whenHemlock and Haymaker catch them at their villainy.

    Firstround
    Theplayers roll their athleticism – Hemlock gets 2 on his D4 and Haymaker gets 6on his D6. The GM rolls D4 for Iron Mask and gets 3 and for the minions, she gets1. The priority order is Haymaker, Iron Mask, Hemlock and, last of all, theminions.

    Haymakerdecides to clear the minions out of the way for Hemlock to take down Iron Mask.Haymaker goes in with his best attack – super strength. He rushes the minionstrying to bowl them over like a charging bull. He also decides to throw in atriumph die. The minions (classed as goons) decide to use athleticism to avoidthe bull-rush (although this proves to be irrelevant). Haymaker rolls a 5 onhis D8. The triumph die comes up 1 which being odd means Haymaker can chooseone of the triumph options. He chooses minion takedown, meaning that five goonsare taken straight out of the fight. The player describes how Haymaker wadesin, crashing into the goons scattering their bodies like ten-pins.

    Nextto act is Iron Mask. Seeing that Haymaker is occupied (at least for a shortwhile longer) and that Hemlock seems to be preparing to do something, Iron Masklaunches a mind blast at Hemlock. Hemlock’s options are limited against this typeof attack, and he is forced to use his ego. But at least his ego is good. IronMask rolls a 3 and Hemlock gets a 9 easily withstanding the mental assault.

    Hemlocknow gets to do something and checks his options. He decides to try to magic upa fiery blast of D8 from his staff and aims it at Iron Mask. Iron Mask seessomething coming and chooses telekinesis to defend with. Hemlock rolls D10 toconjure the pyrokinesis power, requiring at least a 5 as it is a moderatedifficulty. He rolls exactly 5, so the spell works and he zaps Iron Mask with aburst of flame, rolling a 6 on his D8. Iron Mask sees the fire bursting fromthe staff and stares at some of the goons lying unconscious on the floor,raising his eyes so that they lift up into the path of the magic flame. Herolls a D8 for telekinesis and gets a 6! The flames incinerate the alreadydefeated goons but don’t reach the villain. Hemlock is distraught – he’s friedsome criminals in his haste to prevent Iron Mask getting away with the bank’smoney.

    Lastto act in this round are Iron Mask’s remaining five minions. Three of them gangup, meaning that they receive a die bump from D4 to D6 on their fighting skill.They strike back at Haymaker, who decides to defend using his own fightingskill. The minions get a 5 whilstHaymaker only gets a 4. The goons somehow caught Haymaker by surprise andmanaged to hurt him. Haymaker is pissed that he let a bunch of goons catch himout and applies the damage to his ego, reducing it from D4 to D3.

    Thenext two minions pull their guns and one shoots at Haymaker whilst the othertakes a pop at Hemlock. Haymaker uses his health to defend and Hemlock relieson his mobility. Minion 1 rolls a 2 and Haymaker rolls a 3. He shrugs off thegraze the bullet made as if it were nothing; he’s feeling a little better now.Meanwhile minion 2 rolls a 4, which is his best shot. Hemlock gets only 3,which means the bullet hits him causing some damage. Hemlock decides the shothit him in the leg, slowing him down and takes the damage to his mobility,reducing it from D6 to D4.

    Secondround
    Theplayers roll athleticism again, to determine priority. This time, Hemlock getsa 1, Haymaker 3, Iron Mask 1 and the minions 4. Flush with their success, thegroup of minions continues to gang up on Haymaker and declare their attack.Haymaker uses his skill at fighting to block their attacks and shove them away.The minions pile in, getting 4. Haymaker gets 2 on his D6 – he is beginning tosuffer under their onslaught and elects to split the damage between his healthand mobility, reducing them to D6 and D4 respectively.

    Theremaining 2 minions decide that Haymaker looks like he’s got his hands full andboth switch to shooting at Hemlock, to try to prevent him from being able toincinerate any more of their friends. Hemlock decides to get a bit inventive toget himself out of trouble and uses illusions as his first defence and healthwith a triumph die for his second defence. The first minion takes aim and rolls4. The illusion is good as Hemlock gets a 5. He creates the illusion of one ofthe incinerated goons getting up and stumbling in front of one the minion,putting him off his aim. The second minion gets a 2 and Hemlocks health roll of5 is enough to ignore the shot as the bullet grazes his arm doing no real harm.Lucky, because the triumph die came up on 6, which being even just goes backinto Hemlock’s pool.

    Haymakergets to act next and decides he’s had enough of this; he uses super strengthand a triumph die to rip up the nearby parking meter and swat the goons off himlike flies. His D8 comes up 7 and the triumph die is a 3. Haymaker choosesminion takedown again – this time he takes out the three that are annoying himand they go flying into the two shooting at Hemlock finishing all 5 of themoff. If there were two more minions they’d be down and out too.

    Lastto act are both Hemlock and Iron Mask. They have equal priority and both haveathleticism D4 so they are pretty much evenly matched. They roll theirathleticism again – this time Hemlock gets 4 and Iron Mask gets 3. Hemlock justbeats him to it, so he decides to cast another spell – this time he goes forstretching powers (intending to reach out and smash the villain with hisstaff). Iron Mask is uncertain how to defend himself, but goes for mind control,reasoning that as a defence, he could use it to project a slight moment ofuncertainty into Hemlock’s mind, which isn’t enough to take over his thoughtsbut might just be enough to put him off his attack. The GM also opts to roll avillainy die for Iron Mask, seeing as how the fight seems to be going badly.

    Hemlockwants a D10 stretching power, so he needs to roll 6 or more as the spell is challengingin difficulty. He gets 7 and the spell works! Hemlock stretches out his armover the top of the goons he incinerated earlier and swipes at Iron Mask,rolling another 7 on his roll to attack. Iron Mask rolls D8 for his defence andgets an 8! Somehow, the power of his mind overcame the magical powers ofHemlock, just sufficiently to make Hemlock blink and miss his aim. Not onlythat, but Iron Mask succeeded with his villainy die and reasons that the bankstaff and customers are fleeing past in panic due to someone at the backshouting “fire” (having smelled the goons burning). Using the “escape route”option, he uses the distraction to slip off his mask and merge with thepanicking crowd as they flee to safety. He then dodges down a back-alley to awaiting vehicle that whisks him away to fight another day.

    Hemlock and Haymakerare left in the carnage scratching their heads as to how Iron Mask gave themthe slip. Still, they foiled the robbery and dealt with all of the bank robbersexcept the leader. As the police, ambulances and media arrive they have otherdecisions to make. Do they disappear themselves and leave it for the emergencyservices or do they talk to the police and the press and risk bringingattention to themselves? What about the incinerated crooks –that won’t go downto well with the “vigilante haters” of Sovereign City’s liberal brigade.

  8. #8
    Join Date
    Mar 2007
    Location
    West Jordan
    Posts
    5,273
    Blog Entries
    41
    Downloads
    2
    Uploads
    0
    some interesting options there, i like how damage can be spread among characteristics which in turn can represent differing kinds of damage and incapacitation organically without resorting to additional metrics, stats, or frameworks.
    nijineko the gm: AG16, CoS. nijineko the player: AtG, RttToH; . The Journal of Tala'elowar Kiyiik! .
    CrystalBallLite: the best dice roller on the planet! . nijineko the archivist: the 3.x archive

  9. #9
    Join Date
    Jul 2009
    Location
    Glevum
    Posts
    502
    Downloads
    7
    Uploads
    3
    SuperiorID: Bayou Bob/Gatorman
    MundaneID: Robert Cray
    Archetype: Slasher
    PowerLevel: “National Guardians”

    Conditions Die Type
    Ego D8
    Health D8
    Mobility D10

    Skills Dietype Specialism
    Animalhandling D6
    Perception D6 D8hearing
    Survival D6 D8trapping
    Vehicles D6
    Watercraft D6

    Powers Die Type Enhancements/Limitations
    AstralTravel D6 Only at night
    FastHealing D8
    LifeSupport D8 Water breathing only
    NaturalWeapons D10
    PowerSense D8
    SuperStrength D10

    Benefits
    Companion An alligator called“Swampy”
    Hideout A cabin onthe bayou
    Isthat your best shot?

    Drawbacks
    DarkSecret A death-row murderer
    PublicIdentity People know “BayouBob”
    WeirdAppearance Bob is very large (about7’), bald and has slightly scaly skin


  10. #10
    Join Date
    Aug 2012
    Location
    Aubrey
    Posts
    47
    Downloads
    0
    Uploads
    0
    Wow! This is exciting news! Obviously, this shares the design concepts of SUPERS, but with new step-dice mechanics. I can hardly wait to see where you go with this.
    "Jukeboxer"
    Gary Brown
    www.whimstorm.com

  11. #11
    Join Date
    Aug 2012
    Location
    Aubrey
    Posts
    47
    Downloads
    0
    Uploads
    0
    Hello folks. I've been happily absorbing the current draft of Triumphant for about a week and I thought it would be fun to share some things about it here. The first thing I did was roll-up a random, national-level villain. Here's what I came up with:



    AURORA (Radko Gloykov)
    Priority d10, Villainy dice: 3


    EGO d10
    HEALTH d4
    MOBILITY d10


    Radiation Control d10
    Cryokinesis d10
    Teleportation d8


    Animal Handling
    Athleticism d8 Dodge
    Intrusion d6
    Investigation d8 Finding Clues
    Perception d8 Touch, Sight
    Socializing d6
    Survival d8 Arctic
    Vehicles d6
    Streetwise d6

    Mr. Gloykov was a cold war era double-agent who was caught in 1953 and left for dead in a nuclear test zone in Siberia. When the blast occurred Gloykov was taking cover in an abandoned factory. He was knocked unconscious and his body was frozen solid in irradiant ice. Radko was finally thawed-out six decades later, grumpy, and bent on revenge against both the government that tried to kill him and the other government that disavowed him.
    "Jukeboxer"
    Gary Brown
    www.whimstorm.com

  12. #12
    Join Date
    Aug 2012
    Location
    Aubrey
    Posts
    47
    Downloads
    0
    Uploads
    0
    Next I created a Street-level character using the normal dice-building method:

    Maxim Teroskova (Federal Secret Service Agent)
    Priority d6, Triumph dice: 5


    EGO d8
    HEALTH d6
    MOBILITY d8


    SKILLS:


    Athleticism d6
    Fighting d6
    Intrusion d6
    Perception d6
    Shooting d6


    Benefit: I happen to have this
    Drawback: Socially awkward
    "Jukeboxer"
    Gary Brown
    www.whimstorm.com

  13. #13
    Join Date
    Aug 2012
    Location
    Aubrey
    Posts
    47
    Downloads
    0
    Uploads
    0
    Aurora Arrives!

    Aurora teleporting into Red Square. He is confronted by a contingent of 10 soldiers.


    Priority: Soldiers 3, Aurora 2
    Soldiers: Shooting 7 vs Cryokinesis 10
    Aurora blocks their gunfire with a shield of ice!
    Aurora: Radiation 7 (Villainy die 5) vs Mobility 3
    Minion take-down effect from villainy die.. A powerful blast of radiation fries 7 of the soldiers!


    Priority: Aurora 10, Soldiers 3
    Aurora: Cryokinesis 6 vs Mobility 3
    He explodes the ice shield, sending ice shrapnel at the remaining soldiers. This takes-out one soldier and injures another.
    Soldiers: Shooting 2 vs Teleportation 4
    Aurora disappears in a flash as bullets pelt the area!


    Now standing on a Kremlin balcony, Aurora stares-down a startled Russian federal worker and strides past him into an office area. The radioactive man walked through the federal ministerís office unopposed, as secretaries placed urgent calls to security.


    Two floors below, Federal Secret Service Agent Maxim Teroskovaís mission debriefing was just wrapping up when the general alarm sounded. He gathered a team of six security guards and headed up to meet the trouble.
    "Jukeboxer"
    Gary Brown
    www.whimstorm.com

  14. #14
    Join Date
    Aug 2012
    Location
    Aubrey
    Posts
    47
    Downloads
    0
    Uploads
    0
    Aurora paused in a wide marble hallway lined with busts of Russian dignitaries. With a blast of radiation he exploded the head George Malenkov, Minister of Defense in the mid-50s. At that moment Teraskova’s team burst into the hallway from two stair wells!


    Priority: Aurora 4, Teraskova 3, Guards 1
    Aurora: Ice blast 8 @ Guards 3, Teraskova 6 (Triumph die 1, d8 reroll was also a 1)
    5 pts of damage to the Guards. Two guards get freeze-molded to the polished stone wall! One guard rolls on the floor, his left side steaming with ice-burns!
    Teraskova takes 2 pts of damage (Ego, Mobility) His hair frosted by the grazing blast, he slammed his leg into a stone pedestal as he somersaulted away!


    Teraskova: Shooting 4 vs Athleticism 4
    The agent’s shots narrowly miss as Aurora dives away.


    Guards: Shooting 1 vs Teleportation 2
    Aurora anticipates another volley of lead for the guards and disappears just before the area is pelted.


    Priority: Aurora 9, Teraskova 2, Guards 1
    Aurora: Radiation 5 @ Teraskova, Athleticism 3 (T-die 1, d8 re-roll 2! Argh...)
    Aurora pops up behind the agent and clamps down on him with radioactive hands! (Damage 2, Ego & Health)


    Teraskova: Fighting 3 vs Cryokinesis 2
    The agent’s back-kick finds the mark, knocking Aurora against the wall! (Damage 1 Ego). Aurora creates a small ice sheet on the floor and Teraskova slides away from him.


    Guards: Fighting (Attack stance) 1 vs 5 Teleportation
    Seeing a chance to overwhelm the radioactive freak, 4 guards charge and slide as Aurora again disappears!


    Priority: Guards 4, Teraskova 3, Aurora 1 (Wow!)
    Guards: Shooting 6 vs Cryokinesis 3!
    The guards see Aurora reappear behind the agent. They yell for him to hit the deck as Aurora begins to form an ice-wall, but he’s too late! Villiany die result 4. He can’t use it! (Damage 1, Mobility) Aurora takes a grazing shot to the leg!


    Teraskova: Shooting (attack stance) 8 vs Radiation Blast 7
    The agent sees that his foe is slowed and he goes all-out with hail of 9mm fire. Aurora is forced to use a blast of radiation to throw-off Teraskova’s aim, but near shot sprays ice in his face. (Damage 1 Ego)


    Aurora: Teleportation 2 (w Villainy die 5) @ Guards-Athleticism 1
    Aurora suddenly appears behind the guards and knocks over a large mirror, taking out 2 more men! (1 healthy guard and 1 injured guard remain)


    Priority: Aurora 5, Guards 2, Teraskova 1
    Aurora: Radiation (attack stance) 6 @ Teraskova 1 (T-die was even!)
    Uh-oh! The agent is cornered and he takes a full-on blast! (Damage 5, reduces both Ego and Health to 0!)


    The two remaining guards watch in stunned silence as Aurora marched deeper into the Kremlin.
    "Jukeboxer"
    Gary Brown
    www.whimstorm.com

  15. #15
    Join Date
    Aug 2012
    Location
    Aubrey
    Posts
    47
    Downloads
    0
    Uploads
    0
    Priority probably doesn't need to be rolled every round, but I like the sense of momentum that it creates.

    If you are familiar with Supers, then you can begin to see how Triumphant shares the same core design goals. I was a bit leery of the step-die mechanics due to my aversion to Marvel Heroic and less-than-stellar experience with Savage Worlds. However, I am quickly coming around. The opposed roll approach makes the difference in die-types significant, while keeping any roll relevant.
    "Jukeboxer"
    Gary Brown
    www.whimstorm.com

Page 1 of 8 12345 ... LastLast

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •