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Content requests/ideas; What does everyone want to see in the game?
Topic Started: May 14 2011, 05:31 PM (1,708 Views)
Iceberg256

As for races, anthropomorphic animal types seem pretty popular, not just in games that have such a focus (Teenage Mutant Ninja Turtles & Other Strangeness, Justifiers, and Iron/Jadeclaw), but also in many games in general. D&D has shifters, gnolls and many others, WFRP has Skaven and beastmen, and WoD have them all over the place through various types. I realize that this could result in someone playing a wolfen werewolf and I do not see any problem with that.

(As you can probably guess with my two posts, I'm a pretty big fan of Gamma World and similar settings).
Edited by Iceberg256, May 15 2011, 06:24 PM.
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Xelkelvos

The funny thing about that is with a little refluffing, Tieflings can pretty much substitute a wide range of generic monstrous races. The only thing that's lacking is a template for smaller sized monstrous races.
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T_A
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Aberrants, as I recall, got more monstrous and inhuman as their Taint built up, which was an inevitable quality of getting older and more powerful. Sounds like a refluff of Daemonhost to me.

Psions are just a refluff of how your character does things, but Atlantean could be appropriate.
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Lord Avernus
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The Motherfucking Sunreaver
Asset for Aasimar: Deathwatch

Probably a bonus to sneaking, sniping and other special forces tactic thingamajigys.
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T.G. Oskar

Iceberg256
May 15 2011, 05:45 PM
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.
That'd be me...before making a Google account. Afterwards, I went on my own. Though I feel mighty comfortable on a forum than commenting on a blog more often than not.

The reason why I mentioned Aberrants was because I like the way they handle superpowers. While at the end it's mostly "mutants", it deals with the repercussions of such powers and pitches the idea of a Grand Unified Theory in which a fourth form of power coexisted and dealt with nuclear, electromagnetic and gravitational forces, and Psionics as a method of "safely" alter that fourth force of Physics. Since D&D already states the correlation between Magic and Psionics, tying Quantum (the power source of Aberrants) as a force that coexists and opposes the magic-psionic transparent force shouldn't be so hard, and it allows for superheroes, supervillains and other super-powered people without the need of magic, psionics or divinity (sort of a fourth method to it).

Aberrants would basically be mutants born with the ability to directly influence the Warp, born in each race but generally limited to humans (you may see some Aasimar and Tieflings manifest those, but probably not as much on Eldarin, Squats, Halflings, Gnomes or Tau), or probably exclusive to Humans and Human-descended races. Because, unlike Sorcerers whom still have a degree of protection against the Warp, they manipulate it pretty much directly, the rest of the world sees them as a menace; conversely, the fact that a non-Warp being has such control over the Warp makes Daemons mad. Thus, they are incredibly powerful, but persecuted by all beings. Furthermore, each time they access their powers, they are altered by the Warp, and as time goes on, they stop looking like their original selves and more into their ideal versions. Their Power Source would be Quantum, and their Resource would be Quantum Points (for lack of a better name); however, you'd need to specify their Aberrations, in that if they seek to restore their Resource faster or attempt to go out of control with the Warp, they are irremediably altered (sometimes for the worse). Also: the idea about Aberrations is that you don't take benefits from them. I mean, Aberrants are some of the few people who can develop Aberrations just by using their Resources!

I've always imagined Magic, Psionics and Quantum in a sort of cyclic opposition, where one tends to be a bit better than the other but sorta suspended in the same medium. In better terms, it's a combination of "magic-psionics transparency", the Trinity Universe statement that Aberrants are the bane of Psiads, and why Superman is vulnerable to magic (because Magic overpowers Quantum). That would make Psionics better than Magic to complete that "cyclic opposition": Magic overpowers Quantum but is vulnerable to Psionics, Quantum overpowers Psionics but is vulnerable to Magic, Psionics overpowers Magic but is vulnerable to Quantum.

As for Psionics...I'd go with Trinity, D&D and perhaps one or two more things. Basically, Psychics/Psiads/Psykers are different than Sorcerers in that their ability is awakened rather than developed, is "safer" but is unknowingly manipulated by an alien entity (substitute the Doyen for whatever you might like), and Psionics is developed as a way to counter the effect of Quantum and use it as a "glove" to counter Magic.

The idea behind it is rich in fluff, but it has to be worked with very carefully. Still, Aberrants could cover mutants and alien superheroes such as Superman and Martian Manhunter which, while having a good number of super-powered beings amongst their kind, are still but a fraction of the total population.

Regarding Aberrant as a variant of Daemonhost...it's extremely different. An Aberrant doesn't manipulate Magic whatsoever, and it's not even close to what the Daemonhost provides; the Taint is equal on both sides, but while the Taint of Daemonhosts is generally internal, that of Aberrants is external (Trinity offers a good example of what happens to the world under Aberrant syndrome and Taint going out of control. Both are intrinsically linked to the Warp, certainly, but you'd need to divorce from the very notion of a Daemonhost (creature and Daemon fuse into one) in order to define what an Aberrant does. And you could do something similar with the Chosen, which increases in power and resembles his or her deity the greater their Devotion is, so it's not like it's easy to refluff.
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Hetzing Hetzer

It'd be nice to see some stuff for ground vehicles laid out. And some rules for stuff like sentinels and other bipedal robuts.
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LawfulNice
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Hetzing Hetzer
May 15 2011, 11:23 PM
It'd be nice to see some stuff for ground vehicles laid out. And some rules for stuff like sentinels and other bipedal robuts.
No worries, mate. I've got some good ground vehicles rules on the way. Ship rules as well, hopefully.

Also, I'm thinking maybe a Wraith/Geist Exalt, but I'm not sure how to go about it. Geist really comes too close with its core fluff to Atlanteans/Daemonhosts.
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Xelkelvos

Making them able to corporate things from the Umbra seems like a way to make Wraith/Geist/Possessed a little more unique since the only ones who can really do anything with the Umbra as written right now are Werewolves.
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Caput
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For anthropomorphic animals, I would just allow an expansion to the werewolf fluff. That might be enough.

I think psionics feels more like a class thing, but the problem with that is we really don't seem to need a psionics class track. Sorcery is already pretty much psychic power. Superheroes, aberrant or otherwise, I can get behind.
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Halcyon

How would people like to see more mechanical benefits for being a member of one of the Factions? Each of the Factions could grant a power and a skill depending on their philosophy. So The Transcendent Order might grant a sword skill that works while unarmed, while the Bleakers would grant a resistance to insanity, and so on and so forth. This way it allows Factions to stand out and gives players nifty bonuses to boot.

Certain feats would only be available at certain dots in the faction background, you must have x traits to get y power. These benefits cost xp, and would be on top of whatever you'd normally be able to learn due to your class, this nets you higher customization as well.

I suppose my main question is would anyone else like to see this, or use it, or comment on its balance? Cuzz if not I could just write it up and use it solely in my own games =D
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