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  • File : 1252184246.jpg-(120 KB, 1024x768, Ghost Rider.jpg)
    120 KB System for ghosts RPs. Anonymous 09/05/09(Sat)16:57 No.5736328  
    A basic system I came up with for running a ghosts RP that I thought someone else might benifit from. I'll leave it here (Pic is only Picture on my computer with ghost in the name, go figure):
    Aether: Aether is your HP and your XP, it represents your attachment to the mortal realm and your strength as a ghost. Starting Aether depends on the GM and the power of the ghost (e.g. Normal, newly dead Ghost: 100-250, ghost of a strong person (Personality or Will): 200-300, ghost that has been for a 100 years that has nearly lost its way: 10-25 Spirit (Ghost of a natural thing, e.g. plant or a small rock): 350-500 Elemental (Ghost of a glacier or something): 1000-1500.) Your Aether during the game is your HP, losing Aether can take place due to failing goals (See Goals), damage from supernatural forces (i.e. Exorsists) or simply due to time (Loss is 1 point per 2 years) as they forget who they are and why they're here. A strong reminder of who you are or why you are here may regenerate Aether (GM discrestion), as can other things (See Goals), anything that strengthens your ghosts bonds to the world, helping it fight off the veil, adds to Aether.
    >> Anonymous 09/05/09(Sat)17:01 No.5736361
    Skills: Skills are anything not of a basic nature for a ghost (Floating through walls, not a skill. Posession is a skill.) Every skill costs 15 points with one point being a very small effect up to infinite points in it (One point in Manifest (Fire): Small flames, no heat or danger. Seven points in Manifest (Fire): Entire rooms on Fire, Physical Fire that can damage, warmth, heat, Control over fire, ect).
    >> Anonymous 09/05/09(Sat)17:03 No.5736385
    Fetters: Fetters are things that keep you bound to the world, people, places, objects. You invest points from your base Aether into Fetters when the game begins, as many as you want, the more points inserted the stronger the emotional bond to it and the more anchoring it is (e.g. A pen you carried for a few months at school during exams that you were quite fond of may be a 5 point fetter, the birthing shawl you were swaddled in as a baby that you carried your entire life and is the only thing you have from you mother as she died in Child birth may be a 300 or more point Fetter)
    For every 10 points you have invested in a fetter it has a skill, this skill is like your skills but only works on/armound the fetter (e.g. Posession, but only on people wearing the fetter, or Poltergeistery but only on the fetter), this represents the fact you are more anchored and secure around the fetter, stronger, people and places can also be fetters however they are more difficult as it is more difficult (People have one skill per 20 points invested, Places 1 skill per 40 points invested). Fetters also have another use, if a ghost loses his way and starts to move beyond the viel before his purpose is complete, the fetter can act as a beacon, drawing him back and helping him to remember its goals, when a ghost reaches 0 Aether, half the Aether invested in the Fetter is transferred over to it, the rest is lost, this leaves the Fetter at 0 Aether, it is no longer a Fetter. However lost Fetters can be refilled/Reattached to the ghost for the origional cost of the Fetter +10%, which returns it to its full state. Fetters can be destroyed by being physically destroyed, exorsised or killed.
    >> Anonymous 09/05/09(Sat)17:06 No.5736425
    Old Fetters can be strengthened by adding more Aether (1 point of Aether = 1 point in Fetter), adding new skills and any other effects the GM decides (Spirit version of the Fetter can be held/used by ghost, Fetter Skill range increases, ect)
    New Fetters can be made as well, however this is rare as it requires the ghost to make an emotional attachment to a physical object, person or place (Maybe a new family member in their old family, a place where someone they loved is living now having moved on, or an knife they used using poltergeistery to kill their killer), this cost between 3 and 10 points of Aether per point in the new Fetter, depending on how strong the emotional attachment (GM discrestion.)
    >> Anonymous 09/05/09(Sat)17:08 No.5736448
    Goals: Goals are the reasons the spirit cannot pass on (e.g. To protect their now orphaned children, protect a bakery they started, clear their name of a hideous crime, avenge their murder, ward others off suicide having regretted it, ect). All goals have a value in Aether based off how emotional and anchoring they are, (e.g. Protect a buisness interest may be a 10 point Goal as it is more commercial than personal, however sek forgiveness from their estranged father for running away from home having died while running away and seen them suffer finding out you were dead may easily be a 200-300 point goal.) There are three types of goal, immediate, continuing and everlasting.
    Immediate goals are goals with an obvious end, such as killing their killer, finding love beyond death or saying goodbye to a loved one. These goals have a point value for their worth in Aether and are like a bet, if the goal is failed then the Aether value of the goal is removed from the ghosts total Aether, representing a serious weakening of their reason for existing, maybe even disloding them from their tenuous grip on unlife in the world and sending them to the other side. However if an immeditate goal is a sucess then they gain the worth of that goal to their total Aether (Like gaining XP for completing a mission).
    >> Anonymous 09/05/09(Sat)17:15 No.5736548
    Continuing goals are those with a obvious end if they are failed but no end or a far off end if they suceeded in, such as protecting a buisness interest, family or friends or guarding a forest from development forever. Everytime an attempt to make this type of goal fail is foiled/the goal is suceeded, the ghost gains 1/4 the Aether value of the goal. However if it is failed, they lose the entire value of the goal.
    Everlasting goals are goals that may/will take forever or are aimed to last for eternity (e.g. Haunt a building keeping people away, warding people off suicide for the rest of eternity or killing innocent people in blind fury to sate your own feelings about your injust death.), whenever a goal like this is completed (e.g. whenever a person is warded off the place or suicide or a innocent is killed) the ghost gains 1/10th of the Goals value (Rounded up), if it is failed they lose one 1/4th of the goals value (Rounded down), representing the strength of sucess and the weakening of failure.
    The value of goals can become greater or less overtime (GM discrestion based on how the PC acts or player discrestion after discussing with the GM based on the goal becoming more or less important to the ghost) New goals also may appear and older ones may disappear as the game goes on (Protecting a place may become less important as the ghost realizes that it is only a place to them or a ghost may realize that vengance isn't the way. On the other hand the ghost may find out they have a long lost son and decided to protect him until the end or realize they were murdered, resulting in a surge of vengeful feeling towards their killer)
    The four base statistics, Aether, Skills, Fetters and Goals, allow for a ghost to be built in minimal time with little effort, enjoy using these rules (Which I though up one night while with friends for an Ad Lib game as our expected GM had wandered off)
    >> Anonymous 09/05/09(Sat)17:22 No.5736622
    This is actually suprisingly good for a home brew.
    How the Fuck is this not on the front page?
    >> Anonymous 09/05/09(Sat)17:31 No.5736717
    BUMP Motherfucker!
    Come on, OP actually puts something good on /tg/ and it's fucking well dying because it's not a troll-futa thread.
    >> Anonymous 09/05/09(Sat)17:39 No.5736779
    Could someone archive this? Or just somehow save it from falling into the pit of oblivion beyond page 10?
    >> Anonymous 09/05/09(Sat)17:39 No.5736780
    Well, I've got a system for tomorrows game now.
    How many points should a group of low level PCs start about for a 'You've just died, find your killer' type game?
    >> Anonymous 09/05/09(Sat)17:41 No.5736799

    So...Aethyr is HP. You could just mod D&D and call the Ghosts' HP Aethyr.
    >> Anonymous 09/05/09(Sat)17:46 No.5736858
    >> OP Anonymous 09/05/09(Sat)17:53 No.5736929
    About 100 for a new ghost.

    It also acts as XP though, Spending Aether can get you more skills and Fetters. And its a diceless system too.
    >> Anonymous 09/05/09(Sat)17:58 No.5736976
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    This works. Nice work for something you just came up with shortly. I can definitely see it working.

    One thing I would wonder about is how well it would last, but it might surprise me. Also, I can't really see much scope for personalisation, ghost seem to be fairly homogeneous.
    >> Anonymous 09/05/09(Sat)18:01 No.5737007
    1. Buy Ghostwalk
    2. Play Ghostwalk
    3. Stop homebrewing things that already exist and work just fine.
    4. ?????
    5. PROFIT!!!
    >> OP Anonymous 09/05/09(Sat)18:04 No.5737026
    Not really, a ghost has as much personality as the person who it was, barring the ones who forget who they are, and that just leaves growth for a new personality.
    BTW, any suggestions are welcome for mechanics, bad guys (So far I was thinking exorsists and other ghosts), ect.
    >> Anonymous 09/05/09(Sat)18:12 No.5737100
    What system is this? It sounds a lot like Wraith
    >> Anonymous 09/05/09(Sat)18:14 No.5737128
         File1252188873.jpg-(112 KB, 355x500, Melinda-Gordon-ghost-whisperer(...).jpg)
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    It's nice, but I'd still rather use Geist, or regular World of Darkness.

    The way it seems, you have no conflict resolution mechanic, and you don't actually have any specific goal for either the game as a whole, or for being partied. What happens after the Goals are completed? Do they fade away when they've completed their business?
    How do ghosts act? Are they aware they're dead? How can they interact with the living?

    Other than not having a conflict resolution mechanic, you only have one real type of conflict: Man (in this case Ghost) versus Self. They need to accomplish things, and that's about it. It's nice to have something like that built in to keep players in sight of their goals (little g), but there's only that conflict. Are there people who go around salting corpses and burning them? Are there people who would get the ghosts to pass on?

    What is it that keeps ghosts from passing on? Do they need a goal?

    It's nice for something you made in a single sitting, but it's not very complete. I'd suggest working on it more.
    >> Anonymous 09/05/09(Sat)18:23 No.5737220
    All that's keeping ghosts from fading on is their goals.
    Conflict resolution can be done by attacking another ghosts sense of self, their goals and fetters (Maybe using ghostly abilities to drive loved ones insane or poltergiestery to smash a Fetter)
    Goals are required, they are the entire point of a ghosts existence (Or Fear of the unknown, in which case survival itself is the goal. Protect Fetters and find a cause)
    When buisness is complete, they either fade away straight away (If they have no reason to stay) or fade away slowly over some time (If they simply failed all their goals/ have nothing left to live for but can't pass on for their own reasons (Guilt or something))
    >> Anonymous 09/05/09(Sat)18:27 No.5737258
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    Here's what I would suggest to you. Some of these ideas come from Geist, I'll admit:

    >1. Give them a reason for existing, more than just their Goals.
    I'd suggest that the Goals aren't what let them keep existing, I'd suggest that their ultimate goal is to "go into the Light", using a term from Ghostwhisperer. Accomplishing their Goals should bring them one step closer to that.
    >2. Conflict and conflict resolution.
    Any good game--any good story--needs an antagonist. This can range from anything to malevolent shades that swallow up ghosts and leave their unfulfilled souls screaming in the Abyss to just exorcists who banish ghosts without actually helping them cross. Both of these circumstances become BAD ENDS, because not only does the ghost not get to fulfill their goals, but they don't "go into the Light" either.
    As for Conflict Resolution, you say that it's Diceless. I'd suggest that characters gamble with their Aether, using Skills that they've bought. Basically, they use the Skill, and they 'boost' it with 1+ points of Aether, and they can't do anything without having the skill for it, or spending one or more points of Aether. Aether spent on Skills would stay in the skills, but Aether spent on using the skill would be lost. I'm also assuming that your "Skills" are more like Traits, from Dogs in the Vineyard, or Edges (?) from SotC. So you might have a Skill like "Possession" or "Writing on Mirrors in Blood".
    >3. I forget what I was going to say, but it kind of looks like a lion with no eyes.
    >> Anonymous 09/05/09(Sat)18:33 No.5737298
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    Oh, I'd suggest having the conflict resolution play out something like this:
    Character spends Aether on a Skill to attack another. The other character counters with whatever they think is appropriate. Both spend as much Aether as they think necessary. The loser is whoever has a lower total, and the winner gets whatever Aether the loser spent (so they're still 'damaged', but not as much, while the Loser lost their own, as well as the difference). Or something.

    Combat with a human would play out the same way, but the result of a winning ghost doesn't need to mean Death. It could just mean the character is scared off. It could mean Death, though.
    It depends on the Skills used. Writing blood on a mirror won't kill someone, but dropping objects or telekinesis might. It makes for a very cinematic conflict, with bouts being less about killing each other and more about taking control of the scene and narrating things.
    >> Anonymous 09/05/09(Sat)18:40 No.5737352
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    Or, you could always look into Nobilis, but I hear that's Unplayable.

    Another idea would be the Skill points being the total amount of the skill you can use, and players wager with those, writing them down on slips of paper to show the GM while the GM does the same. Something like those whiteboard games on gameshows.

    The Skill points would be lost once they're used, but would 'refresh' each scene. That way the players don't lose massive amounts of Aether whenever they do something. The skill points spent by the winning player can be damage, possibly with that boosted by spending Aether.

    And, like I said, conflict like that gives the players many options. They could scare off mortals, or they could drain each other's Aether, or they can drop a chandelier on a mortal, killing them. But with each ability they use, they get weaker and weaker without spending more Aether.

    And of course, it also becomes something like the Oldest Game, or a Shapeshifter Battle. With one person using this, to counter that, to do that. Which may or may not work for you.
    >> Anonymous 09/05/09(Sat)18:57 No.5737506
    Bump, for good interesting thread.
    >> Anonymous 09/05/09(Sat)19:15 No.5737700
    How exactly are you going to get a party of ghosts working together? Unless they've got shared goals, I can't see a reason to party up.
    >> Anonymous 09/05/09(Sat)19:30 No.5737856
    Easier for a group to complete individual goals than as individuals.
    Especially a group where only one guy can talk to people, one can touch things, ect.

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