Recent Posts

Pages: [1] 2 3 ... 10
one of them is a moderator here, Kedamono.

As for the podcast. it split from Tri Tac Games during the summer. Any podcasts from July on are in a different format with no connection to Tri Tac Games. It is more of a generic look at gaming, they did not change their address because it is tied to the podbean account the owner has had since the beginning.
NEWS & ANNOUNCEMENTS / a stroll down memory lane for B13
« Last post by Enkeli on December 13, 2018, 03:28:03 PM »

This month's press release is a history lesson for those new to Bureau 13.
Homebrew Design & Conversions / Re: A Basic Role Playing (BRP) Fringeworthy?
« Last post by ORtrail on December 13, 2018, 02:44:45 AM »
As an update to this thread, I've got the Fringeworthy characters sheet tweaked a bit more and the Skills list adjusted.  It looks mostly the same as the one above though, so I won't bother to post it again.  Why is this news?

There is a Sci-fi/Fantasy convention this coming February a bit more than an hours drive away.  Called, RadCon, it has been around for decades, but has been heavily focused on the Pathfinder (and now Starfinder too) RPG.  Like, 90% of the RPGs are Pathfinder adventures.

Looking at the gaming schedule, it seems to be only 80% Pathfinder/Starfinder for 2019. A couple Beyond the Supernatural RPG scenarios (I didn't even know Palladium had released a new edition), several Savage Worlds and D&D 5E adventures, and even one guy running an AD&D game.  Finally, throw in one adventure each for GURPS 4E and Call of Cthulhu.

Assuming work does not ramp up again with lots of mandatory OT, I plan to try and run a game over two over the long weekend.  Radcon runs from Friday, February 17th to Sunday February 19th in 2019.

Fringeworthy would be perfect, as the adventure time slots are FOUR hours long.  Plus, I've had a really cool setting I wanted to run as an alternate Earth.  Paris, 1905, the city is in that awkward transition from horse powered transportation to combustion engines and building a subway system.  The adventure I have in mind is more focused on the subway tunnels and what gets found while all that digging is going on.  The rest of the alternate portals will be mostly pulled from the previous Fringeworthy adventure I ran for Free RPG Day 2017.

The other game I'd like to run would be a super hero adventure using the Supers! RPG, or an adventure for Tales From the Loop.  The Cat RPG I have been playing around with would be neat too, but I really need to run it for my own gaming group to see how it goes and what will need tweaked. 
Fringeworthy / Podcast
« Last post by longshot on December 12, 2018, 05:14:46 PM »
I am up to Ep 114 so 25%?  Discovered podcast last fall (Sept or so).  I fell in love with FW when got it in '83?  Back in '80s I wrote programs to do everything for game.  Character generator, npcs, worlds, all those wonderful charts.   I ran FW maybe 30 times in '80s and some '90s.  A couple times on my BBS.

I was looking at 'stuff' online when saw podcast first time.  Since 1999 I've run a PBEM play by email - website, mailing list, email - game of Powers and Perils.  2019 Summer will be our 20th year and 8th major adventure.  I was considering leaving on top at 20.  Granted some pbems are longer (2-3 I think one trek game is a decade older.  But after 35 years of P&P I was considering another system.  I run 26 game systems in the last 4 decades.  Biggest was Gamma World on my bbs with 17 active players.  A Star Trek game with 30 players (15 in 2 groups against each other) at a convention.  Sadly with RL its harder to run/play so a pbem allows that.

Enjoying the last 112 eps.  I started in September.  Instead of pandora and Diablo III I do podcast and d3. :) Just wanted to say thanks for good podcast.  I got 300 more eps to go!  So doubt will hear any reply to this in podcast for a long time. ;)

Hoped to email the old hosts but see no links. :<

Scenarios & Plot Points / Hardwired Hinterland: Molly and the Rabbits
« Last post by Kedamono on December 06, 2018, 02:11:59 PM »
In the prairie of Our Kansas, there's a little commune run by Rabbits for Rabbits. The core group of Rabbits are lead by Patches a brown, orange, and black furred Rabbit. They run a farm and grow all sorts of vegetables for sale at Our Topeka. But it's not the cauliflower or cabbages that people come to visit the farm. It's for Molly.

From a distance, Molly looks like a human with rabbit ears... that is, until you get a profile view of her head. Then you realize she's not human. Standing 5' 5" tall, Molly is a fully anthropomorphized Rabbit. Her skull is a Rabbit skull with a much larger brain, she has four fingered hands, (three fingers and one thumb) and with her long white hair, tinted pink at the ends, her fine white fur covering her body, and bright red eyes, she looks like a cosplayer. But she's a Rabbit, not a primate, so she can go topless without worry. Exposing her midriff, yeah, that would be a problem. She normally wears teeshirts and bib overalls, as she works at the farm. Her appearance is not the reason folks come to see her. For you see, she and the original 12 Rabbits aren't from Our Kansas.

They are from NORAM.

That also explains T.O.D.D. Todd is a fully sapient, autonomous flying vehicle. He's an A.I.

All of the Rabbits are native born residents. They were from a rabbit warren in Area 9 in NORAM, and all became sentient over time. Patches is the oldest Rabbit, 40 years old, and the youngest, but still an Adult by Rabbit standards, is Molly at 12 years old. And all of them have unique powers that the environment of NORAM granted them.

Patches can make plants grow faster, if he concentrates on a plot of land for an hour, he'll get a week's worth of growth out of it. Then he needs a rest for day or two. Dimitri, a Dwarf Rabbit is prescient and can forecast the future with 70% accuracy. Sadly, it's the visionary type of predictions and need interpretation. Also, it's only for the Rabbits and their commune.

Molly? She can teleport up to 500lbs of material a mile away. Or up. Especially up if the thing she's teleporting is a threat. And it can be just part of the thing she's looking at. Many a killer robot found itself free falling after threatening Molly or her friends, or at least the most threatening bits of the robot. And her power is increasing. When she first demonstrated her power 11 years ago, she could teleport about 300lbs. It is plateauing, and the estimate is that she'll top out at 700-800lbs. The only limitation on her power, she has to see what she's going to teleport. A simple blindfold can cancel out her ability.

The commune is called Daisy Haven, after all the daisies that grow in the area. There are traditional farm buildings, but they are designed for folks that range from human size to rabbit size. After Molly, the next largest Rabbit is Hugo, who can lift a quarter ton with both hands. The Rabbit's home is what someone once called a "Cross between a Hobbit Hole and sod house." The major excavation was done by Molly, depositing the dirt and rocks nearby. The ceilings are 7', though there are sections that are smaller for the smaller Rabbits.

Again, people come here to see Molly. Some for very legitimate reasons, such as having her remove debris to help save lives, and others... Let's say a few want her to remove bits of vault walls or other secure barriers. She turns down all requests as she's not comfortable with non-Rabbits. She's timid and shy, and easily scared. Of course scaring her results in you ending up in a field a mile away, if you're lucky. (Free falling from a mile up if you really scared the crap out of her.)

The story they tell of their life in NORAM is one of terror and death. Most rabbits don't live past three to four years, just long enough to sire a couple of litters of kits, and the colonies were very secure in the debris of the ruins. The Rabbits did their best to keep their colony safe, but it was a losing proposition. Then came Molly and she could barely fit inside the colonies. That's when Dimitri had a vision of a friendly Robot.

That's when they met T.O.D.D. He was an autonomous flying vehicle that became sentient. He found life in NORAM to be just as treacherous as the Rabbits did. But from the airwaves, he heard of other places where life was easier, safer. He didn't have the endurance with just his fans to cross the 200 miles to the nearest environ, but he did have a gas bag... if only he could get to the Helium source.

He couldn't, but the Rabbits could. It was a massive battle, the Rabbits lost a few of their numbers to the rogue robots, but they gained the Helium pipe and with that secure, Todd could fill his tanks. Sadly, it was a case of leave now or not at all. So the rabbits in their colony had to be left behind. The remaining twelve Rabbits got on board Todd and they escaped NORAM and headed for Our Kansas.

They arrived at Mumbai and then went to Our Kansas City, where they registered as citizens. Selling some NORAM devices they had scavenged, they made enough to buy a plot of land just North of Our Topeka. That's where Daisy Havens was founded.

Plot Hooks:
Even though the rabbits they had left behind are more than likely dead, they know where the warrens were located. They'd want someone to go there and rescue the rabbits and any new Rabbits that may be living there. They themselves are not going to go back, but they can supply accurate maps, thanks to Todd, of where the warrens were. They will pay $1,000 for the mission.

Molly has been kidnapped! Someone figured out her weakness and has bagged her and taken her away from Our Kansas! At least two bodies have been found in the prairie outside of the commune. They are dressed in the latest fashions from New Old New York. Wallets will confirm that. A quick call to Hinterpol will confirm that they belong to a suspected criminal organization in New Old New York. Dimitri has a vision of an Iron Lady and a giant ape falling from a great height. Interpret that as you will. There's a bounty of her rescue of $5,000 dollars.
Hardwired Hinterland / Re: Anthropomorphic Animals
« Last post by Kedamono on November 19, 2018, 03:53:55 PM »
Another proud member of the Almost Canadian military.

The Trooper Cat
Hardwired Hinterland / Re: Air Combat rules
« Last post by Kedamono on November 14, 2018, 06:20:02 PM »
If I was using Fate, the NPC sky pirates would be maneuvering to create the advantage of "Slow them down" thus letting another pirate plane to get into position and create the advantage "Boarding party". At that point it would be up to the players to deal with them and either prevent the pirates from creating those advantages or dealing with the boarding party afterwards.

Nothing in that requires any special rules, as it all plays into the world setting and inherent oddness of the HH.
Hardwired Hinterland / Re: Air Combat rules
« Last post by BigJackBrass on November 14, 2018, 03:02:29 PM »
Perhaps unhelpfully, I never use vehicle design and combat rules. I'm not terribly interested in the things in the real world, let alone a fantasy. Characters are what it's all about, so I just need to know the basics such as whether something is particularly slow, or especially manoeuvrable, and how that affects the pilot.
Homebrew Design & Conversions / Re: Running Fringeworthy using Fate Core
« Last post by Kedamono on November 13, 2018, 09:41:12 PM »
Standard mook would look like:

Security guard:
Aspects: 30 years on the job, Knows all the hideyholes, Overweight from donuts
Skilled (+2): Patrolling, Taser
Bad (-2): Can't Run

And that's it. More than enough to give you an idea of who he is and what the he can do.
Homebrew Design & Conversions / Re: Running Fringeworthy using Fate Core
« Last post by ORtrail on November 13, 2018, 09:00:11 PM »
Okay, yeah I kinda knew that Fate Core didn't use stats to speak of, the characters are more about a concept and collection of skills.  I should hunt down a YouTube group and watch how it plays during an adventure. 

Creating NPCs on the fly must be easier than most games too. 
Pages: [1] 2 3 ... 10