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Post by famouswolf on Aug 16, 2013 18:20:13 GMT -8
Are there any plans for fantasy, or more precisely swords and sorcery rules based on the percentile system used in ME?
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Post by providence13 on Aug 16, 2013 20:23:32 GMT -8
There seem to be. The author has mentioned it on occasion.. I think it could work. Edit: mutantepochforum.boards.net/thread/184/shields-parrying?page=1&scrollTo=500 About the 11th post down.. "I do think a shield use skill is demanded. Historically, shields were used to bash, squeeze, and harm opponents, even without a nasty spike or blade on them. To make a fantasy RPG using the Outland System, which we have started, the shield skill is mandatory."
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Post by Mutant Lord: William McAusland on Sept 9, 2013 18:46:25 GMT -8
Dudes, with the 2nd Hobbit movie coming out it is going to be very, very hard for me to resist setting other TME stuff aside for a month and work on the fantasy rules! My oldest daughter wants to play fantasy, finding the post-apocalyptic thing a bit dark. Of course, my own fantasy is dark too, in fact, the setting I loved most in 3rd edition D&D was right up my alley the Midnight setting,(which I did the 3d hand sculpted map for if any of you have that FFG book) but going back to 2nd edition, the Shattered Sun setting also blew me away. I should create a small started book with a selection of races,skills,castes, spells, monsters, treasure items and a very small setting and intro adventure to release to the SOE membership to playtest the hell outa. I got a lot of art and maps already completed. Here are some old examples... the color work done on 16 x 20 illustration boards with real paint! WM
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Post by rexbannon on Sept 10, 2013 5:06:36 GMT -8
Always great artwork WM! I really like the detail that went into your world map. You can really see yourself exploring it and going to some of these places just based on the names. The howl wood and soul gate island look particularly interesting. When you put out the new fantasy game please include these areas!
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Post by maxstone on Oct 4, 2013 15:04:44 GMT -8
The artwork is awesome love the skeleton mage in the second image in particular!
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Post by providence13 on Dec 12, 2013 8:16:37 GMT -8
You're going to put out an excellent product, I have no doubt. If you're taking votes, I'd like to see a spell system similar to the mutation "powers" in TME. Prime Arcane: Handling Elemental, destructtive, translocation magics, Conjuring.. Minor Arcane: Illusions, Minor TK, Minor Divinations, Detections, Increase Traits, Minor Protections.. Nature/Creature Arcane: Shape Change, Summoning, Ranger stuff, Minor Fairy powers... Arcane Corruption: The more magic you have, the more obvious it is to others.. I would really like a world where spells/magic aren't "forgotten" after being cast. There's already a fine system in place using the existing rules. If you're sufficiently skilled as a practitioner of the arts, you should be able to do it until your mana/heka/power runs out or so many times/day based on Traits, Rank, etc. For example, if you have a Prime Arcane spell/ritual/casting of Acid Bolt/Missile/Arrow (whatever you wish to call it), handle it just like Acid Spit, pg 60, TME. Acid Arrow, Prime Arcane Range: 6 meters Usage: twice per day per rank Strike Value: +6 Damage: d6+2 per round for d6 rounds Need a Force Field? Aura of Protection, Prime Arcane Range: user Usage: twice per day per rank Duration: user’s willpower in rounds Defense Value: -10 plus 10 pt force field. Protection vs Arrows? Ballistic Hide, Minor Arcane Defense Value: -4 regular, -20 vs. ballistics and blunt trauma. Paladin's Protection vs Evil (or the equivalent Holy Ground, Circle of Protection, Exclusive Pentacle..) Agony Sphere, Prime Arcane Range: half user’s willpower in meters Usage: once per day per rank Duration: as willpower in rounds per day Strike Value: auto-strikes Damage: d6+ inattention Hazard Check: automatically harms selected beings. Can be set for a particular Race, Demon(sional) being, Magical Construct, etc. Inclusive/Exclusive.. whatever. Spells that don't have a duration could easily be given one. Or it's permanent until cast again.. An HC to cast spells (like Mind Waste in TME) might be necessary if you want the possibility of failure/fumble in the game. Or just handle it like powers/mutations; automatic. I'm just saying that the rules and many examples of magic are in the game already. Why not use them?
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clockpunk
New Member
Thinking about wasteland gambling machines and the skill...
Posts: 44
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Post by clockpunk on Dec 15, 2013 6:21:22 GMT -8
Absolutely - the easier it is to cross-over material with similar effects/systems (albeit with a little variety), the better (I'd say .
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Post by tallonhunter on Dec 19, 2013 10:41:42 GMT -8
if you're making a fantasy version of TME (as it seems you are) please include a "planescape" type setting.
id also like to second providence's idea for unforgettable spells and crossing over a lot of the mutations from TME as spells. in addition a lot of them could be re-purposed into "tiefling" and "celestial" manifestations.
ie horns, fiend wings, etc for tieflings and feathered wings and the like for celestials.
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Post by Mutant Lord: William McAusland on Dec 19, 2013 13:07:20 GMT -8
I like where this discussion is going. As we are going to be seeing the new Hobbit movie in a few days, resisting the appeal of a fantasy RPG is going to be extra challenging! In my five minutes of free time I get each day, I am working on the Fantasy RPG using the TME system. What I am going to do is make a 'Lite' version, complete with sketches and art, maybe even print copies, and make it freely available to the SOE members to play test for a year. I will also set up a small sample setting area and adventure. Can hardly wait.
Actually, my distributor is eager for us to put out another RPG, instead of more TME supplements. Hmmmmm
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clockpunk
New Member
Thinking about wasteland gambling machines and the skill...
Posts: 44
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Post by clockpunk on Dec 19, 2013 14:16:55 GMT -8
I just wanna note that although a fantasy version would be fun, I would hate to see support for TME dry up, even a little! Truly... it's the only post apoc. system/setting that has captured my interest, in all my years of gaming. Saying that, if the fantasy game features the branching module path... score!
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Post by providence13 on Dec 20, 2013 8:24:13 GMT -8
It would be cool to see the Caste system implemented, too. Double the chance for everyone to be farmers.. Magicusers/Wizards/Sorcerers would have a high % to be Students/Scribes, but not make it necessary. A Hunter Caste could mean the character is a shaman or tribal wizard. Whereas a Priest with a Hunter background could be a Ranger (if you come from a rpg background that has magic using Rangers) for example. Fighter + Nomad would work for more mundane settings. Priest with Elite Caste could be Paladin.. whatever. Mage with Elite Caste could be Fighter/Magicuser.. Orcs (or their equivalent) have a high chance to be Raiders, Thugs, Slaves, etc. I think everyone should have a slim chance to be everything. The street thief who grows up picking pockets could be a natural Mage, later in life. Replace the current Technician skills with Blacksmith (Whitesmith), Cooper/Woodwright/Carpenter/, Gem cutter, Mechanition, Alchemist, Physician/Surgeon/Herbalist, Animal Breeder, Armorer, Bookbinder/Librarian.. whatever. It could be argued that Craftsperson includes some of those, sure. Craftsperson does say assistant/Apprentice, so the actual Caste could be a more well rounded study, Master level. Life expectancy: Depending on the setting, change the Age categories a bit. Adult could be 18 to 29 (?) and Middle aged 30 or so. With high/available healing magic/herbs/doctors, it could be left the same as TME. Different Races, different age cat's. Character Types: Are the "races" a product of magical speciation? Are they all the same base human stock and able to interbreed but have forgotten their origins? Or are they separate beings entirely (yet still somehow able to interbreed; half-elves, anyone? ) I like TME system. I know it could work!
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Post by tallonhunter on Dec 20, 2013 10:32:29 GMT -8
oh, and some of the bestial humans could be also be re-purposed into stuff like naga (rattlesnake) or harpies (eagle).
ooo, Will, can you create a fantasy sub-board with a homebrew, suggestions and discussion sub forums. or should we just fire our suggestions into the genreal one?
also, here is an example of what you could ahve for a tiefling racial generation
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Post by maxstone on Dec 24, 2013 18:22:29 GMT -8
This fantasy version already looks gorgeous. I tried to convert the last random NPC I've rolled into this hypothetical conversion of TME, just for fun! >>TME/Fantasy version<< Gregory / Gregorius Pure Stock Human / Human Slave, Gladiator / Slave, Gladiator
END 56 STR 71 (+8 DMG, + 40% range) AGI 46 (-4 DV) ACC 34 INT 38 /according to table TME-1-3 this could give +2 magical DMG and +10% range! WILL 19 / this could set the amount of mana! PER 39 (+1 initiative) APP 4 ( gosh...ugly! )
So basically at this point we have a gladiator slave named Gregorius. He could be a good melee fighter with that +8 bonus DMG. And with 19 points of MANA he could cast some very basic spells I guess, but well, being a slave he would barely be able to read and write.
SKILLS:
-Brawling rank 2 (why not!) -W.E. Axes (sounds perfect) -Sniper/ would convert into Archer -junk crafter/would convert into Inventor,Engineer ( could craft rudimental tools weapons at first, while at higher ranks could project siege machines, incendiary bombs and so on. ) -Gunslinger/ Dual wielder? -Dodge / Could stay dodge or become Block/parry?
So, Gregorius had some hidden talent after all!
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Post by maxstone on Dec 24, 2013 19:04:16 GMT -8
here's the conversion of one high rank character instead (RANK 9) >>TME/Fantasy version<< Mind-0 / Cyborg / Considering the heavy physical alteration could be a half demon Mercenary / Mercenary END 116 STR 60 (+6 DMG, + 30% range) AGI 86 (-12 DV) ACC 34 INT 113 / table TME-1-3 gives +18 magical DMG and +90% range! WILL 83 / a lot of mana! PER 27 (+1 initiative) APP 9 ( still quite ugly!LOL, makes sense , i't a demon ) To determine the look of demons we could easily use the mutant tables. In this case he has "grey" skin, "rust" hairs and "smoke" eyes. Cool! SKILLS: Gambler 3 / pretty strange for a half monster but still possible! Lying 3 Stealth 2 Brawling 2 Driver 2 / could refer to terrestrial vehicles, while pilot could be converted into Sailor Bio technician 1/ I'll say " Herbalist", I like that. I took it from the options suggested by Providence13 to replace this skill. IMPLANTS: Cybernetic brain/ could become "transcendent mind". Apart from the huge INT bonus it could gain access to some rare spells. Force shield/ easily translated in a defensive spell. The implant gives -30 DV extra, pretty OP in my opinion. The counterpart should drain a lot of mana. Weapon arm, assault rifle/ well the possibilities are endless! I personally would translate this in a unique attack spell (not learnable by other races maybe). Pincer/ A huge pincer arm.... or the ability to change one hand shape into a big nasty claw Armor enhancement, extra protection VS lasers/ Demonic scales or similar, extra protection VS fire? Fun stuff! Like cyborgs in TME half demons( or "insert here class name") would be very powerful and well equipped with special abilities. What do you think guys?
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Post by providence13 on Dec 24, 2013 19:23:11 GMT -8
Good work, maxstone! It does convert easy enough.
Just to play devil's advocate, I think a mana point system could add more complexity than is needed. I've played a few systems that use the mechanic and all of them were an improvement over my very first rpg. (D&D) Where it gets complicated is "what do you get for your mana?" Do spells have level/rank? Are they grouped by category/element/complexity? Does one spell take more mana than another? Do higher ability/damage versions of similar spells require different points? What is the breaking point for an increased mana cost? Is it a higher range or damage or area of effect? Are their different Realms/types/specializations and do they give you a discount/boost/impairment on points spent that day? This will become important when GM (and players) research their own spells for the game. If it is a point (mana/power, etc) system, then I need answers to these for my game. It will come up eventually.
I really appreciate this discussion and for me, there's no right or wrong answers.
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