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Infinity RPG

There's a whole world out there, besides Infinity. Discuss it here. Keep it civil, folks!
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Re: What is Infinity not doing?

by valthonis » February 10th, 2013, 5:28 pm

Pierzasty wrote:
valthonis wrote:I like Infinity for Post Humans, Karakuri's, Loup-Garous, Swiss Guard, etc, but how exactly can you put all that into an RPG without literally tossing all those characters into a group and saying "Now, get a long and go adventure!"?

Mercenary list.


Still feels off to me.
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Re: What is Infinity not doing?

by MarcoSkoll » February 10th, 2013, 7:04 pm

I mentioned this as a concern in the Infinity RPG thread in the off-topic section.

With what's now 8 main factions in the game, finding combinations of character types that logically go together and which players will agree on is going to be very difficult.

While fantasy settings can usually pull off the "I'm human, she's an Elf, that's a dwarf, he's a half-orc" approach, because there's usually a fairly clear cut good/evil and it's usually agreed that most good races can get along in against greater evils (with usually no more than the elves and dwarves having a rivalry), Infinity's setting isn't that black and white.The main theme is inter-human conflict - three quarters of the main factions (and all of the mercs) are human. Even in the Paradiso book, specifically set in a war against the EI, about half of the "narrative mode" games put two human factions against each other.

As such, I think the best method might be for the basic structure to throw all current archetypes out of the window. This is much how I feel Mercenary lists should really be. So, no, that's not a Hafza - it's a "counts as" Hafza. He stole the equipment/bought it on the black market/etc.
Characters might be able to equip and train themselves up in a fashion to roughly mimic the different archetypes out there, but they are strictly mercenaries, with no affiliation to any of the militaries of the game (beyond the connections their mercenary company might subsequently make).

This would make some character classes impractical or impossible - but let's be honest, giving a player a post-human and control of three different bodies would likely just result in confusion and plot hogging.

Still, players could still perhaps play as rogue AIs (or perhaps cube back-ups) in more of a "trans-human" state - an AI that could download between specialised remote bodies depending on the mission profile would be fairly neat.

I'd say, therefore, that the starting approach would be best as no Post Humans/Karakuri/Loup-Garous/Swiss Guard, but perhaps might include (in some cases) mercenaries that might be in some way similar.
The actual archetypes we recognise would be better left for expansion sourcebooks, sort of like how FFG is handling 40k RPGs - where the base book tends to cover somewhat "generic" character types, the later books often expand specific sub-groups and include recognisable units.

That way, if players agree they all want to play as a PanO group or something, they can get the core book plus the PanO expansion and play with that.
If they can't agree on one focus, they'll all get to develop themselves as unique mercenaries (if perhaps in the vein of the faction-specific archetypes they'd most like to be playing).
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Re: What is Infinity not doing?

by kidterminal » February 10th, 2013, 7:16 pm

As an rpg the only conflict I can see working is the nomad/aleph war. Possibly adding Pan-o and Imperial agents on the side of Aleph. I can't see anything else working.
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Re: What is Infinity not doing?

by Morze » February 10th, 2013, 7:19 pm

What kind of basic "classes" should there be? Hackers, obviously, but how about others? Is there classes not covered by wargames niches?

On the side note, I'd like there to be "Alephs aspect gone rogue". You know, that Myrmidon or Thorakitai that refused to activate self destruct and still somehow survived. Now he's replaced by himself in offical world and he's gone underground, so to speak. Perhaps his new version is sent after him? Instant drama!
[insert witty comment]
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Re: What is Infinity not doing?

by MarcoSkoll » February 10th, 2013, 8:17 pm

Morze wrote:What kind of basic "classes" should there be? Hackers, obviously, but how about others?
I'd think more in terms of "specialisations" than "classes", but such things could include Troopers, Doctors, Engineers (possibly splitting into sub-specialisations of "construction/repair" and "destruction"), Hackers, Pilots (specialising in all kinds of vehicles, although actual TAGs would be very expensive, require a high level specialisation and obviously be only usable under certain circumstances), Command, EVO troops, Stealth, Recon... and perhaps more pacifist ones like Diplomat/Negotiator.

I've got a lot of ideas about how these might plug together, mostly courtesy of far too much time thinking about how I'd do an RP system over the years...

On the side note, I'd like there to be "Alephs aspect gone rogue". Perhaps his new version is sent after him? Instant drama!
This is one to be careful of.
Characters with personal vendettas can be interesting, but you don't want that to dominate the game. Our Dark Heresy group (and our rotating GMs) have been pretty careful regarding not having my noble-born assassin's past and enemies (which anyone of the noble-born origin gets) take up too much of the story.

And I'd say having Aleph on your group's tail might however be a bit plot dominating.
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Re: What is Infinity not doing?

by Puprednuht » February 10th, 2013, 9:41 pm

Morze wrote:What kind of basic "classes" should there be? Hackers, obviously, but how about others? Is there classes not covered by wargames niches?


- Doctor
- Engineer
- Hacker
- Skirmisher
- Soldier
- Weapon Specialist

Further customization could come from Factions. ALEPH, Ariadna, Haqqislam, Nomads, PanO, and Yu Jing. (36 possibilities?) Players could play as Mercs or maybe as a combined ops against the alien threat. :words:
:yujing: :yujing:
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Re: What is Infinity not doing?

by Pierzasty » February 10th, 2013, 9:52 pm

Morze wrote:On the side note, I'd like there to be "Alephs aspect gone rogue". You know, that Myrmidon or Thorakitai that refused to activate self destruct and still somehow survived. Now he's replaced by himself in offical world and he's gone underground, so to speak. Perhaps his new version is sent after him? Instant drama!

That could actually be good, they're a custom-made personalities with huge holes in life experience/emotional makeup compared to normal humans. It'd be interesting to see such a personality develop.
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Re: What is Infinity not doing?

by valthonis » February 11th, 2013, 2:43 pm

Puprednuht wrote:
Morze wrote:What kind of basic "classes" should there be? Hackers, obviously, but how about others? Is there classes not covered by wargames niches?


- Doctor
- Engineer
- Hacker
- Skirmisher
- Soldier
- Weapon Specialist

Further customization could come from Factions. ALEPH, Ariadna, Haqqislam, Nomads, PanO, and Yu Jing. (36 possibilities?) Players could play as Mercs or maybe as a combined ops against the alien threat. :words:



The more I think about it, the more I still see Traveller being a good fit. Mechanics wise.
What you have listed there are very similar to the career choices in Traveller. In addition they have a Tech System for building planets, so Planet A might might be a tech level 5 (Low tech, say Ariadna) and Planet B might be a high tech planet at tech level 12. The planets you start with, and their associated tech levels, dictate starting traits/skills that you character possess.

So you might have grown up in Yu-Jing territory, but growing up on the Yu-Jing home world will certainly give you a very different background than say Svalarheima.
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Re: What is Infinity not doing?

by coleslaw » February 12th, 2013, 7:46 am

Puprednuht wrote:
Morze wrote:What kind of basic "classes" should there be? Hackers, obviously, but how about others? Is there classes not covered by wargames niches?


- Doctor
- Engineer
- Hacker
- Skirmisher
- Soldier
- Weapon Specialist

Further customization could come from Factions. ALEPH, Ariadna, Haqqislam, Nomads, PanO, and Yu Jing. (36 possibilities?) Players could play as Mercs or maybe as a combined ops against the alien threat. :words:


I think the setting is rich and interesting and would fit nicely as a rpg. But we still miss a lot of information on how the societies work, still it would need a lot of job from the GM. I personally prefer rpg's without classes, but some of the starting concepts I would recommend are:
Journalist: feed the ignorant masses with state-approved propaganda while following up the big scoop on why the mayor is ignoring the sectors defenses while trying to get re-elected.
Undercover spy: steal the secrets of other superpowers while pretending to help them combat the alien threat.
Smuggler: earn your living while helping the Hassassin operatives infiltrate the quarantined city.
Ju-Jing bureaucrat: make sure you advance up the hierarchy. And what better way to do that then to remove some of the upper ranks by exposure, bribes or downright assassination?
The assassin: fall in love with your latest target ( an other PC :-) ) and realise what happens when agents go rogue..

And so on...

If you're only planning military ops then I think Infinity with some small modifications is what you need.
Each player begins with a spec-ops.
An experience system like the Paradiso one
Begin with 2 wounds.
Every player gets one irregular order and one regular which he can share with the other players.
Get a DM and a scenario.
Get at it!
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Re: What is Infinity not doing?

by SgtHulka » February 12th, 2013, 3:25 pm

Here's a light RPG/Character Generation system I've started to develop for Infinity to play with my son. Even though it's in a very early stage, since there seems to be other interest in an RPG I figured I might as well share it.

It's called STREET OPERATORS because the premise is that the characters are sort of military private eyes...quasi legal mercenaries who make their living working freelance for various corporations and/or individuals performing industrial espionage and the like. It's basically the same premise as Cyberpunk or Shadowrun.

I like old school random character generation using dice, but I want the average character generated to have line infintry stats or maybe just a bit better. In order to round out character generation I've decided to go with 3d4 for every characteristic. That provides a nice bell curve. I also want every characteristic to be useful, so they aren't the same as Infinity stats. You calculate your infinity stats based on your characteristic rolls, and you buy talents (which provide Infinity Skills) directly from your Education characteristic.

So, to re-cap, Infinity has stats and skills. My idea is to create characters that have Characteristics and Talents, from which Stats and Skills are then derived.

I've stolen the Universal Personal Profile from Traveller, (where 1-9 is written normally, 10 is written as A, 11 as B and 12 as C). I've always loved that you can read a character's rolls like 978A6.

I haven't yet worked out damage. Role playing games generally need a more spread out damage system than just one or two wounds. I really like the old Traveller rule where you would apply damage directly to a character's physical characteristic, and I'm toying with something like that. So, let's say you have a character with Strength A (10), Agility 7, Endurance 8. He gets hit by Rifle (Damage 13) with no armor. Your roll randomly to see which characteristic is effected. You roll a 1 and it's strength. Since Strength is only A it drops to 0, with 3 damage remaining. You roll between Endurance and Agility. You get Endurance so that drops three more points to 5. Since one characteristic is at 0 the character is unconscious. Now he takes another hit from a pistol, for Damage 11. A random roll between Agility and Endurance results in Agility. Agility is dropped to 0 with 4 points left over. Those are applied to Endurance, so the Endurance drops to 1. The character is barely still alive (when all three drop to zero it's dead). I like the idea but I'm not sure if damage should be a straight number, like infinity, or rolled. I also am not sure how to apply armor.

Anyway, enough of the long-winded intro, here are the notes:

STREET OPERATORS

Character Generation

Roll 3d4 in Order for:
STRENGTH
ENDURANCE
AGILITY
INTELLIGENCE
EDUCATION

Close Combat Skill=STR+(END/2)
Ballistic Skill=AGL+(INT/2)
Physique=END+(STR/2)
Willpower=INT+(EDU/2)

Characters begin with 1 IRREGULAR ORDER.

TALENTS: Characters get talent points equal to EDU. Each talent costs a number of talent points (given in parenthesis).

CLOSE COMBAT TRAINING (1)
Prerequisite: None
Grants familiarity with Close Combat Weapons.

MILITARY TRAINING (1)
Prerequisite: None
Transforms Irregular Order into Regular Order

BALLISTICS TRAINING (1)
Prerequisite: None
Grants familiarity with Pistols, Rifles, Shotguns, Grenades and Light Grenade Launchers.

DEMOLITIONS TRAINING (1)
Prerequisite: Ballistic Training
Grants familiarity with Mines and D-Charges.

SUPPORT WEAPONS TRAINING (1)
Prerequisite: Ballistic Training
Grants familiarity with Spitfires, Heavy Machineguns, Heavy Grenade Launchers, and Feurbachs.

HEAVY WEAPONS TRAINING (1)
Prerequisite: Ballistic Training
Grants familiarity with D.E.P.'s, Panzerfausts, Flamethrowers, Missile Launchers, and Portable Autocannon

FORWARD OBSERVER (2)
Prerequisite: Ballistic Training, Flash Pulse Device
Allows the character to use the Forward Observer Special Skill. Also grants familiarity with Flash Pulse.

AIRBORNE DEPLOYMENT 1 (1)
Prerequisite: Descent Pack, Dropship
Grants Level 1-Parachutist

AIRBORNE DEPLOYMENT 2 (2)
Prerequisite: Airborne Deployment 2, Descent Pack, Dropship
Grants Level 2-Airborne Infiltration

AIRBONE DEPLOYMENT 3 (3)
Prerequisite: Airborne Deployment 3, Descent Pack, Dropship
Grants Level 3-Combat Jump

STEALTH (3)
Prerequisite: None
Grants CH: Limited Camoflage. If a character with this talent is equipped with a Mimic Device, he or she may use the CH: Camoflage skill. If a character with this talent is equipped with a ODD Device, he or she may use the CH: TO Camoflage skill.

EMT TRAINING (1)
Prerequisite: Syringe Gun
Grants a character with a Syringe Gun the Paramedic skill.

MEDICAL DEGREE (2)
Prerequisite: Paramedic, Syringe Gun
Grants a character with a Syringe Gun the Doctor skill.

ENGINEER (2)
Prerequisite: Micro Tools
Grants a character with Micro Tools the Engineer skill.

BLUFF (7)
Prerequisite: None
This grants the character Level 1-Basic Impersonation under either of the following conditions:
--The Character is armed only with a Pistol, Knife or Nanopulser
--The Character is equipped with a holoprojector

INFILTRATOR (3)
Prerequisite: Stealth
This grants the character Infiltration (Level 1) under either of the following conditions:
--The Character is armed only with a Pistol, Knife, Nanopulser or Grenades
--The character is equipped with a Mimic Device
--The character is equipped with an ODD Device

SELF-DEFENSE TRAINING (1)
Prerequisite: None.
The character has taken basic self-defense classes. This grants the character Martial Arts Level 1-Attack to Vital Points.

BRAWLER (2)
Prerequisite: Self-Defense Training
The character is an experienced fighter. This grants the character Martial Arts Level 2-Courage.

MIXED MARTIAL ARTS (3)
Prerequisite: Brawler
The character has dedicated herself to the study of one or more martial arts and has participated in serious competition. This grants the character Martial Arts Level 3-First Attack.

COMPUTER SCIENCE (7)
Prerequisite: None
Grants a character with a Hacking Device or Hacking Device Plus the Hacker special skill.

LEADERSHIP TRAINING (7)
Prerequisite: None
Grants a character the ability to become a Lieutenant.

WULVER (10)
Prerequisite: Min PHY 14; Max INT 7
The character is a Wulver. This grants him Frenzy, Berzerk, Natural Born Warrior and Climbing Plus.

TRUE GRIT (2)
Prerequisite: Wulver
Grants a Wulver Character a natural Armor value of 1 and No Wound Incapacitation.

BATTLE HARDENED (3)
Prerequisite: Wulver, True Grit
Grants a Wulver Character a natural Armor value of 2.

TOUGH AS NAILS (4)
Prerequisite: Wulver, Battle Hardened
Grants a Wulver Character a natural Armor value of 3.

DIE HARD (3)
Prerequisite: Wulver, Tough as Nails
Transforms a Wulver Character's No Wound Incapacitation into an extra Wound.

MONEY

Characters start with monetary credits (Cr) equal to (60-sum of characteristics) x 500.

EQUIPMENT
Concealable Ballistic Vest (ARM 1)1,000Cr
Composite Ballistic Vest (ARM 2)..3,000Cr
Teseum Ballistic Vest (ARM 3).....6,000Cr
Traditional Heavy Armor (ARM 4)..10,000Cr
Heavy Powered Armor (ARM 4)......20,000Cr
Hi-Tech Powered Armor (ARM 5)....40,000Cr
NBC Shielding (BTS -3)...........+3,000Cr
Combat Environment Shield(BTS -6)+9,000Cr
Mimetic Device...................+3,000Cr
Optical Disruptor Device.........+9,000Cr
Flash-Pulse Marker................1,000Cr
Syringe Gun...........................1,000Cr
MicroTools........................2,000Cr
Combat Cycle.....................10,000Cr
Defensive Hacking Device..........2,000Cr
Hacking Device....................5,000Cr
Repeater..........................1,000Cr

CYBERNETIC/GENE THERAPY UPGRADES
Hyper-Dynamics L1.................3,000Cr
Hyper-Dynamics L2.................6,000Cr
Hyper-Dynamics L3................12,000Cr
Super-Jump........................3,000Cr
Subdermal Armor (ARM 3)..........10,000Cr
Subdermal Armor (ARM 4)..........40,000Cr
Subdermal Armor (ARM 5)..........80,000Cr

WEAPONS
Knife...............................250Cr
CCW.................................500Cr
Pistol..............................750Cr
Assault Pistol....................3,000Cr
Submachine Gun....................3,500Cr
Light Shotgun.....................2,000Cr
Heavy Shotgun.....................2,500Cr
Boarding Shotgun..................4,000Cr
Contender.........................2,000Cr
Rifle.............................3,000Cr
Combi Rifle.......................4,000Cr
Ojotnik...........................5,000Cr
Marksman Rifle....................6,000Cr
Sniper Rifle.....................10,000Cr
AP Rifle.........................11,000Cr
D.E.P.............................3,000Cr
Grenade.............................500Cr
Flash Grenade.......................500Cr
Smoke Grenade.......................500Cr
E/M Grenade.........................750Cr
Light Grenade Launcher............1,000Cr

SAMPLE CHARACTERS

77A79
TALENTS: Military Training (1), Ballistics Training (1), Demolitions Training (1), Stealth (3), Infiltrator (3)
Kevlar Concealable Vest (3,000Cr), Mimetic Device (3,000Cr), Pistol (750Cr), Knife (250Cr), Rifle (3,000Cr)
CC: 11 BS: 14 PHY: 11 WIP: 12 ARM 1 BTS 0
Regular Non-Impetuous No Cube
CH: Camouflage Infiltration
BS Weapons CC Weapons
Rifle Pistol, Knife

B886B
TALENTS: Military Training (1), Ballistics Training (1), Self-Defense Training (1), Leadership Training (7)
Ceramic Tactical Vest (3,000Cr), Rifle (3,000Cr), Pistol (750Cr), Knife (250Cr)
CC: 16 BS: 11 PHY: 14 WIP: 12 ARM 2 BTS 0
Regular Non-Impetuous No Cube
Martial Arts L1 Lieutenant
BS Weapons CC Weapons
Rifle Pistol, Knife

58A89
TALENTS: Military Training (1), Ballistics Training (1), Computer Science (7)
Hacking Device (5,000Cr), NBC Suit (3,000Cr), Pistol (750Cr), Knife (250Cr)
CC: 9 BS: 14 PHY: 11 WIP: 13 ARM 0 BTS -3
Regular Non-Impetuous No Cube
BS Weapons CC Weapons
Hacking Device Pistol, Knife

6C83C
TALENTS: Military Training (1), Ballistics Training (1), Wulver (10)
Light Shotgun (2,000Cr), Concealable Ballistic Vest (1,000Cr), CCW (500Cr), Smoke Grenades x2 (1,500Cr)
CC: 15 BS: 10 PHY: 15 WIP: 9 ARM 1 BTS 0
Regular Non-Impetuous No Cube
Berserk Natural Born Warrior Climbing Plus
BS Weapons CC Weapons
Light Shotgun CCW
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Re: Infinity RPG

by Penemue » February 12th, 2013, 6:56 pm

I've thrown together a Savage Worlds adaptation for Infinity, if anyone's interested. It's not complete yet, but I think it's playable enough to run a few missions and see what's what.
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Re: Infinity RPG

by valthonis » February 13th, 2013, 2:05 am

And I'm working on an Infinity / Traveller adaptation if anyone is interested.
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Re: Infinity RPG

by Solodice » February 13th, 2013, 3:41 am

Penemue wrote:I've thrown together a Savage Worlds adaptation for Infinity, if anyone's interested. It's not complete yet, but I think it's playable enough to run a few missions and see what's what.


PbP? If so I'm in!
My Blog: The Myrmidon Officer
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Re: Infinity RPG

by Noirfatale » February 13th, 2013, 5:02 am

Any chance we can get a place to put those files to share?
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Re: Infinity RPG

by SgtHulka » February 13th, 2013, 3:43 pm

I'm especially interested in the infinity/traveller adaptation. Thanks.
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Re: Infinity RPG

by valthonis » February 13th, 2013, 4:23 pm

SgtHulka wrote:I'm especially interested in the infinity/traveller adaptation. Thanks.

I will let you know once I have more to post! :)
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Re: Infinity RPG

by Cilionelle » February 15th, 2013, 2:35 am

I've been doing a lot of looking into the new Fantasy Flight Star Wars game, and whilst the races and Force stuff wouldn't necessarily work in the Infinity setting, a lot of the Talent Trees and skills would be easy enough to adapt, in fact, most without changes. The dice pool mechanic they've got going works really well too. Simply make everyone a human, GM's discretion as to faction, then go for broke. The idea of mercs or pirates on the edge of the Human Sphere works well too.
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Re: Infinity RPG

by Section9 » February 16th, 2013, 10:53 pm

Olaf and I were in an Infinity RPG that actually used most of the Infinity rules. We bolted on a mix of the d20 Modern and SW Saga edition skills, though.

Your raw stats were generally lower than an equivalent trooper, but stats+skill ended up at about the same point. I was actually playing a Chimera, inspired by the old Don Johnson/Miami Vice personality. No pupniks, but not a lot of actual 'combat' skills, either. I went heavily into the investigation-type skills, instead. We did give each player-character 3 wounds, just to make the time when combat breaks out more survivable.

But really, you could snag any Cyberpunk or Shadowrun campaign and set it in Infinity. You'd have to declare the magic part of Shadowrun to be EI Voodootech, but that's not a big deal.

Example: CP2020 4th Corporate War, set between two major oceanic firms. Could be on Earth (what a shithole), but what's the fun in that? Set it on Varuna instead.

Several of the recent Shadowrun campaigns have been in the jungles of various places, which would make an easy transplant to Paradiso or Dawn.

Even some of the d20 Modern campaigns could be transplantable to Infinity. Because really, Black Ops boil down to about 5 different mission classes: sneak in and gather info, sneak in and break things sneaky-type, sneak in and 'extract' someone, sneak in and steal something, and sneak in and blow stuff up. The interesting part is the setting of the sneak and the surprises people run into. Heck, even the scenarios out of Deluxe RECON are transferable.
“I'm curious, son. When has 'This might be a trap' ever stopped you?”
“Stopped? Never. Slowed me down while I load the guns? Every time.”
-Schlock Mercenary, 22 July 2013.
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Re: Infinity RPG

by Elfenlied » February 16th, 2013, 11:25 pm

Personally, I use the FATE RPG system, since it's modular, free and does not come with some of the baggage other systems have. FFG and d20 tend to be very rules heavy, and encourage number crunching (it's like doing taxes; few really enjoy it, but doing it will grant you a tremendous advantage), which is something I wanted to avoid.

FATE, in a nutshell:
-Skill based system using a skill pyramid, e.g. You can have 1 skill at rating 5, 2 skills at 4, 3 skills at 3, 4 skills at 2 and 5 skills at 1. The rest default to zero. To increase a skill in game, you just pay the difference in cost, but you always need more lower ranked skills than higher ranked ones, ensuring a certain degree of specialization while allowing a character to perform reasonably well in other fields.
- Rolls are resolved with 4 modified d6. 1-2="-1", 3-4="0", 5-6="+1", adding the result of each die. The variance is therefore -4 to +4
-There are no attributes and character classes. Conflicts are resolved via skill rolls.
-Each character gets a set number of FATE point refresh. For Infinity, I recommend 10, although lower numbers work if you want the players to have a grittier gameplay experience.
-Every session, characters replenish this pool. It can be used to re-roll a skill roll, grant a static +1 bonus, or establish useful facts for the characters ("the road towards the sniper is littered with wrecked vehicles, giving us ample cover"). The latter is subject to veto by both DM and fellow players, to prevent abuse.
-Refresh can be used to buy Enhancements for your character, permanently lowering the pool. These Enhancements are divided into Stunts and Powers. Stunts are usually attached to a skill, and either grant a passive bonus under certain conditions (e.g. Character can sneak at full speed without penalty), or open up new usages of a skill (e.g. "Jury Rigging" would allow a character to make temporary repairs without proper parts/tools). Powers are significant upgrades to a character, allowing them to perform feats not available via regular training. The Khawarij's Super-Jump would fall under this category.
-Each character is defined by Aspects, which the player can freely assign. A standard character has a High Concept aspect (e.g. Myrmidon Leader), a trouble aspect (e.g. "Shoot first, ask questions while shooting"), and some general aspects to describe them (e.g. "I survived the Neo-Colonial wars" or "The High Command looks down upon us Japanese").
-These aspects can be used in either beneficial ("invoke") or detrimental ("compel") ways. Using them in ways detrimental to your character can lead to interesting role playing opportunities, and grant the character one additional FATE point. Likewise, they can be used to your advantage, which in turn costs a FATE point.
-Example: A player plays Miguel, an Alguacil character who is tasked with capturing an Aleph intruder, in order to have him interrogated. Upon encountering the functionary, the DM points at Miguel's trouble aspect, which reads "Shoot first, ask questions while shooting", and offers Miguel's player a FATE point. He can either accept the compel, which nets him a FATE point, or refuse it by handing one of his points over to the DM. If he has none left, he cannot refuse. Should he accept, Miguel might act overly enthusiastic, and guns down the Aleph functionary, which his superiors might be none too pleased about, seeing that they intended to interrogate it. If he had refused the compel, he could have captured the operative alive, which might lead the story in another direction.
-Aspects, even trouble aspects, can also be used in a beneficial way. Let's take Miguel from the example above. He gets into a firefight, and rolls really poor on his initiative. The player can spend one FATE point to either re-roll or get a +2 bonus on it, pointing at "Shoot first, ask questions while shooting".
-As you can see, characters with lots of Stunts and Powers have fewer FATE points to use, but are stronger or more versatile as a baseline. They also can't refuse compels as often, since they run out of points faster, which is intentional. A Human Tag like Achilles might only have 1 Refresh left (the minimum you can have), spending it all on his awesome physical prowess, which in turn can often get him into trouble by compelling "Cover is for lesser men" or "Impetuos Myrmidon Leader". Miguel the Algucial might just be a normal dude, but he can spend his points when it matters, making him unusually lucky when he needs to be, or avoiding trouble when he can't afford it.

Anyway, that's FATE briefly summed up. The game is freely available online, and can be used with minimal effort for Infinity.
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Re: Infinity RPG

by Cilionelle » February 17th, 2013, 3:37 am

I think I'd argue that FFG's Edge of the Empire is one of the most maths-lite games I've seen or been interested in enough to look into. Not sure whether you've seen it or not, Elfenlied. It's quite different from their 40K RPGs.
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Re: Infinity RPG

by Elfenlied » February 17th, 2013, 9:33 am

Haven't had a chance to see it yet, I'm afraid. I only know their 40k games.
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Re: Infinity RPG

by Lazi » February 17th, 2013, 10:37 pm

Elfenlied wrote:Personally, I use the FATE RPG system, since it's modular, free and does not come with some of the baggage other systems have. FFG and d20 tend to be very rules heavy, and encourage number crunching (it's like doing taxes; few really enjoy it, but doing it will grant you a tremendous advantage), which is something I wanted to avoid.


I am glad there is some other FATE-fan here. We play it with several different rules (cannot say better or worse). Anyway I really do think FATE would translate nicely into Infinity. There is pretty much only one thing that needs to be done: A skill-list. Thats all you need rules-wise. Some examples of Aspects, Stunts and Powers should be included, but can be easily improvised.

As to the rules my group uses (opposed to yours):
- Character gets skill points as a reward (kinda like experience). Can be after one session or when there is some important part of the story finished (this really depends on the actual game and general consensus about the speed of development of skills). After gaining 4 skill points, character gets additional Aspect (so Aspects are sort of a level indicator).
- Character gets FATE point at the beginning of his journey, at the beginning of the game (usually 4). These can be used to "manipulate" the story (in the same way you described) or for getting instant +1. Character gets a FATE point when he reaches new Aspect or as a special reward from GM (e.g. for good roleplaying). Another way for getting FATE points is the same way you described - GM offers you a FATE point for following some negative trait of one of your aspects. FATE points are not replenished at the beginning of the session but:
- Character does not have to pay FATE points for using Aspects. The Aspect can be used only once per "time-limit" - "time-limit" being variable, depending on the type of the game (for example we play a game where we are a team of detectives and we can use each of our Aspect only once per case (which can take several sessions, so one has to be really carefull when to use the Aspect); in other game which is set in fantasy world and which is slighly more action-packed, we can use each Aspect once between two rests (rest being at least 6 hours of sleep in not-to-tough environment).

And one part of the rules you forgot to mention: Injuries and what we call The Spiral of Death - in FATE it can be really dangerous to be injured because then you get stackable negative modifiers - which is pretty nasty thing. I could elaborate more on the mechanic if anyone is interested.
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Re: Infinity RPG

by Penemue » February 18th, 2013, 1:49 am

Solodice wrote:
Penemue wrote:I've thrown together a Savage Worlds adaptation for Infinity, if anyone's interested. It's not complete yet, but I think it's playable enough to run a few missions and see what's what.


PbP? If so I'm in!


It's not quite ready yet (read: complete), but I can throw it into pdf format if you're interested. Just let me know where/when/how/etc. to send it. :)
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Re: Infinity RPG

by Ironclad » March 4th, 2013, 11:52 pm

I think I recall playing Infinity RPG in 2003/4ish wasn't to keen on it much, but I think it was due to a poor DM rather than a poor RPG. Wish I could get my hands on it now though. :)

@SgtHulka, Wow, thats a lot of hard work there buddy. Must have took you a while to fine tune that lot! :D
Last edited by samurai on March 5th, 2013, 12:08 am, edited 1 time in total.
Reason: Double post merged. Edit button is your friend ;)
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Re: Infinity RPG

by Locksmith » March 5th, 2013, 12:23 am

I tried FATE, but found that it requires the GM and players to be so in sync that a system is almost unnecessary. But then, I'm a die hard fan of the old TSR Marvel RPG. You can have my Universal Table when you pry it from my cold dead fingers.

Most of what you'd need for an RPG is already in Infinity The Game. Just add a little granularity to damage. I'd suggest following the path that turned WFB into the original WHFRP, and add hit locations and careers. Damage granularity makes combat interact with your story, and makes the players more survivable. Use existing statlines and allow players to buy themselves up the chain using the Paradiso Spec op charts. Make certain purchases a little cheaper if they're in the character's 'career'. Sprinkle in a few skills to cover some non-combat stuff like intimidation or data analysis, and bing, RPG.
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Re: Infinity RPG

by CoffeeDave » March 7th, 2013, 9:03 pm

If I may, I would like to suggest the Marvel Heroic RPG, the new one by Margaret Weis. The game itself is very simple, fast and even allows out of turn actions. I've seen a couple of sites 'hacking' this system into a D&D/Pathfinder alternative.
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Re: Infinity RPG

by Elfenlied » March 7th, 2013, 9:51 pm

CoffeeDave wrote:If I may, I would like to suggest the Marvel Heroic RPG, the new one by Margaret Weis. The game itself is very simple, fast and even allows out of turn actions. I've seen a couple of sites 'hacking' this system into a D&D/Pathfinder alternative.


That would be Cortex+, correct? I've played the Supernatural RPG, which ran off the same system, and like it.
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Re: Infinity RPG

by CoffeeDave » March 8th, 2013, 1:19 am

Yes. I've never played the Supernatural version, but I'm assuming it's similar. My group is playing through the 'Shadowland' story-arch and they're having a blast

Edit: Here's a link to some character sheets (or data files at they call them), and short adventures to check out.
http://www.margaretweis.com/showcase/17 ... nt-updated
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Re: What is Infinity not doing?

by Yasbir » March 9th, 2013, 11:42 am

valthonis wrote:
Pierzasty wrote:
valthonis wrote:I like Infinity for Post Humans, Karakuri's, Loup-Garous, Swiss Guard, etc, but how exactly can you put all that into an RPG without literally tossing all those characters into a group and saying "Now, get a long and go adventure!"?


Just as ideas, when we played to develop the game, O12 recruited our characters ( well, it was that or death for my illegal IA charater) . Sometimes, we played as mercenaries for haqqislam, and Black hand nomad agents too. Once, we just be a detective agency.
Before you ask (as usual). No, there was not a specific system for those games. We use Pendragon system modified, mutant chronicles, fading suns .... and about 10 different systems invented for infintyRPG ,mostly by Brandocastro (not Interruptor) . None was really near to the infinity miniature system ( ARO mechanic it´s difficult to have in RPG) , but, hey, to play well, you just need a good story and a good master, and how to shot bad guys...
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Re: Infinity RPG

by JTM93 » March 30th, 2013, 2:48 am

Why not use the Chronicle System? There is the one used in the Song of Ice and Fire RPG and there is Unique System.

If all else fails you can base a system on them.

EDIT: My group are working on one. I made some comments here as well.
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