Sunday, June 20, 2010

Urban Mage

Going through some old gaming stuff of mine. Here is something I need to return to one day. I was working on a more 'modern' spell caster for a cyberpunkish setting. An Urban Mage if you will. I wanted things that fit into the world he lived in. This is the basics of a spell list I had came up with.

Spells

Unlock: opens most key locks at first level, dead bolts at second, and on up in difficulty based on the type of lock used. The actual way it is used is by placing the fingertip on the lock itself. Diff = 0 for basic locks

Short out: causes electrical devices to short out. This can cause security cameras to stop working and other such things. To humans it feels more like a simple static electric shock.

Start up: a modified version of the short out spell. This allows the caster to start vehicles or other electronically triggered objects.

Musical accompaniment: This causes a memorized song to be heard by those around you. The source appears to be from the air two feet above you.

Cleansing: This is used to remove dirt, grunge, etc from clothing and from the body as well. Simply by gliding the hand across the area that needs to be cleaned.

Electrical discharge: Much like the common lightening bolt except it draws power from nearby electrical sources. Such as streetlights, local buildings, this is also very flashy due to the fact that most lights will burst and so will several other objects when drawn from.

City vision: This allows you to see things such as security beams, infrared lasers and other such things, which are increasingly growing in numbers in urban areas.

Illuminate: Much like a normal light spell, with the exception that it appears as a headlight shining out of whatever object it is cast upon.

Camera sight: Allows the caster to see through nearby video cameras.

Money on the street: The caster will find or acquire a sum of money by sheer luck within a few seconds after casting. The amount depends upon how successful the roll is and how many points were put into the casting. Examples – Find a wallet on the street with no identification but a few bills still folded inside, cause a ball at the roulette table hit the number that you are betting on.

Wednesday, June 16, 2010

EoP entry

Okay been trying to work it out a bit and I think that the characters race will not be a trait. Simply doesn't work for balance and with humans not having any real set specialties it makes it a drag for their players. So Race will get it's own spot on the sheet.

So now to rethink the traits just a little. One trait will be your training package from Meny of course. Signs for this shouldn't be to tough from something as simple as your PC wearing their ID badge all the time or the bussiness op always wearing a suit in non-combat situations.

This opens the other two up for more character diversity.

So my old bussiness ops traits would be something like this:

Bussiness Package. Sign - Bussiness Suits
Trained by a Contract Killer. Sign - Physically fit with a workout routine
Born Leader. Sign - Always trying to take charge and organizing everything

Next I'll start looking at Flaws.

Monday, June 14, 2010

Edge of Progress entry one

Been running a conversion through my head here lately. Taking Sla Industries (crunchy system with lots of stats and combat rules) and converting it to Over the Edge (system lite with fast resolution rules). Sounds like taking a Hot Dog and making a Kiwi out of it right? Well the original authors always said Sla wasn't about big guns and killing things but about the horror and conspiracy angle. But the rules made one believe otherwise. Of course a good crunchy combat system was still some what of the norm at the time the game came out. So I'm going to gut the combat beast and see if I can squeeze it into a smaller jar.

Where I see some problems. Ebb powers, straight up going to be a bitch getting it down to fit the streamlines of OtE. Probably going to have to bulk up the simple system for it just a bit.

But first off is Traits. In OtE you get three. A superior and two side traits to be exact. Your superior is supposed to be who you are and what you are about. But that's in a game world of (mostly) humans. In Sla you have a few majorly different races running about and which one you are is really important. So we'll make the Superior Trait your race.

The second trait will be your training package. Anything you may have recieved training for in Meny you would use this trait as it's score.

The third would be up to the player. This will help show up the differences between characters.

That's what's on my mind right now. Soon I'll post some more up as I wrap my head around it a bit more.

Sunday, May 9, 2010

Cyberpunk 2020 roles

Been looking at picking up Team Fortress 2 for something to play after the kids are asleep. It looks like a good fun stress relieving first person shooter. Now while I was looking at the various classes for it I came to a thought.

One of the problems with Cyberpunk 2020 was trying to fit all the Roles together in a game. They were of a wide variety and it didn't really make sense for them to work together most of the time. So why not make different Roles to fit the specific style of game that you want to run. Team Fortress 2 already has a great breakdown for a combat action style of game. Basically breaking down the Solo role into specialties.

Team Fortress 2 has Scout, Heavy, Sniper, Spy, Soldier, Pyro, Demoman, Engineer and Medic. For a humorous view of each class (except pyro and medic) you can check out the class trailers at: http://www.teamfortress.com/movies.htm.

In a Cyberpunk game each of them would get a special skill to fit them. Soldier would get the regular Solo one, Demoman would get explosive bonuses, Snipers would get a hella bonus on aimed distance shots, etc. The only one I probably wouldn't use is Pyro.

This would help with the Rogue Television idea I've been working on for years also. Various media type classes along with a security class.

Saturday, April 24, 2010

Quick system thoughts

Thinking on system here a bit.

Part of me wants to start with the ole' red box D&D and add in what I need and drop what I don't. It's really a nice simple system and if I don't dump to much in it can stay that way. However some folks around here won't play anything with the D&D part in there. Also I could wind up with some malformed system that only works for those who helped put it together.

Writing up my own system from the ground up. I really enjoy doing this except for one big problem. I never finish them. Got several half written systems laying around that I've tossed off to the side and never looked at again.

D6 Fantasy. I know the rules here and they aren't to complex. But I would have to rewrite the magic system all over because I don't like it. That and the system itself just doesn't have the appeal to me for fantasy like it does for other genre's.

I could also find something all new but this is unlikely. Digging through a game just for the system or hoping to download the gem of a free system from all the open systems out there isn't something I want to do.

Anybody got any suggestions (like anybody reads this)? Would like a simple task resolution system and quick combat. Some sort of social system would also be nice to see with all the politics that could insue.

Monday, April 12, 2010

Project X

Okay I've decided to incorporate a lot of the setting stuff that my friend Max Hattuer and I worked on a few years back. Most of it will fit right in. Originally our ideas started off as 'SLA Industries by Gaslight' but quickly went past that. We used to call it Project X. Here's a few notes on it, I will flesh it all out better in future posts.

Golems. Created by the Guild of Biological Sciences. They look human for the most part but tend to be a bit larger and more muscular. However their skin is covered in stich marks where it has been sewn together. The guild managed to figure out how to grow the creatures but not with skin on them, so it's grown seperately in 'sheets' and then stiched together and then onto them. They are the brainchild of the guild leader Shelley Frankenstien using some of her late Uncle Victors research notes. These will be a PC race.

Guild of the New Science. These are those who have decided to go a different direction in their scientific studies than the Biological or Steam Guilds. They are after real power, electrical power. Headed up my Prof. Tesla they power their section of the city with steady glowing electric lights and arm their most trusted constibles with Lightening Throwers.

The Church. They are the ruling class. Their Popes words are the laws of the land, and those who are closest to him help choose those words. But go against them and you may fall target to the Inquisition or the even to the Silence. So do what they tell you, go to your required sermons and pay your tithings and everything will be just fine.

More later.