Question Whateley RPG... How would chara. gen. work?
- Malady
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Topic Author
And I just thought about the old Whateley RPG ideas...
What would a Whateley Character Generation System look like? How would it manage to deal with the Combinatorial Explosion of possible alterations from the human form that is the Meta-gene Complex Activation???!
Anyone got ideas?
- NeoMagus
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- Dawnfyre
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a lot of exemplars, but they would need to roll for the level
what power does the exemplar have, then sub classes for ones like energizers, also what level is the power.
the last roll for the character, something like 5 d 20, a 97 or better they get a GSD case.
avatars, not always an exemplar, what level avatar.
a d3 for spirit class
a d20 for spirit power
then a big roll setup to pick the spirit.
then what does the spirit do to/with them (if anything)
devisors, need to roll power level, deidricks + severity if yes, did they get the exemplar package also.
gageteers same as devisors minus the deidricks rolls.
energizers, level, type.
make every character need to roll re gender changes.
Stupidity is a capitol offense, a summary not indictable one.
- konzill
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Mutants & Masterminds: this is a d20 system for making superheros also comes in a DC branded version.
Cortex Plus: this is a dice pool system which had a short lived Marvel branded Version. a different variant was also used in the. Smalville game.
Icons: another rules light superhero game.
Savage Worlds: a rules medium system that has a supers suplement
Hero System: probably the most complicated cted version. The core book is about two inches thick.
Gurps: another generic system which does supers well, 3d6 based system
BESM: a system intenled for anime roleplaying. Its based on 2d6 rolls
BRP: a generic system using d100 an oldie but still workedble
FATE: a modern narrative system there is a free suplement for supers that would work, nnd another in the works
HeroQuest: a narrative system that uses 1 d20 per player. Its very nice but would require some work.
RISUS: the anything rpg. This is the lightest system that could possibly work. The rules are 4 pages long and honestly you could use the MID's as is to play. As things in risus are nomally rated on a 1-6 scale and 1-7 would not break the system.
- Malady
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Topic Author
konzill wrote: Snip...
Links please?
ICONS example: icons-truth-justice-and-gaming.wikispace...ter+Creation+Example
- NeoMagus
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Dawnfyre wrote: you would need to design the powers for each type of character so they can roll for the powers.
a lot of exemplars, but they would need to roll for the level
what power does the exemplar have, then sub classes for ones like energizers, also what level is the power.
the last roll for the character, something like 5 d 20, a 97 or better they get a GSD case.
avatars, not always an exemplar, what level avatar.
a d3 for spirit class
a d20 for spirit power
then a big roll setup to pick the spirit.
then what does the spirit do to/with them (if anything)
devisors, need to roll power level, deidricks + severity if yes, did they get the exemplar package also.
gageteers same as devisors minus the deidricks rolls.
energizers, level, type.
make every character need to roll re gender changes.
Actually, this level of complexity is why I suggested the limitations that I did. Switching between whole different power types on a whim could get very OP very quickly. More what I had in mind just different varieties of exemplars; some faster and more agile, some stronger and more durable, some with heightened (or extra) senses, some with enhanced mental capacity, etc. So actual possible abilities would be limited to the range of basic exemplars (with the exception of some limited esper sensitivity). The more interesting aspect of the shifting would actually be the personality and skills angle. One form could be an expert thief but is terrified of any kind of combat, while another could be a beefy berserker who is often reckless because he isn't afraid of anything, and still another could be a young kid with an talent for music and a keen danger sense. Let the concept be more about the character exploring different personalities and perspectives, rather than constantly trying to roll up the most OP form he can.
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- Mister D
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NeoMagus wrote: Actually, this level of complexity is why I suggested the limitations that I did. Switching between whole different power types on a whim could get very OP very quickly. More what I had in mind just different varieties of exemplars; some faster and more agile, some stronger and more durable, some with heightened (or extra) senses, some with enhanced mental capacity, etc. So actual possible abilities would be limited to the range of basic exemplars (with the exception of some limited esper sensitivity). The more interesting aspect of the shifting would actually be the personality and skills angle. One form could be an expert thief but is terrified of any kind of combat, while another could be a beefy berserker who is often reckless because he isn't afraid of anything, and still another could be a young kid with an talent for music and a keen danger sense. Let the concept be more about the character exploring different personalities and perspectives, rather than constantly trying to roll up the most OP form he can.
Have you thought about looking at one of the game systems that's more biased towards story-telling rather than action?
It helps avoid the munchkin-style OP aspects.
White Wolf had a rule-set that was created for LARP.
Gotta love the Stanislavsky influence on this style of RP.
Measure Twice
- jmhyp
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Formerly known as Champions. Great system once you wrap your head around it. With experienced players it is seemless.konzill wrote: Hero System: probably the most complicated cted version. The core book is about two inches thick.
THAT'S AWESOME!! I love RISUS and you are right, you almost could use the MID, as is, as the entire character sheet. It's even got "too much" info compared to the RISUS char sheet. That said, wrapping one's head around RISUS is difficult for some people because of its inherent simplicity.RISUS: the anything rpg. This is the lightest system that could possibly work. The rules are 4 pages long and honestly you could use the MID's as is to play. As things in risus are nomally rated on a 1-6 scale and 1-7 would not break the system.
And for the person asking for links: Google "RPG name of system" generally works.
- Valentine
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If you want the players to generate random powers, there are systems that are built around that, IMO they don't work very well because powers that don't make sense together.
Otherwise you just need to pick a system en.wikipedia.org/wiki/Category:Superhero_role-playing_games
Don't Drick and Drive.
- konzill
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Malady wrote:
konzill wrote: Snip...
Links please?
ICONS example: icons-truth-justice-and-gaming.wikispace...ter+Creation+Example
I tried to edit my post and put in links. but the System decided that i had too many links and wouldn't let me continue. Sorry You will just have to google it.
one good place to look for PDF's of RPG rule books is www.drivethrurpg.com/ Most of the systems I listed are available there. Fate + Venture City Stories is probably the best combination
especially for someone with Little RPG experience. Best yet you can get the PDF's free, (technically Pay What you want) from drive thru rpg.
- Domoviye
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BESM is a nice rules light game with a nice structure, but get third edition and be careful as characters progress they easily become overpowering.
- konzill
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Have you thought about looking at one of the game systems that's more biased towards story-telling rather than action?
My Picks on this would again be Cortex Plus or Fate, depending on wheare ther you want your die mechanics to be complex or simple, Fate being the simpler game. Both Games featuer the idea that I'll allow my character take a handicap of fail now to earn plot points I can use later, to make my character succeed when its narrative desirable for them to do so. HeroQuest RPG is also a very narrative system, but creates its narrativism in a different way.
- Yolandria
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Mistress of the shelter for lost and redeemable Woobies!
- Domoviye
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- Yolandria
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Mistress of the shelter for lost and redeemable Woobies!
- NeoMagus
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Mister D wrote: Have you thought about looking at one of the game systems that's more biased towards story-telling rather than action?
It helps avoid the munchkin-style OP aspects.
White Wolf had a rule-set that was created for LARP.
Gotta love the Stanislavsky influence on this style of RP.



Um...my bad, I totally got confused about which thread I was posting in. I was actually referring to a character concept I wrote up in the Bad Ideas thread that involved using RPG style character generation as mechanism for directing shifter powers. Totally didn't mean to jump back into this conversation that I'm so not qualified for...


(stands contritely as a figure that looks remarkably similar to one Leroy Jethro Gibbs delivers a sharp smack to the back of the head)
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- Domoviye
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- Nagrij
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More rules than RISUS, but it literally covers every type of character, every type of world, and every type of potential screw-up.
www.patreon.com/Nagrij
If you like my writing, please consider helping me out, and see the rest of the tales I spin on Patreon.
- Domoviye
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- Yolandria
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Mistress of the shelter for lost and redeemable Woobies!
- Domoviye
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I like WoD the newer one, and was getting into Fate just before I left my last gaming group back in China.
- Yolandria
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Mistress of the shelter for lost and redeemable Woobies!
- Kristin Darken
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For that reason, the power traits tend to be reeeeeally complicated to work out from the perspective of a point based trait level w/ advantage cost modification type system. If you like to play with number based character building, that might appeal to you... but it really tends to get in the way of the game itself if you don't have a whole group of people who like that sort of thing. From a more abstract story telling system, balance has to be handled somewhat loosely... or you simply have to accept that characters aren't balanced and not stress that. It makes combat tougher to resolve, because you're basically just using luck and opinion as to what power technique wins a given clash... and that can be tough on players who like 'fair' mechanics.
If you really want to build an RPG, you'd have to spend the time digging out the real underlying physics and potential of each power and map it to a complex point based system. And then you have to develop combat systems that work for physical, energy, thought/emotion, and spirit based settings. The more future oriented games tend to have Psi rules (or cyberspace rules, which often are interchangeable with psy metaphorical constructs). It'd take lots of work.

Fate guard you and grant you a Light to brighten your Way.
- konzill
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or you simply have to accept that characters aren't balanced and not stress that. It makes combat tougher to resolve
If you are using a narrative system it doesn't have to be about combat. There are many other options. thats what makes narrative systems so awesome. They have generic conflict mechanics which can be psed to sneak into the secprity office, or hack Hardfords compter or mount a defnce before a review panel, just s evsily as they can be used for combat.
Looking at actual Whateley characters consider Tenyod sure she could probably kill anyone in a stright up fight. But how often does the story actually let her go to town with that power?
you'd have to spend the time digging out the real underlying physics and potential of each power and map it to a complex point based system.
In a simulationist game sure. In a narativivst one not so much. One simple approach is to look at what kind of trait each agent in a conflict is using and give the one with the most specifim ability a bonus.
And then you have to develop combat systems that work for physical, energy, thought/emotion, and spirit based settings.
Again this may be true of Gurps, but it isn't true of Fate or Cortex Plus or HeroQuest. All of them feature a generic colflict resolution mechanic which can be applied to any situation without needing special rules. Yes this leads to a game that isn't realistic in a strict sense. But really the superhero genre isn't realistic to begin with. My favourite trope example h'e is the number of yimes that supers Forget their own powers
- FuzzyBoots
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- Luca
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