Believing that a sequel isn't always necessary, Hax Monsters gives his view on why we could of done without Hotline Miami 2
Posted by: Jason Silverain / Category: Guest, Review, Video gamesRead more »
Many of you might be familiar with the infamous adult card game Cards Against Humanity and its many, many, many add ons to the point they even have regional versions and numerous online clones (one even with a My Little Pony Theme).
The creators of Cyanide & Happiness known for their web comics often controversial nature and dark humour have decided to put a twist upon the general premise and create Joking Hazard a comic strip creating adult card game.
Its been a while since I've covered upcoming events in the United Kingdom but when I saw these advertised I thought I should spread the word, after all it is only attending and supporting local events that the opportunity for further rises.
The first event I want to highlight is Retro Collects Video Games Market 3 On March 5th.
Getting mighty close to release version 0.1 that will have the fixed up code base for everyone to work on. hold tiiighhttttttt
I suppose as I posted this on /tg/ I should probably post this here too.
Been working on a C++ rebuild for a couple weeks and I've got the marine editing page done so far as a standalone, as well as the basic starmap (minus any content). Will be updating fairly regularly as I add more core features to the game and hoping for a viable V1 release within a month which should do most everything the current CM does, then I can build on it further.
Download link to the basic marine editor is http://wikisend.com/download/826862/ChapterMaster.rar
The Chapter Management button simply brings up a marine editor you can make guys in. Nothing fancy as of yet, but a lot of the core framework has been put in place for the game proper, so I should have more cool stuff coming fairly soon, free time depending.
To change chapter colours you currently have to eidt a text file - this will be a colour picker later on, but as part of the chapter creation screen so it was a bit awkward to inset it into the current build. The file at /Mods/CM/Settings.txt has RGB values for the chapter colours.
Hope you guys get something out of this, I realise it's a far cry from a game currently but hopefully it's proof enough that there's more to come very soon. I'm hanging out every day in #ChapterMaster on the suptg IRC if anyone wants to come and chat about it/offer help/etc. Could really use artists.
-Flow/Streamline
Literally the only reason flow or anyone is working on this is for the community and probably for some ability to see this game move forward.In the meantime TheGreatZobom has provide a version of Chapter Master with the sprites packs already applied (You can thank Guardsman111 for the sprites) which can be downloaded here.
Congrats flow on the partial rewrite.
We are just "fixing up the code" in the GML to better make it modifiable for the community, and easier to comprehend for "people" so that others can take the reigns more easily to continue the project so it amounts to "something special".
Instead of dying as is or partially completed 3 years from now with 50 contributors to 100 lines of code. all having no clue as to what the previous person did.
That happens so god damn much it annoys me with games like this.
Destroy the heretics.
1. Lookout Beggar:
This is a member of the thieves guild who regularly dresses as a
beggar as cover. Before a big job the thief will join a group of
nearby beggars as to appear as part of the scenery however they
are keeping an eye out for the routines of the locals in the area
to help the guild find the best opportunity to strike.
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26. The Tax Collector:
This tax collector is also under the employ of the thieves guild.
They carry out their normal job within the city collecting taxes
and inspecting businesses but will report on guild owned fronts as
if they were regular businesses to help keep them secret.
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2. Messenger Children:
These street kids are well known to the thieves guild they tend to
pass pieces of paper with encoded messages or spoken code between
members at assigned locations and times. They do not tend to
participate in the crimes themselves and younger children do not
know the meaning of the messages when questioned by town guards.
When older the children have the opportunity to become full
members of the guild.
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27. Out of town Hideaway:
This lovely family own a sweet little farmhouse just outside of
town. It all seems completely ordinary but their house contains a
number of secret hiding spaces and the house is sometimes used by
thieves guild members who need to escape the law before they slip
away under the cover of night.
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3. The Sewer Dweller:
This beggar has spent much of their life living in the sewers,
basements and other underground areas of this city. They may not
look like much but they are the go to person for anyone wishing to
find their way across the city in secret for smuggling large
amounts of goods or a quick get away.
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28. The Sewer Jack:
By bribing these sewer watchmen with a handful of coin the guild
gains access to the sewers to get around unrecorded, they may also
have a (somewhat reluctant) guide or a note of the patrol routes
and schedules of the honest Sewer Jacks.
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4. A Beggar With A Pet:
This beggar owns a pet or other small animal and uses the pet to
get more donations and information from passer bys than they would
normally. The animal can also be used for their defence or
distraction.
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29. The Bribed Town Guardsman:
A guard who grew up on the streets. They are a member of the
thieves guild in secret and can sometimes help a member in need if
they are in trouble. However there is a limit to how often they
can do this without risking revealing their secret.
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5. Street Performer:
This is an expert showman who performs shows in the street for the
entertainment of passers by to provide a distraction for trainee
pickpockets.
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30. Maid/ Manservant:
This person works in a local building of high importance in an
ordinary job. They are stationed there as a permanent spy and
report any news of importance to the guild.
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6. The Soup Stall Owner:
This person cooks up a cauldron full of hot soup every day and
sells it by the bowlful at their stall. The guild pays the stall
owner to give soup to the street kids under their employment. He
is well known around the local beggars and will sometimes swap a
bowl of soup for some useful information from them.
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31. The Bar Fight
Professionals: Troupe of performers who
specialise in staging fights between themselves. They provide
distractions for other members, they can also be asked to start a
bar fight or street riot if the right crowd can be found and then
slip away from the chaos.
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7. The Goon Squad:
This group is responsible for jobs such as alley tolls or shaking
down businesses for protection money. They mostly rely on brute
strength and intimidation to get the job done and are not relied
on for finer or quieter tasks. They are often the most well known
to the city guard and may be used as scape goats by the guild.
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32. The Diviner:
A spell caster who specialises in fortune telling spells. Some
members of the guild may come to a diviner for some advice on what
to prepare for in important jobs. Other guild members prefer real
information however not completely trusting information gathered
by spells alone. In a high magic setting a diviner will also
shield guild headquarters from being scryed by other spell casters
and scary particular targets in the city.
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8. A Large Enthusiastic Thug:
This thug is of a large humanoid race or simply a very well built
human. This thug is not very bright but will enthusiastically
fight anyone their friends at the thieves guild point them
towards. They can normally be found on jobs with someone who acts
as their handler and very rarely alone.
Alternative: Well
built human who believes they are cut out for the task of being a
sneaky thief but due to general size and clumsiness they are not
as competent as their fellows. They may be deployed as a
distraction to the real burglary happening elsewhere or even be a
fall guy for the real thieves.
|
33. The rabble rouser: This
is a professional performer whose aim is to stir up trouble. With
the careful use of speeches and lies they can turn groups against
other groups or incite a mob against a single target or group.
The rabble rouser may only incite
hatred against one target at a time and depending on the size of
the target group could spend several weeks on one job.
Example uses of this may be to get public support in removing a particular member of the guard or noble from power or to put a dampener on other guilds activities by encouraging the public not to buy from their front shops. |
9. Old Mercenary:
Retired mercenary hired by the guild when they need someone
threatening or killed.
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34. The Disloyal Rogue:
For some reason this thief is no longer loyal to the guild leader,
he is looking to improve his position or earn extra money. He will
be easy to bribe if the party offers to help him in either of
these goals.
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10.
Were Creature: This
member is a were creature. By day they are mild mannered and even
an upstanding member of the community. But by night or the light
of the full moon they become muscle for the thieves guild.
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35. Backstreet Cleric:
Heals suspicious wounds from traps and security systems which a
thief may encounter in his day to day activities.
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11. A Talented Sniper:
This thief is talented in bows or cross bows and is often called
upon for assassinations or passing messages with well placed
shots. They can sometimes be found in the shadows above a meeting
between guild members and other gangs just in case something goes
ary.
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36. The Animal Trainer:
This member trains animals for other members of the guild. This
may range from ordinary guard dogs to something more unusual such
as animals who are trained to sniff out certain substances or
provide timely distractions. They may also have a collection of
messenger animals. While birds can be common for this purpose
other animals common to the city can be trained and pass almost
unnoticed with enough skill.
|
12. The Door Guard:
A bouncer for one of the guilds fronts, they know exactly who is
in the guild and allows them through to back rooms.
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37. A Retired Expert Thief:
He has impressive skills and much experience but has long since
retired. While his body may not be as agile as it used to be he
hopes to lead a group of skilled young recruits on one last big
job.
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13. The Tavern Landlord:
An accomplice who works a local tavern. For a fee they are quite
happy to switch out drinks of their patrons for ones of stronger
alcohol content. They also act as ears on the street and brokers
of gossip.
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38. The Talent Scout:
This person is always on the lookout in town for potential guild
members. They look for people with talents the guild needs though
they are often able to hold there own in a fight as other gangs do
not like them luring away their members.
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14. The Boarding House Owner:
This location provides a safe place to stay for guild members or
visiting allies, may have houses in other cities for guild members
who need to travel.
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39. The Cat Burglar: This
thief specialises in infiltrating buildings from the second story
upwards. They know their way around the city rooftops and can
climb them with ease.
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15. The Fisherman (And Boat
Crew): Only guilds near a large river or
the sea will have a fisherman under their employ. Then not needed
by the guild the boat will be used for fishing but the guild could
use it to smuggle people across the water or to larger boats
waiting out of view of any town watch. They may also recover items
which have been sunk to the bottom of the water in any
misadventures by fellow guild members.
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40. The Contact (And Gang):
This person generally acts as a charismatic contact for ordinary
people who wish to employ the services of the guild. While it is
widely thought that they carry out meetings alone they in fact
have a small team of highly competent thieves and fighters who
hide in the shadows around meetings in case anything goes awry.
|
16. Brewer/Moonshiner: This
guild member makes counterfeit alcohol which may be sold in false
bottles this cheap knockoff can sometimes fool nobles into paying
a high price for ordinary quality liquor. They also make strong
moonshine which is sold cheaply amongst the poorer districts.
|
41. The Gambler:
A very skilled gambler (also a very skilled cheat) who can be sent
to win money or useful assets from nobles, occasionally they have
convinced fools to part with deeds to land or buildings. However
sometimes the gambler may be tasked with allowing someone to win
to draw them into further high stakes games.
The gambler can find themselves in a unique position, sometimes invited to high stakes gambling games putting them in a position to gain information from sources outside the guilds usual contacts. |
17. The Alchemist:
The alchemist makes items for the guild, they will be particularly
important in towns where detect magic is often used and non
magical alternatives may be desired. They may send members out to
find certain ingredients for their latest project.
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42. Guild Cook:
In a busy guild house a special cook may be employed to help feed
members in the guild. The cook specialises in making hearty meals
for a large amount of people from the limited ingredients
available. This helps keep guild morale and loyalty high.
|
18. The Jeweller: A
fence for jewels and jewellery often using stolen materials in
creating new jewellery if a piece is too well known to sell. They
have a keen eye for how much a gem is worth and have contacts in
other cities to help sell on high profile pieces.
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43. The Trap Maker:
This person specialises in making traps. They are often highly
prized in large guilds who need a collection of quality traps for
practice, protection or competition between elite members, some
trap makers even sell their traps publicly so that should the
guild need to target an estate they know how to beat the defences.
They may pay adventurers to being
back traps from dungeons undamaged for study. Traps which are very
old or very unusual will be most highly prized however they may
still get excited over a description of a large unmovable trap and
being able to inspect the wound it caused the adventurer.
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19. Antique Dealer:
This antique dealer knows how to get stolen items into and out of
the city. A particularly successful trick is to make a authentic
but stolen art piece look like a fake even to other trained
professionals. In this way he can smuggle the occasional high
profile item out of the city with ease.
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44. The locksmith:
The locksmith is an expert in making and picking locks. They have
made a number of practice locks for trainees in the guild. He
makes lock picks for all occasions, a tool set by this person can
cost more than average but will contain something for even the
most stubborn of locks. Once a year they make the most dastardly
set of locks and traps with a monster thrown in for good measure
to use as a gauntlet for the most promising of trainees. Those who
complete it get put forward for the most lucrative of jobs those
who don't generally end up being carted to the clerics.
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20. The Seamstress:
A talented group of seamstresses, while they have a legitimate
store front they also copy the patterns of any uniforms they get
in for repair and can replicate them with some time and cost.
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45. The Guild Interrogators:
This intimidating fellow is used by the guild to extract
information from captives or contacts working mostly through
intimidation but is not afraid to resort to violence. He can often
be found with a team of thugs.
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21. Madame Of The Brothel:
The Madame is a competent business women who leads and protects
her team of ladies of the night. She can take many roles within
the thieves guild. She can provide a front and money laundering
services along with perfect opportunities to provide blackmail
materials against certain targets.
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46. The Poisoner:
This is a experienced chief who can make very fine foods and
sometimes does so for the masters of the thieves guild. However
their main skill is to disguise the taste and smell of poisons
within fine foods. This helps other guild members slip poisons
into the food of noble targets where is is very difficult for the
nobles aides to detect it.
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22. The Weapons Supplier:
Need equipment for a job? The this individual can supply weapons
from his warehouse. Items are generally loaned or rented from the
warehouse per job. The owner of the warehouse keeps records of
what equipment they have and who is using it. They also tend to
buy up excess weapons from adventurers coming into town. Ever
wondered who even needs all those +1 daggers you keep bringing
into town?
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47. The Accountant/Banker:
The guild accountant helps to hide extra income from front
organisations and helps to hide payments from the guild to members
who need to seem legitimate. Unlike the tax man the accountant
often uses legal loopholes to minimise costs and may even bring
opportunities to the attention of the guild master.
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23. Potion Supplier: A
cleric or wizard friendly to the guild. The guild subsidises the
potions they make so they can be sold at a lower price to guild
members on guild appointed jobs.
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48. The Guild Sorcerer:
This rogue has few thieving skills, relying on his natural magic
talents to get past traps, locks and guards. In large jobs he may
be accompanied by a team who get him to the target which needs to
be dispelled or disarmed when mundane means will not do.
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24. The Miner/Stonemason:
This is a member which may be brought along to old ruins to ensure
it is safe to get into. In a large city the stonemason may also
make hollow gargoyles or other stone features for buildings. These
may actually contain a weapon or other necessary items for guild
members escaping over the rooftops or breaking into the building.
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49. The Job Co-Ordinator:
This guild member works mostly in guild administration. They know
what jobs are being organised and when as well as collecting
information on the movements of other gangs, before planning a
very large job guild members must consult with the coordinator to
ensure no other members are working a job in the same area on the
same day to reduce the chance of foiling each other's plans. The
log books belonging to the co-ordinator are very well guarded and
will often be written in code that only the co-ordinator
understands.
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25. The city archivist:
This person has access to the city archives, can sometimes be
relied upon to find blueprints of various buildings or maps to the
city. Their services cannot be used too heavily as it may out them
as a guild member or if bribed/ blackmailed into service may make
this noticeable to others nearby.
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50. The Masked Persona:
This thief does not actually exist, it is a fake persona used by
the guild to make many jobs look like the work of a single masked
thief to help hide the existence of the guild.
To create this fictional
personality the guild may have several copies of the same mask or
use a particular calling card after certain jobs. Some jobs may be
carried out simply to attribute it to this fictional thief by
having them dramatically escape over the city rooftops where they
may be seen by many of the townspeople. The bigger the thief's
legend the easier it is to hide behind them.
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Music
Music in the wilderness means you are not afraid of being attacked and what reminds characters of home more than the songs of home. +1hp per level per night in camp where music is played. The idea came for having bards as hirelings, but I've allowed characters to buy and play their own instrument. This costs some money and takes up encumbrance space. And how about the noise? I wouldn't want to penalize too much, or players would never play music in camp, maybe just a +1 to encounter rolls.The Hearth
If the campfire is the extension of the hearth, maybe it should offer some protection against the dark. I'll repost an idea here:A cleric, or anyone versed in the Old Ways, can take a stone weighing a half-stone or more from the night's fire. By incorporating it into the next night's fire ring they make that fire a hearth. Each night of doing so makes the hearth magic stronger. Undead and shape changers can not enter the light of a true hearth.Half-stone is ~7 pounds which is one of my simple encumbrance slots. I'm not interested in the bookkeeping part now. Maybe just, using the hearth a second time on gives the protection, but skipping a use in a fire will mean you have to break the stone in again. Particularly old stones taken from ruins or abandoned cottages might function as magic items that give extra bonuses.
The Campfire Fuel
Telecanter discusses a hearth stone idea that is tremendous. In the same vein, I like the idea of a particular type of wood helping the party. If those with botanical knowledge harvest these special woods to burn in the fire they enjoy some varied bonuses.
Wood with its effect
Barkbane This thick-barked wood is purported to keep all dogs and wolves at bay and is found to be nauseating to lycanthropes (any lycanthrope suffers a small attack penalty while fighting near barkbane).Bloodthorn This reddish wood has severe thorns all over it. Those who have open wounds will find they quickly close and coagulate (a small immediate healing bonus for those affected by naturally occurring battle wounds of the cut/slash sort).Greencloak This leafy, vibrant tree has wood that burns with a very thick low-laying smoke. Anyone who burns greencloak is somewhat obscured as the green smoke helps hide them. The GM may institute a small penalty to any foe trying to spot the party’s campsite.Wyrdwoode This white, gnarly wood burns with a pale yellow smoke. The smoke has a calming effect on all persons and animals nearby (horses won’t spook as easily, the party familiars will rest easily). The wood’s effect may reduce the duration of any sort of agitated condition or mental state (shaken, scared, etc.) or remove the effects of a spell that affects the target’s mental state.
