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46
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Community / License to Improvise / Re: Occult game system conversion
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on: January 20, 2008, 07:44:52 AM
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Part of me thinks that you could make the split class based, effectively use (perhaps beefed up) base classes for the Children, with something akin the basic classes for normals, probably with heightened gear picks). Though I think that would require creating a new class for Children.
A limitation of that system would be that the Children would end up tied to concepts while the normals get more flexibility - which may be a problem or not depending on how your world works. That might make it easier to implement certainly, though it does depart from my intent in some key ways. Some of the Child types are very utility-based anyway, like the Twister, and they would tend to use their abilities to augment their class and skill abilities, rather than have some totally alien ability that does not match any existing functions. Others, like the Courser, are doing things that are very unique, so taking some other class levels might be totally irrelevant. I'm thinking the rest of the Spellbound classes might have some very useful ideas as well, so perhaps I should wait for those. But I'm just trying to get some ideas to tie all these loose ends together in my head. Finally - did you come up with the wheel initiative before Exalted or after it?
Never played Exalted.. ours was hand-made out of cardboard, with the time divisions along the rim, and then we used these cheap little thin plastic chips from some other game as markers for various characters or events. How did Exalted do it?
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47
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Community / Off-Topic / Re: Sara Conner's Stories
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on: January 20, 2008, 06:23:02 AM
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Sorry if this was addressed already and I missed it... but why is John going to high school? I never heard an explanation of that. Is it just for practice? He doesn't need the schooling, and I can't imagine they're that worried about truancy laws.
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48
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Community / Classic Topics / Re: [Humor] Campaign Qualities to Avoid?
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on: January 20, 2008, 02:10:31 AM
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Do you expect me to talk? For each round a player's character takes an action, it must be accompanied by an appropriate line from movie, television, literature, or comics, or the character immediately takes one damage. If the GC wishes, the genre or category can be restricted, and players must spend an action die to change genres.
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49
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Community / License to Improvise / Re: Occult game system conversion
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on: January 18, 2008, 11:46:52 PM
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What I'm really looking for is to make each type feel special and unique. Take the Shifter for example. It's kind of like the T-1000, except instead of liquid metal, it's more like liquid flesh. So thinking in that way, it can't be something simple like, "you get a bonus to Disguise, Defense, and Escape checks." I want them to have special attacks and tricks, adaptations that make the player excited and feel that he can be creative with it.
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50
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Community / License to Improvise / Re: Occult game system conversion
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on: January 18, 2008, 11:11:59 PM
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Have you had a look at Mythic Earth? The modern d20 magic supplement from ENworld publishing?
For a conversion you could form a Tradition Feat that meets the flavour/ability of each type and then allow them access to Magic Skill/spell groups that give you want you want.
For my fantasy campaign I've used a similar model. You can be a part time very low ability magic user by taking a Tradition Feat and dumping skill points into Incantations (my one hit Magic Skill) or dive right into it and take levels in the one Magic User class and be a 'true' magic user. My Magic User class is a catch all for wizards, sorcerors, bards, cleric, druids etc.
I've also adapted this for use in my fortnightly Sc-fi/Shadowrunner/Fading Suns game with good success.
Thanks, I'll definitely look into that. I want to be able to give each type a distinct flavor, so hopefully there's enough material from wherever I can find it to flesh out those differences.
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51
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Community / License to Improvise / Re: Occult game system conversion
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on: January 18, 2008, 11:09:07 PM
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Hmmm...
An interesting question. What's the gap between the PC mundanes and the mook mundanes like? Are they noticeably more capable?
Generally a PC mundane would be equipped with superior gear by the occult organization that's recruiting them. So the PC mundane wouldn't necessarily be any better than a mook, but just imagine giving a police officer a small device that gives him minor invisibility, or a weapon that self-aims, etc. Typically a PC mundane group will be so wired up, any Shadowrun crew will be jealous of them.
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52
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Community / License to Improvise / Occult game system conversion
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on: January 18, 2008, 09:19:56 PM
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Warning: long-winded nostalgia up ahead...
Back in the heyday of my college gaming, our little group of role-players came up with a homebrewed system.. very Simulationist, to the extreme actually. We had somewhere between 12 and 16 attributes, and those were grouped into various categories whose cumulative amounts also had some meaning and use. All skills were percentage based, and we had body diagrams for damage locations, as well as a coding system for the type of wound, the severity, etc. Not to mention various body systems that would be affected: circulatory, nervous, respiratory, muscular... as well as damage types and armor ratings vs. each of those types. you get the idea. it didn't start out that complex, but it grew and grew, and it was a lot of fun, even though it was clearly becoming a monster of its own.
The most important feature, though, to the actual gameplay was that all actions had a time element that was effectively your speed plus your weapon's speed, plus any other modifiers one might apply.. this meant that actions were extremely quick. We actually had an initiative wheel marked off in tenths-of-a-second to keep track of when actions would begin and end, and the wheel only accounted for 3 seconds' worth. (This was all pre-Matrix, and when we saw The Matrix, it reminded us so much of everything we had done in this game. In fact I remember long discussions about how melee weapons would be far superior to ranged.) So combat was extremely quick and lethal and brutal. Head shots, cutting off limbs, hitting vital areas.. these were the norm, not the exception. (I was actually quite pleased to find years later that there was a small role-playing publisher in England that had a very similar timing system to ours, though in every other way they had a much more conventional system.)
We didn't have Campaign Qualities, per se, but if I had to assign them to what we experienced, it would probably be something like: Bloodbath, Clandestine, Elite Ops, Fragile, Gritty, Jack-of-all-Trades, Paranoid, Tense, Violent, and Wire Fu. Kind of like Kill Bill meets The Matrix meets Dune.
Behind all the complicated mechanics of the game itself, there was the cosmology.. essentially a mish-mash of various ancient legends, mythologies, Lovecraft-inspired conspiracies, and eldritch technologies. There were three main historical periods (historical on a cosmic scale) that we played in, but we spent most of our time in the middle one, which covered most of recorded human history. We called it the Occult world, since occult means 'hidden' and most of what happened was unknown to the general populace. The basic backstory was that the Earth had been part of a galactic kingdom of some kind, but for unknown reasons had become cut off from it, and there were those trying to restore that connection, and others trying to stop that from ever happening. The ancient ones who had witnessed those events were known as the Survivors, and they were the puppet masters, so to speak.. often hiding behind various organizations, and often the organizations themselves were not aware of whom they served. Nothing terribly original really, but that's what it was.
These Survivors had also, according to legend or tradition, interbred with the natives of our planet, and the result was hybrid children, often referred to simply as Children. Some of those hybrids were inhuman and would be thought of as monsters, but a lot had a perfectly human appearance. The idea being that traces of this genetic heritage were still floating out there, and at times would emerge when the right factors came together. So new Children could be born, and many organizations would seek them out as they could, or even try to purposely breed them.
These Children formed the core classes for the PCs. But technically they were Racial classes, not occupational classes. All skills were modular, point-based, and so you could make up any class as you saw fit.. but your Child-type was the most important to forming your character's role and identity.
The underlying cosmology of the game world focused on the idea of Complexity. Anything could be described as information ultimately. Take a piece of steel for example. You could describe its chemical nature, its physical dimensions, and it would require very little information to do that in comparison to describing a living organism, even a simple living cell. So everything in the world could be described in terms of its Complexity rating. And the magic system was based around manipulating the Complexity of objects. The Child Types were kind of natural mages, whereas most humans who used magic had to learn it in a much more complicated way. A normal magic user would require components, the right words, gestures, or symbols, etc... a Child simply manifested a spell from its own Complexity, its own hard-wired nature. There were originally 6 or 7 types, and later I expanded that to 9 or 10. Generally characters started out not knowing what their child type was, or even if they were one. That was part of the fun as well.
Ok, so I apologize for the long prologue, but here's what I'm working on doing with all this. (And I appreciate anyone who actually made it this far... all two of you... lol) I'm not interested in converting the system itself. It was a hell of a lot of fun at the time, but most of the people I game with now were not around when that system was made, and even if they were, I don't know that it would be worth the effort. They're currently playing D&D campaigns, mostly because that's the lcd of the group's interest and tastes, but there's friendly awareness of Spycraft, and personally I think it's the best d20-style system out there from what I've seen. I really appreciate the adaptability of the Spycraft system and how customizable it is. So what I want to do is find a way of getting the flavor of that Occult setting into Spycraft mechanics' terms, and hopefully one day be able to play in that world with the group that I'm currently with.
The issues I'm dealing with are these:
The Child Types are inherently superior to 'mundane' humans. It's possible to play as a mundane, but usually you would need lots of gear (and/or magic items) to compensate for the difference. So I want to make that gap very evident. (again, think of the Matrix with Trinity vs. the guards in the opening scene) At the same time, magic items and abilities can close the gap a bit. For example, the Courser type is very similar to the Channeler class. The Courser naturally moves complexity in and out of himself, draining people or objects, and converting that complexity into energy forms. Also, I want the characters to be able to start out as mundanes and discover through various means whether or not they are one of these more 'exalted' types. I want them to be able to take regular class levels in parallel to their Child abilities, but they don't need to be equal at any time. So I don't know how best to deal with that in terms of XP. There also needs to be a class of weaponry and armor and items that is superior to mundane. It's possible that can all be covered by what's in the system already, but just mentioning it.
Mostly I need help converting the Child Types, but not sure the best method. Should I give them a specific skill, or a set of skills? Cover it with feats that grant them new abilities? Maybe use Child-specific spells that they can learn? I'm leaning towards that last option, though it might make sense to come up with some appropriate feats as well.
Any ideas or suggestions are welcome. Just briefly, here are the child types that I want to convert:
Booster--somewhat like the Barbarian in that they can boost their attributes temporarily, but not rage-based, and no penalty for Boosting afterwards; they also have self-healing abilities and some ability to channel their complexity into extra damage, speed bursts, extra actions, and damage resistance; they are the paragon of human physicality.
Makers--life-giving, cultivator of living things, healing ability, creates bonds with living creatures; similar to druid relationship with animal companions, but they can move theirs up into monster range in time.
Coursers--living conduit for complexity, can move it in and out as well as convert it into various forms, usually as energy: electricity, heat, fire, sonic, force, etc.; can drain living beings as well as complex objects (like wards or other magical items) and create shields and barriers.
Weavers--focused on illusion and deception; weaving complexity patterns into objects and places; deal with wards and artifacts.
Seers--able to see complexity patterns in all things, living, magical, or mundane; short anticipation window, future-sight; can see through illusions, disguises, mundane barriers (like walls); gives some combat bonuses (think Clock King), including superior accuracy in sniping situations and ability to anticipate enemy actions.
Scanner--deals with minds, mental awareness, emotions of people and crowds, telepathy, enchantments; (the Shadow knows...)
Pretender--mental chameleon, picking up skills and knowledge almost at will, super-computing powers, memory recall, and hyper-reasoning
Twister--manipulates physical objects at will, changing their complexity patterns; this includes temperature, flexibility, color, shape, other chemical and physical properties
Shifter--shape-shifting, can morph physical attributes at will, forming any needed function; something between a druid and a T-1000
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58
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Community / License to Improvise / Re: The Thing (Setting)
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on: January 06, 2008, 06:14:51 AM
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"Children will always be afraid of the dark, and men with minds sensitive to hereditary impulse will always tremble at the thought of the hidden and fathomless worlds of strange life which may pulsate in the gulfs beyond the stars, or press hideously upon our own globe in unholy dimensions which only the dead and the moonstruck can glimpse."
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