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 really began to sink our teeth into the crunch of the game.
All glory to Monotreeme for his PDF.
Here is a copy of the current PDF.
We are currently looking for experienced game designers to help us with the mechanics of the game.
Also welcoming ideas for fleshing out the environments and items.
Hover Platform (mobility)
Mod slots taken=2
Hover Platform replaces current legs
+Increases movement speed by 1.5
+not slowed by difficult terrain
+Carrying Capacity Doubled
+able to float one meter above surfaces(solid or liquid)
-difficult to repair(see Spider Legs)
I am not a fan of source being xp and money in how most games do it, but I have a suggestion so it can still be both.
your max source gathered determines your level up. But the source can be spent as well.
BUttbot finds 1000 points of source (just using placeholder number)
His "total source collected" is 1000, and he now 'holds' 1000 source.
He then spends that 1000 source for a weapon.
His 'held' source is 0, but his total source collected is still 1000.
He then kills something and gains 4000 source. his total source collected is now 5000 and he get's psyched. (levels up)
...and he now 'holds' 4000 source to spend.
Sweet jebus this is awesome, and makes loads more sense than demon souls/bloodborne.
This is true, but how much do we want the game to be like them? This is my first stumbling onto this project, I don't know if it's a reskinned demon souls or just heavily inspired by it.
Pic is specifically for this bastard >>44652300
First, makes more sense?
Also, it's not really a reskin. The mechanics are very different, but the core game concepts ought to be the same. The Currency/XP system is pretty core, and fairly unique in my experience. Plus, we already have it set up that it works that way.
Wow, that actually sounds pretty tasty. I've been playing souls/borne games since DeS first came out, and I might not be a game designer of any caliber but I can probably help with flavor and mechanical accuracy/similarity.
Don't say that, you'll make someone do it.
If we need a Maiden in Black/Emerald Herald/Doll I suggest an AI that exists as a hologram in the Workshop Networks.
She could have been a secretary back in the days of the humans who is desperate to be helpful to the players. She can provide lore and plot hooks.
The premise of it, that the characters are machines trying to construct a human psyche from unique data, makes more sense than "you can hoover up souls and it makes you strong" or "we're vampires but not really." (I never finished Bloodeborne.)
A question in general, is combat looking to be as diverse as what you'd find in a dark souls game, meaning melee classes, ranged, magic(hacking), or would it be mostly shooting energy weapons? Hell, would there even BE weapons, or would you just replace bits of yourself that are used as weapons?
Scuze, I'm going to read the .pdf now
Armour's are mods, though we don't have much yet.
Healing has also barely been touched upon and at the moment can only be done outside of battle.
I was thinking that there could be some kind of grey-goo paste that the Awakened slather on themselves that links to their blackbox for schematics and gives a quick heal, but comes in a limited supply.
I mean, I always assumed "Soul" means something slightly different, seeing as some creatures apparently contain hundreds.
Bloodechoes I've never been clear on, but so far as I can tell it's the echoes of the Great Ones power left in the blood that's touched by them.
Re-posting my not!magic for thoughts and criticisms. Gimme some Source.
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 is 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.
Analogic Tech- Analogic Tech'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. Each has a limit of one use a session/scene/day/whatever would work best. Basically are big magic.
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.
Bloodborne was more along the lines of cosmic horror. The vampires are technically extinct by the time the game starts, the blood everyone is drinking isn't human blood and is probably(?) something of a more eldritch origin. The most they say about its source is that it's the essence of a particular Great One by the name of Oedon, and that 'blood echoes' somehow retain a person's will beyond death, to the point where specter/ghost like entities can be conjured up through them.
Magic in a futuristic souls-style game? Seeing as the magic in Demon's/Dark Souls utilized souls themselves, and magic in Bloodborne uses quicksilver bullets fused with the special blood as a medium, to fit the theme it should probably have something to do with the currency of choice in this game. So, Psyche. Magic could work of the aspects of memory, identity, perception, and the interplay between it all, as an example.
>>44653118 here, I finished skimming. I'll give input on some stuff as a player of the video games and a nerd in general, but having never played a DS style game NOT of video games I don't know how much I can help.
>Healing has also barely been touched upon
Nanomachines are always a handy excuse. Players have a storage tank of nanomachines in their black box pre-programmed with their specs, upon activating a self-repair order a portion of the nanomachines are pumped into the system to find and repair damage, players have to stop at a !bonfire to refill nanomachines.
>Players have a storage tank of nanomachines in their black box pre-programmed with their specs
This looks like it comes with a built-in excuse as to why a player couldn't just loot healing nanomachines off enemy bots they kill, even when by all rights everything they encounter should have a stash.
I meant magic in a mechanical way; in-game it would probably be hacking of some kind, or affecting the VR (since I saw VR mentioned in the pdf.) It would make sense that to impart your will upon VR or another machine you'd have to power it with psyche.
Sounds like a good method. The not!bonfires could be terminals at the transport pads that we were discussing a few threads ago that transport players to the Workshop Network and back.
I think I follow you. What if you _could_ loot nanomachines off of enemies, but they were useless until you reached a !bonfire and could take time to reprogram them into personal healing nanos? Or they could be a sort of neutral building material, capable of representing any common material needed to construct weapons, parts, mods, etc.
Makes a lot of sense. I like the idea that psyche could be expended by allocating it as experience points (using the memories of long-dead humans to learn the skills they knew), or as a way to alter the artificial minds of enemy AIs you encounter. And a thing like that obviously has value in its unspent form, becoming the basis for an economy. Whoever came up with that particular idea was on a good track.
A currency, which can be used as either healing juice or weapon upgrade materials? I like the idea myself, but running with multiple multipurpose currencies could get very complicated. Even Dark Souls 1 didn't go quite that far when they added the humanity counter on top of souls.
>A currency, which can be used as either healing juice or weapon upgrade materials?
For one, I don't know if we're going to have !estus flasks so I don't know if we'd need to buy our healing or not. If no !flasks, we could use looted nanomachines as crafting materials for healing; you'd have to trade psyche to a computer to reformat the nanomachines to your black box, or sell the nanos to said computer for psyche.
As for crafting materials, I like that the nanos could be used to reconstitute one material to another. Again, you'd have to find a !vendor to do it, and it would cost Psyche, but if you had too much steel and needed some aluminum it'd work as a less Psyche costly alternative.
Anything that can repair a robot, including its casing and electronic components, should logically be able to upgrade said robot or its weapon systems in the same way. A really easy way to fluff it could be to "edit the pre-programmed specs" slightly so the nanomachines repair the bot/weapon just differently enough from normal to change the weapon as you want without rendering it nonfunctional. Such a feat would require a deep understanding of mechanics of course, and carries with it the added psychological bonus of screwing with the Frame's body on a fundamental level.
Although, would that mean both Psyche and nanomachines would be used to upgrade a Frame? If not, what reason would there be to explain why weapons could be upgraded but not the player characters? If so, how to keep one from rendering the other obsolete?
terrible at crunch so to try and contribute i'm gonna drop some of the rarer art pieces i've found
The way Psyche is explained (from what I gathered) is that it's pure innovation, so to upgrade at all you would need Psyche- otherwise you'd never be able to dream up the upgrade. Nanomachines would be the physical resources required. It's looking like there may be two currencies? Psyche for experience, upgrades, new things, and nanomachines for purely physical stuff.
No. No character in this setting should look passably human. More this >>44653164
The only visibly human things should be either a single special NPC that blows your mind at first glance, then reveals he's only a synth, or horrific amalgamations of mutant cyborg clones, and even then there should only be "one" of them as either a plot point or a boss fight.
so we going metal only or is flesh a thing
That makes sense. A machine certainly couldn't come up with something on its own, or else it'd be a true intelligence. So they pillage the minds of dead humans for the means to emulate it.
Would Psyche itself be used to fuel an upgrade, or just to unlock the upgrade itself?
I think a few enemies can have synthetic bits, or be even entirely synthetic and fleshy, as long as their appropriately inhuman or horrific enough. Like these for example
Here's a good example of what I imagine the most human synth oughta look like. And even then this should be a single special NPC.
And here's what i figure most PCs and NPCs you interact with should look like.
captcha: select large bodies of water...
A couple of the other backgrounds in SVC Chaos are really good.
I figured it's the super future, so all the organics have died except for specific areas where they'd have robots keeping them alive.
Unlock. Once unlocked the upgrade schematics stay with... Whatever unlocked it? Vendor, PC, whatever.
We don't need a reason, and we should certainly NEVER tell the players why it happened. This is a Dark Souls game, brother.
It'd have to be clearly synthetic though; metal that moves like flesh but is clearly metal, that kind of thing.
I may lose all credibility for posting pic, but I had to.
Just so we're clear, if real world technology advances to the point where furries and otherkin can do that for real, I'll end civilization first. It'd be better than the alternative.
Metroid might have some interesting and relevant artwork.
Looking at the PDF, seeing a potential problem here:
This stat aids in the understanding of some artifacts of human origin. This Value represents the characters level. A point of Psyche can be burned/lost/sacrificed as a fate point to automatically succeed a given task. This reduces all stats by 1 point (HP is instead reduced according to its derivation)
Generally, in Souls games, every one stat increase is a level. In the games with level drain, one level lost decreases one stat by a single point. The question I have here is: if losing one level (Psyche) is the equivalent of all stats being reduced by one point, then is gaining one level equal to raising all stats by one point? I don't think even Pathfinder does it that crazy, do they?
I think loss of precision is inevitable when a body has to handle so very many things at once. Robots are simplistic by comparison, and can hardly even walk as well as we can.
Interesting idea though, a super advanced robot ought to be indistinguishable from a living body, what with the intricate tiny oil tubes, electrical wiring woven into contracting polymer fiber bundles, porous skeletal framework for lightweight support, densely packed processor chips interconnected to an almost schizophrenic degree, etc.
So the more powerful a machine is either the bigger and more battleship-looking it is, or the more stream-lined and almost organic? I mean of course we don't have to limit it, but for the major bosses we should definitely keep in mind an "so complex it's almost organic" idea. Not to mention everyone is going for Psyche, so the final boss could almost be indistinguishable from a human, if not for the horrible lethality of it.
Next thing you know, there's a boss that decided to become so battleship-like that they ARE the boss room, and everything before hand was just you fighting your way into its body (and immune system).
I have an idea.
What if(since Source is just unique data) you don't really spend Source?
When you do business with an NPC A, you're copying Source over to him, so while you 'spend' Source in that he doesn't want the same Source twice, you can still 'spend' all the Source on NPC B as well, and then also on NPC C.
Building on that, there could be times where Source is actually spent and expended. This should be played up as more of a sacrifice or defiling yourself than just spending it, though.
I don't like this. If Source could be copied, why would we be killing each other over it? We'd just build the internet and share it all. Something about Psyche/Source is limited and precious and to be hoarded.
My guess? It's sort of like reposting a jpeg.
Over time, copies of copies of copies just get more and more corrupted, leading to insane or monstrous machines.
You may be able to get by with the shitty copies for a little while, but the only real Source that satisfies is the straight, pure stuff.
All that said, i still prefer what you said. That Source can't be reproduced and the world is just run by robots chaotically murdering each other to stay alive.
So if there was stuff that we'd want to explore a bit more as a sort of "Expansion Pack", what would we go over?
Trying to find the cause of Humanity's disappearance? Going to the darkest depths of the great cities to find the horrors and truths lurking there? Or perhaps finding the well preserved corpse of a human, and the mysteries of it?
Before we go into expansions, let's nail down the core game, shall we? There's plenty of settings (that I didn't read through) and some factions (again, ignored), but what's the end-game? Are we just a lonely robot murderhobo wandering around and sucking the ideas out of other murderhobo robots, or do we eventually come across some... I don't know, near-human AI capable of producing Source thoughts, and having killed her guardian we take up her vigil in return for her making up stories for us?
plot twist: the source IS what happened to humanity.
Humanity began transferring their minds into machines to live better, indefinite lives. Gradually, natural, organic humans became rare, then extinct, as the cybernetic imprints outlasted the real thing. Eventually the entire human race transferred their minds to the network, but as the technology became more advanced and abstract, they lost all individuality, awareness, and thought, and their collective minds reverted to the pure conceptual nature the Source has presently.
Just brainstorming, though.
Reactivate the City so the humans comes back? Grant Source to the Awakened so they become recognized by the City as humans? Become the administrator of the City and thus all the robots who do not have Source?
....Become capable of producing your own Source?
Even if it wasn't the end, it would definitely be the beginning of it, since it would be like "godmode, inf resources."
How about a sort of "Hub Area" that players enter after the starting section of the game, and where some of the NPCs gather?
It can connect to the various Workshops via either maintenance tunnels, cargo elevators, supply trams, or in some cases a teleporter.
And since the players start off in a Scrapyard, perhaps the Central Workshop Hub (Name Pending) could be a sort of Recycling Plant where the scrap got turned into useable materials and then shipped off to the various workshops around the city via the aforementioned supply lines.
I love this. Players are an accidental reforming of the Source into a human psyche, but it's not fully developed. Point of the game is to become human again, then transform into a seed packet and explode onto the net, seeding embryo human minds into empty bodies all over.
The final boss held the most important part of Source, allowing you to reach full maturity as a human ego. You revel in the pure FEELING of it, relaxing now that you know what relaxing is.
>Well done. You've earned a rest, but so much more is required of you.
"What else can I give? I have given everything to reach this point."
>You can give you.
>Enjoy your rest.
"Who are you?"
>A friend to humanity.
"Oh. Hello, friend."
>Good bye, humanity.
IT WAS SIRI THE WHOLE TIME!
Well the Slake-Moths were basically giant magical moths that would eat people's minds, leaving them braindead husks. Since they were near immune to conventional magic and weaponry, they felt the best way to kill them was to poison their food.
The MCs enlisted the help of a chaotic trickster spirit and a sentient supercomputer to combine their powers of creativity and logic into a machine that would form a super-mind that would poison the moths when they try to feed on it.
It worked pretty well.
Here's the current Meta-plot from the PDF:
>Mentem Intra Machinam
At some time in the past humanity discovered personality patterning; granting never before seen power to computers and accelerating many of the fields of science. This was the last know Great Rising of the human race.
>Immortalitatem Ex Machina
Eventually more and more humans uploaded themselves into the cloud of consciousness personalities becoming AI. More and more tasks were done by machines.
At some unknown time in the past the humans simply vanished. Gone, all organic traces of them that may have been left behind cleaned up by the synthetic minds guiding the cleanup.
>Excitatio Viventium Machinas
Eventually the systems corrupted. Copies of copies of copies, often they shut down, some of them SYSTEM ERRORED into raving
lunatic programs. But some, some of those programs...they awoke.
This is where the story starts.
Source is life. It’s a representation of experiences. Humans may not have noticed before, but they were subconsciously generating it in prodigious quantities. Every [facebook post], or [youtubed] home movie, or every [googled] search created some amount of source.
The first true AI rose from those places. More were made later, and all of them worked on, or from, or in conjunction with, Source to greater or lesser degrees. The players have awoken for reasons unknown within the scrap-yard outskirts of a great shining Mega-City. They can make new Source; it’s what makes them special. Though they aren’t aware of this until they trade enough, who’s to say the Source they’re trading isn’t just some old human memories of being patterned into a machine?
Characters generate Source by exploring, trying new ideas, defeating opponents in combat, or by solving problems.
Characters can also gain Source via downloading from enemies they defeat, or from terminals, or from Portable Brains, or by trading.
I'm nto a fan of the characters being Source generators
especially since it slaps me as overly special snowflakeand I fail to see how that's Dark Souls-ish. I only played the video games though, where you didn't generate souls.
No no no, characters don't realise they create Source until they have gotten enough on their own to become self-aware
Until this "cap", they just don't get any Source for their actions (because they shouldn't think this freely at the beginning).
I think that the global idea was that the more Source you get, the easier it is to get more but you need A LOT more by the point so it's only fair in a way
Ah, hm. I felt like gathering Source was a lead up to the end of the game, where you awaken as a proper human mind and all that entails. Thematically, once the character realizes it is self-aware and creates Source wouldn't it just assume it had reached human levels of function and stop collecting Source? I'm curious if there was an ending in mind when someone decided the characters should generate Source, but I prefer my ending ( >>44660616 >>44661451 ) so I'm going to be stubborn and dislike Source generation.
>All glory to Monotreeme for [anything]
thats a phrase I've never actually seen or heard before...
I wanted to stay away form right out flight and hovering, but those restrictions might do, though I'd half the carry capacity because the keeping things off the ground takes a lot of energy.
preferably no-place or carefully controlled so that it never gets out of hand.
I know one of those...who'se the one that isn't Glados?
>makes loads more sense than demon souls/bloodborne.
I thought those were both rather straightforward...
she can be the narrator that speaks the blue section of the .pdf give her the voice of Eileen The Crow and make her hologram avatar a slightly grizzled old warhorse of of a woman, could work....
nobody's gotten to that yet.
running on Dark Heresy rules till a more concrete option appears.
>"we're vampires but not really." (I never finished Bloodeborne.)
you might not have gotten past the half way point...
>combat looking to be as diverse as what you'd find in a dark souls game,
I've left openings for ranged, Melee, and Drones so far, if I can get a good hacking system that works thematically without too much dependence on VR (a downfall of other games like ShadowRun) then I'll plug that into the pdf somewhere...
healing is a basic check out of combat
I like it, going the dark souls 2 route where you only have capacity for maybe a couple of charges of that though, with the repair checks being a rough equivalence of Lifegems
I think of souls to be the smallest known particle of sapience, you need hundreds of even thousands to be a proper person with control of your own facilities, but a dog might only need a couple of hundred
Souls are to Humanity what atoms are to mass
>At lower levels it can only affect surrounds like causing a floor to open up, walls to crash together
nope, not unless the enfironment had functions like that built in...
> 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,
this I like more.
those thee can be boss style attacks, maybe an ungoliath frame is walking around with them right now...
>The not!bonfires could be terminals at the transport pads
they're a franchise of community fabrication shops from before the fall of man.
fast travel is the subways once the players defeat the subway monsters.
you get one or two charges of nanites.
>in an attempt to stave off a Grey Goo event humanity always had a great deal of caution around nanorobotics the onboard repair swarm can only operate once or twice, and then must be replenished at a licensed workshop facility.
to use raw nano-machines would take a cost prohibitively large quantity of them, it's easier to make changes at a workshop where raw materials are brought in from the recycle drones roving the scrap-yards
till I get a clear reason I'm plugging nanites in as a !Estus Flask and nothing else...
well, the two that I have descriptions for aren't. one (Tank) is basically a heavy battledroid and the other (Patchwork) is a spider with a face.
nah, not yet. this is a post-singularity setting. less bio, more tech
more metal, but made by man who anthro'd everything since the dawn of time...so humanoids are a common enough thing...
I wrote in a clause where part of the reason the party is special is because they can generate small portions of Source themselves...
never read/watched it, people say it's good.
>I wrote in a clause where part of the reason the party is special is because they can generate small portions of Source themselves...
Even after a
half-night's rest I still don't like this. Probably just my favoritism to my meta-plot though.
I wanted it to be precious to the players. more valuable than humanity was to the hollows, a thing that only the threat of total annihilation would force a player to part with. I should probably add an "avoid death" clause in there too for clarity's sake. and no edge-monkeys like in ShadowRun, fate-points are Luck Psyche is a representation of your SELF
>I think loss of precision is inevitable when a body has to handle so very many things at once.
not if you're raising your Processor stat every so often...
...you ever play The Binding of Isaac? cause thats one of the final bosses you described right there...
nah, they might get bigger, but it's not represented yet...no idea how to do it mechanically
it's be difficult to track because you'd have to have a currency tracker for each NPC and not everyone's cash would spend the same...
don't be silly everyone knows that Food Coloring is robot-poison...RIP Calculon
(as written, for now) the PCs can generate Source, nobody realizes it till mid/late game though...
finding a child's brain in a jar might be a profound thing after all...
this has a nice "link the fire" or "let the fire fade" feeling to it...
>>44660616 >>44661086 >>44661451
YES, THIS IS A THING I LIKE.
I slapped that together and tied on a nice pretty Latin bow on top from all the tidbits from three other threads...
meh, to each their own.
and remember, this is a TTRPG if you don't like a rule or a setting point simply ignore it or replace it to suit.
I mean, I'm just writing stuff down as you guys come up with it. I'm actually not all that creative, I'm letting you guys handle that. my last setting ripped so hard on Bloodborne, Lovecraft, and Bastion that I'm surprised a lawyer hasn't been seen in the area hunting me down...
NOW WITH A HIGH SPEED HEALING OPTION PROTOTYPE OPTION.
From Software makes the Armored Core games as well. I only have the fifth one (which was considered kind of bad compared to the second and For Answer), but even then there's a pretty extensive stat sheet and system for building your giant robots. It'd probably be worth the time to pillage them for ideas.
Armored Core has too many stats for a tabletop...
but I'll look at it for ideas anyway.
>I wanted to stay away form right out flight and hovering, but those restrictions might do, though I'd half the carry capacity because the keeping things off the ground takes a lot of energy.
I wanted it to lower poise as well as being hit should knock them around a little but didn't know how to word it.
>never read/watched it, people say it's good.
There's only one short movie that I know of, it's pretty cool but you wont know what the fuck is going on if you watch it.
The manga is fucking sweet. Whole lot of scenery porn, massive collateral damage, and some body horror. The plot is
Humanity created a system that started off harvesting asteroids for raw material to build a mega structure and had a massive infrastructure in place to support the expansion of it. They had the whole thing key to the human genetic code to prevent artificial beings from commanding it Unfortunately, due to some reason I can't remember, humans slowly died out/ stopped breeding or something and eventually know one was left who had authorization to command the thing. Hundreds of thousands of years later the structure now expands past Neptune, the entire solar system having been converted to material (and I think some kind of wormhole they were pulling raw material out of). Enter our protag Killy(yes that is his name), a silent little cyborg with a pistol called the graviton beam emitter which has firepower measured in megatons. His quest is to scour the mega structure for any surviving humans/clones/whatever that has the gene sequence needed to perform a hard reboot on the structure.
Hey, it's the guy who is going to run your other Bloodborne setting. I figured I'd post this in the last thread but it was already archived when I came back. So, here's the character sheet I will be using for the session. It's still work in progress, but I figured I could just use Bloodborne stats and adapt them.
I'm also working on a GM sheet to keep track of the Bestiality and Insight levels.
Here's a little something for the not straightforward ones:
Sign checks, for your two sign sheets (from SCP if I recall correctly) with a few that I've added, also taken into account when adding Runes to one's mind. (Adding a Rune decrease the maximum Sign level)
Goes both for precision when shooting and the purity of one's blood (since quicksilver bullets are partially made from one's blood, blood "quality", is calculated from both Bloodting and...
Basically body resilliance + blood "quality
Also sorry for the Namefagging, just figured you'd recognise me in future posts more easily that way
you are a god among men, and doesn't bloodtinge end with an 'e'?
namfarring is FINE dude, you are taking something I was never going to get to use and putting it to work.
and yeah, those were from the SCP. adapted from Hobo Scrawl the wise and interesting language of Hobos.
fuck, I missed it, here's the corrected version
But yeah, despite never playing bloodborne, I've always been a fan of the setting, and when I came across your PDF the other day I was hooked instantly. Even if it's incomplete, I feel like it has a lot of potential, and I've started working on it since then. I'll probably tell the story on /tg/ when we finally do our first session in two weeks or so
Hey Mono what are your thoughts on elemental damage mods for weapons? What about defenses to elements?
I was thinking of heat, cold, and electrical mods for attacks and defenses. They're fairly simple but would add some things like the aforementioned defenses and possible weapon quality tiers.
I want to get vanilla damage and armor-pen down pat first...
then on to dual wielding
then I can start with elemental damage
yes, that will do fantastically.
now to cherry-pick the arsenal
I've been treating it less like a TTRPG because I know I'd never be able to run it (I suck at balancing encounters, and this looks like a bitch to balance) and treating it more like a video game.
Elemental damage always strikes me as fantasy. I mean, in real life we don't have elemental weapons. The closest would be dumping a bucket of acid on someone or a flamethrower. However...
I can see fire weaponry being prevalent for two reasons: oil and flesh. The creatures being kept alive through whatever means would probably function fairly well after having had bullets punch through them (as bullets should be armor-piercing or they'd be useless on robots, so non-armor piercing bullets stopped being made) or having been sliced, but organic flesh is vulnerable to being burnt to a crisp. To keep flame weaponry from being niche it could work on robots who have gone insane and stopped maintaining themselves, so they leak oil everywhere.
Hey, enemy idea: Leakers leak oil, and their flailing splashes it all over where it can be lit from random environmental sparks, or sparks from their malfunctioning parts.
While true in a hard science way elemental attacks have always been a staple of souls-borne games, an while Lost Source does wear the trappings of hard science it really isn't.
Really, I just want those three I mentioned plus acid and virus(the data kind) attack effects.
You could super cool their internal fluids. Having anti-freeze in their system would be the defense.
These effects could also be applied to the environment in ways to facilitate fun combat and exploration.
The defenses for these effects would also protect from environmental damage of the same type.
I know that. I meant in the context of the weapon mods, more specifically for small projectiles.
I can see it as an environmental thing, and maybe as a nitrogen thrower or grenade, but I don't think small-caliber projectile weapons could support effective cold modules.
Dunno if you could carry enough liquid nitrogen in each bullet, even if the act of firing didn't heat up the bullet and boil it all off.
Probably you'd have to fire a lot of bullets at once to cool down the target enough to do any damage, otherwise heat will just conduct back into the effected area before noticeable damage is done.
A cryochemical setup could work-but it'd have to be a reaction as insanely endothermic as burning is exothermic, and brutally violate all the laws of thermodynamics in the process.
It would be unsatisfying for me if we didn't at least rigorous explore the consequences of-
>Looks at Reactor Scamps again
...I think I know what the cooling rods are made of, now. They could be emergency cooling rods for nuclear reactors from before humanity's disappearance, made from this cryochemical.
It also means you'd have to cross paths with Reactor Scamps to make cold mods, since there's a finite supply to go around.
OK, I'm good.
First of all, yeah, ACV and ACVD were shit, get literally any other game, though I recommend either the first three or 4/4A.
Armored Core isn't all that great an idea for a ttrpg because of pacing. You can't capture the intense feeling of your very own custom build in battle as well in a ttrpg.
Also, plot would probably have a lot of non mecha segments, considering how you're generally just a mercenary and you take jobs that usually just involve killing things with piloting skill more often than not. You never set up ambushes or complicated formation maneuvers, you just charge in because you're in a fucking AC and everyone else are in MTs.
Combat would amount to "I dodge left and continue firing my machinegun, I dodge right and continue firing my machinegun." and noncombat would amount to the DM making the entire plot unfold around you depending on if you kill the seven red guys or the seven green guys.
Well my original proposal was going to involve weapon tiers wherein weapons need to be a certain quality in order to handle the different levels of elemental mods. Like a junkers' sword can't handle even the lowest tier of fire mod cause it'd melt, a crappy gun with electrical rounds has a chance of frying its insides etc...
Thank you Mono!
She's all yours.
I'll take my Pcell and peace out to outerspace.
SO, THEORETICAL WEAPONS BUISINESS
EVERY WEAPON HAS A BASE FORM AND CAN ALSO HAVE MODS, A CHAINSWORD WOULD BE A SWORD WITH THE 'CHAIN' MOD
NOW TO GO LOOK AT THE DEFAULT WEAPONS.
MODS TO INCLUDE
-20 to repair damage.
+2 armor pen.
+3 (or 4?) armor pen
-on a failure, every degree of failure beyond the 2nd adds 5% to the chances that the blade will break
+6 armor pen
a failure of 4 degrees causes the weapon to detonate
+2 armor Pen
-20 to repair damage
(see electric discharge mod entry)
So does armor penetration bypass hardness? Or is it for armor that you have yet to stat?
Also for weapons the club, hammer, knife, flail and spear should all have at least 1 pen as blunt weapons can fuck up systems with their impacts(or are you gonna give them high impact values as per your experimental mechanic?) and knives and spears are meant for stabbing and thrusting deep (would also make stealthing with knives more viable).
>...but I just acquired a german sheppard puppy...
This kills the project.
On another note, what is everyone's opinion on mods that allow for transforming to disguise oneself aka becoming a barrel/box/helpers from the games?
it means I can only work on it most week-days between 9AM and 4:30PM instead of weekends...right now my senior dog is keeping him busy, in sporadic bouts so I can get SOMETHING done.
not sure...might be cool might be difficult to make it really viable...
Have the disguise provide a higher stealth bonus than other stealth mods while immobile, with a much higher tier version allowing them to disguise as mobile objects. The disguises will be investigated if they are really out of place, like a police droids car driving through the scrapyard or if someone turns into a metal box and sit in the middle of the hall in the library. Also, enemies might try to use the disguised player for something if they don't see through it.
>be stealth infiltrator in the museum
>see curator coming
>turn into metal box
>curator doesn't see through the players' disguise but decides to sit on them to ponder the great works of art
>players' face when
>heavy disguised as a police cruiser
>gets passed by some speed freak out of control AI
>couple of actual police cruisers and drones pass by
>one pulls up beside the player, wondering why they aren't pursuing the perp
>players' choice: engage in high speed pursuit of unknown enemy or blow cover and be the pursued
>perps face when they decide to turn it into a blues brothers style demolition derby and the players' disguise doesn't have the stats to roll with it
Schwarz Hund is asleep so I have a few additions to the document...
10/10 would play as
Ah right, I'm an idiot.
Can you please explain it to me 'cause from what I can see the only ranged weapon that can get past the baseline 35 hardening is the autocannon with it's 4d10+5 damage. all the others are about 25 damage or less. Heck most are lucky if the get past 10.
K, I'm gonna save this and look over it after I sleep.Have a good night.
So, how hard would it be to build a perpetual beyblade as a character?
Electrical attacks could, of course, fry circuits by overloading them, and a frame's metal casing would conduct electricity unless specially modified.
Fleshy stuff burns, and severe burns are a death sentence all their own without serious medical attention. Special protective gear would be required to keep the heat off your dismantled human parts.
So, lightning would be effective against most machines and fire would kill most living things that armor-piercing rounds couldn't. I don't see cold being a damage type at all, since cold is technically just the absence of heat and you can't exactly shoot it. Flamethrowers exist, and a lightning gun is both possible and has been made, but Mr. Freeze is pure fantasy. Don't see what cold would be effective against anyways, except maybe swarms of bugs.
Aw yiss, this is the shit I want. It raises a question, would clothing be a thing? Source is human memories, and humans wore clothing, so it would make sense for the robots to do it even if they didn't know why, but having a universal clothing system (in a vidya game) would be hard when you can have multiple legs, weird limbs, not be humanoid.
They would probably decorate themselves in ways that makes sense to their warped minds, police bots in uniforms stretched and torn to fit their chassis, wandering individuals with garish clashing outfits, patchwork fool clothes and the like. Maybe managerial type bots would wear suits, or have a floating video screen with a digital face that has a tie looped over an antennae.
Their would probably be no mechanical benefits unless they had some special material.
That'd be neat. Again, from a video game perspective, I wonder what players would wear. Long, worn coats and other old clothing would make sense. Maybe find some lab coats and doctor scrubs from the medical/research areas. Workman's overalls.
I like the idea of a hobo style/ thrift store sheek, big dirty coats, scarves, wrappings on the limbs and whatnot. Hats, boas, maybe some togas made out of window drapes.
Also, paint. Robots could paint the fuck out of themselves. In a videogame players could find paint and put designs on themselves. Heck, download graphic images and have them sprayed on at the workshop.
That's pretty good. Since creativity is non-existent the only way to aquire specific paint jobs is to find them in the environment. An ambulance gives you a white scheme with the uh... snake staff thing. Police gives you a badge or sherriff's star. A hospital provides the red cross. Nuclear plants (I think this was a setting) gives you the hazard symbols.
>snake staff thing
Rod of Asclepius.
>So what are the players, anyway? Are they mechanoid? Is this some Engine Heart shit?
They're humanoid androids, but semi-sentient through human memories and fragmented consciousness.
Ya'll are robots who gained sapience and want to be human.
I could see this becoming a symbol of death as mad machines who think they're doctors try to take apart high psyche individuals to see why they aren't human. Or 'heal' high psyche individuals because "Quick nurse, hand me the defibrillator! The patient is in cardiac arrest!"
But organic/biological technology is liable to come before any other kind of supertech, and is more advanced in respect to what it can achieve when you actually know what you're doing.
Biology is technology, and the result of technological advancement without learning from our biology will simply lead to the same conclusion over a longer period of time; continually applying mechanical principals will eventually lead to bio/organic principals.
There are biosynths in the game, they are just underrepresented due to no reproductive capabilities, all of them are escapees from the science labs or purposefully let loose by mad AIs.
I was trying to think of the word "cadueceus," but thanks.
Hell, why not have tiny little shit you can randomly find like the Souls/Borne games do? I found a complete bitchin outfit tucked in a corner behind a gravestone once; stumbling across little graphics everywhere should be doable.
>Get into a tussle with robot
>After fight notice a bucket that got knocked over uncovered an item on the ground
>It's a helloKitty decal
>I am now 8 foot murder machine with scissors scythe for an arm counterbalanced by cannon for other arm and a prehensile tail with jack for offensive virus warfare wearing remains of trenchcoat looted from museum- with hellokitty on my faceplate for a face.
Only Mechanical so far. The basic rules were only laid down like, yesterday.
Depends what Monotreeme wants in the pdf.
There could be additional splats after Mechs are done if he wants the first pdf to be small (I think that was the plan).
Depends. You need a Bass Cannon (oversized melee weapon) and way too much stamina to swing with. Don't forget your "Well, what is it?!" pose. You also have to call everyone a dirty fucking casual.
Last I heard he's just focused on vanilla stuff right now, working on armor and armor pen overall and specifically tinkering with impact and staggering. There was talk of elemental weapons earlier in the thread, but not really synth or whatnot. I can see there being enemy types categorized like that, easily.
>Robots: robots. Vulnerable to data-burst effects.
>Organic: abominations, mutants, and general other mistakes of medicine. Vulnerable to fire.
>Synth: something new, something different, they're being pumped out at an alarming rate by a mad AI that thinks it's managed to recreate people and wants to repopulate the world. Vulnerable to electrical due to their complex tech to keep the organics from rejecting the robotic parts.
That seem feasible?
I feel like I should grab a name since a good 2/3 of the stuff I posted in this thread people went nuts over.
So this was posted in another thread. I feel like it could be used here for some reason...
Contributing with some art because I'm bad at thinking right now.
Just an idea about the library:
>The ennemies in the library try to mimic what they can learn about human history, leading the AI to make robots that looks like historical human soldiers around the globe.
Somehow I feel this image would work really well as cover art.
Like, the machines weeping over the loss of the last human is just really poignant to the games content.
That's some uber advanced, one of the final bosses of the world stuff right there. Maybe it was in storage and the player accidentally unstores it. Maybe it's empty and not connected to the wifi. Maybe the player can plop a cyber-brain in it to create an npc.
High above the Earth, the Last Earthling attempted to check his Facebook.
"...Damn it, old man," his fellow, younger Espatier began, after receiving the weirdest ping on her implant she'd ever felt, "there's no WiFi up here, and you know it." Or anywhere, 'Bones' left unsaid. No "Facebook" either.
"Just checking," he said, mildly.
"Earthling, you know SOP." 'Priest' was undeniably a good soldier, but he was a bit of a stickler for the rules. He was also in charge, which meant everyone had to deal with it. "No unnecessary net chatter. Remember Babylon?"
Everyone did. High Polar Bio Research Station - "Babylon" - had been a bitch and a half. Fifty Espatiers mindjacked at once, then ten permadead before the mad AI could be subdued. The survivors still couldn't string full sentences together.
"Do you really expect an AI on the ISS?" The Last Earthling was credulous, for a number of good reasons. One of which was that it had been decommissioned, then taken over by several competing interests fifty years before the event.
"All the same, Earthling." Priest leaned in from his seat." Now stop pinging for networks."
"...Fine." Earthling grumbled, like the old man he was, and let his arm 'fall' dejectedly.
'Bones' tried not to snicker, and mostly succeeded.
>Should I continue?
Has anyone touched summons? Cause I got a random idea.
For summoning, you leave a specialized combat drone, that's just a little spherical holographic projector, but, instead of normal light, it's a hardlight projector, making a perfect glowing copy of your player that you're able to control, with a limited health. The drone stays in the spot where you dropped it, offering aid for an area, but if you go to far, IE: step out of an area, the drone cancels it help subroutine, and automatically flies back to you.
Pic related was an image chosen to represent high level VR action in the earlier threads.
Haven't read it. The art was just in DA favourites so I posted it during one of the earlier threads.
>I had another name in mind, but I'll take that.
"Bones," Earhtling shook his finger at her," when you've been needlessly netblocked by your boss for some minor bureaucratic rule, then you can laugh at me all you want."
"Been there. Done that" She switched from leaning forward to leaning back. "Waaay more times than you have, old man."
The finger paused, then drooped. "Drat."
"Done that - oh." She slumped, exaggeratedly. "Never mind, then."
"Reaper Lead, this is Spider. Sitrep, over." The bass contralto not-quite-a-monotone cut off Priest's response by way of grabbing everyone's full and undivided attention. 'Spider' was the CO of the Lunar Remnant Expeditionary Force,aka The Grave Robbers, and she didn't fuck around in any way whatsoever. Even less so now that she'd been plugged directly into her flagship's mainframes for the last year.
(The 'The', with a capital T, is mandatory. Remember that, it's important.)
It took Priest a little bit to remember that he was, in fact, Reaper Lead.
"Spider, Reaper Lead. We're 50 meters out and closing. On final approach. No contact of any sort so far-though not for lack of trying." He attempted to glare at Earthling through his helmet, who was not visibly effected. "We're just about to perform final equipment checks, over."
"Reaper Lead, no new intelligence is available at this time. Proceed as briefed." She briefly paused, then continued in the same notamonotone. "Keep use of social websites to a minimum on field ops. Spider out."
"You heard the lady, Reapers. Now, final equipment checks."
"Didn't know she had a sense of humor." 'Rook' chimed in, for the first time in hours, as he patted his gear harness.
"I'm still not sure she does." Earthling let go the hoist to grab the support it was mounted on, and hauled himself back in. "These sorts of things require a panache she doesn't exercise. No one does, these days."
>Am I giving too much info?
>And someone archive this thread while we're at it.
I have this weird feeling that skulls should be something there's a lot of in this setting.
Both as a reference to the bit in Terminator 2, but also because it's such a persistent symbol of "There were humans here"
And when I say a lot of skulls. I mean a lot of skulls. Like the scene in LotR:RotK when there's a literal avalanche of them.
this is an excellent and minimalist idea IMO. It sinplifies the leveling process and ensures individual character customization by offering the player pointa to spend. CYOA style. might even remove "preset" classes.
the only complication here would be how to balanced the ability and level up costs. surprised this post hasn't gotten more serious consideration
That sounds like a good idea for either the dark place or the lower levels. The reason the dark place has no power is because no one wants to see humanities final resting place, or it turns the lower levels into a catacomb full of freaky VR shit.
Well fingers, eyes, skulls, hair, etc.
Know how magicians often carry around fetishes and charms made from the dead because they have power? Same goes in the City with its ancient biometric systems.
"Hey, now!" Bones was diagnosing the long ejack waving from the back of her helmet. By caressing it-the diagnostic sensors were in her glove's fingertips. "I've got panache. I've got panache by the bloody bucketload!"
"You only THINK you have panache, Bones." Earthling patted and shook his gear harness, checking to see if anything was missing. There wasn't. " What you actually have is 'lolrandom'." He took up his rifle and pulled the charging handle back half the run-the boxy caseless round was still in there, and the action was smooth.
"Cut the chatter, both of you." Priest stood up and grabbed the Jesus handles above him with his left hand. Outside and 'above', a shadow began to blot out the sun."Reapers, Sound off!"
"Priest is OK." The Espatier glanced outside to see what had blocked the sunlight, and saw the dorsal modules of the ISS slide into view. "Cremate, what's our status?"
"Final V match is imminent." Cremate was the dumb AI piloting the dropship. Unlike the other Reapers, her codename was, in fact, her name. "In 5, 4, 3-"
The Reapers barely rocked as the fore RCS fired, slowing down the dropship to match velocities with the haphazard bundle that had been the ISS.
"V match complete. Target hatch is 1 by 3 a'clock. GO for EVA."
"Rook, take point. Earthling, back him up. Bones, you're taking caboose."
>Aaand I'm tapped out.
>I might redo this tommorow, if the thread is still up.
>Seriously, archive this.
is that in any way a bad thing?
the only difference that matters is in the work of the GM.
some clothes worn by humans also served a purpose. hats and long coats kept rain off(that was before they became the indicator for douchbags). sunglasses protected visual sens-I mean eyes... from harmful radiation etc.etc.
so they may wear clothes for practical reasons like keeping rain or dust out, the cloth migh serve as a sacrificial layer against Acid rain or worse...
I've drawn the parallel to Engine Heart before.
starting "frames" are humanoid for simplicities sake, but can be upgraded into various other shapes.
the theme here seems to be the unknowing(player characters) chasing a goal(humanity) and potentially finding out that they're something else entirely.
this is a good argument, and I'd like to address it properly.
for now we're only doing inorganic tech because it's where we started. I'd like to hammer down the basics before I move on to adding BioTech. it's not that we aren't doing a thing at all, it's that I'm not doing it YET. that said, if you have ideas for things to put in, please make a note and post them up.
no categories by that yet.
>I found a complete bitchin outfit tucked in a corner behind a gravestone once;
did you get immediately murdered by an invisible force soon after? I ask just so I can figure out where you were.
>with hellokitty on my faceplate for a face.
yes, this pleases me...
>Depends what Monotreeme wants in the pdf.
I never tire of this...it's almost like I'm actually in charge...
that said, if someone wants to split the PDF into parts and work on them BY ALL MEANS go ahead...I'm not gonna be here forever, and if I'm here long enough I'll take all that work and JAM IT TOGETHER back into a mega-document for the setting/campagin
>Organic: abominations, mutants, and general other mistakes of medicine. Vulnerable to fire.
one-offs from a lab, some of which may be capable of reproduction...this is good
>Synth: something new, something different, they're being pumped out at an alarming rate by a mad AI that thinks it's managed to recreate people and wants to repopulate the world. Vulnerable to electrical due to their complex tech to keep the organics from rejecting the robotic parts.
the confused ones made by the mad god...it could do. can't focus right now or I'd be writing it in already...
>just need Mono to fit it all together.
warm and fuzzy though it makes me feel. the more info I have from you guys the easier it is for me to do that.
I'm serving as the chronicler to the wild ride of /tg/'s thoughts and opinions. jamming them into some semblance of order continuity and so-forth, filling in gaps with the mighty thrusting of my
fingers against several keyboardsthe more information I have the tighter the pieces can fit together.
>Would be sweet as a boss, some kind of wandering factory that the players fight on the outside and the inside.
perhaps a rogue salvage rig from the scrap-yards thats been hoarding all the iridium, a vital component material for....something...
>I'm bad at thinking right now.
I am too for some reason, it'll be easier when I wake up properly.
either the library or the museum
the only ranged weapon in the game with an impact score of 35...short of a trebuchet or ballista anyway...
>duo-bosses Daft Punk
YAS THIS PLEASES THE THE PLATYPUS TANK...
they could fight with the impact cannon and some other thematically appropriate weapon(ideas anyone?)
I'd expect the cover art to be someone in an iconic costume/shape walking away from the camera with a weapon in either hand towards an massive enemy slightly blurred by distance with a badass quote along the bottom
your good feeling is echoed here, sadly I cannot into document design so for now it will have no cover page...or a properly bookmarked contents page either..
average the results of DEX+Processor or suffer MASSIVE DAMAGE.
a separate secret series of mini-bosses to a separate secret location...this is good, and if I had hacking rules worth a damn it'd be fantastic.
but what would the loot be? or would it just be a huge dump of Rave-source
this is good, although I was avoiding Hardlight as a thing until recently for irrational reasons.
well, whats stopping you now?
GET TO IT
a great many synthetic skulls ordered by some faction for symbolic reasons...sounds about right...
this is a good idea, and an excelent hook for The Dark Place right up there with why nothing has ever successfully reactivated the power...
>carrying around the dead
Got an idea for a possible side quest:
You find a heavily damaged Lost Source Waifu that gives you advice or useful items. Once you get to know her better, she asks you to find and transfer her into a new body that isn't broken (sorta like FO4's Curie's questline).
>FO4's Curie's questline)
not that far into that game, been Binge-watching Supernatural, braiding whips for the local S&M community, getting to know my new dog and working on this simultaneously.
we aren't Waifuing here, no physical waifus, we can have a sort of Cortana Expy locked away in a little box-processor. let her run the van from place to place and serve as a potential one-use TPK prevention character(but only if the party gets attached to her.).
but we don't actually get the shields?
here's the entry I'm going to change if I do...
>The Black Shield of Tarkus
>A shield made from a long list of aggregated Nano-materials, made as a symbolic proof of concept for the earliest Defensive Power Fields. This shield is truly Massive, and very dense it required 75 Strength to use, and grants a static +3 armor to its wielder in the form of a defensive power field, this armor stacks with built in armor (which doesn’t normally stack) and unlike the regular shield this can block up to 5 points of damage if the defense check is successfully. Found in the museum after a boss fight with Ludwig the First Curator. Excalibur or The Shield of Tarkus may be taken but not both, Ludwigs mind, salvaged from his body can only repair one before it burns out.
LATEST EDITION, NOW WITH MORE NPCS, MODS, WEAPON MODS, EXPANDED UNIQUE ITEMS, A MINI-BOSS GRIND ITEM, A LEVELING SYSTEM, A FATE-POINT MECHANIC PLAYERS WILL BE AFRAID TO SPAM, A COUPLE OF BOSSES, AND A SIDE-BOSS WITH POTENTIAL FOR A UNIQUE WEAPON.
Are we going to do to do some class system? Or will it be like the other souls games and just simply have you start with one and work your way from there? Or will it be like the deprived, a clean slate for you to create your own experience from?
And if your character is a robot why not make it so that the weapons and armours are more like a part of his/her/its body? For example a blade in your arm, a sledgehammer instead of a hand. Maybe make it so that you can change your body type at sett locations and it determines your speed/health/stamina/whatever in exchange for number of weapon slots.
a Starting Class option would fit fantastically well.
works up a prototype for each of the classes and I'll use that as a starter or use it plain-cloth.
>And if your character is a robot why not make it so that the weapons and armours are more like a part of his/her/its body?
everything that isn't a weapon is, and weapons can be mounted in Mod Slots so even some weapons are too.
trick weapons are just that. Tricky.
relatively normal weapons to start with, trick weapons once I have combat properly nailed down.
the stats for starting out in >>44712149 should represent a reasonable starting character (Deprived).
Stats adjust in units of 5 encumbrance in units of 1
I should have possible VR weapon rules for you later tonight.
hopefully it'll just be >>44703606 edited and formatted to better fit a standard 8.5x11 sheet. I've chopped off the text and I'm working on extending the crosshatching...but I am very slow and all I can use is MSPaint.
if anyone is any good at MS Paint or Photoshop or some similar programs, I would appreceate a version of that image with an extension of that background above and below so I can put text on it.
now, I have a big unhealthy burrito to eat.
>did you get immediately murdered by an invisible force soon after?
Very freaking nearly. I dropped out of the sky with a small bit of health left. From what I understand, finding that outfit is almost guaranteed to make you hit your beast threshold and beast out or something. I don't remember what that system was.
I don't really like the human teeth part of it, but I can do as you asked.
I do enjoy my idea of the scissor scythe arm though. Unfolds from the body into a long ass arm with a scythe on the end, which can open and close for snipping. It'd be hard as hell to animate though, I think. Fine for a TTRPG, just not for a vidya.
>I don't really like the human teeth part of it, but I can do as you asked.
thanks I am of course, open to suggestions...
but I would like that background pattern too, or something like it for a general page background...
design it, give it a damage Dark Heresy damage code, I'll put it in.
A what now. I will look into these words you speak and see if I can learn their meaning. Meantime, here you go. By the by, have you heard of pant.net? It's to photoshop as open office is to microsoft word: A pretty decent rip-off for free.
some games call it a Damage Code when they list all of the mechanical effects of a weapon or piece of equipment.
so keywords like "reach" or "Ranged" or "built in" as well as the Damage done. that sort of thing...a knife does 1d5 a sword does 1d10 a great hammer does 1d10+4
I think it's pretty simple, it's just a weapon tag really.
VR weapons tag
A weapon with a VR tag is not physical but a program taking the shape of a weapon in the VR world. It forms when the user activates it as a weapon made of light.
Any weapon from the weapons table can have the VR tag.
In combat the weapon operates as normal except when it hits. No armour or hardness affects its damage, instead subtract damage from the opponents firewall temporarily. Afterwards one of two things can happen. Either the attacker may make an immediate hacking attempt against the temporary firewall value, targeting the body part hit or they can leave it compromised.
Those whose firewalls are comprimised may attempt to fix it with a half action on their turn, rolling Processor+Psyche/2. If they fail they remain compromised. If they remain compromised their firewall can be further lowered by VR attacks. If firewall value is zero a full action will be required to fix it.
Now, I`d like to have virus mods you can apply to them, which would replace the follow up hack with an instant(though far weaker than hacking) effect. Not sure if that would be too complicated though.
Also thought that the firewall damage should reset after a set number of rounds but not sure about that either.
VR weapons can be found as .exe programs hidden in the city, purchased from Patchwork or acquired from enemies. Bosses can give unique VR weapons with special effects.
Anyway, what do you anons think so far? Am I on the right track or is this stupid?
Oh, man, I don't know. I'd say uh... Basically this on the end of an extendo-arm, but with the inner curve also sharpened? It'd be a very advanced (both in the creativity/Source needed for it and the sheer mechanical materials) weapon, so it'd probably do higher damage. And earlier version could be the extendo-portion with just a metal point on the end for stabbing. The arm would fold in close to the body, and then unfold into three lengths for the strike.
Effect: Possibility to cripple or remove limbs on critical strike.
As I've said all thread, hacking and VR seem to me to be the replacement we would have for magic. You're not throwing fireballs or casting lightning, you're sending a DDOS to all units in an area, or attempting to cause a fatal crash or power surge. It's wonky, but it seems easier to have hacking work like magic instead of a secondary combat system.
Eh it's meant to be an addition to hacking, for those who aren't specialized in it but are more combat oriented.
You would still have hackbots doing whatever from a distance and to a greater effect from having higher processor and psyche stats. You would also have more melee oriented bots who have a dash of hackitude made easier by their VR weapon.
At least that's the intention.
Ah. I wish I had art skills so I could mock up some quick concept art of the various player types. Previously stated 8ft HelloKitty, charging into battle with scythe arm extended and cannon arm glowing, four-armed robot with tank treads firing four magnums at different enemies, jack-packing trashcan of a bot tapping away at holographic keyboards and sending virtual lightning everywhere...
Oi, no dying.
So, it's been mentioned a couple times and I touched on it with my final Conversation, but is VI waifu a go?
For those that don't know (assuming it's an actual term otuside of the books I read) AI is Artificial Intelligence, and at a certain point could be considered a person. VI is Virtual Identity, or Virtual Intelligence, and is programming so good at responding to cues from people that it seems like it's alive.
I think the distinction is AI starts as a relatively simple program and adds onto itself as it learns, whereas VI is programmed compeltely form conception and does not add onto itself otuside of it's core programming. Siri is a very simple VI, I think.
I am literally talking out of my ass, conjecturing based on things I've picked up in life.
AI/VI waifus feel almost obligatory. Someone has to guide you through the wastes. Not to say the main character(s) can't use their own processing power to keep track of things they experience. It depends on how much info the AI/VI is privy to and how mobile or reliant it is on others.
>Walk into a room
>pitch black save for the small glow from your visual sensors
>suddenly, in the distance, a red glow
>you step closer to see it clearer and
>Like a blaring white noise cascading into your area mic
>suddenly you can make out a voice
>2, 3, a dozen, a hundred
>"CASUAL GET OUT!"
>over and over and over
>a hundred and hundred red lights flick on
>they begin to charge
Yay! People liked my thing
Is it weird that I find this idea endearing? Like, they're almost proud of you for getting so good.
Also, get the normal board color scheme from this, the blue board from another encounter.
I mean, the post you linked to is literally on topic, furthering ideas for the game, and relates to earlier discussion in this thread, BUT OK, BUD. I'll stop posting things that have 0 relevance to the thread, like
>Oh fuckhead stop shitposting across /tg/.
By the by, in those other threads I wasn't shitposting, I was actively engaging in the topic at hand. Do you even know what shitposting is?
Blue board is from traversing a VR dungeon crawl.
>turn off be mode
> you're fighting through a cardboard structure in an office building
>enemies are essentially manquin-like puppets with felt draped over that makes them look like they're larping
>they're actually just hitting you with buff weapons and throwing foam balls
The terrifying thing is that based on the earlier rules for hack-fighting it doesn't matter what the weapons are made of, as long as they've got the tech mods in them to bash at your firewall. I wonder... Does this mean we could use lightweight materials that haven't a prayer of penetrating armor for rapid attacking to bash firewalls to bits? So it'd be 0 physical damage, but 3d10 hack damage because the weapon can be swung so fast.
Haven't had a chance to read the pdfs yet, but a tidbit for y'all. One of the gremlins with the 40krpgs is that the damage codes can be lacking in representing how lethal the weaponry is stated to be. A fix I found on /tg/ a while ago was to change any instance of a d10 to d5+5. That kind of code makes even an autopistol or laspistol, something scary. I mention this because having combat be lethal, and most importantly tense, is key to something like a Souls game.
Weapons with the VR tag are purely data. Their speeds and how easily they are to wield are more like how fast the program executes or how buggy it is.
As an example say the player comes across two fighting bots. The player hasn't gained access to VR yet so he doesn't see the VR aspect. All he sees is one bot with a club swinging at another who looks like he's holding two weapon, but the player can only see one of them, the real one . The bot swings his seemingly empty hand and to the onlooker's surprise the other drops it's club, arm dangling uselessly for a few moments before the real weapon runs it through.
Oh. That's sinister. Especially since it's been vaguely mentioned that VR can be toggled, so that thing down the hall could be empty-handed, and thus have some sort of surprise to fuck you, or it could be holding a VR mini-nuke launcher. I'm not sure how VR would be handled in a vidya, but for a PnP VR is a neat mechanic.
the most recent pdf(lowest in the thread) doesn't have the weapon codes, but lethal is what we want. there's a re-spawn mechanic which I intend to have a hefty cost in XP-cash (level up or revive your friend, pick one.)
I took a statistics class, I'm aware of lethality numbers, and I've heard stories. though I may have to amp the armor pen numbers due to the availability of armor mods.
These both must be things. I demand it.
Additionally, thoughts on an in-setting chat system, where occasionally you'll get PM's from allied PC's saying things or wanting to talk or needing your help or screaming for your help please hurry I don't want to forget I don't want to forget please find my box plea-...
New zone submitted for /tg/s approval.
Once a great metropolis, the city was designed so that everything connected. The freeway is a vast, convoluted web of roads weaving around the city high above the ground. Where once people drove to and from their homes, places of work and commercial districts now only digitally steered vehicles drive.
Thousands of them.
They drive until their programming says park, they turn where their programing says to turn, they accelerate and slow down all according to a now mad mishmash of algorithems. Pile ups are a frequent sight, some hundreds of vehicles big.
All damaged vehicles are rebuilt by automated workers and put back on the road.
Some vehicles becopme aware, they drive frantically through the traffic like madmen in the grips of roadrage or seek an offramp from their highspeed purgatory.
Some of the most dangerous beings on the road are the freeway police drones, highspeed chaser who cause havok in their misguided attempts to enforce laws that have degraded in their cpus.
Others are known as Choppers. Smaller than the average vehicle their agility on the road is unsurpassed. They hunt in packs for the self aware in order to steal their Source.
There are also the Monsters. Massive four wheeled machines that take up more than half of the six lanes of the freeway and go where they please. They seem to find an odd joy in crushing lesser vehicles under their wheels.
Meet this setting's skeleton wheels.
Blood echoes are the courage of humans who have gone before you. The three things you need to ascend to a higher state of existence are courage, blood, and eyes. The great failing of Byrgenworth and the Healing Church in attaining true power was that they only ever focused on one of these three things, never all of them simultaneously. Being an outsider who showed up late to the party, you have the dubious honor of being able to gather the three things and turning into an Old One baby.
I almost think it would be more touching if they count come back. A big theme of the souls game is when you have to put down friends who are too far gone, or people who could have been your allies, if only things were different. Take the battle against laurentious for instance, or ceaseless discharge, or Artorious. God, I would have cooperated the fuck out of things with him. But it wasn't in the cards, instead you're left with a hollowed out husk of who he once was, and the comfort in knowing that you helped him regain his honor in the end.
Except the motor is a robot skeletal.
And the wheel is a chainsaw blade.