Saturday 22 February 2014

Her Loose Materials

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So the previous post was some mechanics loosely aligned with character races.

There was an evocative title but not much else. I was going to built on it because I often start these blog posts with a vague idea and start writing to see what happens.

This time I decided to leave the shadow of a skeleton or whatever.

THEN it gave me an idea for blog game. Basically you take those Kinds (or this other bunch of mechanics that will slouch in at the bottom of this post) and built on it whatever descriptions , fluff, back story, explains, emergent mechanics , elaborations , concept art etc, that you see fit.

Then I include a link here whenever that happens and I don't know SPIRITUAL PROFIT or something.

I inserted my feelers into g+ to see if there was interest and there was, and now these people are AHEAD OF THE GAMe (though this mission is not time sensitive. If you do it way later and show me I'll put a shout out about it back here and on the most recent post I do):

http://gameswithothers.blogspot.co.nz/2014/02/some-kinds.html
(also if haven't explored this blog before you should because it is quality)

Cédric Plante
drew some starting items based on this theme?

Wil Mckinne
wrote this on the original g+ post


"I think that the people who hack..

Always take the path of most-resistance. Like, too Compelled towards processing through a situation. People who have lots of self-convinced 'short-cuts', that are somewhat creative and occasionally brilliant but are generally just overbearing and arduous when put into action.

Like, might be able to easily disarm a complex trap after studying it, but requires a STR check for opening a door that's unlocked, because the door has to be pulled and not pushed."


NEW MECHANICS FOR THE GAME EVEN LESS PREDISPOSED :

1: take a reroll on a d20 roll.  Make a note of the number you rolled before the reroll.
If you roll this again something happens.
You must use the new number from the reroll.

2: as above  but you may choose to use either roll , but if you use the reroll ,  make a note of the number on the reroll. If you roll it again , something happens.

3. Make a stat check on anothers behalf. They will then have to accept something of yours.

4. You are a catalyst

5. teleportation kills and reincarnates

6. your density is effected the waxing and waning of the moon




Thursday 20 February 2014

KINDS

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1.The People that hack themselves out of the wall

intelligence , wisdom, charisma start at a 1d4 . In your second session add a d6. In your 3rd session add a d8.

You may never be stopped, held or slowed again.

2.The People that conceal birds.

When you die your next character may start with one stat the same as this one

3. The people that eat soil

you need not nor cannot drink. Your body contains no water and expels it immediately from consumed things.

4. The people that lost the sun

light is dark and dark is light

5.The people with snakes for bones

you are always prone but can squeeze into the smallest gaps. Your mind is shared amongst all your bones.

6.The people that cannot lie
you always lie

Friday 14 February 2014

The Wonderful World of Symbiotic Armour; Plants

Print Friendly Version of this pagePrint Get a PDF version of this webpagePDF Plants!
They can grow on you or even inside you!
As symbiotes go they are not really that great at incorporating themselves in their hosts. Which also is a good thing. While fungus always threatens to take just a bit more and coral is a constant weight (physically and dynamically), plants are pretty upfront.
"we will do this for you, and when the time comes, we will take this"

Advantages: Photosynthetic. They will feed and heal you with the magic of the suns burning beams!
Less demanding of resources, often self contained!
Disadvantages: Will shut down or die without regular access to sunlight. Tend to be expensive when they finally want their due. Abilities tend to concentrated on the plant than in the hosts body

Possible enhancements: High velocity seed shootings. Thorny whips. Root hold fasts.

Who Can Hook a Girl  Up? All those vanilla woodland creatures in the monster books. Wyrd druids,  cults, ancient and forbidden grains. Seeds from the stars. Astral orchids needing roots on the physical plane.

Specifics Species:

Insinuate Frond: 
Okay there is these huge mountain sized flowers in the astral/ethereal plane and like real plants needing bacteria to fix nitrogen in the soil and making special nodules on their roots to give the bacteria a home, Insinuate Frond need to grow roots straight through your skull and out your eyes and assorted head holes.

The translucent shimmering tendrils enhance your senses but kind of fuck with them as well. Like you can see in the dark and get True seeing but you see everything in allegorically magic realism way or something. Like you might see someone as tiger person not because he is really a tiger but because he is fierce at heart. The d.m should basically just mess up descriptions of things for you all time.

You can get this by accepting the flowers offer in your dreams. The flowers don't really understand that people don't think of dreams as legally bonding.




Gravetree:
 This is some seeds that you eat and they live in your stomach for pretty much ever. When you die they immediately and rapidly convert your entire body into a tree , so some bad old necromancer can't use you for any magics or undead making. While the seeds are in you , you get +4 vs saves to necromatic magic and take half damage from any necromantic spells

Amberplate:
This is a tree helmet that secretes amber forming platemail but requires a hammer and chisel to get off


Sap Shooter:
This is a pitcher plant helmet that can also shoot sticky goo once a day

The Mulcher:
This one extends its thorny tendrils all over your body , forming armour. It can also shoot forth its thorn seeds which grow rapidly into thrashing thorny plants when striking flesh, striking as light crossbow and , if a reflex save is failed, then inflict 1d8 damage a round, unless removed with a strength check and additionally round of damage. It has enough ammo for one thorn shot, but will grow 2 more to replace that one after a successful kill is done with it. It will demand each thorn to be fired everyday with the intend of killing.


Trauma Blossom:
This is delicate tree that lives on your back and turns painful experiences into fruit, so you don't remember them. Eating the fruit causes the (re) living out of the experience . The tree only can convert experinces that happen while the tree has been on you unfortunately, but rumours of ethereal one that can extent it's roots into your past have been heard.


Saturday 1 February 2014

grab bag of symboitical armour mechanics

Print Friendly Version of this pagePrint Get a PDF version of this webpagePDF I had all this mechanics in mind and I was going to have each type of mechanic for each one but all of them seemed to fit and each seemed to suggest taking it another way so I just decided to put this out as a pick and mix post of problems , limitations and etcs of having things growing on you.


PROBLEMS WITH THE THING GROWING ON YOU:


skim healings it wants a cut: 1 point of every die of healing or amount of healing goes to the symbiote

it has cravings: when ever a die of healing rolls a 4, all of that die goes to symboite

it gets paid first: 1 point per level of healing need to go the symboite before you start getting the benefits

Eat more: either by leeching nutrients from you directly or by via a mouth of its own your food bills are going up. Specifically through one of the following options

 twice as much : if you keep track of that sort of thing. Tick off 2 rations every time you eat, and pay twice as much for meals. Because you are eating for two! awww!

twice as often :
your stomach isn't any bigger but you sure burn through food fast. You need 6 meals a day and a day counts as two days for starving damage.

Fussier:
you need top quality ingredients or fresh food or obscure meats or whatever. You can never be (nutritional) satisfied with the cheap option and must always choice the expensive option. Eating random things that are obscure and food has 50/50 chance of satisfying you. ( Say, goblin steaks. only roll when first tried)
Eating random things that are not really considered food exactly has a 1 in 6 chance of satisfying you . (again roll only the first time it is tried. Gives no additional resistance to poison or disease but does allow you digest the formally indigestible)

Usurper: it wants to make some of the decisions. This can be just a triggered compulsion or a continual campaign to get some more say/ completely takeover.

Shareholder takeover: this is the one I had mentioned for fungal armour. It works with the symboite having some healing or hitpoints it can offer you. Keep a running total of how much hitpoints you have got of the symboite in this. That is your percentage chance the symboite will usurp at end of session. A harsh option is the loss of character permanently or temporarily or a forced quest for the symboites weird goals. Another option is the additional of a Compulsion , or a Goal  or anything else below

Compulsions:  when the opportunity arises you must save or do this thing. If you fail 3 saves you always do this.
  • Lick Corpses
  • Deny its existence
  • avoid populated areas
  • evangelically discuss the benefits of the symboite
  • Piss in food , secretly
  • Immerse yourself in water
  • spit in the mouths of unattended children


Scooby Doo:
YOu now have a morale  score like a monster. This acts as a normal morale score, failing it means the symboite has taken over and is protecting its investment with dire cowardice.

YOu NEED ME :
it's now hooked up to your vitals. Killing the symboite results in 1d4 major organs failing.



Goals/Plans for you: The symboite has dreams you know? This might manifest as a geas if prolonged too long or you are usurped (as above)

Corpse Harvest: when you die , it will immediately convert your body to a fruiting body or as fuel for another stage of its life.

Travel: It needs to go to a particular far away location

Infection: It wants access to a water supply that provides water to atleast 2000 intelligent beings

Cult: It wants a social organization of some kind to be growing more of its kind and preparing hosts

Hushing: It wants the knowledge of its kind's existence to be destroyed

Disinformation Campaign: it wants all kinds of wild rumours spread until no-one is sure exactly what is true about it


 Exp options:
  • Bonus exp in any session that advance towards  the goals of the symboite
  • Penalty exp in any session in which you don't

It ain't heavy:
You may assign exp to it like a henchmen to increase its power.

Allergys:
if exposed to these its powers are suppressed and/or you and it take damage. This might be a good thing if you want to dislodge it.

  • Salt
  • Vinegar
  • Alcohol 
  • Temperatures above 40 degrees Celsius
  • Temperatures below freezing
  •  Direct Sunlight