kraftykate
Junior Member
Dr. David Sunday
Posts: 90
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Post by kraftykate on Jun 19, 2010 23:09:14 GMT -8
Splendid Waistcoat
Slot: Chest Bonus: +5 Charm Rarity: 30 Cost: $65 Size: 2 Description: A dapper vest for the fashion conscious.
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Post by jazzs3quence on Jun 20, 2010 5:33:23 GMT -8
Boots Made for Walkin' Slot: Feet Bonus: +4 Agility/+1 Intimidate Rarity/Difficulty: 53 Cost: 68 Size: 2 Description: Widely hailed by some as a declaration of independence, these women's boots (sorry guys) are impressively bulky. Their combat-style design clearly state "I ain't your housekeeper!" but their soft, cushined insoles and arch support -- which conform to the unique contours of a lady's foot -- ensure that when you do go walkin', you certainly won't be walkin' in pain.
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Post by jazzs3quence on Jun 20, 2010 5:47:56 GMT -8
((...okay, so I know that Lie Detector is technically not something that can be added to an item, but I had the idea for a sort of polygraph device, so bear with me. Feel free to throw this out the window if you think it doesn't work. I basically used Combat Tactics as a base for all the modifiers since it was the highest. I also had the idea that this would probably not be the sort of thing you would find in any old shop (with the possible exception of if you had Scrounge).))
Fallascope Slot: Back Bonus: Lie Detector +5 Rarity: 15 Cost: 98 Size: 5 Description: The Fallascope, invented by Dr. Winston Sterling, monitors the breathing pattern, sweat glands and brain waves of a subject through an array of sensors attached with suckers to various places on a subject's body. The readings are fed through an oscillator and output onto graph paper where they can be read by a trained technician. By observing the readings the technician can determine -- often with up to 90% accuracy! -- whether the subject is telling a falsehood.
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Post by Gravedust on Jun 20, 2010 9:56:08 GMT -8
Mokays... Both the Boots and the Splendid Waistcoat are good.. I'll start moving approved items into the gearlist when I can.
The Fallascope is actually a good idea.. I'll twiggle with things some and make L.Detector available at some point soon, hopefully.
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Post by jazzs3quence on Jun 20, 2010 10:01:14 GMT -8
The Fallascope is actually a good idea.. I'll twiggle with things some and make L.Detector available at some point soon, hopefully. Thankee...I realize that a lie detector/polygraph/thingum wouldn't exactly be appropriate to store on your back (because you'd need to be sitting down, probably it would be in a suitcase, etc), but I figured, in a pinch, one could conceivably fashion a pack with all the stuff inside you'd need to set it up. Still, it's not something you'd use during any kind of action, it's an item you'd use sitting down in relative quiet and solitude. The lie detector skill just begs for something like this though, IMO...
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Post by jazzs3quence on Jun 20, 2010 10:26:58 GMT -8
Here's another idea I had the first time I looked at the melee weapons section...
Shank (or Shiv) Bonus: Swashbuckling +5, Intimidate +1 Rarity: 60 Cost: 72 Size: 1 Description: Made popular in prisons, a shank is any sharp weapon made out of scraps or household objects, for example, a spoon sharpened to a point by grinding it against cement or brick. Shanks are often more threatening than traditional knives more because of what they say about the person holding it.
((so...I don't know how you handle the rules for extra bonuses on melee weapons, but basically I used the same theory as adding extra bonuses on gear, i.e. ([amount of stat added] x [stat cost multiplier]) + ([amount of other stat] x [stat cost multiplier]) = cost and [total stat bonus] x [number of stats used] x 5 = rarity. tweak as you see fit if you want to include it...))
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Post by Gravedust on Jun 20, 2010 10:50:40 GMT -8
Aaaactually I think what I'll do is add a weapon's Calibre or Swashbuckling bonus right on the Intimidate roll. (If you use a weapon to threaten them with) So no accessory or stat bonus needed, the bigger/nastier your weapon is the scarier it'll be, naturally.
I can also add an accessory that adds +Intim too...
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Post by jazzs3quence on Jun 20, 2010 11:20:54 GMT -8
yeah yeah, that's a good idea. that way you can tack on ridiculous (and functionally useless) extra blades or spikes or other things that make the thing LOOK more badass even if it isn't actually.
also, making +intim based on the size works well when you consider the derringer (aka Ladyfinger) which, in real life, is generally considered to be pretty pansy despite the fact that, in many cases, it's not any more pansy than any other gun, it's just a lot smaller. (point being, it wouldn't get -- or would get less of -- an intimidation bonus because of its size.)
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Post by Gravedust on Jun 20, 2010 11:48:25 GMT -8
Hehe.. Yeah I'm thinking of making them useable on clothing as well so you can have all this crazy spikiness going on if you want.
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Post by jazzs3quence on Jun 22, 2010 9:02:21 GMT -8
So, what's the policy on making/building/crafting (I'm thinking in-game) items that don't fit into the general weapons/gear/accessories category, i.e. functional stuff that doesn't get equipped on your person? So, sort of like the lie detector idea, except, in this case, I'm thinking about logic devices like punch card tabulators or a device that would, for instance, monitor the pressure levels of different engine components and boilers (sort of like the resource monitor on a computer which allows you to see when you're peaking out your RAM). (I've been reading about the beginnings of electricity and information technology and it sort of occurred to me that Steampunk as a genre is essentially modern society if the Industrial Revolution had continued but advances in telecommunications and information technology hadn't, so I'm thinking about really early forms of data and information storage and how those could be adapted to the world.) Edit: I just realized how geeky that made me sound.
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Post by Gravedust on Jun 22, 2010 10:03:13 GMT -8
((A system like what you describe is sort of in place by default, you can monitor the condition of more or less the entire ship from the bridge, and most engine or other mechanical compartments, etc.
Additionally there are compartments that, when manned confer bonuses to the person in them (like a medical bay adds some +medicine to whoever's trying to do something there) or occasionally the entire ship (For instance a damage control compartment will give everyone a bonus to repair, or a fire-control compartment will add to everyone's cannoneering. etc.
These are part of the shipbuilding system. I'm hoping to get that written up soon, but first I have to do all of airship combat, but first I have to make a few more ships for testing and for use in the current game...
But we're getting there. ))
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Post by jazzs3quence on Jun 22, 2010 10:17:42 GMT -8
((okay...I guess where I'm coming from is that my character sort of has the general perspective of "what can I build to solve this problem" as opposed to dealing with things directly, or "how can I make this work better than it does now." As such, he's sort of always trying to find ways to hack things to produce a certain outcome (which, in a Steampunk environment would be like adapting an object or device to function slightly different or pull pieces from one device and put them in another to make it perform a unique task or just crafting something completely new). Think Josh's character from that Mage game we played at Johnston, except less magical and somewhat less annoying. You know, building shelves out of duct tape and that sort of thing (except, you know, not actually building shelves out of duct tape because that's ridiculous). Tinkering is defined as your character's ability to create gadgets with stat bonuses, but what about devices that have no stat bonuses, that just perform a specific task?))
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Post by Gravedust on Jun 22, 2010 10:26:57 GMT -8
(( It's not part of the hard rules but it can be done via a difficulty roll.. ou tell the GM what you want to do and he'll figure out how hard it'll be, devise a roll with modifiers, etc. As an example: Let's say you wanted to construct a small toy catapult for whatever reason. You tell the GM (me) and after noodling it a while I come up with this: [D100 + Tinkering] Vs. [Difficulty 20] Then you can make the roll to see if you can make that or not. Of course you need materials and all such, etc. The exception to this is making a device that mimics a function that's already modeled in the game rules. But yeah.. If something isn't in the hard rules that you want to do.. Talk to the GM and see what he thinks. This applies to almost anything in the game.
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Post by brendur on Jun 22, 2010 10:29:22 GMT -8
While we're on this topic, does crafting explosives fall under Tinkering or Weapon crafting?
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Post by Gravedust on Jun 22, 2010 10:34:11 GMT -8
Sapping, actually. I'll get the generation formula up in a bit here....
Also I'm giving Pharmacopia peeps the ability to create potions, and possibly make their own custom ones. Maybe.
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Post by DeleriusDruid on Jun 24, 2010 6:13:55 GMT -8
In the only other non-MMO RPG I've played there was a way to influence critical rolls by spending saved-up "karma" points.
Is there any such system in place or in the works for this game? Say, if Claire really really wanted to shoot the guard in the head without hitting Heloise, could she spend, say, CP to boost the roll? Just an idea.
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Post by Gravedust on Jun 24, 2010 9:02:24 GMT -8
...Huh... I thought there was another post here. >.>
Aaanayway. Yeah, I've seen it in some White Wolf games... Burning CP in order to enhance rolls isn't a bad idea, actually... (I'd consider 1 point pet 10 points of bonus on the roll would be fair-ish, to a maximum of 5 CP used in this manner per turn...) but I also really want people to use their CP for buying stats... Though it would be an appropriate trade-off I guess, Long-term advancement for immediate gain.
The case against being: Generally there are Actions you can make or equipment you can buy in order to make rolls easier. I'd rather have people think and plan ahead and rely on their character's strengths to succeed, rather than 'buying' their way out of an emergency by blowing points.
Anyway. I'm not ready to include it just yet, but I'll noodle it and maybe it'll make it in at some point in the future if there turns out to be a good reason for it.
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Post by DeleriusDruid on Jun 24, 2010 9:09:21 GMT -8
Yeah, that's kind of what I was thinking of. It's a trade off between long term and short term. BTW, I am assuming we can only spend CP on stats at the end of an encounter or something? I can't suddenly becoming more intimidating right around now?
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Post by Gravedust on Jun 24, 2010 9:18:36 GMT -8
You can become 1% more intimidating right now! ;D But yep, you can buy stats whenever you want.
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kraftykate
Junior Member
Dr. David Sunday
Posts: 90
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Post by kraftykate on Jun 24, 2010 9:35:48 GMT -8
In the only other non-MMO RPG I've played there was a way to influence critical rolls by spending saved-up "karma" points.
Is there any such system in place or in the works for this game? Say, if Claire really really wanted to shoot the guard in the head without hitting Heloise, could she spend, say, CP to boost the roll? Just an idea. That's funny because I brought up this idea last night.
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Post by DeleriusDruid on Jun 24, 2010 9:43:26 GMT -8
That's funny because I brought up this idea last night. Of course you would bring it up, you're the one in checkmate!
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kraftykate
Junior Member
Dr. David Sunday
Posts: 90
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Post by kraftykate on Jun 24, 2010 12:16:33 GMT -8
Hopefully I won't be for long if you fighting types would quit with the disarm and shoot a mofo already.
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Post by brendur on Jun 24, 2010 12:21:28 GMT -8
Figures our mechanic is more gansta than we are
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Post by jazzs3quence on Jun 24, 2010 12:53:23 GMT -8
...Huh... I thought there was another post here. >.> ...yeah, that'd be me. i figured i'd let you respond before i stuck my dumb self in the middle of it. The case against being: Generally there are Actions you can make or equipment you can buy in order to make rolls easier. I'd rather have people think and plan ahead and rely on their character's strengths to succeed, rather than 'buying' their way out of an emergency by blowing points. that's sort of how i feel about it. thus far, the game world seems more or less on -- if not reality -- a possible reality/timeline/world/whatevs. and no matter how much i might *want* throw a bullseye in darts, the fact is that i suck at darts and probably the only thing that would make me better is an assload of practice. now, if magic were introduced into the world ( a la Arcanum which was invoked elsewhere), that's a different story. in that case, i could see a sort of karma/quitessence/fairy godmother/brownie points system working in context. I just think that it could too easily turn into a crutch or a get-out-of-jail-free card unless there were (as in White Wolf games) some kind of consequence for using your brownie points. Hopefully I won't be for long if you fighting types would quit with the disarm and shoot a mofo already. to be fair to the fighting types, they are two rooms, one level (and one Kenneth) away...
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Post by Gravedust on Jun 24, 2010 12:59:51 GMT -8
((..Yesterday I was considering making Kenneth have a few points of extra Total Size on account of big-ness. >.> But it really isn't part of the game mechanic, soo...))
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Post by jazzs3quence on Jun 24, 2010 13:12:17 GMT -8
you can buy stats whenever you want. Should we do that on an in-game post, in the OOC thread or as a PM?
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Post by brendur on Jun 24, 2010 13:16:13 GMT -8
Also as far as the auto buy success you have to remember that's a system often used in genres where the main characters are marked by their successes. Now the feeling I've gotten for this game in the short time it's been up, is that this is a crew who will have to deal with failure on a regular basis, and settle more often for getting out with their skins in tact. I mean, just look at why they're free in the first place "Prince/Duke/Chosen-One" Viktor (who probably has a book titled after him) had them let go as an after thought.
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Post by Gravedust on Jun 24, 2010 13:19:13 GMT -8
(( Yeah, just stick it in at the end of your post.
Aaaalllsssooo, In combat if you want to change what your orders are based on whatever anyone else is doing, you can go ahead and do that until the round closes. (i.e. I start making rolls on anything.) I'll make a post that says when it's been closed.
...try not to do that too mcy, though, as it has the ptential to make things really wierd and confusing. >.>
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Post by Gravedust on Jun 24, 2010 13:43:00 GMT -8
Also as far as the auto buy success you have to remember that's a system often used in genres where the main characters are marked by their successes. Now the feeling I've gotten for this game in the short time it's been up, is that this is a crew who will have to deal with failure on a regular basis, and settle more often for getting out with their skins in tact. I mean, just look at why they're free in the first place "Prince/Duke/Chosen-One" Viktor (who probably has a book titled after him) had them let go as an after thought. Hehe.. I thought it was a clever way to start the game, actually.. Has anyone figured out the joke behind the ship's name, BTW?
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Post by DeleriusDruid on Jun 24, 2010 13:56:18 GMT -8
Hehe.. I thought it was a clever way to start the game, actually.. Has anyone figured out the joke behind the ship's name, BTW? HAHAHAHA! I get it! We're on an airship called Bethesda that is about to crash, which is a reference to the video game company Bethesda Softworks which produced Fallout and it has its headquarters in a town called Rockville because we're about to fall out of the sky and be smashed to pieces on the rocks! Um, no I don't get it.
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