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Messages - Sabwones

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31
brainstorming & development / Re: Snuffed - A Morbid Hack
« on: November 08, 2015, 06:16:18 PM »
Done and done. Updated the old version on my drive so it should work fine. I think.

32
brainstorming & development / Re: Believe Nothing
« on: November 05, 2015, 04:00:04 AM »
I threw it together over a few days - I pretty much just thought of everything you'd expect to see in a thriller or conspiracy flick, then pared them down into relevant categories. Stuff like poison and explosives were always going to be an interesting one to figure out, which is why I started trying out V-Harm and Exotic as tags that can limit, or reverse, the use of a weapon.

I'll see if I can find the moves - and I think I had a few custom ones in there, such as separating Seduce and Manipulate into two distinct moves in their own right (using the promise of success/profit vs the promise of sex/intimacy).

33
brainstorming & development / Believe Nothing
« on: November 04, 2015, 07:27:50 PM »
Well, I was digging through some old flash drives tonight and found a huge chunk of an older hack I'd put together while binging Person Of Interest, a conspiracy-based hack called 'Believe Nothing'. Needs work, but wondered what people thought of it.

Here y'go.

34
brainstorming & development / Re: Snuffed - A Morbid Hack
« on: November 03, 2015, 09:06:51 AM »
Right, back after a brief delay. I'll knock up a draft of your Playbook when I get a moment - for now, here's the Skinjacker.

Edit: Boom. Done. Let me know what you want to update. As it stands it still needs a Special worked out and the avancements picked. Other than that, and ideally a better picture and some fluff text, she's good to roll.

Introducing...

THE SWARM

*Distant chittering*

35
brainstorming & development / Re: Snuffed - A Morbid Hack
« on: October 29, 2015, 04:50:04 AM »
That sounds just about perfect for the creature style - and would undoubtedly cause some chaos in the midst of sessions. If you want to hash it all out, I'll slap it into the template and put up a proper Playbook for you.

36
brainstorming & development / Re: Snuffed - A Morbid Hack
« on: October 28, 2015, 10:01:39 AM »
Ah! Fair enough. More of a mob than a team? I'll leave it to you - I'm just curoius how it'd be shown in-game. Maybe it'd be part of the hard moves the MC makes?

37
brainstorming & development / Re: Snuffed - A Morbid Hack
« on: October 28, 2015, 07:45:06 AM »
Two kinds of swarm make sense, one that's more of a taskmaster (more capable of big moves, but has to control their spawn) and a hive-mind (easy to control, but limited in ability).

I think Exponential Horror is best left off the table to other playbooks, so have that as an ingrained move, maybe? It could be folded into the 'Gang Move' section, so you have all the rules for expanding and using your swarm in one place.

Perhaps there could be an additional option:

o Legion: You are one, eyes and ears in every shadow and nook. When you Read A Scene or use Influence, you can burn some of your Swarm to ask an additional question, even on a miss. However, when your Swarm suffers Harm, you suffer 1 Harm (Physical) along with it.

o Taskmaster: You crack the whip, they do your bidding. For now. When you Inflict Trauma or Menace, you can burn some of your Swarm to pick an additional option, even on a miss. However, when you use your Swarm to complete a task, on a miss, you lose some of your Swarm, down to a minimum of 1.

38
brainstorming & development / Re: Snuffed - A Morbid Hack
« on: October 28, 2015, 06:28:59 AM »
That's cool - in terms of gang setup, I figured something like picking two positive traits and one negative trait for your swarm, plus a move for using your swarm en masse to do something. For example:

When you have your swarm commit to performing an action, roll +Spirited. On a 10+ it happens, with all the mess and horror you desire. On a 7-9, it happens, but you've committed yourself to the outcome no matter what. On a miss, thanks to bad luck or over-entheusiasm, you've put yourself in harm's way.

When you create your Swarm, pick 2:

o You're agile, flexible, worming in and out of any tight spot (+Flexible)
o You're easily mistaken for simple vermin at a glance (+Inconspicuous)
o Aww! (+Cute)
o The fluttering of little wings opens up many doors for you (+Flight)
o Ugly? Sure. Dumb? Not quite. (+Savvy)

Pick 1:

o FEED ME (+Ravenous)
o Ooo! Shiny! (+Thief)
o They come! Run! Hide! (+Hunted)
o WOO! (+Reckless)
o Oh crap *pop* (+Weakness)

Something like that.

39
brainstorming & development / Re: Snuffed - A Morbid Hack
« on: October 28, 2015, 04:53:43 AM »
I frigging love it thus far. I figure it might be interesting to prescribe it the same gang setup as the Chopper or Hocus, so they can be more 'erratic trickster' or 'flesh-eating swarm' as the player wishes during setup.

As for signature moves, perhaps something like being able to 'infest' a mortal NPC when they can get one alone, then walk around in their skin, a-la the cockroack alien from Men In Black.

Also, dude, watch Gremlins. And Gremlins 2, which is arguably better.

40
brainstorming & development / Re: Snuffed - A Morbid Hack
« on: October 27, 2015, 04:36:36 AM »
Absolutely - if you want to PM me a link or throw it up on here I'd love to see what you come up with.

Currently working on the Padfoot - I like the idea of a more 'Gaia' playbook over the more typical modern ones. We'll see.

41
brainstorming & development / Re: Snuffed - A Morbid Hack
« on: October 25, 2015, 09:27:29 AM »
Fair point, actually. I might retool them with that in mind. Given that their Rage pool is dictated by that, it might be fairer to have it that way.

Derp.

42
brainstorming & development / Re: Snuffed - A Morbid Hack
« on: October 25, 2015, 04:10:44 AM »
Hey DMW, as Spwack said, I was aiming to have Snuffed playbooks have a higher upper limit for some stats if it made sense. In the case of the Revenant, although they're Wrath-heavy, their overall stat balance is actually only +2 instead of +3, so they're designed to be more hard/weak than a jack-of-all-trades type.

43
brainstorming & development / Re: Snuffed - A Morbid Hack
« on: October 23, 2015, 06:11:00 PM »
I didn't want Armor to be something that any class could afford - I figured it made sense for some of the playbooks to naturally be tough, and others could always pick some as a cross-playbook move, but I felt that some of them would be naturally squishier than others. Their in-built resistance to physical damage once they get to 2 Vitality was my way of compensating for that.

Anyway. Playbook? Playbook. You wouldn't like him when he's angry...

...and he's always angry.

The Revenant

44
brainstorming & development / Re: Snuffed - A Morbid Hack
« on: October 15, 2015, 03:38:53 PM »
That's actually a fair point about the advancements. I might shuffle that down to maybe a minimum of four or five basic advancements before making any bigger ones available. More Gun and WWYD also need some balance. I might make it so the Ripper gains +1 Armor Vs Arcane if they take both.

In terms of other playbooks, I've got (WIP Names):

o The Loci (Poltergeist - Think a Chopper but a little less stompy)
o The Revenant (Curse/Revenge Ghost - Great when they're satisfying their motivations)
o The Old Firm (Fallen Angels/Demons who aspire to regain their former power)
o The Sleeper (Mortal who can project themselves into the Afterlife)
o The Padfoot (Spirit animal, nature spirit, avatar that represents something greater)

45
brainstorming & development / Re: Snuffed - A Morbid Hack
« on: October 15, 2015, 06:35:05 AM »
Hey, thanks! I'm thinking of altering one of the moves to allow the Ripper to take a secondary weapon, or perhaps alter the Tools Of The Trade section to reflect a sidearm much like the Gunlugger's playbook.

Signature Moves are at the 'advanced' stage where the player's filled up their basic advances - the idea behind them was twofold: to have each Playbook have some form of 'final form' of ass-wreckery, and also so that each Playbook could have something entirely unique to them alone.

I'll fix the errors quick sharp.

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