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Messages - BrandonKF

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Arkrite Press has the novella 'Rumble in the Jungle' ready for you on DriveThruRPG.

SIU Black Ops Vol 1: Rumble in the Jungle

Written by: Nigel Wong

110 Pages

Trouble has a name…

In the aftermath of the War of the Alliance, renegade members of the defeated Earth invasion forces wreak havoc in the border jungles of the Southern Republic. Ambition and megalomania fuels Proust, a genetically engineered super soldier, and his visions of a new country under his leadership. Capturing nuclear material, Proust plans to threaten his enemies with an unthinkable attack. Only the Special Intervention Unit, a new Southern black ops force created in the aftermath of the War of the Alliance, stands between Proust and his quest for ascendancy. Does the team drawn from the underbelly of South have what it takes to take on soldiers cloned for war?

In addition to the first Heavy Gear Universe novella, Rumble in the Jungle, the book includes a bonus short story, Roskiman’s Story, by Brian O’Connor. Soldier Roskiman, once a loyal member of Proust’s band, flees into the Badlands desert with his lover, Zaya, a member of the mysterious Koresh tribes. Roskiman finds unlikely allies and dangerous enemies, while struggling with his emerging humanity. Will he survive the harsh deserts and enemies, or will he be overcome by his own doubts?

Rumble in the Jungle includes newly updated regional maps as well as an appendix with background material and a glossary.

To comment and speak with the developers at Arkrite Press:

To purchase:

Pen and Paper Roleplaying Games (RPGs) Discussion / Mecha RPGs
« on: May 26, 2014, 12:30:47 am »
Quote from: zend0g;752280
Decided to drop by and pick up a 1/144 and a 1/100 scale Gundam model for research purposes. Yeah. The 1/144 model is bigger than what I remembered and I haven't even put the 1/100 model together yet. If I remember correctly, 1/144 is N scale and 1/100 is HO scale (rough comparison). So I sat down and started converting the movement rates and weapon ranges from hexes to inches... Damnit. Why did I think time would make a math problem go away. Here are some examples:

Weapon               Hexes   Meters   1/100     1/144
Autocannon           4          200       2m        1.4m
Medium beam gun   7          350       3.5m      2.4m
Missile pod            13         650       6.5m      4.5m

Hexes in Mekton are 50m across. So even the lightest weapon is almost shooting all the way across a tabletop at even 1/144 scale. I am thinking about dividing the base range by 5 and then having combat, effective and then maximum range. One fifth of the old combat range is the new combat range, the old combat range is the new effective range -4 to hit, and maximum range is the same as it used to be but it is now -8 to hit.

One of the reasons that Heavy Gear Blitz, the miniatures wargame, had several revisions was due to this. When it went full miniatures, they had to take Tactical and drop it from 50 meters (you know, I don't know how many of these guys use 50-meter hexes, but I'm thinking the 1990s were ruled by them), and with the new skirmish-scale and true line-of-sight rules, tanks would just go "Knock knock. Who's there? Me, I kill you" BOOM all over the place.

-Brandon F.

Design, Development, and Gameplay / Mekton Z Changes
« on: May 18, 2014, 04:34:01 am »
So far it's looking like you have a nice campaign setting. I'm personally glad you dull down the transhumanism of the setting, although, again, this a post-apocalyptic game. But that's my own feeling towards that. Post-apoc can be done in the huge, so much was destroyed we're just trying to get our feet back under us, deal, or it can be done with more or less historical perspective. History shows that just about every civilization has at some point in time lost massive amounts of its history, its technology, and even its infrastructure (read up on what Attilla the Hun and others did to the Roman Empire for a clue).

As for the rules themselves, I'm not familiar with running Mekton Z, so I can't make much comment on it. However, I do understand that Mekton's 'god-stat' carries over somewhat into the later generation of Jovian Chronicles.

If it were a choice between the three arrays of possible character generation, the third array makes the most sense.

However, I would humbly submit my own opinion that 'charisma' and charm are not mental abilities you pick up at generating, but are moreorless determined by how a character is played. You can have a very high Charisma in D&D and get away with a lot of stuff that, in reality, you wouldn't likely get away with in the real world. So if you're going for something halfway between Adventurous and full-blown Cinematic, you could keep it. If you want to lean a little further towards realism, I would think of other ways to have folks deal with interaction with non-player characters.

God bless.

-Brandon F.

Pen and Paper Roleplaying Games (RPGs) Discussion / Mecha RPGs
« on: May 17, 2014, 09:10:34 pm »
Should try giving it another go Miss Lass. I always have trouble with keeping things going myself in my play-by-posts. :)

Quote from: Doughdee222;748692
I haven't played an RPG in close to 10 years. Couple of weeks ago I joined the Amber PbP game that Renen advertised. Not sure if that counts.
Otherwise it's just been WoW and I quit that a couple years ago.

You're free of the addiction? :)

-Brandon F.

Pen and Paper Roleplaying Games (RPGs) Discussion / Mecha RPGs
« on: May 12, 2014, 02:08:43 am »
Quote from: YourSwordisMine;748679
As far as settings go, Heavy Gear and Jovian Chronicles are the best by far. I have all of the 1e HG books and about half of the 2e books as well. Great setting.

I've got the first couple of books for Jovian Chronicles, but then they got harder to find locally so I pretty much stopped collecting them. I was a fan of the setting when they released the first adventure modules for Mekton II.

As far as system goes, I wasn't overly fond of the rules for either HG and especially Jovian Chronicles. JC made it worse with the realistic space movement, which is great and all; but seriously more math than I wanted to track during a game session...

Mekton II and Mekton Zeta are great systems for anime Mecha games. Zeta Plus adds a level of complexity and detail to Mecha creation, but lets you create just about any Mecha from any anime series ever. I fell in love with Mekton due in large part to my growing distaste for the Robotech system... Palladium is not for me...

For anyone interested, Mekton is getting a new edition with Mekton Zero. They did a Kickstarter, for which I backed. Its behind schedule, but I expect that from any Kickstarter. It should be on shelves some time after the Backers get theirs. Should be worth it.

Kickstarter page and some art from Mark Simmons (someone I'm familiar with from his independent work on Gundam images) here:

Quote from: Doughdee222;748686
Star Hero? Yeah, that sounds familiar, not sure which edition. I bought a copy of the rules back in the mid 90's I think. I remember it had space ship design rules that allowed for any amount of armor and hit points.

I have a download of the 5th Edition Star Hero, very big on planets and how to build them up as well as construction of solar systems, goes in depth on all the different possible species and kinds of creatures you could make with all different bases for lifeforms.

Quote from: Omega;748687
I really like Mekton Zeta and it really shines once you have Plus.

The system is actually pretty straightforward and essentially a point buy system to make about anything you want within the point limit and any setting limits.

It even works for making custom weapons and gear for PCs.

And that is an interesting feature of Mekton. You can use it to make more mundane settings, even a fantasy world with no giant robots.

The setting books were interesting too. The original Algol world, Empire and the later invasion book which I lack.

The link I provided above and that YSIM mentioned goes back to Algol.

-Brandon F.

Quote from: jeff37923;748678
RPGs, I thought.

Quote from: Piestrio;748681

If it's more that I play board games every week and video games nearly everyday.

Thanks for clarification.

Play-by-post roleplaying game I do often.

No board games. No neighbors to play chess, Risk, Heavy Gear, Jovian Chronicles, or OGRE with.

No video games. Don't own a TV or console.

-Brandon F.

Pen and Paper Roleplaying Games (RPGs) Discussion / Mecha RPGs
« on: May 12, 2014, 01:18:27 am »
Was this Star Hero 5th Edition?

-Brandon F.

Are we talking video games, RPGs, wargames, or just all games?

-Brandon F.

Pen and Paper Roleplaying Games (RPGs) Discussion / Mecha RPGs
« on: May 11, 2014, 09:42:11 pm »
Thanks for throwing out that announcement, Butcher.

Mekton I have never played, but I have skimmed through its creation rules, and it's rather exceptional for its depth.

I've also checked out Cthulhutech right up until the point that they started going... weird. It's far more abstract in its details.

In regards to Heavy Gear, I came after 1st Edition. I'm most familiar with the 2nd Edition (which brought out the leaguebooks) and the 3rd Edition, SilCORE. I've been a long-time play-by-post roleplayer, and I've GMed quite a few campaigns between a motley assortment of rough and good friends there in the forums.

I've always played the squad types, but having been in the U.S. Army I'm prone to want to include my field knowledge and experiences. Sometimes therapeutic to insert anime humor into the mix just to get some tension out of the system.

The world could field just about any type of campaign you could imagine. The leaguebooks from 2nd edition were extraordinarily detailed and provided so much depth that it would take me a long time to really review them at all.

Espionage, counter-espionage, assassination, cyberwarfare, police work, it's all possible. Heavy Gears are just the league militaries' primary vehicle of choice because they're easy to mass produce.

Jovian Chronicles was also great, seeing as how I got my start on mecha with Gundam Wing. But with age and experience came a certain seasoning that made teenage angst less and less my forte. JC is more adult-oriented.

Take it with several dozen grains of salt, I'm a fan.

-Brandon F.

News and Adverts / Heavy Gear RPG 20th Anniversary Edition...
« on: May 11, 2014, 07:10:45 pm »
Quote from: The Butcher;748507
Heavy Gear was one game I read about, was psyched, but for some reason never got around to buying or playing it. I'll be keeping an eye out for this; my current gaming crew would probably love it.

Welcome Butcher, and I'm glad to hear from you. Having been a long-time forumite at Dream Pod 9, I'm definitely interested to see the future.

Quote from: Silverlion;748588
I'm going to post here for the moment, if that's alright. Will you be improving the system (simplifying the mad crazy number of attributes), and including rules for building new mecha in the core game?

Actually Silverlion, as a freelance writer I do not control or own any part of the system or rules.

Mr. Dickerson and Mr. Perkins posted here for those interested in what would become of the system and its ruleset (in particular, what the fans would like to see and what they are discussing for the future since 20 years have gone by):

-Brandon F.

PS: How goes the work on High Valor?

News and Adverts / Heavy Gear RPG 20th Anniversary Edition...
« on: May 11, 2014, 06:19:28 am »
Do you remember Heavy Gear?

Several years ago Steve Jackson Games announced that they would be opening up a new edition for the Heavy Gear Roleplaying Game setting. Sadly, that went by the wayside, and SJG never pursued the setting.

Recently, however, two of Dream Pod 9's art and line directors, Mr. Greg Perkins and Mr. Jason Dickerson, decided that they would reboot the old Silhouette rule system and start a 20th Anniversary Edition for the Heavy Gear RPG.

On February 20th of 2014 they made their first blog post in the company's personal Arkana:

Shortly after they discussed the first three projects, including their primary work, the Core Rulebook itself, here:

They also discussed where they would be taking the future of the RPG, splitting it up into six distinct timeframes that were previously left alone.

Recently, they updated their blog reporting that their first module, Rumble in the Jungle, is on its way to the editor, and soon to be released.

For those of you who have never heard of Heavy Gear, my name is Brandon. I  have been a frequent-mileage guy over at the original Dream Pod 9 forums, where I go by the handle KrisDin.

Heavy Gear in and of itself was based out of the anime Armored Troopers VOTOMs, in regards primarily to the Heavy Gears themselves. Rather than souped-up Gundams and mobile suits that rival high-rise buildings, Heavy Gears are one-man infantry fighting vehicles and light tanks that give a single man the same equivalent firepower as a modern-day M3 Bradley CFV.

The storyline's primary start point has been the planet of Terra Nova in the 62nd century AD. Due to economic collapse and a second Ice Age, mankind was required to leave behind its home planet and travel through the Tannhauser gates to far planets and settle there. Eventually, while space exploration greatly spread humanity across the stars, the problems of maintaining the link between worlds became too much, and Earth folded in on itself, in so doing leaving the colonies to their own devices.

Terra Nova is just one of those colonies, as seen here in this web map:

While Terra Nova might have been left alone, however, the people banded together to defend against anarchists and other roving bandits who would otherwise pillage and destroy whatever they wished. Over the course of time, these city-states became leagues, the equivalent of nations.

In addition, the military forces of these leagues began to rely on the Heavy Gear as their war machine of choice.

For those of you who are old heads who remember this RPG, I say welcome back. To those of you who are new, I say get ready to gear up.

-Brandon F.

(Addendum: I am currently a freelance writer working with Arkrite Press LLC. If you have any questions or comments for the future of the RPG, feel free to leave Mr. Perkins or Mr. Dickerson an e-mail on their blog or in an e-mail.)

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