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, welcome to TREMBLE, TYRANTS! (Wicked Ones homebrew RPol)

02:07, 19th April 2024 (GMT+0)

OOC Thread.

Posted by The GMFor group 0
kingjawa
player, 2 posts
Tue 11 Feb 2020
at 03:47
  • msg #5

Re: OOC Thread

Shaman

Scan:*
Tinker:
Trick:
Finesse:
Sneak:*
Smash:**
Banter:
Command:*
Invoke:**

Shamanism: You can take a point of stress to Invoke tier 2 and tier 3 spells of a single Shamanism path: druidism

Terror: You can take a point of stress to know anyone’s worst fear and take +1d when you act on this knowledge.

Nature: rude - vindictive
Revelry: violence

Gear: Blood-red Cap (defense against Banter), Silver Sickle
Supply: Wooden Shoes, Four Leaf Clover Amulet

Friend: Ash, Treant firefighter
Enemy: Pauly Pots, Leprechaun Loan Shark
The GM
GM, 42 posts
Tue 11 Feb 2020
at 14:56
  • msg #6

Re: OOC Thread

kingjawa:
Shaman

Scan:*
Tinker:
Trick:
Finesse:
Sneak:*
Smash:**
Banter:
Command:*
Invoke:**

Shamanism: You can take a point of stress to Invoke tier 2 and tier 3 spells of a single Shamanism path: druidism

Terror: You can take a point of stress to know anyone’s worst fear and take +1d when you act on this knowledge.

Nature: rude - vindictive
Revelry: violence

Gear: Blood-red Cap (defense against Banter), Silver Sickle
Supply: Wooden Shoes, Four Leaf Clover Amulet

Friend: Ash, Treant firefighter
Enemy: Pauly Pots, Leprechaun Loan Shark



1. Trappings are now called Gear.

2. I reviewed the original Wicked Ones and decided that while they didn't make it as clear as I wish they had, I believe their original intent WAS in fact to have 6 Gear-- 6 Gear, 2 of which are supply. So, 6-- 4 basic Gear (one of which gives a special defense), and 2 Supply (the kind of stuff you can use up).

So my suggestion, for your shaman, would be to get the sorts of things that could be used up...
The GM
GM, 43 posts
Tue 11 Feb 2020
at 20:26
  • msg #7

Re: OOC Thread

The GM:
kingjawa:
Shaman

Scan:*
Tinker:
Trick:
Finesse:
Sneak:*
Smash:**
Banter:
Command:*
Invoke:**

Shamanism: You can take a point of stress to Invoke tier 2 and tier 3 spells of a single Shamanism path: druidism

Terror: You can take a point of stress to know anyone’s worst fear and take +1d when you act on this knowledge.

Nature: rude - vindictive
Revelry: violence

Gear: Blood-red Cap (defense against Banter), Silver Sickle
Supply: Wooden Shoes, Four Leaf Clover Amulet

Friend: Ash, Treant firefighter
Enemy: Pauly Pots, Leprechaun Loan Shark



1. Trappings are now called Gear.

2. I reviewed the original Wicked Ones and decided that while they didn't make it as clear as I wish they had, I believe their original intent WAS in fact to have 6 Gear-- 6 Gear, 2 of which are supply. So, 6-- 4 basic Gear (one of which gives a special defense), and 2 Supply (the kind of stuff you can use up).

So my suggestion, for your shaman, would be to get the sorts of things that could be used up...


A couple of basic potions, maybe? (examples of potions are now lower down in the rules...)
The GM
GM, 44 posts
Tue 11 Feb 2020
at 21:12
  • msg #8

Re: OOC Thread

The GM:
The GM:
kingjawa:
Shaman

Scan:*
Tinker:
Trick:
Finesse:
Sneak:*
Smash:**
Banter:
Command:*
Invoke:**

Shamanism: You can take a point of stress to Invoke tier 2 and tier 3 spells of a single Shamanism path: druidism

Terror: You can take a point of stress to know anyone’s worst fear and take +1d when you act on this knowledge.

Nature: rude - vindictive
Revelry: violence

Gear: Blood-red Cap (defense against Banter), Silver Sickle
Supply: Wooden Shoes, Four Leaf Clover Amulet

Friend: Ash, Treant firefighter
Enemy: Pauly Pots, Leprechaun Loan Shark



1. Trappings are now called Gear.

2. I reviewed the original Wicked Ones and decided that while they didn't make it as clear as I wish they had, I believe their original intent WAS in fact to have 6 Gear-- 6 Gear, 2 of which are supply. So, 6-- 4 basic Gear (one of which gives a special defense), and 2 Supply (the kind of stuff you can use up).

So my suggestion, for your shaman, would be to get the sorts of things that could be used up...


A couple of basic potions, maybe? (examples of potions are now lower down in the rules...)



--I have straightened out the "STEP FOUR" problem, etc. Part of that was leaving PC creation right where it was, because I realize now that Base creation should really come first.

(I was just super curious what you'd choose, though.

Plus I wanted to see if you making a PC would reveal any bugs in the system (and it might have, in a way, with the whole Trapping/Gear thing).

Fortunately, a Shaman works well with any of the bases, it seems to me...)

So, anything else I should attend to...?
This message was last edited by the GM at 21:17, Tue 11 Feb 2020.
kingjawa
player, 3 posts
Tue 11 Feb 2020
at 21:44
  • msg #9

Re: OOC Thread

Anything to do clocks in this game?

Some world building with other groups we can interact with.

Did you like my friend and enemy, or were you going for a different tone?
The GM
GM, 45 posts
Tue 11 Feb 2020
at 21:50
  • msg #10

Re: OOC Thread

kingjawa:
Anything to do clocks in this game?

Some world building with other groups we can interact with.

Did you like my friend and enemy, or were you going for a different tone?


1. At a big table, I can see how clocks could work maybe. But on RPol, I think they don't work. The pace is SO slow, I think that everyone (including the GM) would forget about clocks, unless there's maybe just one or two important one.

I think building new base rooms and other similar projects can work like clocks, but otherwise I lean anti-clock.

Good question, though.

2. Oh yeah, I plan there to be lots of other groups the rebels can interact with.

3. I was fine with your friend and enemy. They're your friend and enemy. If other players go darker // more serious, that's how I'll play their stuff.


Any other questions/thoughts...?
The GM
GM, 46 posts
Wed 12 Feb 2020
at 14:25
  • msg #11

Re: OOC Thread

The GM:
kingjawa:
Anything to do clocks in this game?

Some world building with other groups we can interact with.

Did you like my friend and enemy, or were you going for a different tone?


1. At a big table, I can see how clocks could work maybe. But on RPol, I think they don't work. The pace is SO slow, I think that everyone (including the GM) would forget about clocks, unless there's maybe just one or two important one.

I think building new base rooms and other similar projects can work like clocks, but otherwise I lean anti-clock.

Good question, though.

2. Oh yeah, I plan there to be lots of other groups the rebels can interact with.

3. I was fine with your friend and enemy. They're your friend and enemy. If other players go darker // more serious, that's how I'll play their stuff.


Any other questions/thoughts...?



Added:

When you trade in 9 xp, you go up a level (starting with moving from level 1 to level 2). This is important only because if your PC dies, and you make a new one, the new one comes in at the same level. So if your level 3 PC dies, make a new PC at level 1, and then you may add two extra dots, or choose two new extra class abilities, or one of each. (However, xp lost by character death is NOT reimbursed. If your PC died with only 2 more xp to go before leveling up, you're just out of luck.)

(Also note: if you must make a new PC, you must make the new one in some way different from your previous one(s). Making the new one be a different class is encouraged, but if not that, then at least choose entirely different Nature descriptors.)
The GM
GM, 48 posts
Wed 12 Feb 2020
at 19:47
  • msg #12

Re: OOC Thread

The GM:
The GM:
kingjawa:
Anything to do clocks in this game?

Some world building with other groups we can interact with.

Did you like my friend and enemy, or were you going for a different tone?


1. At a big table, I can see how clocks could work maybe. But on RPol, I think they don't work. The pace is SO slow, I think that everyone (including the GM) would forget about clocks, unless there's maybe just one or two important one.

I think building new base rooms and other similar projects can work like clocks, but otherwise I lean anti-clock.

Good question, though.

2. Oh yeah, I plan there to be lots of other groups the rebels can interact with.

3. I was fine with your friend and enemy. They're your friend and enemy. If other players go darker // more serious, that's how I'll play their stuff.


Any other questions/thoughts...?



Added:

When you trade in 9 xp, you go up a level (starting with moving from level 1 to level 2). This is important only because if your PC dies, and you make a new one, the new one comes in at the same level. So if your level 3 PC dies, make a new PC at level 1, and then you may add two extra dots, or choose two new extra class abilities, or one of each. (However, xp lost by character death is NOT reimbursed. If your PC died with only 2 more xp to go before leveling up, you're just out of luck.)

(Also note: if you must make a new PC, you must make the new one in some way different from your previous one(s). Making the new one be a different class is encouraged, but if not that, then at least choose entirely different Nature descriptors.)




Added, before "Base Themes" --

BLOWBACK AND CALAMITY (AND REVELRY):

In the next section, you'll see a couple of terms come up, so I'll define them here:

--BLOWBACK just means "problematic results of the Raid phase." Like (for example) if some mercenaries (or a monster? Or something?) followed you back from the Raid you just did.

--CALAMITY just means "problematic results of the Downtime phase," like (for example) a wild party with a lot of drinking (an example of Revelry) you threw to blow off steam (and, more to the point, Stress) got a little out of hand and something got broken... or maybe it just cost more than you might have expected...

--At the start of each Consequenses phase, and at some point during each Downtime phase, the GM will roll to see if there'll be any problematic Blowback or Calamity...




Also changed the Shaman's "spiritspeaking" to "stonespeaking" like in Wicked Ones... I thought about making it more spirity/ancestory, but I decided that was more the realm of necromancy maybe...
kingjawa
player, 4 posts
Wed 12 Feb 2020
at 20:08
  • msg #13

Re: OOC Thread

"When you Invoke, you magically interact with dark, mystical forces.
You might roll Invoke to cast an enormous fireball at the doors of the jail, to dispel a ward spell on a door, or to make a hippogriff back down with a display of magic."

I think the dark part is lest over from the original theme of the game. 

"I think building new base rooms and other similar projects can work like clocks, but otherwise I lean anti-clock."

I haven't really played any Blades in the Dark, but I have watch some stuff one line and read some articles. I do like the idea of clocks for long term projects, and I also like them for adding tension for Consequences.
The GM
GM, 49 posts
Wed 12 Feb 2020
at 20:11
  • msg #14

Re: OOC Thread

kingjawa:
"When you Invoke, you magically interact with dark, mystical forces.
You might roll Invoke to cast an enormous fireball at the doors of the jail, to dispel a ward spell on a door, or to make a hippogriff back down with a display of magic."

I think the dark part is lest over from the original theme of the game. 



Yep. I'll fix it...


kingjawa:
"I think building new base rooms and other similar projects can work like clocks, but otherwise I lean anti-clock."

I haven't really played any Blades in the Dark, but I have watch some stuff one line and read some articles. I do like the idea of clocks for long term projects, and I also like them for adding tension for Consequences.



...I'll keep that in mind...
The GM
GM, 50 posts
Wed 12 Feb 2020
at 20:55
  • msg #15

Re: OOC Thread


Added to the rules:


BY THE WAY:

By the way, race doesn't matter in this game. As long as you go on two legs and are no larger than a tall human and no smaller than three feet or so, you can be whatever race you want for this game. Hell, you can all be a band of rebel elves or dwarves for all I care, if you all want... just let me know if you want to be something other than human.
kingjawa
player, 5 posts
Wed 12 Feb 2020
at 22:24
  • msg #16

Re: OOC Thread

I had imagined my initial character being a far redcap.
The GM
GM, 51 posts
Wed 12 Feb 2020
at 22:58
  • msg #17

Re: OOC Thread

kingjawa:
I had imagined my initial character being a far redcap.


Far? You mean fey, I bet? Welp, I'm fine with that...
The GM
GM, 52 posts
Thu 13 Feb 2020
at 14:47
  • msg #18

Re: OOC Thread


Added to the rules:


(The Tyrant has a standing army or whatever, but for dealing with rebels, the tradition in this part of the world is to save the armed forces purely for defense, and for offensive jobs, to use mercenaries. There are lots of mercenaries and mercenary bands roaming the land looking to do dirty work for financial gain. They'll always be your number one problem if someone comes looking for your base, until maybe late in the game... But one useful thing for you about the mercenary system is that it means that if someone finds your secret rebel base, word probably won't spread very far nor fast, because if it's a mercenary, they'll want to keep the location a secret so that a rival merc band doesn't come along and hit you first, and if it's not a mercenary, they'll assuredly want to keep it a secret so that they can sell the secret to a merc band... (and, well, another one if the first one dies... and then another one, if the second one dies... and so on...) The point is, you'll seldom have more than one merc band invading at a time...)
This message was last edited by the GM at 14:52, Thu 13 Feb 2020.
The GM
GM, 53 posts
Thu 13 Feb 2020
at 14:52
  • msg #19

Re: OOC Thread

The GM:
Added to the rules:


(The Tyrant has a standing army or whatever, but for dealing with rebels, the tradition in this part of the world is to save the armed forces purely for defense, and for offensive jobs, to use mercenaries. There are lots of mercenaries and mercenary bands roaming the land looking to do dirty work for financial gain. They'll always be your number one problem if someone comes looking for your base, until maybe late in the game... But one useful thing for you about the mercenary system is that it means that if someone finds your secret rebel base, word probably won't spread very far nor fast, because if it's a mercenary, they'll want to keep the location a secret so that a rival merc band doesn't come along and hit you first, and if it's not a mercenary, they'll assuredly want to keep it a secret so that they can sell the secret to a merc band... (and, well, another one if the first one dies... and then another one, if the second one dies... and so on...) The point is, you'll seldom have more than one merc band invading at a time...)



Also added this clarification:

Base Logic - The base is like one big Panic Room
The sanctum serves two purposes - it keeps the leaders of the rebellion separate from the first round of defending, and it provides a clear cutting point for when the mercs have passed that first round and moved on to the “boss fight” of the base. This gives the base and the PCs chances to shine in their own unique scenes. The PCs cannot interact with the first floor’s base defenses-- doing so would make your helpers think you're weak, and cause a revolt as your helpers tried to wrestle leadership from you and re-establish the base's hierarchy.

But perhaps more importantly, the base is like a panic room. You want to stop any invaders by any means possible. If that means they come upon a door that's too well-locked for them to open and they give up and go away to rethink their invasion strategy, fine! That means everyone else can come back out and go back about their normal business. Your pixies and helpers, at the first sign of invasion, will retreat deeper into the back of the base, unless some of the helpers in question have specialized jobs that involve messing with invaders.

So it's important for the PCs to stay on the second level of the base-- you're the last line of defense.
The GM
GM, 54 posts
Fri 14 Feb 2020
at 03:09
  • msg #20

Re: OOC Thread


I mmmmmight be able to place an advertisement for new players tomorrow...

Hello, prospective new players! I welcome you...

After I add enough people to the game, our first order of business will be to decide on what type of base to choose (of the 5 possible choices)...

Then (well, pretty soon afterward), we'll choose character types (Shaman might already be taken, unless the chooser has a change of mind)...
The GM
GM, 55 posts
Tue 18 Feb 2020
at 03:11
  • msg #21

Re: OOC Thread

The GM:
I mmmmmight be able to place an advertisement for new players tomorrow...

Hello, prospective new players! I welcome you...

After I add enough people to the game, our first order of business will be to decide on what type of base to choose (of the 5 possible choices)...

Then (well, pretty soon afterward), we'll choose character types (Shaman might already be taken, unless the chooser has a change of mind)...



Yay, we have a new player!

That makes two (unless you count me, in which case 3)...

What base style (of the 5 options) appeals to y'all so far...?
Bashar
player, 1 post
Tue 18 Feb 2020
at 03:23
  • msg #22

Re: OOC Thread

Hello.

I'll be asking a lot of questions regarding rules, please bare with me.  In the mean time I'll be your marauder (fighter) in his stronghold.

Do we discuss the tyrant together?
The GM
GM, 56 posts
Tue 18 Feb 2020
at 14:02
  • msg #23

Re: OOC Thread

Bashar:
Hello.

I'll be asking a lot of questions regarding rules, please bare with me.  In the mean time I'll be your marauder (fighter) in his stronghold.

Do we discuss the tyrant together?


Yeah, I just this morning remembered: The first topic of discussion is the Tyrant...
The GM
GM, 57 posts
Tue 18 Feb 2020
at 21:52
  • msg #24

Re: OOC Thread

The GM:
Bashar:
Hello.

I'll be asking a lot of questions regarding rules, please bare with me.  In the mean time I'll be your marauder (fighter) in his stronghold.

Do we discuss the tyrant together?


Yeah, I just this morning remembered: The first topic of discussion is the Tyrant...



So, you ready?

STEP 1: WHAT KIND OF TYRANT ARE WE TALKING ABOUT?

--If you want, you may choose! Your choices are:

----Human nobility: an evil king, queen, duke, baron, whatever!

----Warlord: His or her (warlady) power comes not from being nobility by birth, but because they are (or were, in their youth) good at fighting or strategy (or both)!

----Mage or cleric: An evil mage or cleric of some dark power is running this region!

----Group: The tyranny is being perpetrated not by one guy nor gal, but an evil group! An evil thieves' guild? A bunch of corrupt senators? A group of evil wizards? A dark priesthood? A sinister cult?

----Undead: A vampire or lich or something is ruling this region!

----Monster: A dragon or some other monster is ruling this region!

If you can't decide, you can just have the GM choose-- or one of you (you, or the GM) can just roll randomly for it!
kingjawa
player, 6 posts
Wed 19 Feb 2020
at 00:33
  • msg #25

Re: OOC Thread

My top three would be Monster, Cleric, Warlord.
The GM
GM, 58 posts
Wed 19 Feb 2020
at 02:49
  • msg #26

Re: OOC Thread

kingjawa:
My top three would be Monster, Cleric, Warlord.


And your opinion(s), Bashar...?
Bashar
player, 2 posts
Wed 19 Feb 2020
at 03:51
  • msg #27

Re: OOC Thread

I prefer the later two of those three options, so warlord or cleric.
The GM
GM, 59 posts
Wed 19 Feb 2020
at 15:20
  • msg #28

Re: OOC Thread

Bashar:
I prefer the later two of those three options, so warlord or cleric.


Then I'm gonna say an evil cleric, unless anyone stops me...?

Objections...?
kingjawa
player, 7 posts
Wed 19 Feb 2020
at 21:08
  • msg #29

Re: OOC Thread

Evil cleric sounds great.... I mean horrible, lets rebel.
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