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Arkopolis Engines - Join the Crew

Hi fellow BGDFers. For those of you who were following our massive blog posts a while ago will know that Clever Mojo and myself are working on steampunk board game called Arkopolis Engines. Players take the role of the crew of great steam-powered "Engines" scavenging ruined cities for equipment, resources and ancient artifacts.

We need crewmen for the Engines and, as a way of saying thank you for the support we have received, we want to give you guys the opportunity to help out by creating crewmen for the prototype and possibly for the final product.

Each crewman (or crew-woman--we're equal opportunity steampunks) needs a name, a job, a set of basic skills, some specialty skills, and a personal ability to round him out.

1) First you need a good steam punk name. You can either create one yourself or use this name generator: http://brassgoggles.co.uk/blog/steampunk-resources/steampunk-name-generator

2) Next, choose your crewman's job in the Engine from the list below:
--Pilot...Drives the Engine and other vehicles
--Armsman...Your main hand-to-hand fighter
--Gearsmith...The mechanical artisan and gadget-maker
--Commando...Special ops and ranged weapons
--Boilerman...Feeds the firebox to generate steam
--Scavenger...Knows how to find vital resources
--Professor...The most educated member of the crew
Do you have an idea for another type of job? We're open to suggestions so feel free to explain your ideas.

3) Now it's time to develop each character's skills. Each crewman has 5 basic skills. Only one skill can be a 6 and the total of the five skills cannot exceed 19.
--Navigation...Range 1 to 6...How well the crewman can drive the Engines and other vehicles
--Invention...Range 1 to 6...How adept the crewman is at building and disassembling machines and gadgets
--Engineering...Range 1 to 6...How good the crewman is with heavy machines and steam engines
--Scavenging...Range 1 to 6...How successful the crewman is at finding useful items and resources among the ruins
--Combat...Range 1 to 5...How accurate the crewman is at hand-to-hand combat or handheld weapons

4) To round out each crewman, they may also have two of the five special skills listed below. Only one of these skills may be a 6 and the total of the two special skills cannot exceed 8.
--Command...Range 1 to 6...A measure of the crewman's leadership abilities
--Diplomacy...Range 1 to 6...A measure of the crewman's negotiation skills
--Scholarship...Range 1 to 6...A measure of the crewman's intellectual aptitude
--Espionage...Range 1 to 6...A measure of the crewman's stealth and deviousness
--Targeting...Range 1 to 5...A measure of the crewman's accuracy with ranged weapons
Do you have an idea for another special skill? We're open to suggestions so feel free to explain your ideas.

5) Finally, each crewman deserves to be an individual, so they may have a personal ability. This can be a bonus or penalty when performing a certain task, or a character trait that makes them unique, or a piece of special knowledge they possess. Take a look at these crew card samples for some ideas.
http://www.arkopolisengines.com/images/0-CrewSamples.jpg

When you've got it all put together then just add it as a comment on this thread like this...

Wellington Darquestar
Professor
3 Navigation
5 Invention
3 Engineering
3 Scavenging
5 Combat
6 Scholarship
2 Espionage
Wellington is agoraphobic. If he is outside the Engine without an Ironskin Suit his Combat skill is reduced to 3.

Clever Mojo and I will review your crewman submission, tweak them a little if necessary, and add it to our play test prototype if at all possible.

Comments

Scotty McStem

Scotty "I'm giving it all she's got captain" McStem (and yes it is Stem and not Steem, Stem is mor harder and scotish sounding ^^)

Boilerman

Navigation 2
Invention 5
Engineering 6
Scavenging 5
Combat 1

Becaus he have no Special skill his personal ability should be better that a crewman vith skills. I am thinking of a skill that lets him get more steem from fuel. Or maby letshim use engin related artifact better, maby starts with one? Somthing to enhance the feeling of this person knows what he is doing down in the engin room.

Scotty McStem

Nice. I get the picture. How about something like; When Scotty generates steam, he adds 20 extra points of steam pressure.

Yes somthing like that would

Yes somthing like that would be a nice effect. Maby 20 is to much or to litle, have to se and compare to other caracters.

Here is another one.

J. R. Ambo

Commando

Navigation 6
Invention 5
Engineering 1
Scavenging 2
Combat 5

Espionage 3
Targeting 5

Personal ability - not optional. Befor the he can do an action he have to say a cool/hard onliner.

question

Quick question, did you create the character art on the sample character cards or get them from somewhere else?

answer

Mojo's just sourced the art for proof of concept and for playtesting. It's not going to be final art - that will be acquired from an artist legally. :-)

"Dewey" da Scavenger

Aakbot "Dewey" Dolittle

Scavenger

Navigation - 3
Invention - 4
Engineering - 1
Scavenging - 6
Combat - 5

Scholarship - 3
Espionage - 5

Dewey, as his friends, enemies and pretty much everyone except his parents call him, is small of stature and big of mind.
When Dewey is sent to scavenge on his own ignore enemy grounders and/or crew from nearby engines.

I like Dewey

Nice job, feNix. Dewey is a great little scavenger that gets into places others miss and blends into the background when he wants to disappear. Nice. :)

Hi everybody, I'm new here. I

Hi everybody, I'm new here. I posted once before but mostly just try to take in all the new information. I am currently in the process of making a few board/card games at home and find this place inspiring. anyway... Casamyr's comment about being "equal opportunity" gave me an idea for a Pilot or Gearsmith crewman that is confined to a wheel chair.

something like:

Kirby "Rusty" Weilz

Nav: 5
Inv: 5
Eng: 6
Sca: 1
Com: 2
Targeting: 4
Command: 4

Ability: Rusty cannot scavenge.
When performing repairs Rusty requires only 1/2 the usual resources necessary.

And maybe (if it doesn't bend the rules to much) you could make the Scavenge
stat 0 and increase his Targeting to 5.

Hope this helps. Keep up the good work!!

Thanks

Thanks, I went back over the previous posts and tried to think of someone special but not unbalanced. Glad you liked it.

Disabled Crewmen

Welcome to the fun, Clay. :)

Sure, I don't see why we can't have a crewman in a wheelchair. I think a steampunk wheelchair would be a REAL NEAT MACHINE. Kind of a cross between Davros in Dr. Who and Dr. Loveless in the 1999 Wild Wild West movie.

One of the recurring themes in steampunk is a character with steam powered prosthetic arms and legs, so I wonder if Rusty Weilz (HA, I just got the joke!) couldn't also have a steam powered exoskeleton that he uses from time to time. In fact, we have a piece of equipment in the game design that would serve just that purpose, so, I think we're quite able to handle a character with Rusty's traits.

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