Phoenix merc company. (Novice GM, 4 slots)

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Crusor_Peter45
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Joined: Wed May 22, 2019 8:54 am

Phoenix merc company. (Novice GM, 4 slots)

Post by Crusor_Peter45 »

I am interested in practicing gming while also working on the lore for a home brew setting (possibly official in the future -crosses fingers-)

Thus why not two birds with one stone? And so here we are.

Setting grossly oversimplified is a volcano sent up so much ash into the atmosphere society broke down, and is now trying to rebuild it’s self. However of course there’s conflict in doing so which is where you all will come in. You all are going to be a team of mercenaries a few generations after the fall of civilization as they make their way from job to job in this harsh, cold, and unforgiving world.

Notes: no slots yet filled, SWADE, novice GM, and most importantly we have cookies

Setting not oversimplified:

Event one: the big blast
In the year 2093 a large supervolcano erupted and sent incredible amounts of volcanic ash and dust into the atmosphere of the planet. It was in such large quantities it would collect in large slow moving clouds that would block out the sun out for years. The total time it took for the clouds to finally settle and disperse was close to 10 years. However in that time it drastically affected the climate of the world. It had redirected the prevailing winds of North America which prevented the warm air of the equator from being able to supply the United States and Canada with warm fronts. This changed the entire climate into a much colder place. It did remove tornado alley which was the one good thing to come from this.

Phase one: the era of the electric war
During the initial years of the after effect of the blast the world struggled to maintain order. A corporation by the name of Elaine and sons electric incorporated, decided to take advantage of the chaos to either highjack or sabotage power plants across North America. The military already overwhelmed with the social unrest was unable to do anything to prevent this. The government was powerless as it was disassembled by the dissatisfied public. There are those who also believed that Elaine and Sons had orchestrated the riots that had put the last nails in the government’s coffin. Thus the corporation was free to rule North America through its monopoly of electricity. Or so they thought, a civilian resistance quickly rose to contest control of the nation under a single banner.

What was left of the military meanwhile was too busy attempting to regroup and reorganize to more effectively reestablish order.

After aproximantly 2 years they were finally organize enough to wage war against both the rebellion and the corporation until all parties finally decide to sign a peace treaty.

Under this treaty smaller counties begin to develop on their own due to none of the three groups having the means to actually govern over the various territories under their control. Despite this they continue to maintain power and three groups with the biggest sticks to swing around are still the decedents of the rebellion, the corporation, and the former US military.
Last edited by Crusor_Peter45 on Tue Sep 24, 2019 8:33 am, edited 1 time in total.
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Ndreare
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Re: Phoenix merc company. (Novice GM, 4 slots)

Post by Ndreare »

Any special setting rules players would need to know?

Also did you contact @Venatus Vinco about GM guidelines yet?
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
Crusor_Peter45
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Re: Phoenix merc company. (Novice GM, 4 slots)

Post by Crusor_Peter45 »

RFT wrote: Mon Sep 16, 2019 10:52 am Any special setting rules players would need to know?

Also did you contact @Venatus Vinco about GM guidelines yet?
I spoke briefly with him yes, but not very in-depth about the guidelines

And in regards to setting rules
-races are currently limited but should hopefully be expanded in the future
-and PCs are gonna have a starting XP bonus of 10xp and then 10d100s to determine cash they made on previous merc jobs.
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KahlessNestor
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Re: Phoenix merc company. (Novice GM, 4 slots)

Post by KahlessNestor »

Is it like fantasy, or sci fi, or modern?
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8
Crusor_Peter45
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Re: Phoenix merc company. (Novice GM, 4 slots)

Post by Crusor_Peter45 »

KahlessNestor wrote: Mon Sep 23, 2019 12:40 am Is it like fantasy, or sci fi, or modern?
Post apocalypse scifi. I’m currently working on the lore entry
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Brokner Jacobi
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Re: Phoenix merc company. (Novice GM, 4 slots)

Post by Brokner Jacobi »

I may be interested. Depends on what kind of cookies you got? Lol. seriously, I am interested. I have 2 chars to chose from.... my dwarf mystic or my dog.boy headhunter

Dwarf mystic is rasputin
Dog boy is fat joey
Crusor_Peter45
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Re: Phoenix merc company. (Novice GM, 4 slots)

Post by Crusor_Peter45 »

Brokner Jacobi wrote: Sun Nov 03, 2019 7:25 pm I may be interested. Depends on what kind of cookies you got? Lol. seriously, I am interested. I have 2 chars to chose from.... my dwarf mystic or my dog.boy headhunter

Dwarf mystic is rasputin
Dog boy is fat joey
Sorry, I thought no one was interested and kind of gave up on the campaign. I know this is a very late response but I felt like I should say something regardless
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Brokner Jacobi
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Re: Phoenix merc company. (Novice GM, 4 slots)

Post by Brokner Jacobi »

regardless, i am still interested. if you get this off the ground, message me
Crusor_Peter45
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Re: Phoenix merc company. (Novice GM, 4 slots)

Post by Crusor_Peter45 »

Brokner Jacobi wrote: Wed Feb 19, 2020 12:26 pm regardless, i am still interested. if you get this off the ground, message me
Roger.
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