K. Sadly, I haven't really cone up with a story or setting yet, just the mechanics. One of which is the, in my opinion, unique class system:
Class trees. Essentially, you start with one of 5 classes: Cleric (Holy powers, charisma+wisdom, ect.,) Knight (Melee, Strength+Endurance, can use all Melee weapons and Armour, ect.,) Mage (Arcane magic, Can use some spells from other classes, Intelligence+Wisdom, ect.,) Thief (Mostly Finnese with a bit of magic, Stealthy, Ect.) and Ranger (Ranged weapons, Mparky magic with a bit of Finnese, ect.) Which can the evolve into a new, more focused class at level 5, and again at level 5 of the new class (each class re-setting to level 1 at evolution, but without re-setting your abilities.)
So, what do you think
teh meda pedas=
000
teh sig quotes:
Sounds pretty much like D&D with a second level of prestige classes.
Not a bad thing (because it gives you a basis to work from), but for what you've described it sounds like you'd have to homebrew your own 2nd tier prestige classes for the tree. 1st tier could be either homebrewed or re-adapted from already existing classes. When it comes to these things, adapting an existing system if oftentimes better than making one of your own. What sorts of advanced classes are you planning?
BHC NEWS
I've sent the doc out to some RL friends for feedback. Currently focusing on some GM supplementary stuff: Paranormal definitions, structure of the Multiverse, and then a detailed description of the Sol system.
Well, I was planning to use a mixture of D&D classes (Such as Battlemind and Samurai) and homebrew classes (Such as a thrown weapon master and a pirate who rides around on a cannon.) Also, I have thought of 1 main thing that distinguishes this from other table top RPGs:
A DPS counterpart, essentially meaning that every weapon (and some attacks) have a specific amount of times that they roll to hit/for damage, each effected by defense.
teh meda pedas=
000
teh sig quotes:
yeah. Essentially, it allows you to balance the damage of daggers (which hit 5 times, for 1 D4 damage each,) and Hammers (which hit 3 times, for 1 D10 damage each.)
teh meda pedas=
000
teh sig quotes:
(psst you spelled my name wrong)
Anyway, magic stuffs I guess
Magic in Rimcast is a chaotic, almost plot driven energy (wild magic is prone to the random bestowing of super powers. It is also prone to turning you into a 16 legged mayfly that can only exist within a bolt of lightning whenever you spin in a circle yelling the word kumquat in a cockney accent while beating a goose with a 14 and a half day old orange peel bought from a merchant with blond hair and a shady past) that can be accessed in a variety of ways.
Three of the six schools of magic use props and therefor can be used by anyone. However, dedication to the art leads to much more complex techniques. Anyone can hold a sword, but it takes skill to use it.
Illusionists use props to create, well, illusions. These constructs are usually only used for entertainment, but with the right skills they can be weaponized.
Wizards and Witches use props such as wands or potions to access general magic (stuff like magic missile or tricks like moving a rope).
Sorcerers and Sorceresses use enchanted items and scrolls to harness the power of the elements.
The other three rely either on innate talent or rigorous training. While they can manipulate the energy much more freely, there's always a cost.
Djinn are high level reality warpers with a catch: the more they warp reality, the less real they themselves become until, eventually, they cease to exist. This has a cooldown, of course, but they have to be wary of doing too much too fast. Djinn are easy to identify due to the second cost of their abilities: a major change in appearance. Be it having the ears of a wolf or skin the color of the sky (blue skin is the stereotype), there will always be something off about them.
Mages have direct access to the energy around them, and get much stronger in areas with a high concentration of wild magic. Their cost is their own energy, and a careless mage will quickly become fatigued. Their are two types of mages: those who spend years learning to tap into the energy around them, and those who are born with it. Born mages generally have less control over their powers, as it takes quite a bit of practice to safely use wild magic.
Elemin and Selemin are people who are born with control over one of the elements (and only one). They're rare and usually stay in their own tight knit communities.
Also worth noting is Necromancy, which is the only practice to be banned in every country on every world. The reasons for this are twofold: first, it is considered an abomination to force a soul into or out of a body. Second, to actually do that, you have to be a perfect mix of light and darkness (elemental alignments are a thing here) and draw on the violent energy that exists at the point where the two elements meet. This is not a safe practice, as a single mistake or wavering of thought will cause a massive explosion, and most necromancers die before they can even raise a zombie.
And yeah Swampmist, this is that.
sig quotes I guess? (one of them)
Nice.
teh meda pedas=
000
teh sig quotes:
Whoh. That's something right there.
Also, for the BHC, I present
Paranormal Terms
It was not until the early twentieth century that strict definitions for specific types of paranormal entities began to appear, and it was not until the forming of the Foundation that these definitions became uniform and categorized.
SCP (Supernatural Catalyst Property, “Scips”) – At its widest definition, a SCP is any entity, object or property that does not conform to known principles of reality, or as officially put, are “jeopardizing to normalcy”.
SCP classification levels are based on the difficulty of containment: Safe (easily contained), Euclid (unpredictable properties) and Keter (complex and incredibly difficult containment needed).
IPE (Isolated Paranormal Entity, “Boogies”) - A conscious entity connected to a specific Domain. IPEs are generally contained within their Domain, and may only move to base reality under rare and ill-defined circumstances.
PRE (Phobic Representational Entities, “Fears”) – A conscious entity of considerable power connected to a respective domain. Unlike IPEs, Fears are not contained within their Domain, and may move themselves into base reality at will. Also unlike IPEs, Fears may demonstrate inconsistency in form and powers, but will maintain an overall theme.
LOC (Lucid Oneirological Concept, “Spooks”) – A manifestation of the Dreamworld within base reality. This manifestation will generally take the form of entities or locations, if it has any definably form to begin with. LOCs are by nature transient and inconsistent within themselves: a manifestation will last a matter of hours at most before dissipating, and may change in any way at any moment. LOCs very rarely have any notable effect on base reality.
LPU (Localized Pocket Universe, “Domain”) – A form of alternate universe, LUPs are defined by being tied to a single entity (though in certain cases, such as the Empty City, the Domain is the entity itself.) A Domain will collapse into non-existence when the accompanied entity is destroyed. Domains are classified as “inner” and “outer”, as determined by the relationship with the entity that controls it:
Inner – The entity exists or originates outside of the Domain, within base reality. (ex. The Eliacube)
Outer – The entity exists or originates within the Domain, though it may move into base reality. (ex. The Path of Black Leaves)
AU (Alternate Universe, “Alts”) – A separate universe that is not specifically tied a single entity.
--
Thoughts?
Well, as I know nothin' about this game, I can't really tell you. Also, can you add mine to the OP?
teh meda pedas=
000
teh sig quotes:
How about (for a Pre-Alpha-name):
Project class-velution?
Last edited by swampmist1142; 04-13-2012 at 09:10 PM.
teh meda pedas=
000
teh sig quotes:
Hokay, it's up there.
@Wiwaxia - Here's the Incubator entry. Look good?
Incubator* – Nothing is known about the Incubators: not their origins, not their motives, and most certainly not how they seem to break the rules of the universe on a whim. What is known is as follows:
• Incubators will generally appear as small, cat-like creatures. It is suspected that this is not their true form, or is possibly only a single stage in their life cycle.
• Incubators are seemingly immune to physical harm, and do not seem to obey Euclidian physics: they quite literally appear out of nowhere.
• Incubators will appear to certain individuals apparently at random, offering them a “contract”. The contractee is granted one wish (within limits: massive changes to reality and raising the dead are not permitted) and special powers (appearing much like fictional magic, but generally only usable within a Domain), but is bound into fighting “Witches” (A certain variety of IPE).
• Those who agree to contracts are given a phylactery, displaying the condition of their soul. If the phylactery goes black due to over use of powers or emotional strife, the contractee will become a witch themselves.
Sweet. Hey, maybe tomorrow, does anyone wanna go on Skype and try to get a bit of Alpha-testing done? I have quite a few of the beginning abilities and such picked out, and having some help with the rest of the early-game stuff would be quite helpful![]()
teh meda pedas=
000
teh sig quotes:
Well, not quite. They just respawn. And eat their corpse.
So, I'm thinking that we should probably take out the reference to Madoka itself? :Pmassive changes to reality
Also, things to note, if not mention (maybe for a hypothetical "GM's secrets" section): they are harvesting energy for... something, from killed witches and transformations into witches, and the scope of each individual contractee's wish is limited by their potential historical importance/ability to change the world.
Everything else looks good.
Maybe also add Walurgisnacht: an uberwitch that appears to be made out of assimilated witches/contractees that is not linked to any domain. Appears randomly across the world, wreaks great havoc, the vanishes again for decades or centuries.
Best. Name. Ever.
The terms all look pretty good.
As amusing as that image is, I think the arrival of the Anti-Spirals should come at the end of the second season, with Qilby no longer a threat when they emerge from stasis, and with Yugo having a better idea of who he is, not to mention actually having the skills to access the Eliacube's pocket dimensions.
It's not really a big sticking point, though.
Something to consider adding in: Journey.
The problem is how. I'm just thinking of a nice little cameo or reference, not making it a major part of the game, but I'm stumped.
Last edited by Quirk; 04-15-2012 at 11:25 AM.
Exiles?
Also, could you try putting up your "alpha" revision on the doc? I'd like to see what you've got.
Would it be possible to add a table of contents with links to specific parts of the document?
Also, maybe Flamel discovers the secret of making the philosopher's stone, but is horrified and tries to destroy it. (Spoiler: he fails)
Bookmarks are in.
Flamel's in as having created an imperfect philosopher's stone, so that's an option.
The guys from Journey are probably going to go in as sort of village elders for the Exiles.
OTHER STUFF:
Working on fleshing out a list of Fears for GM use.
Other ideas involve giving more Era 3 focus as being pre-war. What I've got so far is that the ASA (from Firefly) was a puppet government instituted by the HPNA to control the Verse cluster (which may have had a Forerunner artifact?), the ASA founds the company that breaks the Flood quarantine. Perhaps that was their intention? Maybe they thought that releasing the Flood into the Verse would do something with the Forerunner artifact, and they wanted to unify everything before they released it.
Thoughts?
Last edited by Quirk; 04-15-2012 at 07:55 PM.
You wanted comments?
Well, you got them. I littered the doc with them like a bunch of drunk assholes litter your favorite campsite.
The timing on the Anti Spirals arrival at the World of Twelve is bugging me more than I thought it would. Could you explain your thinking there a bit more?
Thank y'kindly for the comments.
Now then, my thinking on the timing. The amount of spiral energy necessary to shift the entire universe twenty minutes back in time is so utterly ridiculous that every Anti-Spiral in the universe would be all OH SHIT SPIRAL NEMESIS. The thing is, due to wibbly-wobbly stuff, they would not realize that it had happened until the time had been caught up. But once they realized that, they would not even bother giving the "You're all about to die speech." While the BoT sees a gigantic fleet of Anti-Spirals, what they don't see is that those Anti-Spirals are panicking the fuck out. Imagine if North Korea made an anti-matter bomb. That is a fraction of the fuck these Anti-Spirals are flipping out when the Eliacube goes off.
Ok. I'll buy it.
Now we need to figure out what to do with Qilby at the "other end". I suppose Balthazar could teach Yugo instead of Phaeris, and the Eliacube could take the Brotherhood into stasis as an automatic response to an unresisted Anti-Spiral invasion. Also, do we want the Eliacube to auto-recover the Council's eggs (ensuring their reincarnation), or should they be lost to the attack?
I was planning on having Qilby pop out of the Eliacube right after Nox is defeated. He's freaking out (goes in during Deathwatch, comes out during it too), tries to flee in the Zinit. The BoT chase after him, delay him long enough that they all see the AS fleet arrive. The Cube picks up the Brotherhood and just blinks away. Qilby looks up just in time to see the fleet before they vapeorize the planet.
We may have to settle for minimal season 2 stuff.
The eggs are not going to be recovered, just in that this is supposed to be the end of the Eliatrope civilization proper.
Though, some other IDEs for the Cube. I'm thinking that construction of the cube has been passed down through the cycles, like the Crucible in Mass Effect. The Chozo dug up the plans in this cycle, managed to start construction, and it got passed around between species until it got to the Eliatropes, who completed it. The completed Cube seems to think for itself, being a reconstruction of a FAR artifact and all.