Quincunx
inactive
Setting
tl;dr A game about surviving a post-apocalyptic world where what you need is scarce and both the immediate and psychic landscape is treacherous. Tech level is varied, ranging from older things like radios, and futuristic things like medical and psychic technology, as well as things of varying quality like prosthetics. Weapons in particular are only up to present-day standards (crossbows, blades, guns that shoot bullets), with the exception of some psychic technology.
Characters
I'd be the GM (unless someone else has the handbook), controlling NPCs and making lifechallenging interesting. I'm looking for 3-5 players, who are a few people in it together against a world full of hostile elements and people. Playbooks (classes) include:
Plot and Conflict
This is a character-driven game - the players' goal is to survive, collect resources, and try to get a good quality of life, and the GM's is to make those things both challenging and entertaining. The GM spends the first "session" (or in the case of forum RP, the first few pages of posts) setting up the world.
Gameplay
Gameplay is best described as a conversation between the players and the GM. There are rules that govern this conversation, and the things that make those rules kick in are called moves. Each character starts with a set of the same basic moves, plus a few unique to their playbook. These generally say, "Roll 2d6 and add your character's relevant stat's bonus/penalty. If the sum total is 6 or less, it's a miss. 7-9 is a hit. 10+ is a strong hit." That and the 6 stats are the extent of dice/numbers in the game.
If You're Interested
That's wonderful! Please comment below. Or if you have questions, I can answer those as well.
Something's wrong with the world and I don't know what it is.
It used to be better, of course it did. In the golden age of legend, when there was enough to eat and enough hope, when there was one nation under god and people could lift their eyes and see beyond the horizon, beyond the day. Children were born happy and grew up rich.
Now that's not what we've got. Now we've got this. Hardholders stand against the screaming elements and all comers, keeping safe as many as they can. Angels and savvyheads run constant battle against there's not enough and bullets fly and everything breaks. Hocuses gather people around them, and are they protectors, saviors, visionaries, or just wishful thinkers? Choppers, gunluggers, and battlebabes carve out what they can and defend it with blood and bullets. Drivers search and scavenge, looking for that opportunity, that one perfect chance. Skinners and the maestro d' remember beauty, or invent beauty anew, cup it in their hands and whisper come and see, and don't worry now what it will cost you. And brainers, oh, brainers see what none of the rest of us will: the world's psychic maelstrom, the terrible desperation and hate pressing in at the edge of all perception, it is the world now.
And you, who are you? This is what we've got, yes. What are you going to make of it?
tl;dr A game about surviving a post-apocalyptic world where what you need is scarce and both the immediate and psychic landscape is treacherous. Tech level is varied, ranging from older things like radios, and futuristic things like medical and psychic technology, as well as things of varying quality like prosthetics. Weapons in particular are only up to present-day standards (crossbows, blades, guns that shoot bullets), with the exception of some psychic technology.
Characters
I'd be the GM (unless someone else has the handbook), controlling NPCs and making life
- Angel - a medic. In high demand around here, because battles are ugly.
- Battlebabe - a pretty, dangerous person. Provocative and wicked social, as well as good with their weapons.
- Brainer - a distrusted psychic weirdo who reads minds and works with the World's Psychic Maelstrom.
- Chopper - leader of a biker gang. Starts with a bike and a gang, which means plenty of external power.
- Driver - someone with a vehicle. Loose ties and the ability to go where they want.
- Gunlugger - hardass hired gun. What they do is described as "simple, direct and violent."
- Hardholder - a quasi-governor/warlord. Provides a serious, immobile home base, and has a lot of control.
- Hocus - a religious leader. Comes with their own following. Described as "strange, social, public and compelling."
- Maestro D' - owner of an establishment of some sort - restaurant, bar, club, drug den - that takes the edge off things.
- Savvyhead - a techie who makes and fixes useful things. Comes with a workspace to work in, and psychic potential.
- Skinner - an artist, performer, or other type who brings beauty to an ugly world. Social and capable of manipulating people.
Plot and Conflict
This is a character-driven game - the players' goal is to survive, collect resources, and try to get a good quality of life, and the GM's is to make those things both challenging and entertaining. The GM spends the first "session" (or in the case of forum RP, the first few pages of posts) setting up the world.
Gameplay
Gameplay is best described as a conversation between the players and the GM. There are rules that govern this conversation, and the things that make those rules kick in are called moves. Each character starts with a set of the same basic moves, plus a few unique to their playbook. These generally say, "Roll 2d6 and add your character's relevant stat's bonus/penalty. If the sum total is 6 or less, it's a miss. 7-9 is a hit. 10+ is a strong hit." That and the 6 stats are the extent of dice/numbers in the game.
If You're Interested
That's wonderful! Please comment below. Or if you have questions, I can answer those as well.
Last edited by a moderator: