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Simplified Ephemeral Being Rules [You'll probably hate this!]
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I like what you have so far. I'm more inclined to streamlined rules-light gameplay (from my days as a cWoD larper), so making your spirits more narratively ambient with less mechanics is appealing to me.
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amechra, do you still plan on finishing this system? If you are having trouble, I can try to help.
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So while we are waiting for Amechra in all their magnificence to finish this, i've written some things:
Shadow Wraith
Fear is omnipresent in the world: the creepong anxieties of modern humanity, the raw panic of knowing there's something in the shadows, the visceral terror of violence and pain. It's now surprise that fear spirits are common across the Shadow.
Rank: 2
Essence Capacity: Low
Influences: Fear (Medium)
Numinous Conditions: Ghostly Terror (Whenever the Shadow Wraith causes a human being to take the Shaken, Spooked or Frightened Condition, it may increase it's Essence Capacity by one, to a maximum of it's natural Essence Capacity.)
Aspirations: Cause fear, create paranoia
Ban: A Shadow Wraith cannot enter a circle of illumination cast by a fire or light that a scared human has lit.
Bane: Fire.
Bladeling
Since the dawn of time, humans have sought new ways to kill each other, from the club, to the sword, to the gun, history is really just a long parade of successful murderers. The blade is a favored weapon by many, and this Spirit represents human desire to cut each other open with their blades of steel and other metals.
Rank: 2
Essence Capacity: Low
Influences: Blades (Low), Violence (Low)
Numinous Conditions: Violent Slasher (Whenever the Bladeling causes harm to befall a human being due to a blade, it gains a point of Willpower.)
Aspirations: Use blades to hurt
Ban: A Bladeling cannot harm someone who has never taken part in violence before.
Bane: Pacifists
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Originally posted by MCN View PostBut that's just it, Feast. Spirits reduced to zero health aren't killed. Unless you somehow drain all their essence, which, frankly, isn't going to happen. Spirits can "kill" themselves first.
I suppose we should wait until Amechra fills out the second post before continuing this discussion.
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But that's just it, Feast. Spirits reduced to zero health aren't killed. Unless you somehow drain all their essence, which, frankly, isn't going to happen. Spirits can "kill" themselves first.
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Originally posted by amechra View Post
Yep!
I very seldom have a "point" to what I do. Most people come up with justifications for their actions after the fact, anyway, so while I could give you my reasons for doing this, they'd probably be lies.
But if I had to guess: I felt like doing it.
I might be phrasing it wrong, but I still love the central idea behind this.
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Originally posted by MCN View PostI feel like you're just making the same rules more abstract.
I very seldom have a "point" to what I do. Most people come up with justifications for their actions after the fact, anyway, so while I could give you my reasons for doing this, they'd probably be lies.
But if I had to guess: I felt like doing it.
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Originally posted by MCN View PostI.... don't understand the point. It seems to me that you are simply rewording the same rules. I'm not seeing any functional differences here other than being simpler. Hells, even with current ephemeral being rules, if you inflict all Health levels full of damage, the spirit simply reforms and no issue is resolved. Even in Werewolf, it won't be too much different, since the majority of spirits tend to be dealt with through draining all their essence and preventing new food soiurces, or sealing them away, or undoing their anchors, etc.
I feel like you're just making the same rules more abstract.
In simpler terms, I guess Amechra wants the conflicts with ephemeral beings to feel more like quests than fights.Last edited by GibberingEloquence; 02-29-2016, 05:47 PM.
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I.... don't understand the point. It seems to me that you are simply rewording the same rules. I'm not seeing any functional differences here other than being simpler. Hells, even with current ephemeral being rules, if you inflict all Health levels full of damage, the spirit simply reforms and no issue is resolved. Even in Werewolf, it won't be too much different, since the majority of spirits tend to be dealt with through draining all their essence and preventing new food soiurces, or sealing them away, or undoing their anchors, etc.
I feel like you're just making the same rules more abstract.
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Originally posted by Almarck View PostMy thought on this system is that Werewolves get the least benefit from stateless spirits.
It's harder to rend, tear, and devour spirits without a health bar afterall.
They can Harry and whittle at the preys essence.. but actually harming it isn't doable.
I suppose not every splat would find the same rules good.Originally posted by amechra View PostClearly, this means that these rules aren't going to work for, say, Werewolf or Geist.
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My thought on this system is that Werewolves get the least benefit from stateless spirits.
It's harder to rend, tear, and devour spirits without a health bar afterall.
They can Harry and whittle at the preys essence.. but actually harming it isn't doable.
I suppose not every splat would find the same rules good.
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I like where this is going. It's kinda like a Brief Nightmares system, but the purpose is very different. It's a good way to address the old "Lovecraftian monstrosities shouldn't have stats" problem.
EDIT: I bet that Numinous Conditions will include the sort of powers that dramatically alter the course of the scene the moment they take effect. Strange Environmental Tilts and Amechra's Awful Presence Numen come to mind.Last edited by GibberingEloquence; 02-27-2016, 01:28 AM.
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