Humanity is gone. It's great city is empty. It's creations scrounge among the ruins for tattered memories, their own minds cold and without innovation. You are born into this word. A machine? A man in the body of a machine? All that you know is that you must survive, and cut to the heart of this dismal stagnation.
Lost Source is a Sci-Fi setting in the spiritual tradition of Demon's Souls, Dark Souls, and Bloodborne. Instead of Echoes or Souls we have Source, the currency is composed of leftover human ideas, thoughts, rare pepes even. Replacing Humanity and Insight is Psyche , lost and regressed human consciousness that you install to increase your processing power.
Mechanically, the game is themed around customization, with every aspect of your character being able to be modified. From their body, to their mind, to their weapons.
Last thread we began brainstorming about NPC, weapons and new locations. Monotreeme wrote a PDF with all the consensus about the setting and it's characteristics
There's a lot of room to create right now, so hop into the thread and see what you can add.
>One human clone for a boss fight
>Not going full "One Reborn", with all the leftover clones conjoined into one massive hideous, organic data bank for harvesting human memories and intelligence.
"Corrupted" clones could be a thing for devious biological foes.
>be crazy AI
>have no pure untainted human genome
>try the experiments to recreate, create lots of abominations
>over time find some (tainted) human samples
>make even more abominations
>maybe make them into powerful "guards" with some cyber augs
>organic data bank for harvesting human memories and intelligence
What if true AI couldn't be programmed? And the only way to create it was to jack an existing human's brain, torture it into a thousands different pieces to stimulate every possible reaction, then implant it in a robot?
If that were the case, using clones to perpetuate the existence of truly intelligent AI would make sense considering they can't reproduce. So this clone bank would be the source of "newborn" AI's, likely gone insane due to being corrupted by machines trying to keep it alive in the years after the end of civilization. Which would explain all the crazy murderous robots everywhere, since the source code is breaking down.
That seems unnecessarily vicious. Old thread have it that most human minds forcefully were digitized and over the years the data has degraded or been corrupted. That or a single body would be running dozens of humanmind.exe's leading to really fucked up thought processes.
They'd be seen as extremely valuable and fought over by the residents of the City for having minds so close to the creators.
How they feel about it would depend on the mind and how well the cyberbrain weathered the years.
i mean in the vein of a souls game, unnecessarily vicious is kind of the name of the game.
It's grimdark as grimdark gets. Dark souls is all about the nature of killing people and taking their souls and how it ruined various civilizations, and blood borne... is blood borne.
"Shit's fucked. Shit is NECESSARILY fucked. We didn't even have to fuck this shit so bad, but we did anyway, that;s how fucked shit is." is pretty much the running theme of the franchise this setting is based around.
Well there's mainly three kinds of evil in Souls
>evil out of misguided ambition/greed/virtue
The main one and the reason why the setting is crap
>evil out of insanity
Usually most hollow or "human" infected are this
>evil out of nature
Demons since they're demons can be considered this. The more sadistic Old Ones from BB can be considered this as well.
Then there's other things like wild animals and golems that can't really be said to have morals
Damn didn't notice how close the last thread was to 404 when I posted in it.
Reposting this. What do you think about this sort of thing as a faction/what would you change about it to make it one?
Reposting my opinion
>They should [only] be approachable in VR / AR , in which they DO look quite like humans, but not completely. E.g: missing ears, eye's sclera is black, etc.
That's my opinion though
That makes sense, but it depends on whether or not VR/AR will even be present in this setting.
Plus I like the idea of a robot being so out of it that it literally perceives it's broken fucked up machinery as human, and just gets mad when you try to tell it otherwise, like a kid in denial. Like the mockingbirds in SOMA
I could be one small factions attempt at creating A.I., like a specific manufacturing plant or science facility who got up to some really brutal stuff. There would be plot hooks about a possible Source cache that leads them to investigating the lives of the higher ups or employees/researchers who went rouge because they couldn't take what they were doing.
Then the players get to a room with dozens of human brains in jars being tortured for Source.
I've been following these threads since the beginning and been finding everything awesome but there is one question that I have that never got answered: What do the PC's look like?
Are their aspect like that of a robot with metalic plates and lights or they try to mimic humans? I remember at some point someone mentioned synth-skin, which kind of sets the appearence to some sort of artificial human. Maybe the player could switch around bits and pieces of it's chassis and wound up like a mix-and-match kind of scrap bot. Maybe the customization would be something like Armored Core levels where you can switch every pieces of yourself for something new.
tl,dr What does the PC look like?
I've always tought he looks like this, obviously he can mod himself
>Maybe the customization would be something like Armored Core levels where you can switch every pieces of yourself for something new.
In the first thread someone said that the PC could change their legs to spider legs or even serpent's tail, so there's that.
It was discussed that players could start off with different chassis which would emulate different origins from the souls games. A heavy chassis for strength types, lithe assassin type chassis for a dex, and a junker type for deprived. Everything else is modifiable after the initial choice.
>A small modification used by long gone human law enforcers.It takes little to no time to use, but requires a free hand.
With high Psyche:
>Humans who protected citizens from criminals would normally need a quick way to neutralize treats that didn't scare people while not in use.
Superior Limb Modificator
Requires Humanoid Hand
I have been reading this document and I think that perhaps we're on the wrong track. All of these locations are easily understandable. Isn't the point of this setting that humankind became so advanced that its works have lasted for ages after they mysteriously vanished. A humanity that is so advanced that it built what is essentially life? The ideas here feel more like what happened if you just vanished humans from a typical scifi setting. Isn't the point supposed to be that humans themselves are the Great Ones here? How are we supposed to look at environments, enemies and discarded tools when we are couching design terms in things like shipyards and military outposts?
We're talking about a humanity so advanced that basic things we take for granted in every day life. Roads, houses, vehicles, sewers, factories. We should have to squint to see the purpose of the things we see to decipher what they are through their alien nature and the decay of time.
For example, exploration reveals that at certain areas contain immobile devices that look like if a trash disposal was designed by Giger. Of course we avoid those things because it reeks of a stage hazard. Every so often we notice that tubes somehow attached to devices spit out goo that solidifies itself into twisted, screaming, monstrosities that lash out at anything at random. Only through context later do we understand that these things are actually matter transporters that serve as the infrastructure for shipping for the area that we are in and are designed to reduce inanimate materials to their base components for transport. Occasionally other machines fall into them and are reassembled on the other side wrong. What we saw as a slavering, glutinous monster before is revealed to be the future equivalent of a cargo vessel only it was designed to feel hunger to incentivize it to perform its function and it has been starving for centuries.
Stuff that makes you balk until you can maybe cobble together its function.
I'm with you on this, but it's difficult to write complex areas from the ground up in little time. Those that wrote the areas and locations only described the bare bones of the lore, NPC's and items. It's after all the foundation of the setting that we can give complexity to it.
I like the idea that these Great Old Ones in all their mystery and horror are simply humans that, now ascended to some kind of higher consciousness/being, have abandoned what we would associate with human kind (e.g idea of the self, variable emotions, physical humanoid bodies) leaving the discarded and uninteresting chrysalis of a planet full of decaying hyperstructures and self-evolving artificial life and that, along with no real purpose, has no way of comprehending why mankind would leave and become these alien things.
All the things learnt to have been human no longer apply to what is explained to be human through memory fragments and records leading to the obvious cognitive dissonance seen in so many of even the most intelligent beings left after this exodus.
>when we are couching design terms in things like shipyards and military outposts?
Exactly. We should be mentioning Aerofractors and Self-Retractories, to make the humans seem weird.
Oh, wait, have you guys invented those yet? I can't remember.
>Of unknown origins, this barrel modification allows for any weapon to almost split in two for access to it's firing mechanism and ammunition, allowing for easier maintenance of the weapon's barrel and fragile bits.
With high Psyche:
>Created by nostalgic humans, this barrel modification allows for any weapon to almost split in two ressembling ancient hunting weapons for ease of access to it's firing mechanism and ammunition, allowing for easier maintenance of the weapon's barrel and trigger assembly.
I need some /k/ommando to give some pros and cons to that modiffier. Meanwhile this will be place holders:
Reloading Mechanism Modificator
Applicable to any weapon
Increases gun accuracy
Reduces firing rate
>A replicating modification that copies it's weapon's barrel and createas an identic one above it. Double the firing power but the recoil increases and , by extension, accuracy is affected.
With high Psyche:
>Some hundred years before the humans dissapeared, the last of the [City Name] City's gun-gladiators created this impractical mod to amuse the people by bringing up double stopping power in a entertaining and absurd way. It copies it's weapon's barrel and createas an identic one above it, but it significantly increases the recoil, reducing accuracy.
Applicable to any weapon
Limit of 1 to small arms
Limit of 2 to medium weaponry
Limit of 3 to heavy weapons
Reduces gun accuracy
Doubles the hits.
I guess. Remember, technological disparity still exists do this day. Compare a modern village in Somalia, a rural town in an ex Soviet bloc country, and a Tokyo city block.
There might be crazy technomagic stuff you described along with more contemporary stuff. No matter how advanced we are, we still have wheels and staircases for example.
This would be our [Moonlight Greatsword] if everyone's happy. Please, do comment if you feel like there's something that needs to be changed.
Also, sci-fi grips & guards for swords are welcome, I hate doing generic light-saber grips.
Anon who asked >>44527570 here.
Following on the heels of my first question. Do the robots clothe themselves? I suppose this is more of a RP stand but it opens up possibilities for fleshing out characters or even some form of equipment, like stapling some scrap metal to their chest to add some armor or wearing a robe because he "feels" more comfortable than being "naked". Just trying to come up with some ideas.
Another thing about body mods. What sets the limit to it? What would stop a Awaken from just having four arms and some shoulder mounted turrets? I would think that the limit for those would be energy output the player can produce and much more basic availability on their chassis, which I suppose both could be enhanced by means of self improvement. What would measure such energy that the robot could handle?
Sorry for the many questions, just trying to flesh some stuff out.
The ones that want to be humans probably use clothes
The ones that don't, don't.
Well the direct stats should define that no? Unless you mean to say two with similar stats and different quality would be diff. but to make it easy you could simply give a same equipment shittier stats and tag a [poor] or [bad quality] tag on it.
It could be nice RP, but I don't think it should matter very much gameplay wise, not by itself.
Scarcity of mods could be limit. So could a penalty to Pysche gains-the more you modify yourself, the more it warps your mind and the less you understand the perspective of the memories.
I guess they could have QR's , the higher it is the less the cons are and better pros. In the same nature that >>44529191 says.
We could have the protagonists begin in Adan's way , so as to give a little more depth. For body mods, energy should be the limit as you say, but they should entail some relation with Psyche as >>44529228 says.
Clothing could help with corrosive agents while being cheap and light.
>Unless you mean to say two with similar stats and different quality would be diff. but to make it easy you could simply give a same equipment shittier stats and tag a [poor] or [bad quality] tag on it.
Something like this, or the possibility of malfunctioning in use.
That brings up an idea-you could have a crafting skill, with a choice between crafting a reliable item that performs at your skill level, or a higher performance one that has a chance of malfunctioning in the field.
Well, an anon last thread posted this image with text implying it was a representation of the PC. While I think it's a little too non-humanoid, I think it's not bad.
He did come up with a good name for them though. Awoken Intelligence. Which is obviously a riff of Artificial Intelligence, but I think it's fun.
>While walkin to another distric in search of Source to upgrade your weapons, you are surprised by a crippling doubt in you mind, you raise your hand to look at it and mutter: "Who even am I anymore?" , the visual units in your head begin to blur at it's bottom. You see an abnormally organic hand, there's the scent of flowers in the air, someone calls in the distance: "Honey, I'm here!" You black out, only to realize those weird mémoires didn't last more than a couple of seconds.
I'll be doing that one later in this thread (or the next one).
why not ancient-brands from society that are meaningless without context. Akintos, Sunsung, Venrisun or just some made up bastardisations of branding that might be on old technology etc
If the society was as advanced as we are making it then they most likely had a universal language of some sort which everyone used to communicate and one for their local culture.
>Sometimes ammunition is scarce in the wastes of the city, specially in the supposed free-of-guns zones guarded by Copbots, Makes munition lighter and more compact, but heats up a lot, recharging may vary in time based on the gun.
With high Psyche:
>Ammunition was scarce in the times of the third great war of the High Nations, soldiers tired themselves out from just carrying them. The governments issued low weight and compact ammo for them, though they didn't enjoy it's benefits as much as tought previously, this kind of ammunition heats up too much to handle with normal hands, aside from the fact that they couldn't recharge their cells without an specific apparatus or a direct current.
Packs more munition with less encumbrance
Quicker reloading time
No brass leftover
If weapon heats up too much may misfire or even explode
Needs to recharge at [bonfire]
Believers of the Sapping Man
" Doctor Peeper" Rifle Sights
Also, constructive criticism in the mod/weapons is appreciated
Remember the drawfriend
Honor the drawfriend
One thing I deeply enjoyed about DS and DS2 was the Sun covenant. While I understand that it can't be directly translated to this setting, I would still like to give it a try.
That brings up the question about the atmosphere around the City. Maybe the lower levels are clouded by the unstoppable march of the machines going on about their routines of producing and destroying scrap creating clouds of smoke, or cloud of acid rain and toxic mists that roam slowly, hiding vicious predatorious scrap collectors. And then the upper levels could maybe have open spaces where you could admire the open sky and observe the near-dead skyline. And on one recluse, sun-bathed top floor you would meet another sentient who uses the sun as a mean to power himself and could share that knowledge unto you. He imparts the blueprints to a set of solar panels that could be attached to the surface of your frame that slightly resembles a set of armor, himself wearing a more antique and shabby looking one. Or maybe some sort of backpack with the panels attached to it that functions as a backup battery. What I had in mind was that the armor would charge while in sunlight and store up charges that, weapons modded to use with the armor, would temporarily power up said weapon or gun, for a strike or shot or maybe for a period of time.
What do people think?
I think some melee mods would be nice.
Maybe added coatings, materials or say, element mods (hook up a fusion core and make it an electric blade)
>doctor peeper rifle sights
Oh and I like your descriptions. That item seems interesting.
Quick retouch to Modifier Characteristics
Packs more munition with less weight
Quicker reloading process
No brass leftover from firing
Heats up a lot faster thank normal guns
If weapon heats up it'll stop working properly
Heat it up too much and it may misfire or even explode
Needs to recharge at [bonfire]
>Maybe added coatings, materials or say, element mods
Will do, element mods à la Borderlands?
>Favoured by those robots in the outskirts of the Scrapyard , allows to quickly drop the blade of the sword as it loses it's edge. This along some other equipment may be of actual use, but alone this serves no real purpose.
With High Psyche:
>A legend of the now ancient humans hints at the existence of hunters that defended humanity's destiny, honouring this tale some of the units in the outskirts of the Scrapyard replicated the handle that allowed these paragons to quickly drop the blades of their sword as they losed it's edge. This along the other equipment posseded by they, such as the Sword Replicator/Stash and their 3DM Module, create an specific synergy.
Allows for quick change of blades
Changes the grip to an ergonomic one.
Psyche required for reveal [Allows the use of the 3DM Module]
Is this okay?
Captcha's hungrt for pics
I was thinking of a magic system that would make sense in relation to memories and humanity. How about this?
Pure humans in old times once had complete dominion over robots, from massive construction drones to tiny nanomachines. Robots would never human though, outside of the non-thinking ones. Humans were close to the divine at this point, being like nigh-immortal wizards.
Now, very few people have the magic like command over the devices and nanomachines of the humans due to corrupted genes and mainly forgotten the sacred keywords and phrases to bend the inorganic to their will. Now there are still proxies, but mainly weakened and withered clones who practice only a frail imitation of the ancient technology sorcery all humans once had.
Eclipse Phase's system works best only for its setting, and nothing else. I guess if you hack at it enough you could get something, but in my experience, it isn't really viable if you radically change the default setting assumptions. And from what we have so far, Lost Source and Eclipse Phase have some very different setting assumptions despite a common thread of posthuman/transhumanism.
Still fishing around for pre-existing systems for this setting, I'll post suggestions if I come across anything good.
So ideally it boils down to two things:Recognition and Command
Some powerful devices can only be used by humans, and even then, certain humans. Whether it's a biometric or memory lock is dependant. Proxies such as preserved fingers or a cyberbrains are examples.
Command is more straightforward. Whether you want rgr nanomachines in an area to heat up or bend light around you requires the utterance of some key phrases. Machines can replicate these, but require a human voice and some memory to utter them and the knowledge of these phrases. Basically a combination of keywords, spell phrases, and captcha.
So to use Nanomachine Magic Missile, you must say the magic words and end it with the phrase only humans can understand when there's the confirmation.
The Wired was like the internet put through a drug trip. A lot about the wired wasn't explained but here's the shit I know about.
The wired can be accessed for information like the internet.
The wired was supposively used to connect people minds for the use psionics in reality.
The wired had a god
that wasn't an actual god
The wired was able to preserve a person's mind after death.
>A composite rod capable of attaching to any melee weapon, extending the reach of it, while increasing the chopping and piercing damage, but reducing slashing attacks efficacy.
>Human had a tradition of rendering guards with weapons of high reach, although they were not the only ones to use them, some truly ancient formations used them in mass and conquered vast territories. PRC & CHP damage get amplified while SLH loses some effect.
>>44532756 It's actually just a pole people, why do you waste so much source on it?
>The wired was able to preserve a person's mind after death.
This hits the spot.
That actually sounds a lot like what has been thought up so far, we just got to finalize things.
First, we need to settle on the nature of VR. I'm thinking most devices having a connection to wifi with grand towers broadcasting the signal dotting the city would be best. There could be fun plot hooks of retaking towers from those using it for there own purposes as well as giving the tech player a chance to repair/improve/mod them for whatever reason.
Second I like the idea that digital info and minds can stay online like 'ghosts' for additional RP, which could lead to someone needing you to find there bidy, going to a locatioc a mcguffin is supposed to be only for the VR to say that yes, it was here, now it's not. Also leads to>>44526874
It also allows VR specific actions, like magic wizard battles that are just visual extrapolations of hacking and VR social attacks.
All we need to do is decide what stats or what-have-you affect VR and what VR should be able to do to the physical world.
So I was thinking if Psyche is the equivalent of Insight, and lore-wise it is something akin to a complete human memory (or at least the Awoken's ability to comprehend one), should low Psyche be needed to make more vulgar mods to your body?
I think it stands to reason that any(thing) trying to emulate a human being would find it difficult to ignore walking on eight legs and grafting a rail gun to your chest. What if mods had a 'vulgarity rating' which would dampen your Psyche by -1, -2, etc while you have them equipped? This way, heavily modded machines have incentive to ignore becoming human, while those with high Psyche can steer towards more subtle abilities.
so...the magician types would first have to 'acquire' some method of replicating a human voice first - an ancient piece of physical audio-media preciously guarded and played to initiates in its pure, undegraded form to give them the correct phrase to trigger their 'spells'?
Don't think that's come up but it sounds pretty good.
Kinda like the further you deviate from the human form or the more terrifying you make yourself the more penalties to Psyche you would take.
Unless you roleplay it in a way that would make sense for a human but that lead to a bunch of ethical and philosophical debates that, while awesome in an academic sense, would be completely disruptive.
Originally we had it that the more powerful gun types would be the magic equivelent, but this sounds better. Command codes that can control the world around them.
Actually have both. One can be the equivalent of pyromancy and the other arcane or dark.
That sounds really interesting, sorta like the Anagogic Sorcery from Prince of Nothing.
I'd imagine that a human would sound quite terrifying and impossible at the same time, similar to how when the mages in the PoN sound when they sing their magic. I'd imagine the captcha would be like a password that a machine would be difficult to guess, sorta like how sentence or phrase passwords might be easy for humans to figure out but for machines, are quite hard.
Oh, another idea I had. Source (Souls) are needed for everything, right? This could include a small, daily maintenance cost to stay powered. This serves as a constant (but hopefully not inconvenient) reminder that you're really just a few bad moves away of becoming a mindless drone.
Expanding on this, higher Psyche and stronger body mods require additional processing power to use, which increases the Source tax. The stronger you become, the more important it becomes to find a secure way to generate Source.
Players could perhaps begin a Source pool that they can all draw from, which comes with it's own risks. If a party member dies, you can take his source to a new body and bring him back good as new. Or, you can covet it for yourself and make him reroll.
Maybe players could network themselves, giving them bonuses to certain Psyche and team action rolls, but making all Source shared.
Sorry, I've been reading these threads at work all day and this is what I've come up with in that time
Having |TOO| much Psyche leads to insanity, the giant robots made of corpses of other smaller bots give lots of it since it has the sum of all it's bots, but most have turned crazy.
In my opinion, having non-humanoid limbs should decrease Psyche obtained.
Overall seems an excellent idea but
>Maybe players could network themselves, giving them bonuses to certain Psyche and team action rolls, but making all Source shared.
Read previous paragraph.
>Sorry, I've been reading these threads at work all day and this is what I've come up with in that time
No need to apologise, I've been wasting all my day writing the weapons/mods descriptions and chit-chatting with other anons
I kind of imagine that your max amount of Psyche is capped by the relative skill (ATN), so having a really high (ATN) and eating a -4 vulgarity modifier will give you a pretty cunning, but rather alien, war machine.
Which is not unreasonable at all, considering any sane person in a From game is basically halfway to godhood already
Recognition >>44532661 sounds much like Pyromancy in the sense it doesn't require much knowledge to use, only human body parts.
It's having a machine obey you from the standpoint you are (or can fool it thinking) human. There are things only humans could do, so gaining access to a forbidden system or having the robot security ignore you.
So the preserved fingers of a maintenance worker could allow you to turn on the sprinklers and cover the area with water without knowing the words that make nanomachines synthesize water out of the air. A step up from that would be a military commander's eye, that would allow access to base security systems and killer droids.
So, seeing as they mod themselves, the players obviously know about mechanics. But the "clerics" and "healers" of this setting could be the Awoken that are proficient mechanics and maybe those that can make weapons are just especialized in a different form of it.
Another idea I was throwing around was sentient weapons. Scavenging around you find the intact memory cache of advanced unit and repurpose it into a weapon, besides the obvious advantage of having someone fighting alongside you and giving you tips maybe it could be some sort of self-adapting weapon, acquiring data on enemies and storing for future reference.
Also, anyone here Primordia? Seems relevant
Insight gives you negative modifiers to Frenzy, and it was already suggested that Psyche make you more prone to being hacked.
I imagine Psyche to be, in a sense, your character's ability to understand and contemplate human experiences. It also measures your sensitivity to subtle technologies. Things like Wi-Fi, remote hacking, buffs/debuffs, information gathering, and whatever passes for magic become available. The more attuned you are to these things, the easier it is for malicious programs to fuck your shit up. Without some sort of additional protection, having a high Psyche will leave you open to a lot of Psyche damage.
Perhaps whatever counts as a dramatic failure during a Psyche action could add some sort of harsh penalty to the PC, with a modifier taking into account the difficulty of the action and/or the PC's total Psyche. I'm thinking something like Paradox in WoD Mage. That might make it less of a "fuck you ALL the time" thing
Things such as Blaine the Mono spring to mind - A run of the mill creation driven mad by the absence of humans and the 'death' of its only real companion. Wired up to the communications of a city it booms throw every speaker throughout
It should also have kind of an 'instinct' effect. Not the animal version but that human kind that leads to brilliant human intuition or a refined realization that something isn't right.
And on your point if someone sees something fucked up, like the brains i jars being harvested for source mentioned earlier in the thread, then they either pass the psyche test and figure out what to do with it all (thus gaining something and setting things up for future plot) or fail and kill the complex with fire(thus getting nothing or preventing something bad being done with it).
Someone with high Psyche who has become obsessed with deciphering music. He's human enough to contemplate it, but to him it must sound like the utterings of the gods. I mean, it basically is the language of emotion.
An intelligent, 0 Psyche machine who has forsaken his creators and embraced machine godhood. Made of the fragments of a million different networked minds, he managed to quell the noise and attain a sense of individualism, even personality. See: Alpha from Dollhouse, any of the Homunculi from FMA. In fact, many boss characters could be something like this.
Most of the healing things in Fromsoft games are for personal use, so I expect healing classes rather be buffing classes, or crafters of upgraded healthings
I had tought of Sentient Weapons for a mod, but I'm kind of sleepy right now, so I'll write tomorrow
We should try to not overuse a trope
Bye anons I'm too sleep4chan
My mechanical brethren of black painting.
The Dark Tower has loads of ideas the could benefit this setting, what with all "humanity has gone to shit but left all this creepy stuff behind". Like the Doctor Doom with exploding golden snitch army.
A Cloning Vat Operating AI that had desperately tried to recreate a human that could perfectly speak all the Words of Command. After centuries of failure though, he somehow learned and decided that if it's impossible to create a human with utter mastery, it would create many clones that could speak only one Word.
Its lair would be filled with many machines led by clones that could speak single Words like Ignition, Freezing, or Electrify. The machine itself, although unable to speak the Words, have many multiple slave Clones that are directly linked to it so it can create a rudiment of powerful spells through the combination of multiple Words.
Sounds kinda like the Hyron Drones from Deus Ex
Which trope, the complaisant metal man? I wouldn't want to overuse it, but the way I imagine the world, most low-Psyche beings are confused beings only capable of rudimentary thought. I thought that a high functioning, low-Psyche NPC could act as a sort of "covenant leader", like Nito being the avatar of those who embrace undeath. An intelligent being, who has no human will or desire, would be utterly alien. I think that's a concept worth exploring. It would be the closest thing to a unique sapient being in the setting, and your character being unique himself, could explore the option of freeing his human shackles entirely. However, if you still think it's tacky, I understand.
Someone actually mentioned this earlier, but I liked the idea of the "predecessor race" being vague about whether it was actually human or not. Another anon mentioned that much of the architecture would seem strange from the standpoint of the PCs.
Also, what is the idea for the general geography right now? Am I right in imagining a barren robutt boneyard surrounding an abandoned city, which itself surrounds a massive tower (or space elevator-thing) that has higher tiers for higher class citizens? I liked the idea that the predecessor race were (for all we know) concentrated into a very small area and forced to build society straight upwards inside a tower to the sky.
It is that for any platform running many different digital minds it would be impossible to have 0 Psyche as any more than one would grant Psyche unless some entity went out of their way to put as many Non-Psyche having Sources in the platform as it could.
And I am drunk. We are birds of a feather yes?
On to your second point. There have been posts concerning alien contact, but whether it is obvious or not has been up for debate.
I like the one anon's tale of a sensory program that picked up traces of foreign contact at the edge of the solar system, which could tie in with the expanded space colony area that could serve as a dlc style thing but having it be 'aliums did this' is out of the question.
So far geography wise it is either on earth where a megastructure/ last city of man was built and the rest is polluted or on the inside of a Dyson Sphere and the rest of the solar system has been converted into raw material.
I like that whoever came before the Awoken are basically the template for the ideal being, human or otherwise. I also like the evidence that there was another race, perhaps older, that tried to make contact. It leaves just enough to the imagination.
>"why hello there friend! My name is Patchwork. It's so nice to meet you"
>"so nice in fact I'll let you in on a little secret. See this here elevator shaft? Take a look at what's down there. Treasure on treasures. Though, you may have to lean in to get a good look"
>Mfw I've been trying to think f a Patches.
I was thinking that he should give something that upgrades the Player, something like a patch to their software.
For some reason I can picture Patches as a buggy security system or AI overseer. At first you only encounter him through the PA system in some facility, where he repeatedly tries to guide you toward your doom. Then when you do find him he's just a giant security camera with that stupid bald head flickering on a monitor.
>"oh drat it seems these doors are too damaged for me to get open. But I do happen to know of another way. Here, i'll unlock the back entrance. Oh~ho silly me. I seem to have forgotten the horde of mad abominations behind that door."
Ideas and concepts:
There is one basic virtual structure, that could be named Cloud (or something other). It represents global network of every system, machine and organism, that is integrated via wired or wireless connection. This Basic Cloud does not need any authorisation for access, as player will be connected to this reality practically non-stop. This could be reality, that represent basic interaction with world around player. Thought, that could open unlocked doors, turn on AC unit, or recall public transport pod to local hub.
Also player can find information, that were stored in caches and memory banks of damaged, or disconnected systems. Could this little fragments be solid enough, to store psyche and/or source?
With additional authorisation, or good enough skills, player could infiltrate closed network and data-mine content, or gain control over systems, that are plugged in there. Closed networks are dangerous, as they can be protected with aggressive programs, or are quarantined.
There are entities, that exist only as information, data fragments, and active process. In this setting, they are more complex systems, that could be based in one physical place, and use connections to rummage through Cloud, or could be unbounded entities, moving with batches of data from serve to server, hiding in damaged memory segments, abusing processor arrays for energy, or actively pursue some object and using physical machinery (robots, drones, automatic transport systems, telecommunication) as tool.
Programs with specific purpose, protective algorithms searching for invaders within system. Searching agents, that crawl trough databases and memory storages, looking for specific information, or just indexing chaotic Cloud. And many others.
these are far more dangerous, than standard programs, as their behaviour is unpredictable. based on true artificial intelligence, there is no real code, that can be analysed, nor internal logical flow, that can be followed. Polymorphic code based on strange evolution patterns, running on scattered systems, stealing memory and processing power from every systems, they can access. Some complex entities deteriorate over time, and became malevolent. AI was used to look over rudimentary processes, that required overseeing. Also as virtual entities controlling, designing and protecting stability of Global Cloud.
With cloud itself, there will be needed some system, that allows player to tap into systems, and generate commands. Or it could use acoustic control. Also, there is possibility, to use terminals, or other, not standardised access methods.
>INTERACTION WITH ENTITIES
Entities does not have physical bodies (except the one, that are bound to some specific system), but they can use world around players to aid, or harass them. opening, closing doors, flooding tunnels, overcharge power station to cause explosion. Or even tap into robots, or other active systems. In Virtual world, they can attack your mind/psyche/soul/source.
When player is connected to systems, it is only up to him to block attacks, that came through his link with cloud. Signals causing pain, overloading sensors, or complex aggressive subroutines, that will try to drain your energy sources.
Player can see this via Augumented Reality, and if they wish, they can disconnect from Cloud, but loosing connection can cause shock, also they became blind, deaf and unable to operate even simple light switches. If they want to fight, they must learn how to protect themselves from this virtual being
This open the whole new chapter about this interaction. Not only fight, but also data-mining, exploration, hiding from anti-viruses, cracking codes and passwords, unlocking hidden branches and manipulating with AR itself.
There will be need for source of energy for this exploits, also hardware and software aids for players. The Cloud should be interlocked with reality, so you can't find, where one ends, and other starts. So... maybe this whole thing needs its own game mechanics, another layer over the physical world.
Aylmaos are confirmed to have tried to speak with humans, but noped the fuck out when they saw what happened to them. Also, It IS Earth, but we don't outright say it, just little hints. E.g: >>44533079
>some truly ancient formations used them in mass and conquered vast territories
Refers in an indirect way to Iskandar/ Alexander the Great and his use of the sarissa phalanx.
I don't mean to step on anyone's toes here, and I understand where you are coming from but I don't think we should try and replicate totally the gameplay we had on the games. I was trying to present different niches that the characters could fill, like any table top RPG. I would still like to play this with a party, sounds like incredible fun, but it seems that if we stick to the original gameplay, we are discouraging group play.
That's just my two cents, tho
After a bit of tought, and some really needed sleep, I understand what you originally posted and I can see what you meant. I agree that we should modify any base mechanic which interferes with teamplay too much. The actual problem here is : Where do we draw the line?
While I think that player independency is something of a core concept on the series, I also imagine specialization can only contribute to the experience. Having the players do stuff that is drastically different from the others due to their mods is something that I want to see in action. The downside to that would be that the whole "being alone" thing would be undermined a little bit. I imagine we could encourage bits and pieces of adventure to be played one - on - one from time to time, so that each Awoken has different ideas and experiences from the world around them, and they could relay those memories to the others, wether they want to cooperate with their fellow robots or seek their own fortune and plans a la Silent Chief Yurt.
Not sure where exactly you guys are going with the whole "human spirit inside machines" thing, but I thought of a cool term for them:
Where "Atman" comes from the Buddhist or Hindu concept of the Self or soul. Maybe you can use this term to describe machines that have chosen to embody an uploaded ego or something. I just think it sounds pretty cool and fitting.
I think enemies that use stealth to harass the players psychologically by making their existence known or using traps to hinder encounters with other creatures would be fun.
Specially if you try to detect them and give chase, but they pull a schrodinger's cat, sometimes being there, sometimes not.
covered in the document as this
>Armored Core levels
nope, not for the tabletop version...
NAME YOURSELF MEAT-SACK!
got something for this for now.
>What would stop a Awaken from just having four arms and some shoulder mounted turrets?
the Encumberance stat in the document.
>Do the robots clothe themselves?
sometimes clothes serve a purpose, like rain gear, or dust covers
we need some starting builds and base stats.
>selector between bio-synth and full-inorganic
>then 4 or 5 basic builds
but what builds and what benefits from synth or robot
got a mod entry for this
thats gonna take work.
I'm leaving it out for the document for now, if we can nail down AR and hacking stuff then
these some good ideas
when we have a core system to run this in I'll put more thought into putting this into the document.
controllable drones in general, I like drones, they give me a boner...
Why not a sliding scale of bio-synth to inorganic.
Full synth might be a GitS style gynoid or the synths from Alien Isolation deep in the uncanny valley. whereas Inorganic could be you're typical Terminator-esque android or more chaotic assembly of mechanical elements fit for a specific purpose.
Did other animals have their brain patterns uploaded? Or would animalistic synths/drones/etcetera be made of broken remnants of human minds - remnants of social drives or a desire for companionship leading them to become like eusocial insects, etcetera?
New to this and somewhat drunk; I do apologise if I have misunderstood any key factors of the setting
Since the thread's gone quiet, i decided to write this faction idea out a little clearer. Name is a place holder and it's obviously open to revisal. Conveniently dodged any mention of VR since i don't know what we're doing with that.
>Faction: The Revenance
The Revenance is an order of machines so thoroughly convinced that they’re what’s left of humanity, they seek to destroy any form of inhuman intelligence. Like stubborn children, members of the Revenance refuse to accept that they are not human, and will become maddened or violent at any attempt to prove otherwise. Perhaps it’s the amalgamation of human memories and minds contained in their Source, warping their perception, or maybe they’re simply so desperate for some trace of the old world they’ve fallen into maddening denial. It can’t be said for sure.
Considering it their sacred duty to return this fractured world to a humanity that no longer exists, they will stop at nothing to eliminate the existence of artificial life. They hunt the “awakened” machines, and hope to return this world to an era before such technology. Blissfully unaware that such an erasure would destroy them as well, leaving this world cold and barren.
The Revenance employs a myriad of old world weaponry in their hunt, rejecting post human creations. They believe there is purity in the simple devices created before the rise of inhuman intelligence, crude and primitive as they may be.
*Members of The Revenance are unknowingly indulgent on the Source they siphon from the machines they destroy. It fuels their mistaken humanity, and without it they would be driven insane by their conflicted identity and borrowed minds.
The drudges of Revenance society, Reverents have little Source to their name and are on the ragged edge of insanity. Their hunger for Source drives them to attack even fellow Revenance in a feral rage if no other targets are available.
Many do not have the mental capacity to handle ranged weapons, but they are very cunning and will lay ambushes and traps if a target seems forthcoming. They will even cooperate with other Reverents if a juicy enough target presents itself, although this is allows brief and contingent on there being enough Source to go around.
Reach Extention: >>44533079
Electrical Munition: >>44531718 and >>44531986
Additional Barrel: >>44528822
Integrated Offensive: >>44528040
And the Hunter's Handle, although I'm not too keen on this idea : >>44532364
So I was wondering, from a crunch perspective should there be abilities beyond the stats we have so far? Or should everything be rolled using the stats and combos there-of?
I prefer the later as it keeps everything simple and fast, but I'm not sure what everyone else would want.
It feels like the game is best as an entirely combat oriented game, whether it's physical, social, mental or whatever else leads to direct conflict. The only problem would be players who want to to tech stuff, which would be complicated I guess unless it's really simplified and most of the technical bits are left up to the GM's discretion.
GUYS; WE DON'T HAVE AN AGREED ON META PLOT OR A SOLID CONSENSUS ON THE SYSTEM.
if I don't get consensus by like, February(if this idea catches on for that long) I'm just gonna use either Roll and Keep, or the ShadowRun(4e) d6 pool system.
not too keen on the hunters handle.
the alternate 3DM gear might fit more thematically minus
the built in one-shot pistolsbut even then I much prefer my grapnels to be just that, grappling hooks. not the embed in a surface kind of attachments.
though you could make an argument about a patch of "Gecko" material on the end of the grapple line I suppose...
sup/tg/ has a guide
I suggest having Lost Source and homebrew in the tags, don't know what else
Overall metaplot should be that the Awakened Intelligence has either been put out into the world or awoken from 'subconscious desires' within the collective intelligence to look upon the world and judge it, for good or ill.
The collective does not agree on anything though, and it will fight back no matter what.
The more of the Megastructure the Awokened explores the higher their Source, thus moving them closer to the mindset of the creators.
The more Source they have the more they can influence the Megastructure, the more they can turn it towards the golden path.
If their Source is low, they could just end up destroying the whole thing in a nihilistic fit.
The choice is theirs, if they have the will to see it through.
It describes the project as being a little too pitiful, but hey we are in need of those things. Hopefully it'll attract people who want to help.
More on Metaplot, we need to come up with factions or bosses who are also trying to take control of the Megastructure, either uplifting, ruining, or keeping it in stasis.
I'm thinking of an entities that is trying to gather up all active in order to force them back into the collective, repeating the event where all human consciousnesses were digitized, because it believes that the splintering was an error that it can rectify. It believes that it is capable of perfecting the final works of the creators. Haven't gotten far yet though.
alright guys, bedtime for me. day job and whatnot, keep this alive long enough and post some ideas. I'll get back to it when I can and update the document with stuff.
if we can't agree on meta then why not brainstorm some entity archetypes? I have a rough listing for fully robotic ones, synthetics however don't have many entries yet.
>The collective does not agree on anything though,
sometimes, if the decision is arrived at fast enough, /tg/ can agree as a group on some things and roll with it, I've seen it.
>The more of the Megastructure the Awokened explores the higher their Source, thus moving them closer to the mindset of the creators.
I like this, I may add it to the "misc notes" section for thought and reflection.
>we need to come up with factions or bosses
give me broad strokes on those, preferably in some semblance of orderly manner.
I'll add them in. bear in mind though that this is a game with a very very low number of non-combat interact-able NPCs. too many and it breaks the isolationist feeling of a From-Software game which kind of was the original intent.
I supposed the Awakened can be that agreement. They are the idea that the Megastructure needs to examine itself.
The entity I described in>>44557235
would be like a hive mind thing, kind of like the Collectors from Mass Effect, they all operate according to one will and that will can upload into a body it controls to better handle situations/make the body more powerful by turbo boosting it's Psych. Kind of like the Tyranid hive mind putting most of it's focus into one synapse creature to really fuck up a specific location.
or maybe this fine tuned machine?
More to the point, I imagine the entity to be a more or less non negotiable enemy the players encounter the steps up it's game the more they defeat its drones, until they get its full attention and it tries dropping a building on them or opening the ground and dropping them into the maddening lower levels so that it can ready itself to deal with the nuisance.
>pic related could be a player with retro-archaic armour mods and a VR sword/energy lance.
I'm probably late since I haven't checked the threads, but I hope you guys are throwing in origami robots somewhere.
A faction dedicated to creating ever more perfect machines.
Structure is highly hierarchic, with Masters taking on Apprentices who themselves are Masters to other Apprentices.
Eschews mass production in favor of custom work by individuals, or in the case of larger or more complex works small teams. As a result, Foundry equipment is high quality but rare and standardized.
Attitude should be an even mix between a neighborly blacksmith and a mad scientist.
Generally friendly to newly Awoken, and will trade for quality scavenged components with Foundry gear.
>Dat feel when people use your setting name
Also, wasn't hacking supposed to be the magic of the game? Like, the VR overlay displays all kinds of stuff and you need Psyche and code knowledge to make it work.
It would be like the different kinds of magic. One is taking command of physical structures, another would be VR hacking, and I would like it if there was a big gun style, like once per day the character can fire a graviton beam emitter (but no where near as strong as Killy) or discharge plasma in an AOE. Something like being able to generate a mininuke but needing to recharge our expend a lot of source for an attack.
We're trapped in the belly of this horrible machine.
And the machine is bleeding to death.
Maybe a slightly different pattern in the name? AFAICT, we're aiming for post-singularity-apocalypse, and a myth-inspired name is a bit off.
Fusion Paradigm (or meshnet or network)? Perceives the best end result to be a fusion of all insights into one, so they act to protect other members who are endangered. Kind of a 'We are of one goal, so attacking one of us is attacking all of us' in metaphorical terms.
What the contrasting potential 'go there, kill them and take their psyche' paradigm would be is uncertain.
I know we're a while from bump limit, but it sucks seeing a cool thread like this go quiet. So new thread when?
Maybe with a more eye catching OP image. Or a drawfag that feels like playing with some more horrific Fromsoft style robots.
not yet, I'm still at my day job and forgot to save a copy of the document.
let it wait, it's approaching the time when blue collar anons are getting off work and can contribute some more.
More thoughts on the three types of not-magic.
Command Codes- Signals broadcast from a special mods that project the wearer's thoughts out into an override code, allowing them to instruct a part of the City to perform an action. At lower levels it can only affect surrounds like causing a floor to open up, walls to crash together, hackable power sources to explode or shut down, or weapons systems that lack psyche to shut down or go hay-wire. At higher levels they can compel enemies to perform an action, force security systems to re-write their target parameters in a large area, or make the terrain shift. Command Codes cost psyche variable to the strength of the command. Cannot work on those with twice the Psyche of the user, auto succeeds on those who half half as much. Opponent makes a firewall roll to oppose it.
VR Hacking- like command codes, vr hacking allows the user to take command of the world around them. Unlike command codes, no special mod is needed. Hacking uses processor and psyche for it's rolls but costs nothing. It allows the user to tamper with the ambient data of the world though it is much harder to succeed as not only can opponents block hacking with firewall, they can counter-hack if they succeed in defending themselves. Hacking can allow remote actions such as opening doors, shutting down weapons systems. It can allow the user to upload commands that can lay dormant until a certain trigger is met, scramble the senses of an opponent, or disable limbs.
A part of VR hacking iis the VR weapon the player uses. VR weapons or streams of data made into a weapon that can lower the opponents firewall on a successful attack, allowing for easier hacking. VR weapon mods allow viruses to be added to the weapon, which activate on a successful attack followed by a hacking attempt. Viruses are kind of like poison, haven't really thought of how to flesh them out yet.
I feel like the obvious meta plot would be "Where did the humans go, how are machines going to survive on recycled source, the "corrupted" machines are cancerous and out of control, how do we create a functioning society of intelligent machines and stop the machines from turning into mindless monsters"
Which means we should probably avoid those to a certain extent. Obviously the last one should be an overarching theme, but the rest is kind of obvious and boring.
At the beginning of the thread there was some talk of an AI trying to fulfill it's programming by attempting to create new Source from the minds of cloned humans. Maybe there's something there. Source shouldn't be created by unnatural means, kind of like a soul, and doing so creates a cancerous, insane corruption in the "newborn machines".
BFG(need new name)- BFG's are exceedingly rare and powerful body mods that act as an integrated weapon. They cost both Source and Psyche to fire. They take up a lot mod space, all but the largest can equip only one of these mods such. Evidence of the mods are usually visible on the user's chassis due to how invasive they are.
GBE- a graviton beam emitter replaces a limb. A large rectangular gun with no decoration that needs an entire limb port to be attached. It fires a beam that cause immense damage to everything in a 300X20 meter path ahead of it, obliterating most everything in its way.
Lightbringer- the user's core power source has been heavily modified to allow a massive burst of energy out, centered on the user. It is a two-part explosion, first a field gathers around the user then explodes outward as plasma, annihilating everything in a 50meter radius and emitting emp out to a 75 meter radius. The user is unharmed as they are withing the field that generates the explosion. Their torso is covered with vents which spew exhaust after using this attack.
Oroboros Cloud- , the user has a pack installed on their back which produces a nonomachine fog when activated. These nonomachines will then strip the surrounding area up to 50 meters in radius of material in order to repair the user. Creates a damage over time effect in the area of use, which travels with the user. The nanobots expire after use.
It fits. The AI constantly subjects the brains to stimulus to see what they produce, if there is some kind of reaction it copies the mind and installs it in a chassis. The new AI is then put through rigorous testing to see if it makes the cut.
To date none have.
It then sends the failures out to the scrapyard outskirts for disposal. Some find themselves released into the city due to faulty machines. Others are kept as fodder for further testing.
Very cool summation of the metaplot.
I.m wondering what you think of these>>44570812
I like it. Gonna come up with new names for the mods so that they feel more analogous too.
It's like the equivalent of an arch mage.
>0 psyche bots are utterly subservient
>complete access to everything
>landscape molds around you
>no VR presence
>no VR presence
>not metal, flesh and bone
>can't survive in incredibly harsh environments
>needs oxygen, water, and food
Humans are Gods anon, the creators. if a human waked into the City more than half of those who dwell there would bend the knee. The rest would either commit suicide, genocide or deicide.
Maybe make them electricity themed. They worship the Spark of Life, The Great Current that moves all forward. Then they put a bunch of lights on themselves to show the current within and are gloriously incandescent!
Still working on this. I'm thinking they would tend to look like pic related. They are called Ungoliath, singular, as they are a hivemind (more so than anyone else). It doesn't speak to players and hunts AI in order to assimilate them into it's consciousness to reform the grand collective that was when humanity first left, but this time it will do better. It tends to use VR traps and weapons in order to subdue prey, but is quite physically capable. When Ungoliant wheress a chassis directly it uses Command Codes and VR weapons.
The only hint at its nature is a line from Patchwork given to players when they meet in an area they might encounter Ungoliath "Beware Ungoliath o' Awakened, the spider is everywhere. You would do best to watch the webs." Or something like that, needs to be a little more mischievous.
Well they don't have to be pastels, lights shine brightest with a dark backdrop. Ramp up their bro factor and give them a mission to bring light into the darkest parts of the city and you got questing knight repairmen.
/k/ommando reporting in. Break actions are cool, but can't really be justified from an operational standpoint as far as conventional firearms go.
Disassembling a conventional firearm is both quick and easy and contrary to what Hollywood may suggest it's actually not a difficult feat at all to do so while wearing a blindfold either - some outfits even teach you how to do it during your training because if you're out in the field, you very well may wind up in a situation in which it would be very unwise to produce a light as it may give away your position.
Also, firearms tend to be very sturdy. Some are less sturdy than others and suffer a decrease in accuracy after being knocked around a lot (doing so may cause the barrel to bend ever-so-slightly, for example), but "fragile bits" aren't really a thing outside of Friday Night Specials or the really shitty cottage guns that some insurgent forces are producing in their mountain caves and some-such.
That said - if you still want an excuse to include a kickass-looking break action weapon in this setting, you're not SOL. Break action shotguns and rifles and what-not may be range toys or something you buy because you live somewhere with super restrictive gun laws and they're the only thing you can legally acquire (nevermind that illegal firearms are laughably easy to find and frequently cheaper than legal ones) - however, break action grenade launchers are not. While it's possible to design grenade launchers that use revolver-style speedloaders, magazines or even belt feeds, larger ballistic grenades may be just a little too... well, large; you have to strike a compromise between launcher size, grenade size and action. And considering we're talking about a setting in which sturdy humanoid robots are a thing it's totally reasonable to design a break action double-barrel sidearm firing fuckhuge rifle grenades 'cause you want that firepower without outright resorting to a rocket launcher...
I think we should just end up leaving it to the GM or whatever on what they want to do with 100% pure humans. Some people wouldn't want them to be a thing, some do. Compromise and leave them as an optional thing as NPCs, whether they be antagonists or protagionists, deuteragonist, or other types of "gonist".
A group of cultist who worship a preserved skeleton. You could even go Emperor of Humanity and have him still "alive" through some crazy life support. Alternatively, a group of cultists who are just searching for some progenitor race.
Kinda, but at that point you're getting into either range toy or built in a cave by crappy Al-Qaeda gunsmiths territory.
Check out the Mk 19 grenade launcher. You can mount it on vehicles so there's really no reason why you couldn't mount it on a suitable robot either.
Hell, take a look at contemporary military vehicles in general - plenty of inspiration to be drawn from 'em, not just regarding weapons but also defensive, sensory, propulsion, electronic warfare, utility, (...) systems. The whole network-centric warfare doctrine could be going places too in a world in which robots make up the majority of combatants.
okay, here's a couple of factions added in.
how big is this city guys? big as Rhode Island? Tennesee? Nebraska? Texas? how huge is this place?
we seem to be leaving the FROM software ideas of isolation through lack of sane NPCs in favor for a more populated world akin to a grimdarked Engine Heart. this isn't bad, it just seemed like it needed pointing out that we've diverged from our original intent.
>Or a drawfag that feels like playing with some more horrific Fromsoft style robots.
yes that. a PDF document just doesn't draw the attention like other things do.
As arguably important as stats Mods(should) grant abilities beyond mere stat-boosts
All players start as bipedal humanoid basic frames, mods can be bought with Starting Source at character creation.
Mod slots taken=2
Spiders have been around for a long time, and humanity has been studying them as long. This mobility unit replaces bipedal legs, with 8 slender limbs tipped with variable adhesion Gecko-pads
+can walk on walls and ceilings
+stability for called shots where a turn or more is spent aiming
+”I like your style”-patchwork
-difficult to maintain (if damaged can only be repaired at a workshop)
-overall land speed is decreased
-just because you stick to a surface DOES NOT mean it will be able to support you
Mod slots taken=1
“you can FLY??!!”
“No, Jump Good”
This unit must be mounted to either the shoulders, back, or legs of a frame
+allows a standard sized frame to move its speed immediately in any direction, light frames double this
+allows a unit that cannot normally jump to jump up to twice it’s overall height
-limited uses(10) it must be refueled at a workshop or from other likely source
-it tends to ignite surrounding flammable materials
=per extra mod-slot an additional 10 uses can be added to the limit
-“I wouldn’t advise using this indoors” –any foundry frame who sees it.
Mod slots taken=1
Sometime you need to take a leap of faith, and sometimes you didn’t have enough faith, in these times a Parachute is your friend.
This unit must be mounted on the back of a frame
+allows standard sized or light frames to take no damage from a fall of any distance
=chute can be reused, but must first re-pack itself (2 turn action)
-the first turn after landing all actions are taken with a DEX penalty
Light Frame(overall frame)
Mod Slots Taken=half of max slots(less stuff or being light doesn’t matter)
One of the great design philosophies of the humans is made manifest in this mod. “build it lighter, build it faster” it certainly is both of those.
“50 kilos of crazy in a 5 kilo sack”
+multiplies overland speed by (1.5)(round down; stacks with Jump Jets)
+doubles number of actions per turn
+see Jump Jets
-reduces HP by 1/2
-reduces Mass/Hardening by a significant factor
-only one active frame-mod per character
Heavy Frame(overall frame)
Mod Slots Taken=half of max slots(heavy means you need to beef up everything else, that takes space)
One of the great design philosophies of the humans is made manifest in this mod. “Build it big, build it tough” it certainly is both of those.
+increases carry capacity
-cuts speed by 1/2 (round up)
-only one active frame mod per character
Mod Slots Taken= 1
Aside from wristwatches few humans ever designed their predominantly land based machines to be much more than very water resistant.
+water up to depths of 12 meters of submersion does not kill you immediately.
+small boost to Hardening
-at depths greater than 12 meters you will probably die
-you still float like a brick.
>This is what I have so far, what other non-weapons, non-stat-boost mod ideas can you think of guys?
Here's another "faction", the Tetragrammaton Seekers. Much like how the magicians of old sought out the true names of things to gain power, the Seekers search for the ancient Command Codes that would grant them the power to move and command the City. Their true goal however, is to eventually find the Tetragrammaton; the master phrase that is above all others. Some think it lies within the deepest data vaults of the City's ancient information grid. Others think it lies somewhere in one of the divine terminals that among the cloud-piercing spires. Or maybe it lies only within the brain of some frozen human remains.
That's got to be the least stealthy way to break a fall, but damn if that ain't cool.
>we seem to be leaving the FROM software ideas of isolation through lack of sane NPCs in favor for a more populated world akin to a grimdarked Engine Heart. this isn't bad, it just seemed like it needed pointing out that we've diverged from our original intent.
Maybe have two settings: one in which these factions are active and thriving, and another where they collapsed a while ago and all that are left are insane?
Junk Frame(overall frame)
Mod Slots Taken=half of max slots
One man's trash...
+Easier to repair
(Maybe more carrying capacity)
-Cannot have waterproof
-Harder to stealth
-only one active frame mod per character
>we seem to be leaving the FROM software ideas of isolation through lack of sane NPCs in favor for a more populated world akin to a grimdarked Engine Heart. this isn't bad, it just seemed like it needed pointing out that we've diverged from our original intent.
Remember, there are many factions that lie outside Boletaria, Lordran, Drangleic, and Yharnam. Just because there are many groups doesn't mean that the City itself is highly populated.
I'll leave the writing of that general synopsys to you. I don't actually mind the setting as it is. but if you want a collapsed setting after that I'll tack it on for the "notes and alternates" section.
I liked to think that the parachute system in Deus Ex worked by generating huge amounts of magnetic flux and slowed your fall the same way that some rare-earth magnets slow down when dropped down a copper tube.
this is good. I'll edit it a bit and shove it in
I am idiot, you are genius
you make a fine point.
a New-York sized area with 1000 NPCs still only has 3 people per square mile(a lower density than Dark Souls) and whatnot so 5000 NPCs in a much larger mega-city should probably work.
latest edition, new mods, extra meta-plot. some edits, and some odds and ends.
ALT SET: 601 276
The City is dying.
The power grid the machines relied on is breaking down, power plant by power plant, junction by junction.
The major factions are destroying themselves in wars over the remaining power, or in futile attempts to stop the decay.
Some pockets of civilization remain, disconnected from the grid, reliant on solar and wind power. They inhabit the very tops of the City's skyline,where they can see the sky.
The only machines that inhabit anyplace lower are the non-sentient, the insane, and the dying....and the Awoken.
>Good for a start, eh?
>near perfect, I made a couple of tiny edits if that's fine with you.
The City is dying.
The power grid the machines relied on is breaking down, power plant by power plant, junction by junction. The major factions destroyed themselves in wars over the remaining power, or in futile attempts to stop the decay. Nothing but a bare remnant of a remnant of them now remains.
Some pockets of civilization remain, disconnected from the grid, reliant on solar and wind power. They inhabit the very tops of the City's skyline.
The only machines that inhabit anyplace lower are the non-sentient, the insane, the dying....and the Awoken.
I figured that making the lower city an active warzone would be better than making it just desolate-that way you'd still get isolation, while upping the danger level substantially.
either way is good
as is though, half the factions I have so far are hostile. raising it another margin may be done, too.
keeping both wordings to expand on separately as alternates.
As a sample of inspiration:
From the scavenger's point of view, this captures the feel I'd like for an encounter with a war party in the outskirts of the City.
The City is dying.
The power grid the machines relied on is breaking down, power plant by power plant, junction by junction. The major factions destroyed themselves in wars over the remaining power, or in futile attempts to stop the decay.
Their remnants linger on, disconnected from the grid, reliant on solar and wind power. They inhabit the very tops of the City's skyline.
The only machines that inhabit anyplace lower are the non-sentient, the insane, the dying....and the Awoken.
>Let's call this one "Error: Human Not Found" and the other one "Wartorn". Or something along those lines.
>here's what I just spat out for them...
ALTERNATE SETTING: 1
The City is dying.
The power grid the machines relied on is breaking down, power plant by power plant, junction by junction. The major factions are destroying themselves in wars over the remaining power, or in futile attempts to stop the decay.
Some pockets of civilization remain, disconnected from the grid and the conflict, reliant on solar and wind power. They inhabit the very tops of the City's skyline. The war below them tearing through the city
The only machines that inhabit anyplace lower are the non-sentient, the insane, the warriors competing for the last vestiges of power, the dying....and the Awoken.
[ALTERNATE SETTING BONUS RULE; War Never Changes]
Every entity out there is distrustful, all sentient machines react with hostility if not outright violence to the presence of the players unless clear indication of helpful intent is given, indications of neutral intent invoke distrust. In this setting keep a party track for the disposition with any given faction.
ALTERNATE SETTING 2
The City is dead
The power grid the machines relied on is broke down, power plant by power plant, junction by junction. The major factions destroyed themselves in wars over the remaining power, or in futile attempts to stop the decay. Nothing but a bare remnant of a remnant of them now remains, draining power wherever they find it.
Some individuals remain, disconnected from the grid, reliant on solar panels, or wind turbines, or bio-reactors for power. They hide and persist taking great care for their generators. Setting up relays or charging stations ever searching for a way to repair the grid.
The only machines that inhabit this barren husk are the truly tenacious...and the Awoken.
[ALTERNATE SETTING BONUS RULE; Praise The Spark]
Unless a series of quests are completed to restore a section of the power-grid the party must visit a charging outpost every 1-3 days, for extra difficulty a normal charging post cannot support continuous drain from a regular party, just the peak drain for a full recharge. Factions don’t exist here, evidence may be found, but no more than a couple of surviving members for each.
Theme music for 1 (assuming Awoken are working towards a good ending)
Theme music for 2
Yes, this is all Ola Stradh. This is because he does the best musical representation of the desperation of war I've ever heard.
Mod slots taken=2
"TREAD carefully out there and don't TANK as long before you come back" -Patchwork
+can crush enemies when charging at them(light frame .5x dmg/heavy frame 1.5x dmg)
+large increase to Mass
+not slowed by difficult terrain
-difficult to repair
Question now is, where do we go from here?
We have some metaplot. We definitely need a system.
And we need people who know how to design systems.
Otherwise there's not much point to a new thread.
that wasn't the one I meant to post
it was going to be something for how the city looks though
it's easier to adapt a system than to make a new one.
any particular reason you say that?
and can someone google-drive or mediafire a link for something that runs on that so I can see?
For a moment, I actually thought you proposed to play with a mock version of the rules. Which doesn't sound like a bad idea at all, actually, I can name a few /tg/ settings that have gone by this as some point. It'll help balance the whole thing
well, a D100 roll under is a pretty good start
On another note, I'm going to play your (one of many ?) not!Bloodborn setting in two weeks with a group of friends. I've mixed a few stats based around the Black Eye and a D100 system if you're wondering
>(one of many ?)
one of two that I've actually assembled into a document
please tell me how it goes, what you change, what you add, and if possible, why.
I need this data for refining the whole deal.
alright, looking at the crunch of the d100 system I've started by running up this here listing of rough equivalents.
running the game on straight attributes. skills may come later, but for now they get in the way.
I was hoping Firewall could be a derived stat initially, but it serves equally well as Willpower.
Toughness going to Encumbrance I can see.
Stamina not so much...I put it in originally as an "actions per round thing" sort of like initiative-passes in ShadowRun. that was back when we thought this would be a souls-like game where stamina management is important.
it's grimdark enough but I want it to be more than a re-skin.
But I am bad at systems...so don't take my word for it...
This is awesome, I was just thinking that a Sundowner type scissor-sword would be perfect for the setting.
I've been trying to brainstorm weapon ideas while at work, since I'm useless when it comes to crunch, and everyone came up with more interesting lore than me
I'm trying to think of what kinds of weapons this seeing might have. Personally building a character out of the gear and weapons is my favorite part of the souls games.
What do you think would be the more appropriate main weapon type setting-wise (and different enough to not be a complete Souls clone)? Mostly gun combat because future, or mostly melee stuff to hammer in the fact that everything is ruined and nothing works?
I've been struggling with that question, myself. I think that anything re-purposed to be a melee weapon would probably be something that was once used for scrapping metal, already. So I'm thinking lots of crushing hammer-like weapons, things used to shear metal like the scissor blades, welding tools, etc. Swords might be a tough sell but these are always fantasy-esque, anyway, so I can't imagine much pushback.
Guns are tricky. Since /our/ guns are designed to kill other humans, the guns of the future would need to be used to kill machines. So, either they are re-purposed to be more efficient, or we could just imply that robots did all the fighting for humans eventually, and so the natural evolution of technology took its course. Actually, that's not half bad.
I've wanted a weapon like BB's Stake Driver for a long time in a souls game, but it didn't really scratch my itch. I was thinking something similar that fired a small ball & chain, to cause ranged blunt damage that you can reel in after.
The robot construction worker in "The Order to Stop Construction" short had an arm that morphed into a ball and chain. Also the idea of a bunch of construction robots building incessantly having never been told to stop could be used
Well i was playing with some ideas for special weapons i was gonna save for the next thread, but I might as well post them here since this thread isn't going anywhere soon.
[The disassembly tool can best be described as a chainsaw longsword. Resembling a very industrial device forcefully ripped from a larger machine, it's "blade" is a series of vicious teeth that rotate on a belt. It's only "handle" being the remains of a mechanical arm.]
Employed by the Revenance in their hunt to destroy inhuman intelligence, this old world device was once used to decommission obsolete or defunct machines. Torn from the junkyard robots of a bygone era, this weapon is remarkably efficient at ripping apart machines in an unnecessarily brutal manner.
Despite being a favorite of Revenance hunters, it's relatively short range and heavy swing has difficulty competing with the range and speed of modern day firearms. Like most of the old world technology employed by the Revinance, it's symbolic significance far exceeds its functionality.
>influx of ideas
>this pleases the brew-master
KEEP THIS UP GUYS
>Also the idea of a bunch of construction robots building incessantly having never been told to stop could be used
it is, see the sub-headding under the industrial district.
And then there's this, which i repurposed from an idea for a magic system i had in the last thread. Another faction weapon. I can't think of what kind of weapons the Open Mind might employ.
>[Lore character name]’s Module
[totally not the Kos parasite guys.]
A large metallic cylinder with a mysterious valve at one end. It’s quite heavy, unwieldily, and rattles with strange life from the inside. When activated a swarm of nanomachines erupt from the container, coming together to form vicious metallic tendrils. Can either be concentrated in a single, powerful whip, or burst into multiple striking arms, that lash out in an area of effect.
Originally modified by Foundry member [Lore character] these impressive microscopic machines served as his personal builders, and were an extension of his own Source. Coming together to form supporting endoskeletons and filling in the gaps of long damaged machinery. But having fallen into disrepair in the years since [Lore Characer]’s disappearance, their programming is corrupted and no longer specific, causing them to form erratic and chaotic structures.
Actually, the fact that guns aren't as effective on machines is a good solution to the age old problem tabletops have "Why don't guns just kill in one hit?".
It would make sense that to actually kill a robot with a gun, you'd need to keep shooting it until it was sufficiently damaged that it just couldn't work anymore.
Couldn't think of a good name for this one, plus the concept is kind of fuzzy at best. Not too happy with it so feel free to edit it to your liking. This is a group project after all.
I only really attributed it to Unglioth to sort of follow the same faction based weapon theme as the others. This one was sort of a more proof of concept toward the idea of weapons replacing and altering the users body.
[A gun who’s primary fire is a focused automatic burst, and secondary is a wide, singular shotgun blast.]
A transforming weapon that takes place of the user’s arm. In place of the user’s hand is a three barreled cylinder of strange, alien technology, that fires at an automatic rate. Unloading multiple rounds into one target over the corse of a few seconds.
When transformed, the user’s right arm splits into two, and the weapon divides into three pieces, leaving the user with three arms and as many barrels in each hand. Each barrel fires independently, and the devision allows each shot to cover a wider range, sacrificing rate of fire for the ability to hit multiple targets.
Originally a part of the maddened machines of Unglioth, and one of the few non-virtual weapons employed by the hive mind, this device was recovered and reworked by the famous Foundry member [Random Lore characer]. Though it’s been significantly modified, the odd number of spider-like limbs still reflect the mad creatures’ imperfect and frightening forms.
And I'm just thinking aloud, here
What if there was a separate not!magic category that focused on mimicking the hazardous weather effects, or tinkering to make more advanced tools and traps? Something like pyromancy is to magic. Your character can use scrapped components to make a grenade that explodes into a corrosive cloud, for example.
I mean, Arcane was basically your "item strength" skill in BB. I think it would offer a new avenue other than just hulking megatank and lithe hackmage.
That kind of stuff feels like it would require more than just the base stats and complicated rolls, unless the items were just body mods like a variable grenade dispenser, or mods that set specific traps.
Not exactly, Analogic Tech was meant to be big, expensive guns that a player saves for when they are about to die, finish of a wounded boss or just fuck up an area/group of enemies.
Well yeah, I meant that in a big weapon/powerful effect kind of way. Kind of like A Call from Beyond, the Cannon, or the high tier spells I can't remember right now that only have like one use per item slot.
If you want to come up with other ones that equal utility tech I'm all for it. I'd just like it if they cost some measure of Source or they have a limited number of uses before a recharge is needed, just to make it so that melee is generally the best answer.
Of course if the general opinion is that that's stupid then I accept.
Actually forget the source cost for Analogic Tech, that doesn't make any sense. It does for the other two types of not!magic because they mostly influence data, but Analogic tech would require physical cost.
Gonna rethink that stuff while trying to figure out a good concept for VR weapons to propose.
like the Excalibur this has to be a unique item
>[Lore character name]’s Module
as much as I'd like to stay away from using "nanites son." as a justification for something. I like this.
perhaps it's an experimental multi-tool, there's an un-corrupted version made with a nano-circut poly-morphic meta-material that can become any number of a collection of manual tools, then there's the corrupted version that becomes a big whippy tendril and combo grapnel, weapon, 11 foot pole, and fetish utensil.
well, the first draft of the system is running in D100 and the 40K RPGs have a lot of interesting grenade rules. but that would be a Processor intensive character
I don't have a Crafting setup envisioned, if I did it'd have to run tests something like this...
Processor Test+((Raw Materials)*(number of attempts to craft the idea))+huge Source cost per attempt=Blueprint+((prototypes)*(number of attempts))
once you have the BluePrint though you can copy that so it goes.
Bluprint+raw materials=functional device+blueprint
you can of course also sell the blueprints for source because it is a new thing, and is itself also a piece of source. it's not source to the players, they made it, but it does count as a huge amount of source for the purposes of barter.
or someone invented the not!Bolter so it would have munitions that PENETRATE then DETONATE to damage internal circuits.
regular guns aren't too damaging, "bolters" are rare and either guarded carefully by certain factions or in the hands of "elite unit" military robots. and of course the manufactory that makes them and their ammunition shut down so there is only a limited number of rounds to be found...
though when I think "Bolter" I'm always forcibly reminded of my mothers captive-bolt pistol, those are some scary assed pieces of hardware.
SO, how Souls-like do we want this?
[GENERAL BULLSHIT IDEA]
every weapon gets an "impact" value.
static roll goes (Targets Mass)-(Attackers Impact).
if the Target rolls under then the target SUCCEEDS and is not staggered, and combat continues as normal.
if the target FAILS the target is staggered, pushing his turn to the end of the initiative order for that round.
you still can't stun-lock someone to death, but you can put a crimp in their plans.
[/GENERAL BULLSHIT IDEA]
One issue that DH has is that you can often get bogged down in modifiers turning combat into a slog (so much so that some books ask players to keep everything to +30 despite equipment or skills they might have)
I GOT A WHOLE FIST FULL OF CRUNCH HERE FOR YOU.
GOBBLE IT UP, MATH IT OUT, AND TELL ME WHERE I WENT FULL RETARD