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Old 12-03-2010, 02:16 PM   Top  -  End  -  #301
ChumpLump
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We could always make a feat for going up to eleven?

Up To Eleven
Prerequisite: 10 ranks in at least one skill
Benefit: Your maximum ranks in all skills go up by 1 and you gain 1 extra skill point every time you gain a feat.
This! (And probably some other power along with it, don't you think?)
Making 11 epic.

Edit: 1st post of the 11th page. Coincidence? I think not.
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Old 12-03-2010, 02:25 PM   Top  -  End  -  #302
gkathellar
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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?
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Old 12-03-2010, 08:45 PM   Top  -  End  -  #303
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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.

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Old 12-04-2010, 08:00 AM   Top  -  End  -  #304
Eldan
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Well. Other posts I could find:

Base classes:

The Stranger
The Vagrant


Monsters:

The Jackalope
The Agent


The rest is scattered through the thread.
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Old 12-04-2010, 07:20 PM   Top  -  End  -  #305
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This! (And probably some other power along with it, don't you think?)
Making 11 epic.

Edit: 1st post of the 11th page. Coincidence? I think not.
Exactly.

Methinks Imma like working on Epic feats like such.
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Old 12-05-2010, 04:27 PM   Top  -  End  -  #306
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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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Old 12-05-2010, 08:18 PM   Top  -  End  -  #307
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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.
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Old 12-06-2010, 07:54 PM   Top  -  End  -  #308
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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.
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Old 12-06-2010, 07:56 PM   Top  -  End  -  #309
Eldan
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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.
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Old 12-07-2010, 01:45 AM   Top  -  End  -  #310
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Darn, didn't think so. Sorry for barging in with the crazy spooks and such.
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Old 12-07-2010, 01:57 AM   Top  -  End  -  #311
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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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Old 12-07-2010, 06:09 AM   Top  -  End  -  #312
Eldan
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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!
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Last edited by Eldan : 12-07-2010 at 06:14 AM.
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Old 12-07-2010, 01:01 PM   Top  -  End  -  #313
gkathellar
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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.
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Old 12-07-2010, 01:26 PM   Top  -  End  -  #314
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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.
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Old 12-07-2010, 01:33 PM   Top  -  End  -  #315
Science Officer
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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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Old 12-07-2010, 03:29 PM   Top  -  End  -  #316
Eldan
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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.
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Old 12-07-2010, 04:26 PM   Top  -  End  -  #317
gkathellar
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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.

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Hermmm, I'm confused, not familiar with the critical wounds thing.
I take it we are not using SAGA's condition track thing?
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.

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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?
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.
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Old 12-07-2010, 04:58 PM   Top  -  End  -  #318
cheezewizz2000
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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?
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Old 12-07-2010, 05:04 PM   Top  -  End  -  #319
Eldan
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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.
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Old 12-07-2010, 05:25 PM   Top  -  End  -  #320
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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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Old 12-07-2010, 05:42 PM   Top  -  End  -  #321
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Wow I just imagined a weird offshoot.
We have the alcohol struggles in the cities/outskirts. The Wyld instead of having its own branch of alcohol has a long running conflict between the peyote tribes and the opium gangs.
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Old 12-07-2010, 05:46 PM   Top  -  End  -  #322
Eldan
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I doubt Opium gangs would run in the wild, really. It's more a city drug.

Wyld: Peyote, hallucigenic mushrooms
Range: Alcohol
City: Opium

?
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Old 12-07-2010, 05:47 PM   Top  -  End  -  #323
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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.
Well, the fluff doesn't really matter. One man's spirit journey is another man's guided meditation is another man's confession. All of those could concievably heal mental ability damage.
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Old 12-07-2010, 05:51 PM   Top  -  End  -  #324
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I doubt Opium gangs would run in the wild, really. It's more a city drug.

Wyld: Peyote, hallucigenic mushrooms
Range: Alcohol
City: Opium

?
I don't know. There was a a lot of prejudice against the Chinese during that time, so it might be sort of exclusive.
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Old 12-07-2010, 05:53 PM   Top  -  End  -  #325
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I don't know. There was a a lot of prejudice against the Chinese during that time, so it might be sort of exclusive.
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.
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Old 12-07-2010, 05:56 PM   Top  -  End  -  #326
AtlanteanTroll
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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.
Could make it a Background/Immigrant exclusive. Still Us/Them, but more broad.
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Old 12-07-2010, 05:56 PM   Top  -  End  -  #327
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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.
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Old 12-07-2010, 06:01 PM   Top  -  End  -  #328
AtlanteanTroll
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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.
If there's a town with a track running through it, there'll be opium. Now, not as much as in the Big City, but I get your point.
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Old 12-07-2010, 06:12 PM   Top  -  End  -  #329
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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.
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Last edited by cheezewizz2000 : 12-08-2010 at 09:49 AM.
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Old 12-08-2010, 10:45 AM   Top  -  End  -  #330
DracoDei
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Join Date: May 2007
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Quote:
Originally Posted by Science Officer View Post
Wilderness Man Talent
Here, Let Me Try - Bunyan Tree
-A real wilderness man (or woman ?!) is just plain stronger than most civilized folk. They can haul heavy loads, straighten out horse shoes and toss varmints around like ninepins.
Basic: All of your Carrying Capacities are increased by 200 pounds.
Improved: Once per day a Wilderness Man may add +5 to a single Strength Check.
Master: ...I don't know.
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.
Quote:
Originally Posted by Science Officer View Post
-Someone else suggested (and I concur) that Gangsters have a talent set for motor vehicles. Not sure what to call it. Something like:
Automotive Tree - Maintaining and operating automobiles and motor-cycles.

Side note:
Spoiler
"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).
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