STEAM GROUP
Luna's Menagarie of Misfit Mares LMMM
STEAM GROUP
Luna's Menagarie of Misfit Mares LMMM
4
IN-GAME
33
ONLINE
Founded
13 July, 2011
Location
United States 
Showing 11-20 of 76 entries
11
Starbound: the movie the game the boardgame the game.
----CHANGES----
•Humans have been buffed with a +2 to two skills at creation.
•Florans have poison resistance.
•Most standard melee has no stat min and heavy melee has a damage buff.
•Rifle ranged and melee damage has been significantly increased.
•Most weapons and abilities have been buffed significantly and have much lower pixel prices.
•All minimum stat requirements have been removed or lowered.
•More buffs are incoming.
•Pixels, although used wide and large as currency, will now mainly be used as experience points and the official currency of the city is now a kind of store credit despite pixels still being used on the side.
•Surge buffs are now compatable with eachother.
•Hp = armor+5+integrity+bonus
-----------------

Gameplay:
We will be running Wuna’s variant of dnd 4.0. Be familiar with the rules of dnd 4.0 or 3.5 such that you can finish your own character sheet and know how to carry out a turn.
This will be a classless game with the ability to make your own manner of class through modular load outs.
• Every player will begin the game at level 1.
• Every player has two merit points at level 1, which may be used on the merits in wuna’s CiM manual or used on custom merits that are judged by Wuna and J.R. Skellington.
•Ability modifiers to weapons are the Primary Ability.
•You may add training to 3 skills at creation.
•Base character creation is essentially the same, except starting equipment will be addressed later.
•Your Healing Surges equals your Integrity.
•You can wear whatever armor.
•idgaf about your Primary Stat.
•Base Ability distribution is 4,3,2,2 in any order.

Story: What happens when the three largest ships in the system collide and become fused together with no hope of repair? For one, help never comes because they’re all dead weight and they somehow managed to break all the broadcast equipment. That aside, this was perhaps the best thing that could have possibly happened to the system because the derelict ships split from the parent companies and became something like an artificial world. Decades later the conglomerate managed to economically overtake the companies that inadvertently created it and become a metropolis and epoch for trade in the entire sector. Unfortunately, a three party system sees to it that there’s never a year without a coup. As a well to do and business-minded employee/resident of the former human-controlled super carrier, it is your duty to fulfill the contractual obligations you have agreed to and see to the financial detriment of your company’s rivals. Step 1: Head to the office.

Rules:
1. You are expected to understand how to fill out a dnd/cim character sheet.
2. Don’t talk about fight club.
3. The dm is right.
4. Tell the dm if he is wrong.
5. If the dm is wrong and doesn’t listen to you, then the dm is right.

Races:
HUMAN [http://starbound.gamepedia.com/Human]
+1 to any two ability scores. (+2 bluff, +2 thievery, +2 insight)
Size: Medium Vision: Normal Speed: 6
•+2 to intentionally blowing up something other than a person.
•+2 to two stats at creation
•+4 to initiative rolls

FLORAN [http://starbound.gamepedia.com/Floran]
+2 Friendship, +1 Strength. (+2, Intimidate, +2 Athletics, +2 Nature)
Size: Medium Vision: Dark-vision Speed: 5
•Can heal from consuming bodies up to size: medium.
(1hp from tiny, 2hp from small, 3hp from medium)
•You resist up to your level in poison damage.
•You take your level as additional damage when harmed by fire.

HYLOTL [http://starbound.gamepedia.com/Hylotl]
+2 Friendship, +1 Knowledge, -1 Strength. (+4 Perception, +2 Diplomacy, +2 Nature)
Size: Medium Vision: Low-Light Speed: 5
•Can breathe underwater and gain +2 speed when submerged.
•May grant an ally a saving throw with your Friendship as a modifier bonus once per day.

AVIAN [http://starbound.gamepedia.com/Avian]
+2 Integrity, +1 Friendship, -1 Strength. (+4 Religion, +2 Acrobatics, +2 Stealth)
Size: Medium Vision: Normal Speed: 6
•Immune to fall damage up to a lethal distance.
(Falling does nothing unless you’re warned otherwise. This also mitigates damage from being thrown)
•Religion is based off Integrity or Knowledge.
(Whichever is higher)
•Once per day you may incorporate religious jargon into conversation to roll Religion on a Diplomacy or Intimidate roll.

APEX [http://starbound.gamepedia.com/Apex]
+2 Knowledge, +1 Strength, -1 Friendship. (+4 Arcana, +2 Heal, +2 Dungeoneering)
Size: Medium Vision: Normal Speed: 5
•Once per day you may roll twice on a roll and use the higher roll.
•You gain +2 to damage rolls when Scared.

GLITCH [http://starbound.gamepedia.com/Glitch]
+2 Strength, +1 Integrity, -1 Friendship. (+4 Athletics, +2 Endurance, +2 Thievery)
Size: Medium Vision: Normal Speed: 5
•+1 damage resistance to electricity and cold.
•Immune to poison and disease, but electricity -may- invoke Save Ends.
•Do not breathe or eat, although submerging in water for a long time may induce damage similar to suffocation.



Equipment:
Nothing’s really free. You begin character creation with 1000 Pixels. Pixels are the most widely used of three universal currencies. You must spend these credits on equipment. Equipment is more expensive outside of character creation and you may not go back to character creation to purchase more stuff once you start the game.


Knife: (COST: 50 Pixels)
Range = Melee
To Hit = 1d20 + Integrity
Damage = 1d8 + Integrity
Special: Easy as shit to get through a stealth roll

Standard Melee: (COST: 100 Pixels)
Range = Melee
To Hit = 1d20 + Integrity or Strength
Damage = 1d10 + Integrity or Strength

Heavy Melee: (COST: 300 Pixels) [Requires minimum 3 Strength]
Range = 2 squares [melee]
To Hit = 1d20 + Strength
Damage = 3d5 + Strength

Shield: (COST: 200)
Range: Melee
To Hit: 1d20 + Primary Stat
Damage = 1d4+Strength
Special: When equipped, it adds +4 damage resistance and may be equipped beside a Knife, Standard Melee, or Pistol. Use with other weapons will incur a -2 to hit.

Rifle: (COST: 100 Pixels)
Magazine = 6 shots
Range = 10 squares
To Hit = 1d20 + Primary Stat
Damage = 1d14 (2d7 melee) + Primary Stat
Special: Can be used as a melee weapon at close range if a knife is purchased

Shotgun: (COST: 150 Pixels)
Magazine = 4 shots
Range = 6 squares
To Hit = 1d20 + Primary Stat
Damage = 2d5 + Primary Stat
Special: Can be used within melee, crits duplicate damage to an enemy within 3 squares of the target

Pistol: (COST: 200 Pixels)
Magazine = 6 shots
Range = 8 squares
To Hit = 1d20 + Primary Stat
Damage = 1d10 + Primary Stat
Special: can be reloaded as a minor action and switched to as a free action

Launcher: (COST: 650 Pixels) [requires minimum 4 Strength]
Magazine = 1 shot
Range = 12 squares
To Hit = 1d20 + Primary Stat
Damage = 2d9 + Primary Stat
Special: Targets all enemies within close burst 2 of target area. May be used with Grenades and Heavy Rounds.

Communication Device: (COST: 50)
Special: Long range communication! (Spot filler meant to be used with npcs and other players.)

6x Medkits: (COST: 300 Pixels)
USING A MEDKIT WILL CONSUME IT
Range: 4 squares
Minor Action: Your target within 4 squares may spend a healing surge with your primary stat as a bonus.

6x Grenades: (COST: 300 Pixels)
USING A GRENADE WILL CONSUME IT
Range: 10
Standard Action: Roll 1d20+Primary Stat to smack a baddy. The resulting explosion, should you roll high enough, hits everything within Close Burst 1 for 1d5+weapon+Primary Stat damage and knocks the targets flat-footed.

6x Assorted Syringes: (COST: 300 Pixels)
USING A SYRINGE WILL CONSUME IT
Standard Action: You roll d20+Primary Stat to stab a syringe into an enemy within melee. You deal 4d3+Primary Stat damage and a 1d2 will be rolled to determine the secondary effect. [1] The target glows, reducing its ac by -2 until the beginning of your next turn. [2] The target is made ill and takes +2 damage from any source until the beginning of your next turn.

8x Heavy Rounds: (COST: 300 Pixels)
USING A ROUND WILL CONSUME IT
Range = Weapon Range + 2 squares
Standard Action: Roll 1d20+Primary Stat to hit. Deals 1d4+Weapon+Primary Stat damage on hit and applies bleed saves ends to target(s), dealing 1d4 damage per turn.

Agility Training: (COST: 150 Pixels)
Free Action: twice per battle you may shift 3 squares

Stealth Training: (COST: 300 Pixels)
Minor Action: Twice per combat you may enter a stance that makes enemies less likely to target you. For an enemy to target you, it must first roll against your Primary Stat+10. Attacking while in this stance will increase your critical strike chance by +5 but break the stance. Similarly, being hit by an attack will break the stance as well. (Used well as healer/trapper)

Bandolier: (COST: 200 Pixels)
Free Action: Twice per combat you may automatically reload every weapon in the party by supplying fresh mags like a fucking santa. After doing so you have a +4 to hit on your next attack.

Riot Training: (COST: 300 Pixels) [Requires minimum 3 strength]
You are familiar with shields such that you may roll 1d20+Primary Stat to hit for 1d10 damage with them. Successful strikes with your shield may knock medium or smaller targets prone on dice rolls of 16 or higher. A critical hit will knock the target out cold.

Meatsponge: (COST: 300 Pixels) Requires minimum 3 Integrity
Range: 10 squares
Minor Action: twice per combat you may provoke a target and every enemy adjacent to it and gain your primary stat as a bonus to damage resistance for 1d4 rounds. This effect may not be doubled by using it until the duration is over.

Sharpshooter: (COST: 200 Pixels)
You do not suffer a penalty when shooting over medium obstacles, and you take significantly lesser penalties to making long shots outside of combat. Furthermore, you gain +4 ac when you are within 4 squares of a player with the Riot Training ability.

The Clothes on your Back: (COST: Free)
Special: No one will buy them. They provide no benefit aside from modesty.
Light Armor: (COST: 100 Pixels)
Armor Bonus = +1
Health Bonus = +8
Medium Armor: (COST: 200 Pixels) [Requires minimum 3 Strength]
Armor Bonus = +2
Health Bonus = +6
Skill Check: -1
Heavy Armor: (COST: 300 Pixels) [Requires minimum 4 Strength]
Armor Bonus = +4
Health Bonus = +4
Skill Check: -2
Speed: -1
Low Surge: (COST: 50)
Special: +1 Healing Surges
Medium Surge: (COST: 100)
Special: +2 Healing Surges
High Surge: (COST: 200)
Special: +4 Healing Surges
Snoop Surge: (COST: 300)
Special: +5 Healing Surges
24
Prospective Boardgame Setting Discussion: ♥♥♥♥ creative names edition!
So the unnamed 1920's campaign will be my new project unless anyone has a different one in mind. That said, I only call this a "project" because Wuna suggested I use WoD for this instead of DnD. The downside to this is that I am unfamiliar with WoD and will have to practice it.

In a previous post I mentioned that the turning point in this timeline was during wwi and the peace negotiations after. To elaborate on this, the US found itself in a position of power it hadn't in our time, which it used to push it's own agenda. What this agenda entailed outside of the negotiations will be addressed later, but this power was founded upon the back of a new weapon that allowed the US to push wwi out of the quagmire of the trenches.
In 1912-1917 many of Tesla's inventions, most notably the Wardenclyffe tower, were succesful. Among these various products were new motors and turbines, an earthquake machine, a simple RADAR device. Through an inexplicable burst of creative genius and engineering, these devices were improved or weaponized in US' war time economy. What most impacted the war from then was the first attempt at a "lightning gun". Crudely described, it was like a copper dome with filaments and glass tubes all over to create a device like a tesla coil that produced large stretching arcs of electricity. These streams of electricity could not be directed such that its activation was treated much like the triggering of a bomb that would not stop exploding until a fuel source was depleted because the arcs would touch everything within its large range. These devices were then attached to an insulted armored vehicle and pushed towards the lines. Late US involvement also implemented surprisingly high reliance on air power to bomb and scout enemy lines, which was unanticipated given how recently planes were implemented. Improvements on Tesla's weapon, although he did not invent it himself, continued so that by the time the war was over it proved capable of at least fighting France and the weaker countries. However, Woodrow Wilson only used this to shut up Georges Clemenceau.

http://i.dailymail.co.uk/i/pix/2011/01/19/article-1348555-012FC4A300000578-596_634x286.jpg
Showing 11-20 of 76 entries