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Archivist

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Posts posted by Archivist

  1. That's so good soltkass. I think that's better than the original mechanic in Chronicles of Darkness.

    How do we represent adding / maintaining cover? For example, I make a deal with someone to heal their cancer, so now I get to add to my cover their relationship with their wife (now I'm married to the wife in my cover, and reality rewrites itself around this so this has always been the case and everything now makes sense). The advantage of doing stuff like this is that it's easier for me to hide from the God Machine.

  2. Someone on RPGNet said that they were told how to splice in a different D100 combat system into D100. Can you post how that was done?

    How do you model something like a build up / spend down / endanger resource? Example: Demon the Descent Cover

    1. When Demon's "go loud" or do things out of character when in one of their cover forms, it reduces their "cover" (their ability to pass) and attracts the attention of the God Machines' agents;

    2. When Demon's make pacts with mortals, they get some or all of that mortal's identity to build up their cover.

    3. When Demon's transform quickly and violently, they use up all of their cover.

  3. I agree re Narrative Combat, since that implies extreme narration, but I do think Basic combat deserves a special name.

    I think we do need an expansion book or extended thread for the GM about "how do I do X". In particular, some extended discussion about converting common things from BRP or other systems and changing the assumptions.

    e.g., magic points in most BRP games -> skill checks w/ conditions

  4. So I'm thinking about systems / settings in the vein of Mage the Awakening, Mage the Ascension,  GURPS Ritual Path Magic, GURPS Thaumaturgy, GURPS Cabal, Unknown Armies, or Dresden Files RPG Magic. Here are some of the common characteristics of those systems.

    1. Magic is sort of free-form. Instead of having a short list of specific powers, the mage can create whatever effect they want as limited by their skill, tradition, and trapping for the setting (e.g., no bolts of lightning, flashy magic).

    2. More powerful / complex magic (more effects, stronger effects) is harder and more dangerous.

    3. Spellcasting takes time. Spending more time reduces the risk and danger and vice versa.

    4. Spellcasting takes "ingredients" (e.g., magic circles, incantations, symbolic links to the target, sacrifice). Casting w/ (more) ingredients reduces the risk and danger, and vice versa.

    5. Casting involves risk and danger. More powerful workings, or workings without reducing the difficulty as above, expose the caster to that risk. That risk could be physical, spiritual, or consequential (bad luck).

  5. Good ideas.

    I think I need to read through the rules again and then ask some more questions.

    RosenMcStern, could you create a sticky topic for something like "How Do I..." for ongoing Q&A regarding "how do I do X in Revolution D100." Revolution D100 isn't super complex, but it's subtle, and not 100% obvious how to model every trope.

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