aw, tbh that's a bit lame
I kinda prefer the style where the people you posess are still, y'know, existing people when you're not in control, it adds a cool layer of drama and shit
I guess out of modern stuff Supernatural would be a pretty great example, even if by the time they got into posession related shit they were deep in the whole supernatural war bullshit that ruined the show (imo)
[QUOTE=M.Ciaster;48918408]aw, tbh that's a bit lame
I kinda prefer the style where the people you posess are still, y'know, existing people when you're not in control, it adds a cool layer of drama and shit
I guess out of modern stuff Supernatural would be a pretty great example, even if by the time they got into posession related shit they were deep in the whole supernatural war bullshit that ruined the show (imo)[/QUOTE]
It would mean you're automatically playing a huge asshole, though.
That'd shave off a huge part of the player base.
[QUOTE=elowin;48918543]It would mean you're automatically playing a huge asshole, though.
That'd shave off a huge part of the player base.[/QUOTE]
Nah, no way, I know loads of people who play RPGs who're huge assholes
[QUOTE=Rents;48918602]Nah, no way, I know loads of people who play RPGs who're huge assholes[/QUOTE]
i love how social games tend to attract completely anti-social/borderline sociopathic dudes
[QUOTE=cdr248;48918675]i love how social games tend to attract completely anti-social/borderline sociopathic dudes[/QUOTE]
It brings them into a social group that accepts them and allows their behavior
[QUOTE=ElusiveBadger;48919970]It brings them into a social group that accepts them and allows their behavior[/QUOTE]
i don't know many people that tolerate bonafide assholes in their games
like everyone pulls a dick move now and then which is usually just a bad split second decision or they're just having a bad day
but if you are a complete dick that can't get along with the group and/or harming the game by constantly doing shit that people don't want you to do then I don't see how you're even able to stay in games for a decent period of time
[QUOTE=M.Ciaster;48918408]aw, tbh that's a bit lame
I kinda prefer the style where the people you posess are still, y'know, existing people when you're not in control, it adds a cool layer of drama and shit
I guess out of modern stuff Supernatural would be a pretty great example, even if by the time they got into posession related shit they were deep in the whole supernatural war bullshit that ruined the show (imo)[/QUOTE]
Well, that's how it works in oWoD's Demon: The Fallen, I think.
Demon: the Descent, though, you're a fallen Angel of the God-Machine and most of your power comes from basically rewriting reality around you. They're actually one of the most powerful splats, in terms of how much they can do, but it's balanced out by the fact that if they do anything [I]super[/I] obvious(AKA anything cool), it's gonna draw Angelic attention, and Angels are generally speaking more powerful than Demons, because they're still hooked up to the God-Machine.
And when a Demon falls, whatever cover they had as an Angel to do their job becomes their first Cover. Usually, it's a really good one, because it's intended to keep an Angel from being noticed as out of place by any people they run into.(Not every Angel gets a cover, though.) They also make covers by making deals with mortals(or anybody with a soul, really); either a full-on Soul pact they can cash in at any time later to have the person be erased from reality while they step into their shoes and take over, or lesser pacts to build up a cover that, honestly, is gonna be a clusterfuck and not very convincing to anybody who takes a good look at you.
You can also totally do the temporary possession thing, though. Someone comes to you asking to get a week away from work, to spend in the Bahamas or whatever, because their boss is a dick who won't give it to 'em, you can levy it with their job for the time they're gone and take their place. Once they get back, anything you did on the job will be assumed to have been their doing, and they can't really do anything about it.(Note: This works best if the people they work with don't actually spend much time with them, and know them simply as 'that person in the cubicle next to mine' or whatever.)
TL;DR I like DtD, fucking with covers is neat.
although I guess I do have to agree with you on the anti-social part
if youre just quiet then you're probably less likely to get booted out but like still come on man RPGs are literally 100% talking to other human beings
[editline]16th October 2015[/editline]
my problem is less with those who are quiet and more of just those who can't pick up on social cues
ie consistently doing shit when everyone else clearly does not like you doing said shit
I've always wanted to make my own TTRPG. It would be a classless system where players would be able to build their character however they wanted, for the most part at least.
There would be two hexagons that look like this:
[t]http://i.imgur.com/mED0hnL.jpg[/t]
The first one would contain the main stats every player has. When creating their character, they would get a certain number of "points" they could spend, like in the example above. I put 3 points in Strength, and 1 point in Faith, Energy, and Vitality. Obviously I haven't thought of what each stat does exactly.
The other hexagon would have 6 blank spaces that players would fill out. Each space would contain something the player wants to work toward, like using a specific element or type of magic, or maybe some special skill like hand-to-hand combat or special weaponry.
[t]http://i.imgur.com/8AqI70Y.jpg[/t]
In that example, I put 3 points in Fire, 2 in Conjure, and 1 in Lightning. So that could probably mean I could conjure certain elementals like fire or lightning elementals, or something like that. While the high ranks in Fire means I could cast stronger fire magic spells. The idea I had behind these kinds of magics is that every player would be able to cast any spell they wanted, but higher level spells would cost more energy if you didn't meet the requirement for it.
The "energy" in the first stat would replace things like "standard actions" in combat. Instead, each action a player takes consumes "energy". Some energy would be restored each round, and players would have to think on how they want to spend their energy for their turn. Maybe they want to go all in on a boss and spend all their energy making attacks, leaving them open for future attacks. Or they might be more conservative and only use their energy for casting low-level spells or attacks.
I basically want to do away with the whole "this is a fighter, this is how you play him" sort of class thing.
[QUOTE=slayer20;48920417]I've always wanted to make my own TTRPG. It would be a classless system where players would be able to build their character however they wanted, for the most part at least.
There would be two hexagons that look like this:
[t]http://i.imgur.com/mED0hnL.jpg[/t]
The first one would contain the main stats every player has. When creating their character, they would get a certain number of "points" they could spend, like in the example above. I put 3 points in Strength, and 1 point in Faith, Energy, and Vitality. Obviously I haven't thought of what each stat does exactly.
The other hexagon would have 6 blank spaces that players would fill out. Each space would contain something the player wants to work toward, like using a specific element or type of magic, or maybe some special skill like hand-to-hand combat or special weaponry.
[t]http://i.imgur.com/8AqI70Y.jpg[/t]
In that example, I put 3 points in Fire, 2 in Conjure, and 1 in Lightning. So that could probably mean I could conjure certain elementals like fire or lightning elementals, or something like that. While the high ranks in Fire means I could cast stronger fire magic spells. The idea I had behind these kinds of magics is that every player would be able to cast any spell they wanted, but higher level spells would cost more energy if you didn't meet the requirement for it.
The "energy" in the first stat would replace things like "standard actions" in combat. Instead, each action a player takes consumes "energy". Some energy would be restored each round, and players would have to think on how they want to spend their energy for their turn. Maybe they want to go all in on a boss and spend all their energy making attacks, leaving them open for future attacks. Or they might be more conservative and only use their energy for casting low-level spells or attacks.
I basically want to do away with the whole "this is a fighter, this is how you play him" sort of class thing.[/QUOTE]
If you ever build on that, I'd be down for playtesting.
[QUOTE=MeltingData;48920468]If you ever build on that, I'd be down for playtesting.[/QUOTE]
I think the hardest part would be coming up with all the secondary stats. I've thought of a few unique ones, like Gravity. Gravity could be used for things like lifting small objects from a distance, or maybe even crushing enemies under their own weight.
[editline]17th October 2015[/editline]
Another thing I'd like to be able to do is come up with some kind of "free form" magic system where players can basically make up their own spells instead of restricting them to things like simple fireballs or shooting acid darts.
[QUOTE=elowin;48918543]It would mean you're automatically playing a huge asshole, though.
That'd shave off a huge part of the player base.[/QUOTE]
dude, it's a World of Darkness game
trying to find people who are [I]not[/I] playing huge assholes would be pretty hard :v:
my only complaint is that it seemingly lacks a charisma stat, and focuses a lot on magic instead of stuff like that.
just seems like it doesn't have any sort of thought out social aspect which is a thing i kinda like to have in tabletop rpgs.
other than that, real cool idea
[QUOTE=slayer20;48920417]I've always wanted to make my own TTRPG. It would be a classless system where players would be able to build their character however they wanted, for the most part at least.
There would be two hexagons that look like this:
[t]http://i.imgur.com/mED0hnL.jpg[/t]
The first one would contain the main stats every player has. When creating their character, they would get a certain number of "points" they could spend, like in the example above. I put 3 points in Strength, and 1 point in Faith, Energy, and Vitality. Obviously I haven't thought of what each stat does exactly.
The other hexagon would have 6 blank spaces that players would fill out. Each space would contain something the player wants to work toward, like using a specific element or type of magic, or maybe some special skill like hand-to-hand combat or special weaponry.
[t]http://i.imgur.com/8AqI70Y.jpg[/t]
In that example, I put 3 points in Fire, 2 in Conjure, and 1 in Lightning. So that could probably mean I could conjure certain elementals like fire or lightning elementals, or something like that. While the high ranks in Fire means I could cast stronger fire magic spells. The idea I had behind these kinds of magics is that every player would be able to cast any spell they wanted, but higher level spells would cost more energy if you didn't meet the requirement for it.
The "energy" in the first stat would replace things like "standard actions" in combat. Instead, each action a player takes consumes "energy". Some energy would be restored each round, and players would have to think on how they want to spend their energy for their turn. Maybe they want to go all in on a boss and spend all their energy making attacks, leaving them open for future attacks. Or they might be more conservative and only use their energy for casting low-level spells or attacks.
I basically want to do away with the whole "this is a fighter, this is how you play him" sort of class thing.[/QUOTE]
It sounds rather like something I was working on months ago, it was a classless system like yours but with a lot less thought put into it.
You basically had six stats, two of which were meta. Your primary stats were Martial and Mental, however these weren't generic measures of each stat. They defined how good you were at your role. A Ranger style character may have high martial and be able to take a mans eye out at a kilometre, but low mental means he can't tell that he's just recommended poisonous berries to the party. The Rangers Martial stat is represented by having a body that can draw a longbow for hours, survive the rigours of the wilderness and go without food for a long time. A berserker with the same stat may instead be a muscle-bound monstrosity of testosterone and big clubs. (Already you can see there's not much though put into this).
Next is where I got too big for my own boots, you have Focus and Wits. These modify how your Martial and Mental stats manifest. If your character is bombastic and flamboyant with their abilities, their focus is high. This is a pseudo social stat but it primarily plays upon the players fantasy of their character. A High Focus stat will stop a sorcerors flame spell being an aerosol can and turn it into a projectile bonfire. Wits is the subtle stat, if the character strikes when he's not expected, if they want to give off the wrong impression or cast a spell without being noticed, their wits is used.
The two meta stats are Favour and Power. Favour tracks your standing with the two super powers of the setting, the Elemental Lords or the Divine Gods. Directly calling upon eithers power means you have to roll Favour. They can also burn favour to survive mortal peril. Finally we have 'Power'. This stat retroactively effects every other stat and serves to quantify and measure their abilities. It's split into three tiers, Mooks, Heroic and Legendary. When you're fighting someone of a similar tier, your power has no effect, if someone is either side of you you take penalties or gain advantages respectively. Mooks are best equated to level 1-4 DnD characters (I think?), their feats are commendable but not exemplary. Heroic characters are the subject of song and story, they draw blades to end combat before the opponent realises they're fighting, arrows are drawn and fired in heartbeats and a Tyrant King is removed from power overnight thanks to one man. Legendary is daft, sword swings that destroy buildings, arrows fired in such volume that they darken the sky and magic powers that are all but cataclysmic in their potency. The power stat doesn't really...well, matter. It's purely flavoursome unless you're either outmatched or fighting someone who is.
Point is, your system seems to quantify what I was trying to achieve. I wrote loads of advantages (feats, merits, talents what-have-you) for different fighting styles, it included wrestling abilities, wire-fu powers and single-weapon stuff, though I didn't get that far before wanting to kill myself. Keep us posted if you decide to continue with this, it sounds promising.
[QUOTE=ElusiveBadger;48919970]It brings them into a social group that accepts them and allows their behavior[/QUOTE]
*It brings them into a social group that is generally unwilling to ostracize troublemakers because of social insecurities
[QUOTE=slayer20;48920417]I've always wanted to make my own TTRPG. It would be a classless system where players would be able to build their character however they wanted, for the most part at least.
There would be two hexagons that look like this:
[t]http://i.imgur.com/mED0hnL.jpg[/t]
The first one would contain the main stats every player has. When creating their character, they would get a certain number of "points" they could spend, like in the example above. I put 3 points in Strength, and 1 point in Faith, Energy, and Vitality. Obviously I haven't thought of what each stat does exactly.
The other hexagon would have 6 blank spaces that players would fill out. Each space would contain something the player wants to work toward, like using a specific element or type of magic, or maybe some special skill like hand-to-hand combat or special weaponry.
[t]http://i.imgur.com/8AqI70Y.jpg[/t]
In that example, I put 3 points in Fire, 2 in Conjure, and 1 in Lightning. So that could probably mean I could conjure certain elementals like fire or lightning elementals, or something like that. While the high ranks in Fire means I could cast stronger fire magic spells. The idea I had behind these kinds of magics is that every player would be able to cast any spell they wanted, but higher level spells would cost more energy if you didn't meet the requirement for it.
The "energy" in the first stat would replace things like "standard actions" in combat. Instead, each action a player takes consumes "energy". Some energy would be restored each round, and players would have to think on how they want to spend their energy for their turn. Maybe they want to go all in on a boss and spend all their energy making attacks, leaving them open for future attacks. Or they might be more conservative and only use their energy for casting low-level spells or attacks.
I basically want to do away with the whole "this is a fighter, this is how you play him" sort of class thing.[/QUOTE]
Core problem I see here is that different characters are unlikely to play especially differently.
So I'm going to play a Dark Heresy 2nd edition game tomorrow. Anything I should know?
I'm hoping to go as an Untouchable Techie and focus on getting all those B.C. bionics and implants, get a bunch of defensive and utility stuff. Also I've seen a lot of these tentacle utility mechadernites, do they have a name? There's the optical ones but other than looking at something they don't seem very useful.
I want to be Doc Ock.
[QUOTE=GlebGuy;48922713]So I'm going to play a Dark Heresy 2nd edition game tomorrow. Anything I should know?
I'm hoping to go as an Untouchable Techie and focus on getting all those B.C. bionics and implants, get a bunch of defensive and utility stuff. Also I've seen a lot of these tentacle utility mechadernites, do they have a name? There's the optical ones but other than looking at something they don't seem very useful.
I want to be Doc Ock.[/QUOTE]
The majority of the Black Crusade implants are in Black Crusade for a reason. That said, you're looking for ones in Tome of Decay, I can't remember their name but they're the Doc Ock tentacles.
[QUOTE=cyclocius;48922761]The majority of the Black Crusade implants are in Black Crusade for a reason. That said, you're looking for ones in Tome of Decay, I can't remember their name but they're the Doc Ock tentacles.[/QUOTE]
By 'BC' I meant best craftsmanship. :v:
Purist is the way to go.
[QUOTE=GlebGuy;48922746]Uh, is there an important piece of fluff I'm missing?[/QUOTE]
Well, Untouchables give everyone the heebie jeebies on an instinctual level because of their soullessness. If you were a Techpriest, would you recruit a guy that just gives you the heebie jeebies by being near him? :v:
[QUOTE=GlebGuy;48922821]Me and the GM were sort of fluffing him to be more of a neglected and ignored techpriest, rather than a spooky one.
I imagine he showed up for recruitment and they just went, 'augmentation is down that hallway, door to the left. Next!'[/QUOTE]
becoming a tech priest is kinda like a big thing though isnt it
you dont just go to mars and say "HEY I WANNA BE A TECH PRIEST"
[QUOTE=elowin;48922927]becoming a tech priest is kinda like a big thing though isnt it
you dont just go to mars and say "HEY I WANNA BE A TECH PRIEST"[/QUOTE]
You're right, but it's still possible for an Untouchable to join priest-hood if he's often ignored and forgotten about, right?
I mean sure Untouchables are supposed to be very uncomfortable for everyone around, but I figure this could probably work as well.
[QUOTE=elowin;48922927]becoming a tech priest is kinda like a big thing though isnt it
you dont just go to mars and say "HEY I WANNA BE A TECH PRIEST"[/QUOTE]
yeah its more like 'hey im here' "oh good time to spend many years brainwashing you and slowly robbing you of your humanity"
[editline]17th October 2015[/editline]
[QUOTE=DarkMonkey;48922240]*It brings them into a social group that is generally unwilling to ostracize troublemakers because of social insecurities[/QUOTE]
this is why im kinda glad that my group doesn't have much problem with calling people out on their shit
as much as i respect the whole idea of ignoring them for the sake of keeping the peace, sometimes you gotta bring the hammer down
and that we've done, many a time
[editline]17th October 2015[/editline]
oh man i didn't realize you were talking about blanks.
odds are you'd be turned into some psyker killing machine rather than a TP, to be fairly honest with you.
[QUOTE=slayer20;48920417]I've always wanted to make my own TTRPG. It would be a classless system where players would be able to build their character however they wanted, for the most part at least.[/QUOTE]
This reminds me of something I've been doing for a while now.
[img]https://dl.dropboxusercontent.com/u/67144542/Drawings/2015/846_Oct17_Stats.png[/img]
[img]https://dl.dropboxusercontent.com/u/67144542/Drawings/2015/846_Oct17_Stats2.png[/img]
[QUOTE=GlebGuy;48922746]Uh, is there an important piece of fluff I'm missing?[/QUOTE]
They're just incredibly, impossibly rare, and there's no real reason such a person would be put through tech priest training instead of being like, mutilated and turned into a psychopathic drugged up assassin.
Nothing that says you can't, though.
I'm also making a system for my final year university project
shits gonna be cool
[QUOTE=Oliolio;48925064]They're just incredibly, impossibly rare, and there's no real reason such a person would be put through tech priest training instead of being like, mutilated and turned into a psychopathic drugged up assassin.
Nothing that says you can't, though.[/QUOTE]
I was under the impression, in DH at least, that the Untouchable trait specifically precluded playing as a techpriest
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