Results 301 to 330 of 444
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2010-12-03, 02:16 PM (ISO 8601)
- Join Date
- Aug 2006
- Location
- Portland, OR
- Gender
Re: Fun Down On the Farmpunk: Join in!
Last edited by AugustNights; 2010-12-03 at 02:16 PM.
Come with me, time out of mind...
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2010-12-03, 02:25 PM (ISO 8601)
- Join Date
- Nov 2010
- Location
- Beyond the Ninth Wave
- Gender
Re: Fun Down On the Farmpunk: Join in!
That sounds good. Unless there are any objections (as always), E7 it is.
Final issue that I keep raising: If we're not using static defenses (are we?), how is that implemented?Originally Posted by KKL
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2010-12-03, 08:45 PM (ISO 8601)
- Join Date
- Dec 2004
- Location
- The Mindfields
- Gender
Re: Fun Down On the Farmpunk: Join in!
Dang but this took off. Haven't even gotten through page 4 yet from being away a few days.
If anyone wants to collect links to the homebrew here, basics, system and such I'll post them on the first page and throw some critiques in.Last edited by The Vorpal Tribble; 2010-12-03 at 08:45 PM.
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2010-12-04, 08:00 AM (ISO 8601)
- Join Date
- Jan 2007
- Location
- Switzerland
- Gender
Re: Fun Down On the Farmpunk: Join in!
Well. Other posts I could find:
Base classes:
The Stranger
The Vagrant
Monsters:
The Jackalope
The Agent
The rest is scattered through the thread.Resident Vancian Apologist
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2010-12-04, 07:20 PM (ISO 8601)
- Join Date
- Oct 2008
- Location
- Freljord
Re: Fun Down On the Farmpunk: Join in!
Homebrewer's Signature | Avatar by Strawberries
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2010-12-05, 04:27 PM (ISO 8601)
- Join Date
- Oct 2010
Re: Fun Down On the Farmpunk: Join in!
I'd like to contribute. I will try to work on some stuff for the doctor, but it may be two weeks, as I have to get through finals week. I am very interested in this!
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2010-12-05, 08:18 PM (ISO 8601)
- Join Date
- Feb 2009
Re: Fun Down On the Farmpunk: Join in!
I've been tinkering with some talent trees for the Gunslinger. I'll post them up when I've got something a bit more concrete.
I'm developing a game. Let's see what happens! Complex.
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2010-12-06, 07:54 PM (ISO 8601)
- Join Date
- Apr 2007
Re: Fun Down On the Farmpunk: Join in!
Wow. This stuff is fantastically amazing. After reading through it, I had a possible idea for the administration/entity. Why not have all government workers, rather than being performed by people, being performed by this setting's analog to outsiders/undead/aberrations?
Imagine a train conductor formed of glowing light who sees nothing (not even the hobos who hop on their train or the robbers that try to attack them) but has perfect control over their train (unless a car or two are hi-jacked by hobos or robbers with specialized talents) and always knows the exact time.
Imagine Incorporeal Skeletal Post Carriers riding on wagons manned by skeletal horses (or no horses at all), beings who no force of nature (neither snow nor rain nor heat nor gloom of night...) can stop but that require guardians (possibly PCs) to protect hte from bandits.
Imagine the aforementioned lovecraftian agents who come into town unnanounced, hand over papers scrawled with alien and illegible text to supposed lawbreakers to weaken their mind, and lure them inside or outside of town to talk before the two of them vanish forever.
Imagine the cavalry as an actual angelic force that manifests through portals wherever certain facets of the entity detect trouble, danger, or at the very least large armed conflicts.
Imagine Executioners as the upper-half of a pitch-black humanoid emerging from a tree with branched covered in nooses (which it controls, of course) and axes for hands.
As another possible idea, it may be that different members of the administration are simply incapable of breaking free from their "programming" (so a post courier has to leave on time even if they know they'll be ambushed and most politicians can't have their minds changed) or of even seeing that other administration workers are working against them (preventing pure officials, for example, from percieving corrupt ones).
On this line of logic, one final idea: Ascension into Government. government are displayed as outsider-ish individuals, getting elected would be comperable to ascending. Though the temptation of immortality exists, the knowledge that elected officials lose their free will as they are pressed into the machine and that only truly strong folks (level 10) can withstand the strain (mental and metaphysical) of such close proximity to the entity keep most people from wanting to run. If a player wants to join the government, perhaps require that they be 10th level and allow them a Will save to retain free will long enough to make a single change within the government system or change one legal ruling (the closest that anyone in the setting can really get to a wish spell and something that may be worth sacrificing yourself).
Then again, that stuff probably just sounds silly.I'm try not to be too vain but this was too perfect not to sig.
At long last, I have an extended signature
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2010-12-06, 07:56 PM (ISO 8601)
- Join Date
- Jan 2007
- Location
- Switzerland
- Gender
Re: Fun Down On the Farmpunk: Join in!
While a lot of that would be quite cool in another setting, I think it goes very much against what we are building here: a world built on the most low-key myths, where the supernatural is generally very subtle. And human-looking.
So no, I don't think it fits, sorry.Resident Vancian Apologist
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2010-12-07, 01:45 AM (ISO 8601)
- Join Date
- Apr 2007
Re: Fun Down On the Farmpunk: Join in!
Darn, didn't think so. Sorry for barging in with the crazy spooks and such.
Last edited by Realms of Chaos; 2010-12-07 at 01:46 AM.
I'm try not to be too vain but this was too perfect not to sig.
At long last, I have an extended signature
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2010-12-07, 01:57 AM (ISO 8601)
- Join Date
- Mar 2009
- Location
- Too close to the sun
- Gender
Re: Fun Down On the Farmpunk: Join in!
Yeah, I do think that the Entity and the Administration could be the equivalents of abberations (monsters that are completely alien to mortals), but not actually being abberations. Their alienness is mentally rather than physically, mortals cannot comprehend how their mind works.
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2010-12-07, 06:09 AM (ISO 8601)
- Join Date
- Jan 2007
- Location
- Switzerland
- Gender
Re: Fun Down On the Farmpunk: Join in!
Well, I did make Agents aberrations. But they look and act totally human from the outside, so without any magic that actually targets creature type, it shouldn't matter much.
Anyway:
Let's do some weapons!
Primitive firearms:
Flint-lock Pistol
Type: one-handed
Damage: 2d6
Range Increment: 30 ft.
Magazine: 1 shot
Critical: 1 wound
Reloading: A flint-lock takes two full-round actions to reload for people proficient with it, and three full-round actions for everyone else*.
Unreliable: A flint-lock pistol is not very reliable: on any natural one on the to-hit roll, a part of the shooting mechanism failed, and a full-round action must be spent before it can be fired again.
Rare: Double-barrel Flintlock Pistol
Type: one-handed
Damage: 2d6 (for one barrel)
Range Increment: 30 ft.
Magazine: 2 shots
Critical: 1 wound
Reloading: Reloading either barrel takes two-full round actions for people proficient in it, or three for everyone else. Reloading both barrel at once takes one additional full-round action.
Unreliable: As the flint-lock pistol.
Double-shot: at a -2 penalty to the attack roll, both barrels can be fired at once, at the same target, dealing a total of 3d6 damage.
Flintlock Rifle:
Type: two-handed
Damage: 2d8
Range Increment: 60 ft.
Magazine: 1 shot
Critical: 1 woun
Reloading: As a flint-lock pistol.
Unreliable: As a flint-lock pistol.
Pepperbox revolver:
Type: one-handed
Damage: 2d6
Shooting: Pepperbox revolvers are rather awkward and unreliable to shoot accurately, and therefore take a -2 penalty to all attack rolls.
Range Increment: 30 ft.
Magazine: 4 shots
Critical: 1 wound
Reloading: as a double-barrel flintlock pistol.
Dangerous: Pepperbox-revolvers, while useful for their larger magazines, are notoriously unreliable and dangerous, sometimes accidentally firing multiple barrels at once, sometimes exploding in the shooter's face. To represent this, whenever a natural one is rolled on the attack roll, the shooter deals the weapon's damage to himself instead of to his target.
*Still generous, Wikipedia suggests 15 seconds for a flintlock musket, and that's on trained soldiers!Last edited by Eldan; 2010-12-07 at 06:14 AM.
Resident Vancian Apologist
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2010-12-07, 01:01 PM (ISO 8601)
- Join Date
- Nov 2010
- Location
- Beyond the Ninth Wave
- Gender
Re: Fun Down On the Farmpunk: Join in!
Generosity on flintlock reload times is probably okay, rounds are kind of abstract anyway. It needs a threat range, and critical wounds could probably afford to be higher. Even a flintlock could injure someone really badly.
Also, for Unreliable, it might be good to expand the chance of failure in rain or fog? Early firearms don't work very well in damp conditions.Originally Posted by KKL
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2010-12-07, 01:26 PM (ISO 8601)
- Join Date
- Aug 2006
- Location
- Portland, OR
- Gender
Re: Fun Down On the Farmpunk: Join in!
On the topic of Aberrations, and the agency.
I had imagined that they had a sort of 'Alternate Form.'
One that you *don't* see.
Why *don't* you see it? Because they don't want you to.Come with me, time out of mind...
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2010-12-07, 01:33 PM (ISO 8601)
- Join Date
- Aug 2009
Re: Fun Down On the Farmpunk: Join in!
Hermmm, I'm confused, not familiar with the critical wounds thing.
I take it we are not using SAGA's condition track thing?
@ChumpLump: Yeah, that sounds about right.
As people have been staking out classes to work on, Eldan's done a great job on the Stranger and I think some others have spoken for the Gunslinger and the Doctor, would anyone complain if I said I might do the Rascal?
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2010-12-07, 03:29 PM (ISO 8601)
- Join Date
- Jan 2007
- Location
- Switzerland
- Gender
Re: Fun Down On the Farmpunk: Join in!
The Stranger is not done, however. It clearly needs more than double the amount of talents it has now, to cover ten levels of a class. So I need suggestions.
Resident Vancian Apologist
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2010-12-07, 04:26 PM (ISO 8601)
- Join Date
- Nov 2010
- Location
- Beyond the Ninth Wave
- Gender
Re: Fun Down On the Farmpunk: Join in!
Since no one seems to have an opinion on the static defenses thing beside Eldan, I'm going to assume no one has any problem with player's rolling for defense. The general system summary will be updated to reflect this, and for the decision to do E7.
We are using the condition track, as far as I know. But we're also using the wound/vitality point system with a slight modification: instead of critical hits increasing damage and hitting wound points, critical hits deal a limited number of wound points of damage (determined by weapon) in addition to their normal vitality point damage.
Basically, if damage to vitality points is a graze, an extremely close call, a lucky dodge or a hit you can shake off, a critical is the shot that would have killed you if it had been just a millimeter off.
If you're reasonably confident and you want to do it, do it. Nothing is at final draft stage, mind, but we're getting reasonably organized with regard to mechanics.Originally Posted by KKL
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2010-12-07, 04:58 PM (ISO 8601)
- Join Date
- Jan 2007
- Location
- Southampton, UK
- Gender
Re: Fun Down On the Farmpunk: Join in!
Moved to here as this is more of a general discussion question, rather than one that belongs on the stranger's thread:
Healing mental ability scores sounds like something a priest would do, while a doctor would focus on the body.
Hmm... would it be reasonable to split them between classes?Trust me. I'm a geologist.
My/Friends' Homebrew.
Home on the Range? Bright light city gonna set your soul on fire? Or were you born to be wild? Americana-Punk wants YOU to contribute your homebrew!
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2010-12-07, 05:04 PM (ISO 8601)
- Join Date
- Jan 2007
- Location
- Switzerland
- Gender
Re: Fun Down On the Farmpunk: Join in!
Perhaps a kind of Spirit Journey ability, to repair mental problems and damage? More something for the shaman types, but I think priest class is still the closest.
Resident Vancian Apologist
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2010-12-07, 05:25 PM (ISO 8601)
- Join Date
- Aug 2010
- Gender
Re: Fun Down On the Farmpunk: Join in!
I just read through this all. And it's pretty epic, but somethin got nagging on me.
Earlier, there was talk of Indians, the possobilities of other nations, and the needs for passports. I think, people have forgotten something. Who actually built the railroads? The answer, or at least part of it, is the Chinese. And when the Chinese came over, the brought something over with them. Opium.
Just thought I'd throw this out there. *Goes back to admiring*
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2010-12-07, 05:42 PM (ISO 8601)
- Join Date
- Aug 2006
- Location
- Joliet, IL
- Gender
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2010-12-07, 05:46 PM (ISO 8601)
- Join Date
- Jan 2007
- Location
- Switzerland
- Gender
Re: Fun Down On the Farmpunk: Join in!
I doubt Opium gangs would run in the wild, really. It's more a city drug.
Wyld: Peyote, hallucigenic mushrooms
Range: Alcohol
City: Opium
?Resident Vancian Apologist
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2010-12-07, 05:47 PM (ISO 8601)
- Join Date
- Jan 2007
- Location
- Southampton, UK
- Gender
Re: Fun Down On the Farmpunk: Join in!
Trust me. I'm a geologist.
My/Friends' Homebrew.
Home on the Range? Bright light city gonna set your soul on fire? Or were you born to be wild? Americana-Punk wants YOU to contribute your homebrew!
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2010-12-07, 05:51 PM (ISO 8601)
- Join Date
- Aug 2010
- Gender
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2010-12-07, 05:53 PM (ISO 8601)
- Join Date
- Jan 2007
- Location
- Southampton, UK
- Gender
Re: Fun Down On the Farmpunk: Join in!
I don't think we're really going for historical accuracy, unless it enhances the awesome. I think an Us/Them attitude is good to foster within the game, but it needs to be focused on Wild/Range/City rather than between racial demographics, just to avoid rubbing anybody the wrong way really.
Trust me. I'm a geologist.
My/Friends' Homebrew.
Home on the Range? Bright light city gonna set your soul on fire? Or were you born to be wild? Americana-Punk wants YOU to contribute your homebrew!
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2010-12-07, 05:56 PM (ISO 8601)
- Join Date
- Aug 2010
- Gender
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2010-12-07, 05:56 PM (ISO 8601)
- Join Date
- Jan 2007
- Location
- Switzerland
- Gender
Re: Fun Down On the Farmpunk: Join in!
Still, it seems to have more a city flair to me, with Opium Houses and underground smuggling. It doesn't seem to fit out in the wild.
Music feats! Make your own today!
Merry Jig (Feat)
Your music fills people's heart with joy, and they just can not dislike you after they hear your music.
Prerequisites: Cha 13+, Perform 5 ranks
Benefit: You can make perform checks instead of diplomacy checks, though these checks can never be rushed.Last edited by Eldan; 2010-12-07 at 06:02 PM.
Resident Vancian Apologist
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2010-12-07, 06:01 PM (ISO 8601)
- Join Date
- Aug 2010
- Gender
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2010-12-07, 06:12 PM (ISO 8601)
- Join Date
- Jan 2007
- Location
- Southampton, UK
- Gender
Re: Fun Down On the Farmpunk: Join in!
Audience Participation (Feat)
You can get your audience to sing along and perhaps even encourage them to make up a few verses of their own. It's supprising how revealing that can be...
Prerequisites: Charisma 13, Perform 5 ranks
Benefit: You may use a perform check to find out the answer to questions you pose to your audience as if you had made a streetwise (/gather information) check.
These checks may never be rushed.
Duelling Banjos (Feat)
Somehow your music strikes fear into the hearts of those who hear it
Prerequisites: Charisma 13, Perform 5 ranks
Benefit: You may use a perform check to intimidate as if you had used the intimidate skill. If someone uses this on you, you may respond in kind. Both participants in the duel make 3 perform checks together and must attempt to beat each other's result. The person who wins 2/3 of the checks intimidates the loser. If the loser won 1 check by more than 5, he may attempt to rechallenge. This can only be done once by either party per duel. These checks may never be rushed.
Dance Fight! (Feat)
Such grace! Such style! Such deadly moves!
Prerequisites: Charisma 13, Perform (dance) 5 ranks
Benefit: As a full action, you may make an attack using a perform check. The DC to hit is the same as your target's AC, however you suffer a -2 penalty on your AC until the start of your next turn as your movements become more predictable.
Improved Dance Fight! (Feat)
Truly, his tap lessons have paid off...
Prerequisites: Charisma 15, Perform (dance) 7 ranks, Dance Fight!
Benefit: When dance fighting you no longer suffer the -2 penalty to AC, instead you gain a +2 dodge bonus to AC until the start of your next round. If your dance-attacks miss, you lose this bonus.
Edit: The last 2 feats are of course for rival street gangs to square off against one another in back alleys. "When you're a Jet you're a Jet all the way..."
Edit edit: switched dance fight from standard action to full action after I realised that it was effectively a +6 or more to attack rolls...
Edit edit edit: I think this will turn out to be a very useful source of ideas.Last edited by cheezewizz2000; 2010-12-08 at 09:49 AM.
Trust me. I'm a geologist.
My/Friends' Homebrew.
Home on the Range? Bright light city gonna set your soul on fire? Or were you born to be wild? Americana-Punk wants YOU to contribute your homebrew!
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2010-12-08, 10:45 AM (ISO 8601)
- Join Date
- May 2007
- Location
- Near Atlanta,GA USA
- Gender
Re: Fun Down On the Farmpunk: Join in!
Sounds like a +10 bonus to Overrun and Bull-rush... since those skills aren't used much, it actually makes them MAYBE worth doing every-so-once-in-a-while, which gets around the "bigger numbers" problem. If static bonuses are a problem, make it your strength SCORE (not modifier), or perhaps half that.
"Bootlegging" sounds about perfect here, since it is the source of the term "bootlegger reverse". If, for some odd reason, you don't like that skill then you might try "Rum-running" (but that is probably the pirate era skill).[Public Service Announcement]P.E.A.C.H stands for Please Examine And Critique Honestly[/Public Service Announcement]
Currently Running: Equestria Begins (A High Tactics campaign)
Extended Signature
My Homebrew is meant to be used, but, if you do, PLEASE tell me how it goes.