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RosenMcStern

How do I do X in Revolution d100?

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By popular demand, this sticky thread will list interesting solutions for commonly encountered problems or tropes, using the Revolution D100 rules. Rather than additional rules, these are consequences of the core rules mixed with a little creativity.

To avoid clutter, if you have a question about one of these suggestions, please start a new thread.

 

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How do you model an alternate form with a consequence? For example, in Werewolf the Apocalypse, you have a monstrous wolf form, but it costs a limited resource to shift into it, and, once you do, you have a limited number of rounds in it before you're berserk and killing your friends.

The effects of the alternate forms are the same as explained in the Totem of the Beast blessing, and are very easy to balance and adapt to your desired Urban Fantasy setting. A negative side effect of using your powers is easy to model as a Consequence, for instance "Unable to control bloodlust" or "Tendency to go berserk". Just apply an appropriate amount of Recurring, Permanent Consequences that the Narrator can only trigger when the player uses the power or alternate form . For each (-) in the Consequence, the Narrator can give the Opposition a Bonus in a relevant non-violent conflict, or drain Life points by 10 in Advanced Combat, or apply any other nuisance, once. This works similarly to the Consequences attached to familiars and magic items for which the enchanter suffered some Resolution Point loss while enchanting, the only difference is that they are inherent to the character concept rather than the result of a conflict the player decided to run.

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In Demon the Descent, you have an alternate form, but doing so "blows your cover" and makes it more likely that Angels will find you.So speaking of cover, how do you model a limited resource track? For example, Demons have "Covers", which they build by performing certain actions, and then slow.

 

A limited resource track could be modeled with Positive Consequences that you use up, instead, but keep in mind that the system is simply not designed to accomodate this kind of mechanics. It runs on other concepts than "limited resource management":

 

Edited by RosenMcStern
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Additional suggestions by Pansophy:

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How do I model the slow process of "the beast within" taking control?

Give the Player character a Trait like 'Werecreature'. The player can use this Trait with any task that he can argue is plausible. Example possible uses: Melee Combat, Perception, Intimidation.

When the player decides to change into the werecreature form, he has to run a Parallel Conflict against an Opposition of 15 (with a Skill of 50%). The Recource Point Pool for the Player is his (WIL + CON)/2. This Parallel Conflict is active as long as the player is in werecreature form. Once the Conflict is solved, he changes back.

Every time the player uses the 'Werecreature' Trait in combination with a Skill, he also has to Roll for Effect in the Parallel Conflict, using his 'Concentration(Werecreature)' Skill/Trait. This represents the characters effort to keep the beast at bay and stay in control. Once the Parallel Conflict ends (and the player changes back to his human form), one of the following outcomes are possible:

  • the player lost the Conflict: he adds a negative Consequence to his character, e.g. 'severe headaches', 'blood on my hands and clothes', 'no recollection of last night'. The character lost control of the beast and it went wild, roaming freely to satisfy its needs.
  • the player won the Conflict: if the character already has a negative Condition connected to the werecreature, he reduces the severity by one (crossing off one '-' bracket). In case the character does not have an existing Condition, he just kept the beast under his control - this time - and nothing else happened.

Remember, losing 11 or more points in a Conflict adds a Recurring condition, regardless if you won the Conflict or not. Also, adding a second sign to an existing Condition might warrant it to be changed to a Recurring Condition, too. Feel free to reword the newly established Recurring Condition to something more suitable.

Once the character has 5 negative Recurring Conditions, the beast inside takes over and the player lost his character to the dark side.

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