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Embodiments RPG

Started by One Horse Town, September 08, 2012, 01:43:14 PM

Previous topic - Next topic

The Traveller

Quote from: StormBringer;581098Exactly.  Your character may fail magnificently and end up on the edge of dying, but at least something happened.  Nothing is worse than "You swing at the Ogre and...  you missed.  Next?"  The briefest bit of description is better, even if there is no mechanical consequence.
Yes; due to the scarcity of these points its usually when for example the character is cornered by the ogre mage queen and has only a pocket knife to defend themselves with, so rolling a fate point they leap from a tabletop and try to cut the rope holding up the heavy spiky ironwork chandelier dangling over its head. There's just no way that's not going to end up awesome, or at least hilarious.

It wouldn't be used in normal combat though unless it was life or death, we have luck points and open ended dice for that, the points are valuable, so maybe a bit more of an edge mechanic than OHT is talking about.
"These children are playing with dark and dangerous powers!"
"What else are you meant to do with dark and dangerous powers?"
A concise overview of GNS theory.
Quote from: that muppet vince baker on RPGsIf you care about character arcs or any, any, any lit 101 stuff, I\'d choose a different game.

One Horse Town

Character Embodiments

Occupational Embodiments

As characters gain experience and improve their Occupational Levels, they start to exhibit Occupational Embodiments. These are little twists in fate that benefit the character and come into being as he continues to practise the minutia of his Occupation.

Example Occupational Embodiment: Catch of the Day (Fisherman 3). Provided there are fish present where you are foraging, you catch the largest specimen present even if you fail your Foraging test. This single specimen can feed 2 people for 1 day. If you succeed in your Foraging test, this is in addition to your success.  

Implement Embodiments

Just as characters gain Embodiments for carrying out their occupations, so do items of equipment (Implements) when being used for those skills. The Implement becomes better at its task or grants unusual powers once you start spending Implement Levels on them.

Example Implement Embodiment: Third Leg (Waking Cane 6). You ignore TN penalties from Wounds when applied to Athletics skills only, when you have your cane in hand.

Formulaic Embodiments

Words, gestures, formulas, sigils and rituals are all capable of creating Embodiments, also. Over time, use and familiarity create repeatable results and a quantifiable Embodiment results. Invocations are by far the most common type of Formulaic Embodiment and the type covered in most detail in this book. However, performers, poets, actors and artists can also create Formulaic Embodiments through their work.

StormBringer

Quote from: One Horse Town;581105Character Embodiments

Occupational Embodiments

As characters gain experience and improve their Occupational Levels, they start to exhibit Occupational Embodiments. These are little twists in fate that benefit the character and come into being as he continues to practise the minutia of his Occupation.

Example Occupational Embodiment: Catch of the Day (Fisherman 3). Provided there are fish present where you are foraging, you catch the largest specimen present even if you fail your Foraging test. This single specimen can feed 2 people for 1 day. If you succeed in your Foraging test, this is in addition to your success.  
Exactly what I was thinking of.  Nothing is worse than having a reasonable level of competence and your non-Game Science* dice keep screwing up your rolls.

*Just kidding.  I don't care for Game Science dice, but I do like the idea and Col Zocchi is a kick.
If you read the above post, you owe me $20 for tutoring fees

\'Let them call me rebel, and welcome, I have no concern for it, but I should suffer the misery of devils, were I to make a whore of my soul.\'
- Thomas Paine
\'Everything doesn\'t need

One Horse Town

Existential Embodiments

Incidental Embodiments - Example: Faun, Embodiment of Revelry.

Emotive Embodiments - Example: Lady Hate

Mythic Embodiments - Example: Bloody Lis, the Barbarous Butcher

Animal Embodiments - Example: The Hound, Canine Embodiment

Primal Embodiments - Example: The Drowned One, Embodiment of Water and the Sea.

Paragon Embodiments - Example: The Poet, Embodiment of poets, playwrights ad writers.

One Horse Town

Quote from: StormBringer;581108Exactly what I was thinking of.  Nothing is worse than having a reasonable level of competence and your non-Game Science* dice keep screwing up your rolls.

*Just kidding.  I don't care for Game Science dice, but I do like the idea and Col Zocchi is a kick.

Exploits are distinct from Embodiments. Although one of the ideas of introducing Exploits was to give me more leeway when coming up with Occupational Embodiments. Each Occupation has an Embodiment at levels 3, 6 & 9. and there are over a hundred Occupations!

The idea is they give you funky low-level 'magic' but now can also effect some Exploits as well.

The Butcher

Why not attach them to ordinary actions, like good old-fashioned criticals or MRQII COmbat Maneuvers and RQ6 Special Effects?

Or just give them a really low percentage and auto-roll for them when the player takes some other action, like videogame Programmed Random Occurrences (procs). "Every time you strike a foe with the Fang of Set there's a 5% chance he's inoculated with the Venom of Apep, and he should save vs. poison or die. Undead and constructs are immune as usual."

One Horse Town

There's going to be some interaction between Character Embodiments and Exploits. Some in the form of modifiers and some that give you an Exploit you wouldn't get otherwise.

For example the Barbarian Occupation gets the Lone Wolf Character Embodiment at level 3. This will add 5% (maybe 10%? haven't decided yet) to attempts at the Break Formation Exploit.

The Traveller

Quote from: One Horse Town;581144There's going to be some interaction between Character Embodiments and Exploits. Some in the form of modifiers and some that give you an Exploit you wouldn't get otherwise.

For example the Barbarian Occupation gets the Lone Wolf Character Embodiment at level 3. This will add 5% (maybe 10%? haven't decided yet) to attempts at the Break Formation Exploit.
I'm a little lost here, can you give us the birds eye view to start out with.
"These children are playing with dark and dangerous powers!"
"What else are you meant to do with dark and dangerous powers?"
A concise overview of GNS theory.
Quote from: that muppet vince baker on RPGsIf you care about character arcs or any, any, any lit 101 stuff, I\'d choose a different game.

One Horse Town

Quote from: The Traveller;581149I'm a little lost here, can you give us the birds eye view to start out with.

Yeah, sorry it's all a bit of a jumble in my own head at the moment.

I've done all the basic groundwork on system and character creation - but i have a hell of a lot of 'powers' to come up with - That is where all these Embodiments, Exploits and stuff come in.

I've hardly touched them yet.

I think it's best if i advance the character i posted above and give her some powers and then post that for comment.

Might be a bit clearer then. Might take a day or so though.

One Horse Town

Priestess of Far Coral Shoals

Rank: 3
Origin: Great Lakes
Origin Occupations: Woodsman, Fisherman, Scout, Deckhand, Smuggler and Courier
Path: Cultist
Titles: Earned – Acolyte, Angler, Chantyman, Mesmerist
   Bought – None
   Invested – Acolyte

[U]Statistics [/U]
Value Exploits
Might 4 3% Vitality: 20
Agility            4 8%
Training            4 2%
Fortitude            4 14%
 
Spirit 5 20%           Discipline:19
Knowledge 4 -
Influence            3 16%
Poise 3 10%

Wounds: 10
Morale: 10


Combat

Knife (Thrusting) TN 8 Damage –1, Wounds – 2 Severity
Belaying Pin (Crushing) TN 7  
Short Sword (Thrusting) TN 5

Defence

Leather Armour – Bulk 1
Damage -1 Natural Weapons
Wounds -2 Severity

Buckler Shield – Bulk 0.5
Attacking Stance: -
Normal Stance: -1 TN for missile attacks against user from front or shield facing. Wounds –1 Accuracy
Defensive Stance: -1 TN for missile attacks against user from front or shield facing. Wounds – 2 Accuracy.     

Occupational Levels

Wrecker (Cult of The Drowned One) 4 (Ex – Fort +2%/lvl, Spirit +5%/lvl, Influence +2%/lvl)
Fisherman 3 (Ex – Fort +2%/lvl)
Deckhand 3 (Ex – Might +1%/lvl, Ag +2%/lvl)
Smuggler 1 (Ex – Poise +2%/lvl)
Hypnotist 4 (Ex – Inf +2%/lvl, Poise +2%/lvl)
Boarder 1 (Ex – Ag +2%/lvl, Tr +2%/lvl)

Occupational Embodiments

Catch of the Day (Fisherman 3). Provided there are fish present where you are foraging, you catch the largest specimen present even if you fail your Foraging test. This single specimen can feed 2 people for 1 day. If you succeed in your Foraging test, this is in addition to your success.

Sea Chanty  (Deckhand 3) – Your Chanteys cheer those engaged in repetitive, hard labour. If you are successful in a Chanty test, labourers within 30 feet of you add 1 to Fortitude tests or add +10% to the Perseverance Exploit (Fortitude). You may sing for up to an hour per point of Fortitude.

Unsettling Gaze Influence Exploit (Hypnotist 3) – Your glance is captivating. If you succeed with this Exploit your victim is Unsettled while in your presence. The effect wears off after 1 hour. If you fail with this Exploit, your victim gains +1 to his Target Number in all Poise tests to resist Discipline damage while in your vicinity, as he girds his loins.

Water Baby (The Drowned One 3) – At home in the water, you add +1 to the Target Number of all Swim tests and +3 to Superior Position Called Advantage tests when you are in contact with water. You also add +15% to Endurance Exploits for holding your breath.

Rusting Touch Invocation: Spirit Exploit (The Drowned One 3) – When you touch a metal item subject to oxidation you deal Integrity damage equal to double your Rank. Cost: 1 Devotion.

If you fail with this exploit you are Rocked for 2 rounds and lose 1 point of Devotion.

Occupational Skills

Foraging 4 (Kn)
Lesser Invocation 4 (Sp)
Knife 4 (Tr)
Climb 3 (Mi)
Swim 3 (Ag)
Sailing 3 (Kn)
Belaying Pin 3 (Mi)
Chanty 3 (In)
Hide 1 (Po)
Perception 1 (Rank)
Streetwise 1 (In)
Society 4 (In)
Perform – Hypnotise 4 (In)
Balance 1 (Ag)
Short sword 1 (Tr)

Implement Levels

Mirror 3

Implement Embodiments

Mirror, Mirror On the Wall (Mirror 3) – Repeat after me, "I am confident in my abilities and the abilities of my team mates." After you have contemplated your reflection in the mirror for 1 minute, the next Poise or Influence test you attempt gains a +1 to the Target Number. Alternatively, your next Poise or Influence Exploit attempt gains a +5% bonus. If the test or Exploit fails, your self-confidence is shaken. You cannot utilise the mirror's Embodiments again until you have studied your reflection in the mirror without interruption for 1 hour.

One Horse Town

Now, if you want to ask questions about the character and what it all means, i'll be better able to answer, i reckon. :)

One Horse Town

Character Creation

Step 1: Choose an Origin
Step 2: Choose a Path
Step 3: Create your Statistics
Step 4: Advance your character to your starting Rank by buying Occupational and Implement levels.
Step 5: Choose your starting equipment

Origin

When you choose (or create) an Origin, you are describing the environment in which your character spent his childhood and formative years. Your Origin is a package that affects subsequent character generation.

Each Origin has 6 Origin Occupations. These are occupations that people from your Origin are frequently exposed to and might be expected to learn. As such, these Occupations only cost you 1 Development point to increase a Level, regardless of which Path they are a part of. There is a place on your character sheet to make a note of your Origin Occupations for future reference.

Your Origin also affects your Statistics once you come to create them. The numerical value (either positive or negative) shown next to a Statistic is applied to the dice roll used to create your Stats, not the value created.

Sample Origin

Great Lakes

Deep in the interior of the landmass of Calodia, lie a series of giant, interconnected lakes. The area is inhabited by rugged frontiersman, but is also attractive to budding merchants looking for new resources. As such, the indigenous folk largely find employment as guides, sailors and messengers for visiting tradesmen. It is a rough and ready area - the rule of law still holds in the main, although a blind-eye is sometimes turned away from petty crimes, for the right price.

Origin Occupations: Woodsman, Fisherman, Scout, Deckhand, Smuggler and Courier

Stats

Might      +1      
Agility    +2      
Training   0      
Fortitude   +1      
 
Spirit      0      
Knowledge   -1      
Influence   -2      
Poise      0      

Path

Your Path describes the road that your character travels and thus the Occupations that he can easily learn. It also shapes your Statistics (with help from your Origin) and character growth.

There are 14 character Paths to choose from:

Devotionary Path: Occupations that represent the lower circles of Cults. Choose this Path if you want to belong to a Cult, but don't want to be a full Cultist with the drawbacks that entails. Sample Devotionary Occupations:  Lay Member, Inquisitor, Chorister.

Martial Path: Occupations that represent a life of conflict and combat. Choose this Path if you want to have a multitude of combat skills and tactical expertise. Sample Military Occupations: Swordsman, Skirmisher, Standard Bearer.

Cultist Path: Occupations that are in direct thrall to an Embodiment. You must choose an Embodiment to worship and buy the relevant Occupation – Animists worship Animal Embodiments, Spiritualists worship Emotive Embodiments, Cultists worship Paragon Embodiments, Minions worship Mythic Embodiments and Occultists worship Demons. You can only have one Cultist Occupation and cannot gain one unless you have chosen the Cultist Path for your character. Cults also have certain restrictions dependant on the nature of each Cult. Cultist Occupations: Animist, Spiritualist, Cultist, Minion, Occultist.

Rural Path: Occupations that reflect a life lived outdoors. Choose this path if you want to have survival and perception skills. The rural path also reflects barbarism and primitive world-views. Sample Rural Occupations: Drover, Herbalist, Shaman, Hunter.

Urban Path: Occupations that reflect a city life. Choose this path is you want to have the trappings of civilisation and skills based on influence and interaction. Sample Urban Occupations: Snoop, Moneylender, Seditionist.

Everyman Path: These are your commoners and the salt of the earth. Generally more useful for creating NPCs, you can choose this path if you really want to portray a cheeky scamp with few useful skills beyond those needed to scrape a living. Sample Everyman Occupations: Miner, Labourer, Knife-man.

Mercantile Path: Occupations that represent a life of trade and commerce. Choose this path if you want to have crafting and haggling skills or wish to see the world as part of a caravan. Sample Mercantile Occupations: Assayer, Tradesman, Wagoneer.

Maritime Path: Occupations that reflect a life spent on the water. Choose this path if you want a mix of athletic and survival skills dabbled with a bit of travel. Sample Maritime Occupations: Pilot, Whaler, Caulker.

Political Path: Occupations that represent a life spent in the corridors of power. Choose this path is you want skulduggery and influence and a hand in important events. Sample Political Occupations: Informer, Courtier, Catchpole.

Criminal Path: Occupations that reflect a life of crime. Choose this path if you want subterfuge and misdirection skills or wish to live on the ragged edge of civilisation. Sample Criminal Occupations: Burglar, Ruffian, Fixer.

Intellectual Path: Occupations that represent a life of study and reflection. Choose this path if you want to have lore and knowledge skills and want to move within academia. Sample Intellectual Occupations: Linguist, Copyist, Draughtsman.

Entertainment Path: Occupations that involve performing for money. Choose this path if you want to have creative and performance skills. Sample Entertainment Occupations: Artist, Troubadour, Wrestler.

Esoteric Path: All the stuff that doesn't fit elsewhere. Choose this path if you want to be an oddball. Sample Esoteric Occupations: Dowser, Apothecary, Menagerist.

Household Path: Occupations that represent a life in service to a Lord, great house or academy. Skills represented by this path are quite wide-ranging, but choosing this Path has its own drawbacks – such as being a cog in someone else's machine. Sample Household Occupations: Courier, Groom, Footman, Steward.

---------------------------------------------

I'm thinking of dropping the Esoteric Path as there's only a few occupations in it. I'll have to distribute them elsewhere.