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Artless
Journeyman
Posts: 148
Joined: Fri Mar 07, 2008 7:54 pm

Post by Artless »

It might please you to know, that in the intermittent period between my earlier post and its follow-up, I was doing just that.

At this moment, though, I have decided that character stats do not change; there's no levelling up, no Karma, no DING. None of that. Players assign their stats at the start, and they stay at 16 total forever. It wasn't much work to get that number, I just started to like its spread. Players grow in power by tagging new abilities.

Abilities give you new things to do with your numbers, add bonuses to skill tests, etc. And players just keep getting those during their growth as assassins.

Example, a snippit from my current working file:
A “melee” attack can hit anyone within close or engaged.
A “ranged” attack can hit anyone at any range except engaged.
Entries aren't done yet, so anything with brackets [ and ] is merely a placeholder.

Magic
Magic in the assassin game is derived from spirits; the essences of places, things and creatures. People of the City bind ghosts, contract with the seelie and the unseelie, etc. They wrest control of sidhe, explore and tane warrens and claim hovels, etc. And they invoke the names of dogs, crows and rats, etc.


Dog Spirit
Magic
You are attuned to a particular Dog spirit, who lends his strength to you when you are in most dire need and remains by your side at all other times. You learned his real name, and now he knows you as Master. You gain the Active Ability Harsh Canine, a melee Magic attack that targets one creature's Toughness. A ghostly dog bites and tears at the target, [doing damage.]
As a Boon, you may sic your Dog spirit on a target, who suffers [damage] if they attack you before your next turn.
Your Dog spirit has a good sense of smell, and you gain [a bonus] to Sense tests. He is also very good at fetching things, and can acquire any non-specific item in the city. He brings it back to you will a successful [Etiquette test] at sundown or sunrise, whichever is further.

Crow Spirit

Magic
Never more will you be ignorant, for the Crow sees much in his flights. You befriended a Crow spirit, who rests perched on your shoulder or soars overhead. You gain the Active Ability Jackdaw's Omen, a ranged Magic attack that targets one creature's Cunning. Your fuliginous friend attacks the target, doing [damage]. As a Boon you may apply a [negative condition] to a target, bestowing a curse upon them. Your crow is also able to gather information on your behalf, following specific or general orders in precisely the way you meant them. (You're empathically linked, he'll get it.) He returns with information at sundown or sunrise, whichever is further. He also can tell you a great deal about areas of the city he's been to, and a successful [Lore] test will give you basic facts about any location.

Rat Spirit

Magic
Scurrying along at your feet is your Rat Spirit. He taught you to speak his name, and now he is your spiritual companion. The Rat is clever, and caustic. He doesn't like whatever other spirits you have, if any, but he respects you, if that counts for anything. With him around, you can use the Active Ability Skreeee!, a ranged Magic attack that targets Quickness. The Rat spirit calls upon wayward rodents and spirits to assault the target, [dealing damage]. The Rat Spirit's Boon allows you to make the area between you and one target difficult to move through, reducing speed to [2 meters] or [0 range]
But other abilities from the other categories can add Movement stuff, the two-stat abilities will give people their charge powers, etc.
Last edited by Artless on Sat Jul 18, 2009 5:55 pm, edited 10 times in total.
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JonSetanta
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Post by JonSetanta »

Never change? Oh.. *sag*

The no-stats comment is coming from a gamer having spent months last summer getting a stat system down, only to realize it's like playing in sand right before a high tide of rules shift.
It gets washed aside so easily, it really should stick out as 'addendum' to any designer rather than 'core essential'.

Perhaps a stat system seems more important than other aspects of game design since it's one of the first things we see in any handbook for creating PCs.
Artless
Journeyman
Posts: 148
Joined: Fri Mar 07, 2008 7:54 pm

Post by Artless »

Working on the Ability list still, just want some suggestions on the writing, clarity, format, etc. What do the ability entries need/not need? Is the block-o'-text format going to help in any fashion as opposed to a "card" of the ability? Just some things that aren't too important but give me an excuse to post while I keep working on the list.
Ability List
Toughness

Toughness measures your ability to deal with physical stress and your ability to apply your considerable muscle to a situation. It also represents training with assorted weapons like clubs, axes and swords, as well as training or aptitude in physical endeavors like sport, grappling and heavy lifting. Maybe your guild made you wrestle bears when you were little, maybe you were conscripted into the City's armed forces before becoming an Assassin, or perhaps you just grew up bigger than everybody else. Regardless, you've always been able to take a sizable amount of punishment without blinking. Tough characters are typically good at close combat, preferring to leverage their tremendous strength within a very intimate range. They can keep pace with a wolf, go for days without food or sleep, or make doors where there were none before. Manji from Blade of the Immortal and Fezzik from The Princess Bride could be different examples of a character with Toughness tagged.
  • Thick Skin
    By some means, you are extraordinarily resilient. This ability could be represented cosmetically by a suit of armor, alchemical modifications that make your bones harder, or a high pain tolerance. Whatever the reason, you can take more punishment than a fellow Assassin.
    You suffer no wound penalties until unconsciousness.
    As a Boon, you may brace yourself, so that until your next initiative, attacks aimed at you that target Quickness can instead target Toughness.

    Boulder Toss
    You can lift and throw things like they were not'n but balls o' paper. You have a strong back and incredibly well-developed leg muscles, letting you lift heavy loads without breaking a sweat.
    Using the ranged Active Ability Shotput you hurl a heavy object at an enemy, attacking with Toughness, targeting Toughness and [dealing damage].
    [placeholder]

    Volcanic
    When everybody's just talking, you could be the most polite, erudite speaker around. Suddenly, a minor tic about the dinnerware being lain in the wrong order and then everything just turns red and angry and hostile and sharp and OHLORDHE'SGOTANAck---.
    You may use the melee Active Ability Blinding Red Haze, a Toughness attack that strikes a target's Quickness. On a hit, you deal [damage.] and thick arterial spray flies off in pretty arcs like this...
    You may make use of a Boon that...

    Vandalsim
    You are good at breaking stuff. Really, really good. You've got a powerful swing with an axe, sword, your arm, whatever. You were a lumberjack before an Assassin, maybe.
    You can destroy a large object (support beam, door, barrel, cart, etc.,) in 5 minutes, and a successful [skill] test will allow you to destroy the object in 1 minute. If you exceed the test by 3 or more, you destroy the object immediately, to whatever repercussions.
    You may also use the melee Active Ability Lumbering Swing, which is a Toughness attack against any one target's Toughness. On a hit, [deal damage] and move them 6 meters in any direction.
.
Anyway, coming back to defenses as I've yet to rework skills. Now that there're only 4 basic stats, , what do you think about revisiting the conditional attack idea? Could some attacks do more damage or hit more often on characters with specific status effects on them? And could there a way to streamline that? With the WoF roll, multiple defenses to target, range restrictions, etc., it might seem a bit much to add in another thing that makes some combat options more or less capable than you previously thought.

I also figure that there should also just three things that are "required" character components; statline, skills, and wound track. I'm in favor of breaking up the skills into 8, and having two correspond to one regular stat. I've done SAME games with that and it works nicely.
Character health would just be a static set of 9 hit boxes, damage depletes the boxes and people take minor penalties at 5 wounds, major penalties at 7 wounds, and at 9 you're out. Some Boons can heal them slightly, but fights should be over pretty abruptly in practice.

EDIT: Wrote this while really drowsy from my medication; please excuse any odd sentences or dumb prose. It made sense to me, I guess. I'll clean this up in a couple of hours.
Last edited by Artless on Fri Jul 24, 2009 9:00 pm, edited 4 times in total.
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