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  • File : 1277172797.jpg-(133 KB, 1024x768, blame_5_1024.jpg)
    133 KB Blame! Continued Anonymous 06/21/10(Mon)22:13 No.10653348  
    Continued from >>10645401

    We shall (hopefully) continue trying to make a working system for the Blame! setting.
    >> Anonymous 06/21/10(Mon)22:15 No.10653398
    >>10653348We shall (hopefully) continue trying to make a working system for the Blame! setting.

    RIFTS

    megadamage, huge variety and no balance
    >> Anonymous 06/21/10(Mon)22:15 No.10653408
    I just remembered this:

    http://wiki.rpg.net/index.php/Cyber-Dungeon_Index

    No real crunch, just fluff.
    >> Anonymous 06/21/10(Mon)22:18 No.10653445
    So, what do we have so far:
    - Perception, Intelligence, Constitution, Dexterity and Perception as stats
    - in-game upgrades and cyborgisation as the way of improving the stats
    - 'races' differentiated and created by adding some things to the baseline stats in the beginning

    Sounds dangerously like GURPS to me so far
    >> Anonymous 06/21/10(Mon)22:20 No.10653494
    >>10653445
    We could include personality-based stats for interacting with NPCs, but that's not something you'd enhance with technology.
    >> Anonymous 06/21/10(Mon)22:23 No.10653555
    Should we archive the last thread or let it die? On one hand, the entire first half of the thread was trolls trolling trolls. On the other hand we did get some useful ideas in during the second half once the trolls left.
    >> Anonymous 06/21/10(Mon)22:24 No.10653564
    >>10653494
    Well
    In BLAME appearance-based Charisma has no meaning.
    Diplomathy , Bluff and such can be bsased on either Intelligence or Perception
    >> Anonymous 06/21/10(Mon)22:24 No.10653579
    >>10653555
    Just copy the good ideas here
    >> Anonymous 06/21/10(Mon)22:26 No.10653609
         File1277173583.gif-(464 KB, 622x1057, dhomo.gif)
    464 KB
    Dhomochevsky up in this bitch
    >> Anonymous 06/21/10(Mon)22:26 No.10653615
    >>10653564
    If we're going to base interaction skills like diplomacy and bluff on "Intelligence", I think we should change it to "Mind" or something so it sounds less misleading.
    >> Anonymous 06/21/10(Mon)22:27 No.10653621
    >>10653347

    ReMoEV YUor_IllgeAL CLOEN_fo_HtTp://TiNYURl.cOM/3yKpHf3 IMMeIDaTeLY. kjv hothf mv chcpd b dnj lpykmxeg
    >> Anonymous 06/21/10(Mon)22:27 No.10653631
    >>10653615
    Why not?
    Also, Constitution stat would benefit from the name change.
    >> Anonymous 06/21/10(Mon)22:29 No.10653663
    Anyone remember the part where a person connects to the netsphere but due to lag he is unable to spot a Safegaurd showing up?
    >> Anonymous 06/21/10(Mon)22:30 No.10653671
    >>10653631
    "Constitution" (until we come up with a better name) should represent toughness, endurance, physical size, hardiness, etc. Should influence or be influenced by cybernetics I suppose.
    >> Anonymous 06/21/10(Mon)22:30 No.10653693
    >>10653663
    Towards the end of Volume 8 I believe, with Davinelulinvega.
    >> Anonymous 06/21/10(Mon)22:31 No.10653699
    >>10653671

    Toughness
    Vitality
    Body
    >> Anonymous 06/21/10(Mon)22:34 No.10653737
    >>10653671
    My vote is on "be influenced" part. It is thing that determines that you can still go and shoot with half of your torso missing and react to the loss of limb with "pick it up for me, woman"

    Also, on not quite related note, how about damage tables that lead to cybernetic components being damaged or outright destroyed? Also, specifict targeting of them?
    >> Anonymous 06/21/10(Mon)22:34 No.10653738
    >>10653699
    Toughness - Resistance to damage, environmental resistance, etc.

    Vitality - Energy, endurance.

    Body - Mass, possibly strength.
    >> Anonymous 06/21/10(Mon)22:35 No.10653766
    >>10653737
    More complex cybernetics could require specialized repair. More general enhancements can regenerate/self-repair like living tissue, but take time and materials.
    >> Anonymous 06/21/10(Mon)22:36 No.10653771
    >>10653699
    Body goes well with 'Mind', but somewhat nor so well with 'Dexterity' (Speed?)
    >> Anonymous 06/21/10(Mon)22:37 No.10653788
    >>10653771
    Dexterity is more about hand-eye coordination. Maybe speed/swiftness could be put into the bundle, or should we make it a separate stat?
    >> Anonymous 06/21/10(Mon)22:38 No.10653811
    >>10653738
    I think we are onto something here.
    That vitality reminds me of certain chapter (reserve parallel electric storage or something), where Killy recharges after taking a dip in molten metal.
    >> Anonymous 06/21/10(Mon)22:38 No.10653818
    dont worry about stats now

    just read a fighty part of Blame and think "at what point would I have to roll dice, and why?"
    >> Anonymous 06/21/10(Mon)22:39 No.10653849
    >>10653788
    Speed is generally determined after applying the load, isn't it?
    That makes it a secondary characteristic, IMO
    >> Anonymous 06/21/10(Mon)22:41 No.10653885
    >>10653818
    Ideally we want to avoid fights where everyone has a GBE. Cibo's double-laser rifle would be better, or the weapons from the cache Killy finds when he is separated from Cibo and Dhomo.
    >> Anonymous 06/21/10(Mon)22:42 No.10653908
    >>10653818
    Quick draw duel between Killy and Dhomochevsky - definite roll
    Cibo driving giant builder - ditto
    Cibo fighting Sanakan for the body - ditto
    That memory capsule trying to convince Killy to grant access to his vision - ditto
    >> Anonymous 06/21/10(Mon)22:44 No.10653947
    >>10653885
    GBE is a Safeguard weapon. We do not really want players interact with Safeguards too soon, right?
    >> Anonymous 06/21/10(Mon)22:47 No.10654022
    >>10653947
    Exactly.

    In gunfights, hits should be determined by rolls, which would then determine damage and how the target is affected. Each part of a person's body could have a certain armor/HP stat, and when that's brought down to zero they can't use that body part. For example, getting your leg blown in half would hamper your speed and ability to stay upright, while getting hit in the torso is much more serious. Headshots are more or less insta-death or KO.
    >> Anonymous 06/21/10(Mon)22:51 No.10654088
    >>10654022
    Wouldn't the system be too complicated?
    >> Anonymous 06/21/10(Mon)22:53 No.10654125
    >>10654088
    I suppose. Damage rolls and some narration on the GMs part can suffice if they care that much.
    >> Anonymous 06/21/10(Mon)22:54 No.10654160
    More powerful weapons would deal damage to their users. Certain weapons would be unusable because the stress of using them is to much for your body to handle without more high level augmentations. You could have an awesome gun you can't really use because the recoil would tear you in half.
    >> Anonymous 06/21/10(Mon)22:57 No.10654203
    Also, shouldn't we have one of the stats determine how much recoil will throw off your aim when firing, or simply how you handle a weapon's recoil in general?
    >> Anonymous 06/21/10(Mon)22:59 No.10654245
    >>10654203
    It's more weapon stats and tactical decisions (how you hold the gun)
    But i suppose Strength is what needed to hold the gun in place when firing, is it not?
    >> Anonymous 06/21/10(Mon)23:00 No.10654265
    I like this idea. We can work in the whole "GBE tears your arm off" thing as a mechanic for more powerful weapons to discourage their use.
    >> Anonymous 06/21/10(Mon)23:01 No.10654279
    Baselines weapons should be harpoon guns, bars of steel, rudimentary blades, and a few pistols or rifles. High-end weapons include the double-laser-rifle and GBE. The GBE being god-hand levels of nigh-unattainable.
    >> Anonymous 06/21/10(Mon)23:04 No.10654319
    The Electro-Fishers used Bolt Guns, Killy used a regular pistol and shotgun when he didn't have his GBE, and Dhomo had a full-auto pistol of some sort. Pipes, chains, scraps of metal, etc, are used as general "thug" weapons in the beginning of the series.
    >> Anonymous 06/21/10(Mon)23:07 No.10654395
    >>10654125
    How about this:
    There is a roll to allocate hits on body, D20 or something, that is used only when situation calls for it. Making good enough 'to hit' roll allows you to modify that allocation a little. Body parts are handled by properly mixing hem on D20 table
    >> Anonymous 06/21/10(Mon)23:08 No.10654411
    I want to see Safeguards explained more. Is 9 the highest level?
    >> Anonymous 06/21/10(Mon)23:09 No.10654430
    >>10654411
    Yes. Then there's exterminators that work in reverse.
    >> Anonymous 06/21/10(Mon)23:09 No.10654431
    >>10654411
    Is 9th level what Cibo has become?
    IIRC, there was an even higher level later, that almost got a TPK
    >> Anonymous 06/21/10(Mon)23:11 No.10654463
    >>10654395
    Perhaps PCs can announce which body part in particular they're aiming at. Higher rolls are spot-on to what they were aiming for, then lower rolls are just a general hit, and even lower rolls are a full blown miss.
    >> Anonymous 06/21/10(Mon)23:12 No.10654481
    >>10654431
    Cibo became Level 9, yes. I think that last safeguard was a high-class Exterminator.
    >> An0nymous !gkWeiOwuW2 06/21/10(Mon)23:12 No.10654502
    Just saw this thread.

    Finished seeing the other thread.

    By god, I love you /tg/

    ... I wanna be an electro fisher.
    >> Anonymous 06/21/10(Mon)23:14 No.10654546
    How are we going to have the augmentation part of the setting work? What about having it so that the players track down special 'doctors' who are capable of safely giving the implants, after actually finding useful implants amidst the sprawling urban wastelands. Implants could be taken from corpses IF they were intact after you killed the person using them. Also, there would obviously be a finite number of implants possible If you want a high tech targeting computer in your head you can't also have the super senses augment. Make the process of choosing and acquiring augmentations tactical.
    >> Anonymous 06/21/10(Mon)23:16 No.10654581
    >>10654546
    I agree with this. Depending on the quality of the implants, the skill of the person implanting them, and the constitution of the PC, the PC can only have so many implants.
    >> Anonymous 06/21/10(Mon)23:17 No.10654620
    Well, so then
    1,3,5 - left leg
    2,4,6 - right leg
    7-12 - torso
    13,15,17 - left arm
    14,16,18 - right arm
    19-20 - head

    If needed, more specific parts can be assigned to single digits
    Taht's a generalised hit chart
    >> Anonymous 06/21/10(Mon)23:18 No.10654645
    >>10654546
    Additionally, implants can either be purchased directly or scavenged. Purchased ones are likely to be of higher quality, but expensive. Generally, scavenged ones will be lower in quality due to use or being older, unless you rip a high quality one out of someone's body, which would be difficult and rare for obvious reasons.
    >> Anonymous 06/21/10(Mon)23:19 No.10654652
    >>10654620
    I can dig it.
    >> Anonymous 06/21/10(Mon)23:21 No.10654697
    >>10654546
    Sounds good
    Also, skills checks. Because we want our party trying to upgrade themselves

    What is more important is random charts of "what happens if you stay a day|hour in this location. City isn't static.

    And then make time of succesfull upgrade to be measured in weeks. (something like taking 10|20)
    Have fun. In DF interpritation
    >> Anonymous 06/21/10(Mon)23:23 No.10654748
    >>10654697
    Encounters:

    Watchers, Safeguard, Silicon Creatures, Dry Men, "Grubs", and other adventurers.
    >> Anonymous 06/21/10(Mon)23:25 No.10654778
    >>10654463
    How about this:
    if A is 'general hit' and B > A (10 or smth) then
    * when hit between A and B, roll
    * when hit over B, let him choose

    If he tries to choose before hand
    Lower B by a 1|4 of B-A interval
    Raise A by the same margin

    Could that work?
    >> Anonymous 06/21/10(Mon)23:27 No.10654810
    Also, damage roll and dstribution rolls are made together.
    >> Anonymous 06/21/10(Mon)23:28 No.10654840
    Augmentations would be kind of like a second armor in the way they are handled. You could have augmentation 'sets'- several kinds of augmentations that provide boosts to, say accuracy, when used to together (for instance, stability augments for arms and legs coupled with a targeting computer for head and extra shock absorbing augments to minimize recoil). I figure choosing what armors to use won't be a very hard choice at higher levels since most of the high tier armors in Blame! come in one piece deals (the safeguard suit, that suit Cibo had during the part with the gravity furnaces, etc. etc.)

    >>10654581
    The amount of space available for implants and size of the implants themselves would also be things to consider. I figure you can only add so much stuff to the body before it starts interfering with important stuff. People who exceed this limit will suffer penalties such as lower constitution, strength, intelligence, etc. etc...
    >> Anonymous 06/21/10(Mon)23:30 No.10654873
    >>10654778
    That's a lot of math. I think it'd be simpler to simply do a Called Shot sort of thing with appropriate penalties and bonuses.

    For example, the player aiming for the torso would give a bonus to whether or not he hits at all, but makes hitting the torso more likely on the "where" roll, while aiming for an extremity decreases the chance to hit but makes hitting the specified extremity more likely in the event that the hit is successful.
    >> Anonymous 06/21/10(Mon)23:31 No.10654891
    I love this thread. I love it when /tg/ gets shit done. This is fucking awesome. Archive?
    >> Anonymous 06/21/10(Mon)23:31 No.10654897
    >>10654840
    Speaking of which, should we work in a mechanic about switching bodies altogether?
    >> Anonymous 06/21/10(Mon)23:35 No.10654952
    Environment hazards:
    - electric surges and storms
    - gravittional anomalies
    - massive structure strain and escalating collapse
    - builders remodeling the area
    - change of the athmosphere components
    - weird sh%t
    - rapidly evolving and expanding neuron -based intelligence in the form of cloud of nanorobots, and subsequent putting of him down by Safeguards
    - node malfunction
    - silicon lifeforms invasion
    - random incoming spacestation teleports
    >> Anonymous 06/21/10(Mon)23:38 No.10655001
    >>10654873
    It sure sounds like a lot of math, but essentially we are talking about the same thing

    General shooting: little chance of hitting the part you want (and you always want something, right?), a lot of random chances; Specific shooting: more chance to hit the prt you want, less chance to hit at all
    >> Anonymous 06/21/10(Mon)23:40 No.10655041
    >>10654952
    The random teleportation and anything safeguard should have extremely precise rolls. I would think the atmosphere would be stable enough, depending on the party's proximity to relevant structures (like a chemical plant). Gravity fluctuation more common. Builders and structural collapse sound like they'd be the most common.
    >> Anonymous 06/21/10(Mon)23:42 No.10655074
    >>10654897
    Sure
    Skills are transferred over. Mental characteristics are modifyed according to the body. Body characteristics are taken from new body

    For accomodation period, penalities apply. They are lifted after the series of successfull checks, that are made over some time period.
    During which, SUDDENLY SAFEGUARDS EVERYWHERE
    >> Anonymous 06/21/10(Mon)23:43 No.10655097
    >>10655041
    How common should the weird sh%t be?
    >> Anonymous 06/21/10(Mon)23:45 No.10655137
    >>10655001
    Pretty much. We just need to work out the calculations.

    I think I like your idea better, now that I've tried to work out my idea.
    >> Anonymous 06/21/10(Mon)23:45 No.10655141
    >>10654897

    I like the idea of body hopping, though we will have to put some kind of limitations on how it is done or else PCs will eventually approach every combat situation as a chance to score a better ride. One of the easiest ways to do this would be to make that if the body you want to take over is too damaged, than body hopping is not possible unless you could repair it somehow. An easy way to keep PCs from doing any body hopping to early in the game is to make so that they need some kind of special (uncommon) augmentation to do it in the first place. A certain degree of skill would also be involved- for a PC to take over another body they have to defeat whatever firewalls and defenses are left to protect against incursions. Higher intelligence would provide bonuses since this is obviously a hacking thing and more advanced bodies would be more difficult to hack.
    >> Anonymous 06/21/10(Mon)23:46 No.10655154
    >>10655097
    I find the weird shit concept iffy. It's not like The City is haunted or anything.
    >> Anonymous 06/21/10(Mon)23:47 No.10655175
    >>10655141
    Trying to hijack a living body would have severe penalties due to a mind already being present, and "dead" bodies require repair. Unless the players encounter some sort of body-manufacturing facility, it'll be a pain in the ass.
    >> Anonymous 06/21/10(Mon)23:48 No.10655194
    >>10654952
    Environment hazards should be tied to the that specific zone of the Structure.
    Zones may vary. Places where stuff falls from aboe, where it falls down below instead
    places where there are plants amd power stations, places where there are cubist statues and giant lacuuns
    Places where green and water zones are, places where plazma is tunelled through 50-meter-radius pipes
    Places with ladders, lifts, railroads, big wheels and transport tubes
    >> Anonymous 06/21/10(Mon)23:51 No.10655242
    >>10655154
    Actually, it is. Like the place where Cibo ended up in the end. Like the freaking Net sphere. That is pretty much going into supernatural realm.
    >>10655175
    Good thing there are random body-manufacturing facilities, isn't it? Like that woman-cloning factory. Or silicon creature nursery Killy blew up...
    >> Anonymous 06/21/10(Mon)23:55 No.10655300
    >>10655242
    Cibo only ended up there when she died, and the place as a cyberspace backup. Not really "supernatural", it at least goes for a science fiction image.

    However, this does provide us a post-death gameplay opportunity.
    >> Anonymous 06/21/10(Mon)23:59 No.10655383
    Body hopping could be used to 'resurect' characters who aren't quite dead (assuming the head mid wasn't lost and that they are capable of body hopping). Remove/download the brain (or whatever is functioning as one) and find a new body to attach/download it into. There would be penalties, whatever equipment was in your old body is probably gone.
    >> Anonymous 06/22/10(Tue)00:00 No.10655417
    Chance to hit should be based on size of target, distance and speed of current movement, also accuracy
    Cover counts as reducing size

    To-hit base is provided by accuracy and size; distance/speed/gun provide modifyers
    >> Anonymous 06/22/10(Tue)00:02 No.10655444
    >>10655383
    The party would just need to hang on to some memory packs or something, which are fairly common in the manga. Sounds good to me.
    >> Anonymous 06/22/10(Tue)00:03 No.10655474
    >>10655417
    When cover is involved, more powerful guns should have a penetration factor.
    >> Anonymous 06/22/10(Tue)00:04 No.10655493
    Someone should archive this.
    >> Anonymous 06/22/10(Tue)00:08 No.10655572
    >>10655493
    It is done.

    http://suptg.thisisnotatrueending.com/archive/10653348/
    >> Anonymous 06/22/10(Tue)00:22 No.10655860
    Say we use "5" as a base increment for stats?
    Size classifications depending on "Body" Stat:

    Teeny - 5<
    Small - 5
    Standard - 10
    Big - 15
    Huge - 20
    Gargantuan - 25
    ZOMGWTF - 30
    >> Anonymous 06/22/10(Tue)00:26 No.10655936
    >>10655860
    Addendum: Anything more than "Huge" is an auto-hit at reasonable range.
    >> Anonymous 06/22/10(Tue)00:51 No.10656399
    >>10654546
    Would the team healer/medic eventually be able to install augmentations after they've developed the skill and assuming they have access to the needed facilities?
    >> Anonymous 06/22/10(Tue)00:54 No.10656464
    >>10656399
    I'd say so, yes. "Augmentation" could be a high difficulty "medical" skill check, or a sub-skill that requires high ranks in healing and science, and a high Int stat.
    >> Anonymous 06/22/10(Tue)01:13 No.10656871
    Skills:

    Computer Use (Including hacking and the like)
    Engineering (building, repairing, and understanding machines)
    Medicine (Self explanatory)
    Marksmanship (Use of firearms)
    Close Combat (Unarmed, melee weapons)
    Climb
    Swim
    Bluff
    Track
    Knowledge: Safeguard, Builders, Silicon Life, Local, The City
    >> Anonymous 06/22/10(Tue)01:24 No.10657129
    >this thread

    I have no fucking idea why I don't come here more often. I must be retarded.
    >> Anonymous 06/22/10(Tue)01:32 No.10657303
         File1277184778.jpg-(63 KB, 241x209, 1257884750694.jpg)
    63 KB
    Where did everyone go?
    >> Anonymous 06/22/10(Tue)01:43 No.10657509
    >>10657303

    Sleep, probably. This thread seems to be dying down, I'll start another in a night or two.
    >> Anonymous 06/22/10(Tue)01:44 No.10657525
    >>10657509
    I'll keep an eye out. Later.
    >> Anonymous 06/22/10(Tue)04:01 No.10659946
    Am i too late here?
    >> Anonymous 06/22/10(Tue)04:17 No.10660208
    >>10656871
    So, combat will be skill-based, correct?
    >> Anonymous 06/22/10(Tue)04:22 No.10660284
    >>10660208
    Sounds GURPSy to me, lol
    >> Anonymous 06/22/10(Tue)04:27 No.10660351
    >>10656871
    I think these skills are a little too general. Maybe it's just me, though.
    So, should they be expanded and how?
    >> Anonymous 06/22/10(Tue)07:48 No.10662778
         File1277207285.jpg-(328 KB, 718x514, BioBear.jpg)
    328 KB
    I'll be more interested when there is an expantion that adds BioMega to it.

    With bears...such awesome bears.
    >> Anonymous 06/22/10(Tue)07:50 No.10662800
    you'd need one hell of a descriptive GM
    the appeal of Blame to me is it's setting more than the plot or characters
    >> Anonymous 06/22/10(Tue)07:56 No.10662834
    For gunplay you should use Cyberpunk2020. It incorporates all you need - movement rates [you need them, with half of stuff in blame being ultrafast and melee oriented], cybernetics, extensive combat rules including cover, blasting cover away, cyberoptic camouflage and the lot.



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