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"Hemophilic" game idea

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Kaypar
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PostPosted: Wed Jan 12, 2011 2:06 pm


The basic format is a simple, session-based RPG reminiscent of Dawn of Kuros.

Thematically, the story is kind of creepy and surreal, maybe a touch dark.
I'll try to tie in weird literary and philosophical references.

The players are brought into a world knowing little about it. They are "born" in a bizarre, organ-like teal chamber, fairly pulsating and squirming with life. Once they squeeze out through an artery, they're immediately confronted by a peculiar man who calls himself the Curator.

he talks like this
with weird emphasis on his words
to highlight his eccentricity

plus it's mildly creepy


If ever asked what his purpose is, he will only respond "to preserve what's left."

i will keep this very simple
i brought you into this world
because i could not bear the noise of your restless souls any longer

birth is not cheap
each of you owe me

1000 blood

you will not extract it from yourselves if you have any sense
instead, you will harvest it from the abominations out and about
there are a lot of them, so you'll find no shortage of blood

i brought you into this world armed
figure it out


The curator will point the party off in the direction of a bed of abominations, which, as it turns out, are actually cute little critters, despite the curators emphasis on how dangerous and grotesque they are.

The players are taught enough about the game to function, and that's it. The rest they'll have to glean for themselves, or painstakingly extract from the Curator.

He'll answer only one question from each of the players at the end of each session, though he'll direct them to each new destination for free.

Eventually, through investigation or inevitability, the players will discover Stains and their debilitating effects. Upon asking the Curator:

oh that
that happens

when i brought you into this world, i left one very vital flaw
you have a conscience
and every abom extinguished in your brutal slaughter tarnishes that conscious

your guilt will be the death of you
and it will make repeated attempts to reign in your potential

they don't wash out
there is no way to escape the stains
unless, of course, you find someone pure to absolve you

but the lunstresses have been extinct for a long time


A Lunstress, as the players will later discover, are a collection of eclectic gals (and guys?) capable of Absolution. They are not entirely sane, but the players will have little choice but to each make good friends with a seperate Lunstress if they want to avoid becoming an Abomination. Each Lunstress is only powerful enough to help one player (with a few exceptions.)
PostPosted: Wed Jan 12, 2011 2:17 pm


regarding the distinction between in-character and out-of-character:
there really is none.

Characters come in knowing what its player knows. There's really no such thing as meta gaming here; player and character are almost synonymous. Roleplay is welcome and indeed encouraged, but not terribly vital.

there are a few kinds of weapons to choose from, which govern what kind of skills the player can use

Forks are a good standard weapon, and particularly good for breaking through tough enemies

Chains keep the enemy at a comfortable distance, and are notorious for entangling or disarming opponents

Spades are more than entrenching tools; they parry attacks well, providing solid defense

a Key is not just an oversized archaic bludgeon, but a focus that unlocks the way for bizarre powers

the weapons have their associated classes or "Seeds":
Striker, Thug, Digger, Psycho

Kaypar
Captain

Friendly Friend


Kaypar
Captain

Friendly Friend

PostPosted: Wed Jan 12, 2011 2:34 pm


character progression is... different
players can spend points to grow in various ways
however, the way that they grow is randomized within each field
advancements basically come gachapon style.
they can spend to get a certain type of boost but no control over the fine details.

each category is a "three-two-one" setup
the best increases are harder to get, the lesser ones more common

Plus Life
Three: increase Blood Points Two: increase damage soak One: retroactively add 1 BP for every previous Plus Life, and increase soak
Plus Threat
Three: add damage Two: increase critical One:
Plus Deftness
Three: increase accuracy Two: increase evasion One: can purchase one previously revealed skill of choice
Skill Slots
Roll a buncha dice, the result matches a skill that their Seed has. can roll once for free but must purchase the skill depending on individual cost. roll again for XP
Redemption Lamp: (a, b, or c) purchase one of the three parts to assembling or upgrading the capacity of the Lamp.
PostPosted: Fri Apr 29, 2011 9:57 pm


Punishment

A poorly-performing player will be presented with two choices:

die at the hands of the Curator
enter the Chamber of Evisceration

at first both choices will seem cruel and unpleasant. and they are, but the players will soon discover that both choices are beneficial in their own ways

If the player opts to be killed by the Curator, he will kill them and standard death penalties apply. However, that player's blood debt will decrease by 125 as the Curator salvages their body for blood and they revive later via the Phoenix Circuit.

If the player opts to enter the Chamber of Evisceration, they will be thrown into an unlit metal chamber filled with grotesque brownish humanoid aboms. These aboms will painfully shred a player apart. After a time (half the normal death penalty) they will regain consciousness to find themselves whole and alive, though somewhat patchwork in appearance. They will then immediately roll a free Plus Life, Plus Threat, and Plus Deftness. Their debt will increase by 100 but they will be significantly stronger than they once were.

Kaypar
Captain

Friendly Friend


Kaypar
Captain

Friendly Friend

PostPosted: Mon Feb 13, 2012 11:53 pm


Okay, we're tossing out the old stats.
Upon thinking on the matter, however, game play will still be a little unorthodox.

I had the right basic idea, though; integrating every little attribute from all the tabletop predecessors doesn't always fit every game. You can do with a few values that actually matter to that particular game's system.

I think I've boiled it down mostly to the important bits.

Blood
A measure of one's life force. Vital to existence, one dies with blood fully depleted.
--Increase: EXP spent x4
Fury
Potential for violence, integral to combat damage.
--Increase: Standard +2 (1,3,5,9,11,13)

Nerve
Sheer mettle, and the will to live. Important for resistance to bleeding and other unpleasant effects.
--Increase: Standard +2

Finesse
Clever combat maneuvers revolve around this, and it prevents technique lockdown.
--Increase: Standard +2
PostPosted: Tue Feb 14, 2012 12:14 am


Combat damage revolves around 4-sideds. The Fury stat translates directly into number of d4 rolled. Nerve and Finesse rolls are a single d12, modified by bonuses or penalties.

Flow of Combat

{1} Attack Phase
Combatants roll their damage dice. Gobs and gobs of pointy d4s fly everywhere, perforating everybody. Damage is resolved simultaneously, except in the case of certain "first strike" techniques and other rule overrides.

{2} Bleeding Phase
No need to roll against some arbitrary "to hit" value. You hit, and it hurt. This phase decides just how bad the wounds are; every combatant that took at least 1d4 of damage must roll Nerve against a difficulty of 6. Those who pass take damage as normal. Those who fail take bleeding damage equal to the number of dice that hit them. So, if you take 7 damage from 2d4, and fail your Nerve roll, you take 2 more damage, for a total of 9.

{3} Setup Phase
A breather between attacks; during this phase, active effects may apply changes or expire. Combatants may choose during this phase to activate a non-Fury technique or change tactics.

Combat continues as such until one side stands victorious.

Rewards
The spoils go to the victors! After battle, total up the amount of damage done in the battle. The winners get this amount as milliliters (mL) of blood. By default, this is distributed as evenly as possible among party members, with a d8 tiebreaker for the remainder. Players can surrender a larger share to each other.

Cold Blood versus Warm Blood
Before you get any ideas, no, you cannot shoot blood back into your body to increase your current total (unless you know how to transfuse.) To avoid too much confusion, blood contained in a character that is contributing to living is called "warm blood". Blood outside of a character that can be collected and then traded as currency or transfused is called "cold blood".

Kaypar
Captain

Friendly Friend


Kaypar
Captain

Friendly Friend

PostPosted: Tue Feb 14, 2012 12:28 am


Fun facts!

1 L = 1000 mL
1 L = 4.22675284 US cups.

One 60kg (132 lb) human contains 4200mL of blood.
about 70 mL per kg, or 31.81~mL per lb.

A water bottle or soft drink bottle is, on average, about 500 mL.
PostPosted: Tue Feb 14, 2012 1:19 am


Starting stats:

Blood: 4
Fury: 0
Nerve: 0
Finesse: 0

18 EXP to spend.

Technique ideas:

Deny
Difficulty: 2
Decreases the damage of target's next attack by 1d4.

Frenzy
Difficulty: 4
On success, user goes into a frenzy. After every Attack Phase in which they take damage, they gain another d4 of damage on their next attack. This continues to stack until combat ends.

Fleet-footed
Difficulty: 2
On activation, the user begins to avoid serious blows. For each target attacking the user, remove one of the highest rolls from incoming damage.

Transfuse
Difficulty: 3
Restores target's blood by 1/2 of the cold blood spent with this technique.

Kaypar
Captain

Friendly Friend


Kaypar
Captain

Friendly Friend

PostPosted: Wed Feb 15, 2012 12:57 pm


Hemophilic


The smallest continent on Kloferlund saw perpetual peace, a balance that came easily to the three tribes that inhabited the land.

On the western peninsula, the Irez tribe saw that no outsiders disturbed the delicate equilibrium. Able sailors and more impressive warriors, they took it upon themselves to secure sovereignty for the triad of tribes.

Smack in the center of the continent lived the Rolard tribe, few in number, quiet and contemplative. They knew, with an unwavering certainty, that their salvation lied in the sun, and that its good graces would lead all tribes to unite and advance beyond their wildest dreams. Wise astronomers and philosophers, Rolard kept the light of hope burning in the darkest times.

Far north, curious and inventive, Dastalga tribe provided a vital industrial backbone for the continent. They were a practical, efficient people. Their crafts made life easier, and most were indispensable for daily tasks. Fearlessly, they plundered the land of its secret riches and in turn spread wealth across the three tribes.


Wasn't that a nice story? Now discard it. It's ancient history. Better days.
Nobody knows why the
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Absolute Zero (archived threads)

 
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