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(Looking for Players) The Venture Bros RPG. Day TBD @ 7PM EDT

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This is a Role Playing Game based on "The Venture Bros" animated TV series. Game Play focuses on social interaction and Role Playing.  Game time will be from 8PM to 11 PM EDT.  The exact game day is To Be Determined by consensus.  The game should be open Tue through Sat for the first week to gauge player response and to pick a day of the week for the game to run.  Anyone joining during this first week will have help for character creation and participate in a mini-prequel. Search under 'Join a Game' for "Venturebros" or "Venture" and "Bros" for the game listing.
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In other news... The world is a little bit safer now as work on Gargantua III has resumed.  As most of you know, G3 boasts the largest 'rail gun' every constructed, which is a device that uses superconducting magnets to propel massive iron slugs at many times the speed of sound on earth.  G3's primary mission is to use these slugs to deflect incoming asteroids away from the Earth's path.  Construction on G3 stalled when the United States and the European Union defunded the project admist downturns in their respective economies.  However, construction has resumed and is continuing in earnest thanks to corporate sponsorship.  Several large tobacco companies have stepped in and agreed to fund the project to it's completion.  Naturally the one concession made to these companies was advertising space.  So if you do manage to get a look at G3 through your amateur telescope, you will notice the now all too familiar slogan sprawled across it's bottom, "Brought to you by Smoking!"
That's hilarious. :) Any idea what game system you will use?
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The Venture Bros Role Playing Game. Characters begin as 'Henchmen' (or at the same power level as henchmen if their background doesn't include 'henching'). Nearly any, Power or Ability is permitted. All such traits are subject to GM approval; however, a LOT of leeway will be given, particularly if the character’s background story is compelling. Keep in mind, that even though potentially powerful abilities are permitted, they will not be fully realized. Such powers will be uncontrollable or under-powered until such time as the character has gained enough experience (earned enough character points) to 'buy off' the uncontrollable and reduced power limitations. The aim here is not to create a mega-powerful superhero right from out of the gate. Instead, low level henchmen-types may begin the game with a certain flair... a certain style, and the invisible hand of fate will steer them toward that super-scientist’s lab where they get bit by a radioactive cliché and go on to become a larger-than-life legend. Points will be awarded for good role playing (particularly for role playing disadvantages), for actions that help your team/allies (provided these actions are in keeping with your character’s background and personality), for actions that hinder your team/allies (provided these actions are in keeping with your character’s background and personality), for giving a colorful monologue, and for engaging with your fellow players in a way that follows the basic rules for good improv comedy. Suggested backgrounds: Members of the Guild of Calamitous Intent, Peril Partnership, Fraternity of Torment, Order Of Chaos (O.O.C.), or similar (in point of fact, the campaign will take place on the west coast of the USA where the Order Of Chaos dominates the super-villainy landscape.), Members of OSI. Super Scientists. Super Heroes. Civilians. Bounty Hunters. Paid Assassins. Extreme sports athletes. Independent costumed villains or vigilantes. Members of secret societies. Seekers of the divine magical balance. Anyone with a deep rooted obsession. Possible meta-types: Meta Human. Super Human. Ghost. Space Alien. Robot. Normal Human. Ghost Robot. Ninja. Time Traveler. Martian. Bigfoot. Artificial Intelligence. Cyborg. Elemental. Sentient Animal. Gestalt Intelligence (Hive Mind). Fictional character from a fairy tale brought into existence (somehow/by accident) and unable to return to their fictional world. Magician (like with real magic). A Psionic brain in a jar. Being made of living shadow. or anything you can think of... Due to logistical restraints, having characters with backgrounds from multiple conflicting organizations will prove problematic. This will not be a problem for the introductory adventure which takes this into account. However, at some point thereafter, the 'party' may have to get on the same page regarding which side (Protagonists or Antagonists) they wish to run with. The game will GURPS rules (mostly for character generation). Players are NOT required to know the rules, and knowing the rules will have almost no impact on survivability. Players SHOULD know what "The Venture Bros" animated series is all about and have some experience with some type of RPG. But this is not a must. I will happily turn any character concept into a statted out character sheet. A CHARACTER SHEET IS NOT REMOTELY A REQUIREMENT FOR YOUR FIRST GAME. A character concept is enough for the first adventure. It would help to have one eventually and you should eventually learn how to read a GURPS character sheet so you can keep track of things like Perception tests, Skill tests and Hit Points. But again, this is a relatively small part of the game. The majority of game play will take place in the form of social interaction with either people your character meets in the game or with the other players. Problem solving and thinking WAY outside the box are also a component of the game. Combat also a certainty, although it will serve more as the medium in which role playing and social interaction takes place, rather than as a primary component in and of itself. If you MUST have character creation and campaign details... System: GURPS Campaign TL:(5+3)^ (Historical+Divergent)+Superscience Character TL:0 to 9^ Power Level/Point Value: [50] Point Characters. Maximum points in Disadvantages: [-125] Points. Maximum points in Quirks: [-5] Points. Maximum value in any Primary Attribute: [15] Minimum value in Primary Attributes: [ST:5, DX:8, IQ:9, HT:7] Maximum value in Secondary Attributes: [Primary Attribute +3] Minimum value in Secondary Attributes: [Primary Attribute -3] Maximum value in Skills: [Attribute+5] User made Talents allowed? Yes (Only are unarmed combat skills are allowed in Talents @) Books allowed? All (ANY advantage or power from ANY book is allowed @) Keep in mind, that pretty much EVERYONE (PCs anyway) in this game world is a 'Weirdness Magnet'. You MAY take 'Weirdness Magnet' as a disadvantage if you REALLY want to...but... (1) you have to REALLY want to. (2) if MORE than one character in the game has 'Weirdness Magnet', the effects will be magnified exponentially and in short order, the number of characters who possess this disadvantage will be reduced to one. How the number gets reduced will up to me, the GM. But I promise the method will not be ordinary/mundane. Character background story? REQUIRED!!! A very good background story will rewarded with some minor equipment or ‘in game’ bonus (like an extra Karma Token). Other mechanics: This game will employ a game mechanic called “Karma” where players will be awarded Karma Tokens which may be used by the Players to affect the outcome of certain mechanics of the game directly (such as dice rolls). Many game systems employ something similar. However the currency of these tokens is ‘Arching’. Such tokens are earned when 'The Great Author’ has smiled upon you for delivering a well crafted monologue to your enemy while he is tied up and hanging upside-down over a fire pit, or for developing a good character background story, or for creating an elaborate trap for your ‘Arch’. (Note: ALL Players begin the game with -1 Karma Tokens. This means you have to earn at least one Karma Token to climb out of the hole. Karma Tokens - even negative ones - are owned by the Player and as such they DO transfer when a Player has to make a new character. Fortunately, the MOST any Player can go in the hole is -1 Karma.) @ (Subject to GM approval, naturally)
Oh my god. I have to play! Venture bros is my favorite show. I cant find the game so ill give you my thingy here. I'm Daniel 29, former long form improviser (not in an improv city at the moment). I have been dm'ing a 5e game for my little brother and his friends for about 5 months, but i have not yet played. I was a beat cop trying to make desk. Every day i woke up under what some described as a comically large pile of trash and hit a radio clock alarm. One day on the job when trying to sneak a cigarette in an ally I saw a sludge pile, figured it was a homeless person liquefied by some ray punks. On closer inspection it jiggled around and shot in my mouth like some kind of reverse ejectile vomit, you know the type. Now my life is exacly the same except i hit the alarm with my mind (wizard but only with utility spells).
The game should show up shortly in the "listings' section.  We will begin running the main campaign as soon as we get enough players (5 maybe?).  The prequel will begin with as few as 2 players.  I have the game open from 7PM to 9PM EDT Tue to Sat for character generation questions and for introductions and for the players to (potentially) work out other details (to decide if they are playing Heroes, Villains, mercenaries, etc.) If you have abilities that you want hidden from other players, confine character info to PMs.  But MOST protagonists and antagonists enter into monologue about their background history at the drop of a hat.  Aside from 'The Venture Bros', 'The Incredibles' references the art of the monologue. I don't know what game you played 5e in.  Shadowrun is currently running in 5th Edition.  There is a 5th Edition Call of Cthulhu and D&D.  But I didn't think there was 5e GURPS yet.
Sorry, I meant d&d 5e. Cool I'll repost so its all in one place.
Apparently, when I change the starting time like I have to do when I run game and end it, it takes a hour or two to repost to the 'listing' section. So... yeah.