Welcome Guest [Log In] [Register]
Add Reply
  • Pages:
  • 1
  • 3
Content requests/ideas; What does everyone want to see in the game?
Topic Started: May 14 2011, 05:31 PM (1,705 Views)
Caput
Member Avatar

I'm hoping this thread can serve as a kick off point, suggestions box and general idea dump for homebrew content of all kinds. Throw in some ideas and hopefully the community (such as there is one in these early days) will get enthusiastic and we'll forge it in the furious fires of internet arguments.
Here's some stuff I've been considering:

Exaltations

Changelings

Once mortal, these strange creatures were abducted by the alien beings known as the True Fey, either directly into one of their saucers or via the the Hedge, a maze of throns in the warp which leads from their homeworld, the Feywyld, to pretty much everywhere.
They are seldom missed, because the Fey replace them with enchanted servitors who live out their lives for them, never even realising that they aren't real people.
Changelings are beautiful, but touched by madness. Their powers are potent in spite of their relative subtlety, but even so only the most resourceful and determined are able to escape their incarceration.
The few who have even heard of them fear the presence of changelings. Nobody wants to be around when their wicked masters turn up to reclaim them.

Power Stat: Wyrd. They higher this is, the closer the changeling is to being a true fey.

Points: Glamour. It is regained by feeding on people's emotions or harvesting it during visits to the hedge.

Tell: Changelings are protected by an illusion called the Mask, which makes them seem to be an ordinary member of their species, automatically fooling all the senses without even the need for a test. The mask breaks down as the glamour that sustains it is spent. At first, the changeling might become unmasked in mirrors, or to the touch, but if enough points are spent their true form becomes visible.

General Powers: Changelings can all see right through each other's masks. They should get some kind of boost to their senses when they have high devotion and something to do with being good and crazy.

Wyrd Powers: Four of the dots should give a general representation of one of the types of universal contracts from Changeling: Dream, Mirror, Hearth and Smoke. The other should probably give you an ability based on one of the four seasonal courts.

Assets: One for each seeming. Ogre, Elemental, Fairest, Beast, Darkling and Wizened.

Nobles

Nobles are the scions of the gods. Gods have kids with mortals for many reasons, carelessness foremost among them, but no matter what purpose their divine parent intended, they always turn out to be something important and powerful.
They don't always see eye to eye with their parents, but if they should become enemies, a rival deity will always be happy to adopt them.
In theory, a noble can become more powerful than any of the other exalted, eventually ascending to the rank of true god, but the small number of gods in the Great Wheel is a testament to how long this takes and how difficult it is to do.

Power Stat: Aspect. For each dot, your fate becomes entangled with that of a mortal you have met. They thereafter follow a role in your story selected in secret by the GM.

Points: Legend. Recovered over time, through stunts and by interacting with your fatebound mortals (for example if somebody's fate is to be the robin to your batman, you get legend for rescuing them).

Tell: As scions spend legend, they become supernaturally ugly or beautiful until eventually it hurts to look at them.

Powers: General things stolen from scion and nobilis. Primarily, they get Birthrights, which gives them some extra background dots to spend on relics, allies etc, representing gifts from their divine patron.

Aspect Powers: Not sure here, but they should probably get something called Epic Attributes, which allows them to have free raises with a few selected attributes and they need something to represent boons/estates. Their last dot should bring them up to demigod level, with a corresponding general increase in power and even more background dots.

Assets: Not sure what these should be. My first thought is one for each of the pantheons, but that doesn't give many options. My second idea was to use the codes of conduct from nobilis, but those don't really fit with the existing deities.

Deities

Zelda Trinity: I think these would fit in pretty well as a pantheon all their own, albeit a minor one in sever decline. They'd influence the world primarily through their chosen heroes, who would bear the mark of the triforce. Their codes would demand that you seek power, act with wisdom or be a big damn hero. Their marks would give you their signature spells from the game.

Lolth: It's implied that she's not really a god in the fluff, so maybe she shouldn't have any chosen, but people do worship her, so she should probably have clerics and an alignment. Being paranoid, manipulating people and ruthlessly acting to advance yourself at the expense of others seem like they'd make good commandments.


Does anybody have any suggestions for those? More importantly, what concepts do you want, but haven't actually made?
Offline Profile Quote Post Goto Top
 
Zed

Change "Nobles" to Scion.
Offline Profile Quote Post Goto Top
 
Lord Avernus
Member Avatar
The Motherfucking Sunreaver
Exaltations:
Nexus: You were born as a wellspring of magical power. Inside you is a bottomless pit of magical energy.

Power Stat: Source. The higher this is, the more power there is in your body.
Points: Energy. This starts out at maximum limit, but has a slow recharge rate which can be hurried through increasing your Source.
Tell: Blue light radiates from your body, starting with your eyes turning blue and glowing, and ending with you appearing as a silhouette of blue light.
General Powers: Sense magic, bonus to spell schools.
Can't be bothered thinking about the rest.

Deities:
Ruinous Powers:
Hashut
The Horned Rat
Grey Council:
Omnissiah/Autocthon hybrid.
Offline Profile Quote Post Goto Top
 
T.G. Oskar

Caput
May 14 2011, 05:31 PM
Deities

Zelda Trinity: I think these would fit in pretty well as a pantheon all their own, albeit a minor one in sever decline. They'd influence the world primarily through their chosen heroes, who would bear the mark of the triforce. Their codes would demand that you seek power, act with wisdom or be a big damn hero. Their marks would give you their signature spells from the game.
Din, Nayru and Farore? I have no idea on how such deities would work. You'd have to add Ganondorf as well, because for all we know, he's already a god (but then again, so does Link).

As for new stuff:

New Class: Monk
While an Assassin (or the class tray that represents Assassin) can do a pretty nice Ninja, making a Monk is really, really, really, REALLY complex. Another Setting Sun mastering, brawling character is needed, and one that doesn't imply hiding yourself or having to delve into Cleric or Paladin (specifically trying to mix the Assassin and the Paladin trays to make a decent Monk) or worse, requiring almost twice the amount of XP to make the concept you want.

Plus, there ARE enough types of Monk (D&D, Exalted Martial Arts, Diablo, Final Fantasy, etc.) to justify such a concept. Even if it's woefully non-European non-Imperium of Man Sigil.
Offline Profile Quote Post Goto Top
 
Xelkelvos

I'd submit Changelings be people who were somehow swallowed up by the Warp and then somehow found their way back out. The experience has forced their minds to divorce reality at some degree, but their exposure to the Warp make them excellent Navigators and even more devious sorcerers.
Offline Profile Quote Post Goto Top
 
Highwind
Member Avatar

Changelings would make a good exalt. I'd also be for a Monk/Pugilist class (Level Names- Brawler, Pugilist, Monk, Ascetic, Grandmaster). I guess Scion/Noble works as well.
Offline Profile Quote Post Goto Top
 
Caput
Member Avatar

Zed, why change nobles to scions? The scion reference is so obvious in everything else about the idea that it doesn't really need making, but it looks to me like a good opportunity to reference nobilis.

I agree about the monk. It's classic, so it's something you should ideally be presented with, not have to compromise to recreate. It might stick out like a sore thumb, but this is dungeons the dragoning, so that's a plus. The final tier should definitely be Grand Master of Flowers.

Oskar, I do mean Din, Nayru and Farore, yes. I don't think you'd have to add Ganon. He's a talented warlock made stronger by the power of the triforce, which is not his own. He's a high level magic user and a high faith chosen of Din, if he's anything.

Here's some more ideas:

Shadowfell

This is a grim sphere, devoid of colour and haunted by wailing ghosts. It's the home of the Twili, a race of large, mischievous imps who cover their faces with blank masks.
Long ago, the Twili went to war with the goddesses of the triforce, stealing their power and using it to drain the colour from nearby spheres.
They were defeated by an exalted wolf, (some say a werewolf, others claim a chosen of Pelor or Farore) and their gate was sealed, until the eldar came along and foolishly opened it up again.
Since their release, most twili have kept themselves to themselves, cleaving to their sphere out of healthy xenophobia. Some, however, sail the warp in their black stone spelljammers, spreading sickness, chaos and the dark clouds of the shadowfell across the wider wheel on every scale, from isolated raids to unending crusades against the hated light.

The three goddesses have never recovered their full power. To this day, they primarily influence the universe through their chosen, of whom they have very few indeed.

Subraces

If any game should have subraces, surely it's this one. I'm not sure what each should do, but II think I know the kind of thing they should be. I'm not sure if a subrace should be an asset or a racial feat, but either way, you're limited to one and they either modify your existing racial ability in some way or give you a second ability.

Aasimar: Gene seeds. Things like White Templars, Iron Feet, Angry Marines and so on.
Dark Eladrin: Not really sure what would be most flavourful here.
Dragonborn: Base these either dragonblooded exalt castes.
Eladrin: Paths, I guess. Things like harlequins, bonesingers, farseers and warp spiders. Alternatively, seasonal courts.
Elf: The classic elven subraces: Grey, aquatic, sun, moon, wood, wild, gravy, night, blood, high and house.
Gnome: Deep gnomes, Polka gnomes, maybe feegles. That's all I've got for now.
Halfling: Not a clue.
Human: Half breeds! Muls, threequarterlings, urak-hai, half-elves, mongrelfolk and maybe stranger things, like ghostbloods.
Ork: This could go two ways. Ork Klanz, or roles like mekz, blak orkz, drivaz and suchlike.
Squat: Dunno.
Tau: Castes. Don't give you actual elemental abilities, like the dragonborn castes. Instead ,they give you abilities related to what your caste actually does.
Tiefling: This could go many ways. You could go with specific mutations, chaos legions, demon/devil types from D&D...
Edited by Caput, May 15 2011, 11:16 AM.
Offline Profile Quote Post Goto Top
 
Zed

Ah. I didn't get the nobilis reference.

Offline Profile Quote Post Goto Top
 
Caput
Member Avatar

Ah, right. That's where the term aspect comes from too. Both games are about extremely powerful demigods who can command whatever concept they're a god of, have some special signature treasures and have special bonds with other people. It seemed like combining them would be a good idea, but I don't really think I have that right yet.
Offline Profile Quote Post Goto Top
 
Iceberg256

On the blog, someone mentioned wanting Aberrants and Psions as exaltations. I'm thinking that having full blown supers in DtD would be difficult to balance. However, Aberrant was generally about people with super powers who became more inhuman the more power they obtain. With the presence of the warp in the DtD setting, it seems that this potential character type is certainly a potential. My suggestion is to use a dash of the Aberrant fluff in conjunction of mutation rules inspired from Gamma World and WFRP Tome of Corruption. Although Aberrants would probably have the best benefit to flaw ratio, mutation rules could also be used to provide additional power options for other characters, such as new parts on a Promethean.

Not quite sure what to do with Psions. Adding elements of 40k navigator and D&D psychics seem obvious, but perhaps including inquisitor and witch hunter characteristics to emphasize antagonistic elements of the two exaltations.
Offline Profile Quote Post Goto Top
 
1 user reading this topic (1 Guest and 0 Anonymous)
ZetaBoards - Free Forum Hosting
Create a free forum in seconds.
Go to Next Page
« Previous Topic · Homebrew · Next Topic »
Add Reply
  • Pages:
  • 1
  • 3

Theme created by "Josh Hall/Alpha.". Find more great designs at the ZetaBoards Theme Zone.