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File: dks1 starting gifts.png (667 KB, 531x694)
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So I tend to run high-powered games with lots of homebrew and shenanigans going on in PF1e/D&D3.5e/d20 systems/etc. and I've used plenty of optional rulesets and such and tend to allow copious (some would even say insane) amounts of 3pp and alt content as long as I have a chance to review it first and it seems like it'd fit. Among other things I have used the Mythic rules for some of my games and overall I do find some of the content rather overboard even for my games. I have also granted players customized extras (that occasionally scale) before, once I called them "atavisms".

I am trying to design an "add-on" system that's a bit more regular for my games instead of the random campaign specific stuff I've done for people. I'm just not entirely sure what to call this though and I was hoping you lot might have some interesting suggestions (barring making up my own word ofc).

Thus far some name ideas include
> atavisms
> blessings
> boons
> awakenings (there is a 3pp system for these)
> gifts
> modifications/mods
> templates
> splats (WoD reference)
> sides (eating lol)

Sure I can thesaurus ofc (after dinner) but there are things a thesaurus or googling can miss. Likewise there's pulling from other languages but eh. I'd also like to avoid terms that are used often in PF1e (including major 3pp like Spheres, DSP, Studio M, etc) so though I've used "atavism" in the past that one is out, likewise "mutation","template", and "boon/bane" should be out. Something generic like "blessing" or "gift" I'd like to avoid also despite the meaning of these fitting.

Any thoughts fa/tg/uys?
>>
>>97372311
Well, one thing you should probably explain to the thread is exactly what these 'add-ons' are. I understand that they are some benefit given to the character outside of standard character creation material, but what exactly comprises one of these benefits. Your previously-chosen terminology seems to imply it is some internal benefit to the character (ala feats/class/race etc.), but your image implies something like Dark Souls starting trinkets, a decidedly external factor.

For the former:
'Deviation' might be an idea, but carries more negative implications than positive. 'Augmentation' is purely positive, but has some more cybernetic connotations, probably not appropriate to D&D and friends.
'Accelerations' is generally positive leaning with less outside-context baggage (unless you're playing with /pol/acks I guess), but is a bit odd to use for this sort of nature.
'Laws' might give some divine commandment feels and seem extra special when compared to 'rules', but since you're playing D&Derivatives, the related alignment might make that a confusing term.
'Crown' is somewhat similar, a point of authority and majesty, that might not appeal to more rebellious characters; could also have problems depending on the coinage terms used in your games.
'Jewel's tend to represent some supernatural potency in fantasy settings, but might be seen as frilly and effeminate, depending on your players.
>>
>>97372476
Well, I kinda didn't exactly know what else to put as an image either to be fair. Though the gift idea could include actual physical items as well, such as a scaling magic item or something like the D&D3.5e Weapons of Legacy.

Ultimately these "add-ons" are supposed to do the following (possibly with specific rules or story elements depending on the game)
> provide extra power(s) and versatility
> scale as the player increases in level or through other means (such as obtaining upgrades via story or challenge completion)
> be relatively independent from the character's race/class/etc and overall build choices
> be able to be invested into WITH build choices if the player wishes (but not essential)
> provide difficult to obtain capabilities or replicate or improve upon specific features found within the system

> Deviation
Aye that does carry more negative connotations
> Augmentation
Yeah that's very tied to cybernetics in TTRPGs, though I do often include "advanced" tech (often magitech), though many vidya (especially RPGs) do use the word "augment" for things unrelated to tech so it's not too much of a reach
> Accelerations
Does seem odd as it is more tied to movement/velocity
> Laws
Aye alignment may make this confusing, though I do tend to be flexible with alignments they are still present
> Crown
Not very fitting if the specific gift is something other than a head item
> Jewel
The "frilly" connection shouldn't be an issue, and I am keen on shiny rocks myself. Could be tied to how they obtain the gift in-game perhaps (like FF5's job access)
>>
Previously I based the "atavism" concept on a very cheap RPGMaker game on Steam called LiEat (highly recommend it, very cute and heartwarming, very easy too especially if you find the OP maxed out "cheat" items in each episode, full price is like 3 USD and it's often on sale) which had creatures (people) called "dragons" that were born of someone's "wish" or deep desire (hatched from an egg) and had a power related to granting said wish. Some examples include
> character who often loses companions in battle wishes for a companion they won't lose, creates "dragon" that auto-rezzes after a bit after being "killed"
> thief character who wants to be able to break in and out of places better, creates "dragon" that can teleport through shadows
> character with constant nightmares, creates "dragon" that eats dreams

In the campaign I'm running with it I'm also using a powerful undead template from the Spheres website (the Darkseed template) for rare and extremely powerful boss entities. Just in case one of my players sees this I'll keep the reason secret but there are some rumors and theories that the Darkseeds are supposed to be opposite the "dragon" characters (which I've renamed to avoid confusion with the actual dragon creatures). The "dragon" characters are considered unique existences and noone really knows how or why they exist yet either.

The atavisms that I've used for it so far are mostly made up of a handful of talents or feats or small features at Lv1 or something equivalent to that (often mixed in some unique "rules breaking" way or modified slightly) and a small bonus to a relevant stat and then thus far at least scales at Lv3 and every 3rd after granting approx 1-2 feats or talents equivalent each time that tie in to whatever uniqueness is going on.
>>
Some "gift" ideas I've come up with so far include
> a caster gun (like Outlaw Star) and improvements to it
> certain Deific talents from Spheres
> the Light Body Technique from Spheres (grants mobility features and stuff as you level)
> access to (and an improvement to) the Sparking subsystem for Path of War maneuvers (basically stamina-based spontaneous weaboo fightan majik)
> a special weapon akin to the Black Blades from the Magus Bladebound archetype (possibly connected to Arcane Strike shenanigans)
> something like the D&D3.5e Item Familiar, possibly adding in something like the D&D3.5e Factotum's Inspiration or the Investigator's Inspiration
> some sort of scaling "fuck that thing" ability like the Blood Hunter Ranger's Favored Target (1/2 powered Favored Enemy w/e type I choose) or the Inquisitor's Bane "that fucker" or the Signifer's Fist item's Bane "the thing I just hit"
> some sort of flexible scouting/investigation/spying progression thing including like the Blood Hunter Ranger's Hunting Ground (Favored Terrain that can be changed w/1 hour of hanging out somewhere) or mechanics similar to the Scout/Scoundrel Spheres of Might and/or Investigation/Survivalism/Subterfuge Spheres of Guile
> affinity to advanced tech (or "ancient" advanced tech) and increasing bonuses using that stuff
> something like the FFd20 Blue Mage Savant archetype's ability to "see and copy" a spell (also like the Sharingan of Naruto infamy)
> something flexible like a limited amount of Adventurer (BESMd20) or Freelancer (FFd20) points
> a special set of bells based on the ones used by the Abhorsen of the Old Kingdom book series by Garth Nix (bells to undo and combat necromancy) and some associated powers
> various other "powerful unique items" like the caster gun, black blade, Abhorsen bells, Weapons of Legacy, etc... probably tied to different themes and concepts
> access to special custom Akashic Veilweaving capabilities
> something like Spellfire (Forgotten Realms concept)
>>
Though I want to create this as a "system" or optional ruleset for general use as opposed to the "atavisms" I custom made for specific characters in my current campaign, I could also make some based around the atavisms I made for that campaign. Some of the ones that aren't already included in the post above include
> a "depleted" relic weapon designed to combat the undead and some anti-undead features
> improved archery fuckery including the Eyes of the Hawkguard veil and a spammable Trick Shot psi-like ability, was going to advance to include Arcane Strike and some of its bonus debuff feats
> teleportation/movement shenanigans including the Runecloth of Doorways veil and some stuff from the FFd20 Red Mage Vermilion Duelist (including spending stamina for extra swift actions)
> endurance/survival type features basically making the character able to endure just about any travel or environment, also Keep Watch SLA so they don't need to sleep
> AoE based defense/protection capabilities such as The Duelist's Point veil, Guardian Sphere, Shield Sphere, etc
> the ability to inspire and lead others in various ways including the Personal Theme Song feat, Warleader sphere capabilities, and etc
> access to the Gadgets feature of the Technician basically crafting short-term useful items rather quickly, MacGuyver vibes
> some (rather insane) crafting bonuses (I'm probably not going to do this one again lol)
> becoming a (literally) glowing example of battlefield endurance, shedding light and being able to keep fighting below 0 HP as well as being able to buff/heal closeby allies
> small constant AoE buffs (the Purring feats) and the ability to see into people's surface thoughts a bit (was for a seducer/diplomat type of person)
> immunity to pain and access to Shield sphere and defensive capabilities and some medical knowledge
> immunity to poisons, able to detect poisons, craft (alchemy) bonuses, and a bunch of poison/venom perks

There's more but you get the idea I'm sure.



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