by Silverdream » Thu Jun 21, 2012 11:27 pm
I'm building an RPG out of brikwars combat and lego. The idea is to make it ridiculously violent and hilarious, yet still carry a decent storyline and have balanced gameplay. Each character will have a list of Good and Bad traits, as well as classes, races, specialties and backgrounds. Skill dies will start out at 1d6, and then grow as you level up.
Good Traits
-Constructor. Cost 6. Can construct surrounding building blocks into a creation.
-Nashy Teeth. Cost 2. Can do 1d6+1 biting attacks(without a skill roll).
-Intelligence Cost: 1. Can use computers, do math, comprehend physics, read.
-Bloodlust Cost 2. Gets +1 on any diceroll relating to violence or gore.
-Feminist Cost 3. May summon the double sided dildo of equality and wield the strapon of women's rights.
-Masculinist Cost 2. Gets +1 to beating up, killing, maiming or defending self from females.
-Heavy. Cost 4. Ignores size limit of any weapon.
-Secretly a Robot. Cost 5. Immortal as long as one body part is salvaged.
-Strength. Cost 2. Gets +1 to melee attacks, shoving, lifting and showing off.
-Sexy. Cost 5. Can remove articles of clothing to distract enemies or allies of appropriate sexual orientation. Can persuade NPCs to do anything for them. Can make seduction rolls.
-Parkour Douche. Cost 1. Gets +1 for running, jumping and flipping feats.
-Pilotry. Cost 4. Can Pilot anything.
-Trolling Master Cost: 3. Can piss off certain enemies to the extent of making them make self-defeating decisions, such as taking their rage out on the nearest person regardless of allegiance.
-Gunslinger Cost: 4. +1 to hit with any one handed firearm. By saving 5" of movement, gets another +1 to hit and doubles range of weapon.
-Martial Artist Cost: 3. Can deal 1d6 of damage with bare hands and random objects, and stuns enemies for a turn if attack equals armor. Also, has faster hands and can do other martial arts type actions.
-Evolved From Speedy Gonzales Cost: 3. Additional 5" of movement, and always attacks first when a response action was saved.
-Everyone loves ___ Cost: 2. Much easier to avoid random fights, because you can probably convince that random drunk to be your friend on the fly. Enemies will be less likely to target you.
-Assassin Cost: 5. Move silently, -1 to hit on all incoming attacks, and deal +2 to damage when using any type of knife or sword.
-Quick Draw Cost: 2. Always attack first when combat starts.
Bad Traits
-Gland Problem. Cost -3. Gets -3" of movement.
-Useless. Cost: -2. Starts with 1d4 skill instead of 1d6.
-Disabled. Cost: -1. Can only move in a wheelchair.
-Old. Cost -1. Cannot use computers or complicated gadgets including keypads, ATMS, communicators or cellphones.
-Unlicensed. Cost: -2. Cannot drive anything with a motor.
-Tween. Cost: -1. Enemies will take priority in attacking you.
-Racist. Cost: -2. Cannot deal with any other races without offending them, and provoking them into violence.
-One Eyed. Cost: -3. Cannot make accurate single shots with a gun.
-One armed. Cost: -4. Only has one arm, will provoke certain people into violence.
-Ugly. Cost: -3. NPCs will only talk to you if you have money.
-Secretly Three Ducks. Cost: -6. When killed, three actor ducks with 1d4 skill will pop out of your body, and you will play as them until you find a new costume. They cannot wield weapons and only speak duckese.
-Reluctant Warrior Cost: -2. You don't really want to kill anyone, but sometimes you have to. -1 to all damage rolls with melee weapons.
-Coward Cost: -3. -1 to skill when outnumbered. -2 to skill when outnumbered twice over.
-Tribal Cost: -3. Can only use firearms as random objects, and cannot wear armor.
-Darker Knight. Cost: -4. Must kill any character who has committed heinous, evil or corrupt crimes at any point in their life. Includes smaller evils such as jaywalking, keeping too much change, or talking in the theatre. Will not kill self in this case due to the idea of gritty redemption.
-Hunger. Cost: -5. After something dies, this minifig must attempt to eat it or drink it's blood.
One's good and bad traits must equal 0 at the start of the game. Traits can be gained and lost as appropriate. I.e Neil DeGrasse Tyson's brain is sucked out of his body and shredded into millions of tiny pieces. Now the party's medik, Dr. House must roll to see if the brain he stitches together will make Neil Useless or if it can be salvaged. House makes a medikal feat to replace Neil's brain and rolls 4 against 4. It is arbitrarily decided by the GM that Neil's usefulness is saved, but he loses his Intelligence and knowledge of the cosmos.
RACES.
Races are virtually irrelevant when it comes to anything important, however some choices will leave a horde of genocidal assyrians after you, and some choices will give you entitlement and some respect.
-Peach
-Bonus shit: Gets to speak four languages, if it comes up. Automatically gets tween.
-Yellow
-Bonus shit: Gets to speak two languages, and is less likely to be genocided. Automatically gets Racist.
-Robot
-Bonus shit: Can't die of cancer, radiation, or any weak fleshy shit. Automatically gets Secretly a Robot. Will take 1d10 damage from water.
-Duckese
-Bonus shit: Really good at flying, eating and swimming. Gets Secretly three ducks automatically. Can disguise themselves as any race should they have a costume.
-Ork
-Bonus shit: Automatically gets nashy teeth and strength.
Undead
-Bonus shit: For every fleshy eaten, you get an almighty benny.
ARCHETYPES
Medic
A sadist who forces others to relive their deaths over and over again, this fig has gone to school for almost a decade to learn the secrets of torture, re-animation, healing and the way of John Sade. Usually talks with a thick accent.
"I can only get aroused from flogging."
Pompous ass hero.
The underdog who completely dominates all the bad guys. Uses stupendous feats and charisma to brutally kill stuff. Thinks he is better than everyone else because he is better than everyone else.
"The hammer is my penis."
Manic Pixie Dream Girl
Just your average Mary Sue. Is good at practically everything and is usually smart and sexy. Gets +1 to all skill rolls and is weird and clinically insane. When a character of this archetype dies, she is gone forever.
"I named my cat after Springsteen."
"Cool... what was his name?"
"Bruce."
Straight man
A less eccentric hero, who operates as the voice of reason. Also, probably yells a lot at his party when they try to do something stupid. As the only sane one, he/she is usually smart, kind, responsible, sarcastic and lacks comprehension of the insane brikverse. Can tell if a character is secretly anything, and if the villain is just an idiot in a lizard costume. There should never be more than one in a party.
"Ford, you're turning into a penguin. Stop it."
Captain Idiot
The leader of the group, if only because of rank. Can easily command farmers as if they're well trained militiamen. Can form people into squads and inspire comrades as well as give people combat abilities they didn't have before. Is usually oblivious, blunt and rude but very tactically sound.
"Jenkins! Keep your head down before the Huns put it down for you—and put that rotgut away before I have to notice it!"
Mekanik
A great architect, engineer and fighter. Starts with a pry tool and the skill to construct objects out of the surrounding lego pieces. Should probably be played by the best builder of the party, or the most bored.
"You're not using power tools, are you?
Plucky Comic Relief
The snarky teen of the group. Can speak any language and lightens the mood by bringing in quirky subplots and subquests. Can choose an older brother or older sister character. When that character dies, the plucky comoic relief may choose to ditch his archetype and traits and pick up his/her sibling's traits and archetype.
Abe, I like my humping like I like my martini's. Dry.
YOUR CHARACTER
All characters should start out with 1d6 skill. As veteran brikwarriors will recall, this die is used to determine whether you character can use certain objects/spells/technology. Two levels following, the skill die increases as so.
Level 1: 1d6
Level 3: 1d8
Level 5: 1d10
Level 7: 1d12
Level 10: 1d20
If one starts out with 1d4, one would level up to 1d20 at level 12.
Leveling up and stuff
One levels up as according to the amount of stuff one does. TBD
Defense and speed
TBD
Last edited by
Silverdream on Sun Aug 19, 2012 2:34 pm, edited 18 times in total.

mgb519 wrote:Seriously, you are now the first ever forum superhero.