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♲ Sophie Lagace ([email protected]):

Jason Pitre on Twitter: "Hey folks! I just released a set of RPG Design Worksheets that I have prepared for myself and new designers. Take a look and spread the word! https://t.co/oskJoA05Zm"



https://twitter.com/Genesisoflegend/status/1117536274355773440
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#RPGDesign #TTRPGs
RPG Design Worksheets

Genesis of Legend Publishing: RPG Design Worksheets (Jagash)

 

Jason Pitre on Twitter: "Hey folks! I just released a set of RPG Design Worksheets that I have prepared for myself and new designers. Take a look and spread the word! https://t.co/oskJoA05Zm"


https://twitter.com/Genesisoflegend/status/1117536274355773440
RPG Design Worksheets

Genesis of Legend Publishing: RPG Design Worksheets (Jagash)



#RPGDesign #TTRPGs
 
More parts of the Black City campaign preparation. This time the Undead.
Somewhere in the depths of the undercity is the Black Goddess (possibly an avatar of Shub-Niggurath) whose baleful influence causes the dead to walk again. One of the first questions I was asked was whether I was doing a Call of Cthulhu game. My response was that while I can and will incorporate Mythos elements I find Lovecraftian horror too nihilistic. We are not "less capable" than our ancestors and if Earth could have been overrun by supremely powerful beings then it would have been by now. In my view the Fermi Paradox applies to this scenario as well.

Gjenganger (Ye-na-ner)

  • ST +1 (1D+10)
  • DX +0 (1D+9)
  • IQ -2 (1D+7)
  • HT +5 (1D+14)
  • Dependency (Human Flesh) common, illegal, weekly.
    > Deactivate when HT reaches 0. Victims may not realise they are dead. Must consume human flesh to survive. Modified from Zombies page M107.

Draugr (Dray-gu)


Attributes per Gjenganger. Use WereBoar template page M100 for transformation.
- ST x2
- DX +0
- IQ +0
- HT +2
- Weight x3
- PD 1
- DR 3
- Fangs: Impaling damage from ST
Gjenganger that cannibalize other Gjenganger can become Draugr. Wights capable of growing to twice their size and capable of delivering massive slams. When first encountered, they will appear man-sized and grow during combat.

Moaning Shambler


Differenced from Gjenganger stats.
- ST -5 (1D+5)
- DX-4 (1D+5)
- IQ 4
- HT -7 (1D+7)
Gjenganger that can't maintain a flesh diet undergo rigor mortis, lose their intelligence, and begin to stiffly shuffle like traditional zombies.

Skeletons


Differenced from Gjenganger stats.
- ST -7 (1D+4)
- DX -2 (1D+7)
- IQ 4
- HT -9 (1D+5)
Reasonably complete articulated skeletons.

Hungry Bones

  • ST 6
  • DX 8
  • IQ 4
  • HT 5
    > Weak assemblages of mismatched bones attached to an intact skull. Smash the skull or or bones to deactivate.

Mummy

  • ST +1 (1D+10)
  • DX +0 (1D+9)
  • IQ +0 (1D+9)
  • HT +5 (1D+14)
    > Preserved corpse. Per M107.

Skull Spirit

  • ST 0
  • DX 14
  • IQ 10
  • HT 20
  • Spd 6
    > Disembodied spirit, page M107. Usable for Wraiths and Spectres? 2 touch damage ignores armour. Normal damage from Fire and Air spells and magic weapons. 2 damage from swords and larger metal weapons. 1 damage from wooden weapons.
#rpg #rpgdesign #gurps
 
So the Black City campaign grinds along with the start of play starting to loom over me. One of the signature wandering monsters are Berserkers. Becoming a Beserker is also a possible hazard for the players. As GURPS has rules for designing new races I decided to use them to build a Beserker template.

Stage 1

  • Berserk: -15 CP
  • Paranoia: -10 CP
  • Rapid Healing: 5CP
  • ST +2: 20 CP
    > Berserk kicks in a couple of days after infection. Add one point of strength over each of the next two weeks. Add in the Paranoia and Rapid healing at the end of the second week.

Stage 2

  • Sharp Teeth: 5 CP
  • Unnatural Feature (Jaw/Teeth): -5 CP
  • Dependency (Human flesh) common, illegal, weekly: -30 CP
  • ST +2: 25 CP
  • Stealth +3: 4 CP
  • Brawling +2: 1 CP
    > Over the next 4 weeks add a point of ST at the end of weeks 2 & 4. The jaw is noticeably unnatural after one week and functional after 3 weeks. Add a point of bonus stealth at the end of weeks 1,2 and 3. Sharp teeth are cutting damage based on ST from page B140. The craving for human flesh kicks in after week 2. If it has been more than a week since the last meal of flesh lose 1 HT per 6 hours.

Stage 3

  • Appearance (Monstrous): -25 CP (replacing Unnatural Feature)
  • Compulsive Behaviour (Gnawing): -5 CP
  • Gigantism: -10 CP
  • ST +2: 35 CP
    > The final stage plays out over weeks to months. The gnawing is to keep the teeth in check. Bones are preferred. The final stage is not particularly human any more, just clever and extremely dangerous.
#rpg #rpgdesign #gurps
 
Huh. I think I see how to integrate/mash up AGE System and Hero System, to get the flow and playability of AGE with the engineering and power construction of Hero.

#IBeDamned #rpgdesign #rpg
 
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