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  • File : 1272217176.jpg-(39 KB, 420x399, small.jpg)
    39 KB Viral 04/25/10(Sun)13:39 No.9422350  
    Hello, /tg/

    I'm Viral, and I make games. Some of you might know who I am, but most probably don't. I've made original settings for established systems, but I have a hard-on for simplicity, so what I like best is making simple, streamlined systems.

    People generally like what I make, and if the pageview counters on 1d4chan are any indicator quite a few people have seen what I've done.

    Anyway, I'm going to be posting some games I've made and talking about the fluff and/or mechanics (since I'm firmly in the camp that believes mechanics and fluff should sync with each other).

    Everything I've made in the last couple years can be downloaded here:
    http://1d4chan.org/wiki/Category:Viral_Games

    So please, feel free to discuss your own theories on game mechanics, ideas you've had about systems, or how much of a colossal faggot I am.
    >> Anonymous 04/25/10(Sun)13:41 No.9422379
    >how much of a colossal faggot I am.
    YOU ARE A COLOSSAL FAGGOT.

    but really nice work on engine heart, I really would love to play it. Haven't seen much of your other works though.
    >> Anonymous 04/25/10(Sun)13:42 No.9422391
    Is that pic from that Wall-E like RPG? Metal-Hearts or something?
    >> Viral 04/25/10(Sun)13:51 No.9422513
         File1272217909.jpg-(44 KB, 400x507, engine heart cover.jpg)
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    Might as well start with this one.

    Engine Heart is an idea I had been kicking around for a while, but after I saw Wall-E, I got rolling on it. All the player characters are human-sized or smaller robots that are still functioning after all the humans have left.

    I originally designed the system for my friend Earthflame's game, ArtifIce
    http://1d4chan.org/wiki/ArtifIce
    to be used as a means of simulating the characters in the physical world, but after a lot of revision I got this.

    It's a lot like WoD, where you roll a pool of d10s and try to get as many of them to land on a target number or higher. The target number (TN) is usually 8.

    Players are given 100 points to divide into attributes and features.

    There are three different divisions of attributes: Intelligence, Chassis and Crux. There are four different kinds of Intelligence, allowing for the creation of robots that are nearly human or completely alien.

    Chassis covers five different physical characteristics (perception, reflexes, etc.) that define a robot's ability to interact with the physical world. Crux attributes concern things like battery life and size.

    "Features" are the special abilities and defects that further distinguish one robot from another.
    >> Anonymous 04/25/10(Sun)13:52 No.9422517
    I've kinda wanted to see a system for Phantasy Star Online, or Phantasy Star Universe, myself.
    >> Viral 04/25/10(Sun)13:54 No.9422558
    >>9422391
    Yes, it is the cover from Engine Heart:
    http://1d4chan.org/wiki/Engine_Heart

    The downside of this system is that some people get frustrated keeping track of the math during the point-buying, and you sometimes end up with one or two points left over. I tried to throw in some 1-point features to eat up leftover points, but if you're giving out XP and letting the robots evolve I guess you could use leftover points as bonus starting xp.
    >> Anonymous 04/25/10(Sun)13:56 No.9422589
    >>9422350
    How do you solve the whole simplicity vs complexity in combat?
    What's your opinion on Armor Class as compared to having separate skills like block, parry and dodge?
    >> Anonymous 04/25/10(Sun)14:00 No.9422656
    >>9422589
    And by the forementioned I mean "How do you balance fast and streamlined combat versus detailed fights."
    >> Viral 04/25/10(Sun)14:02 No.9422696
    >>9422589

    It's a pickle, because starting out simple and tacking on rules leads to the kind of nightmarish tangle of rules lawyers that I hate so much.

    I think it depends on the style of game you're playing. Beyond that I'd probably just be rambling. Lemme post another game and I'll explain how its combat system works.
    >> Anonymous 04/25/10(Sun)14:13 No.9422876
    >>9422696
    Sure thing.

    The system we use is a bit cluttered, it's an old one and based around rolling a d20 against skill checks using a comparison table using 10 as a base.
    So if the difficulty of a lock is 11 and your skill is 15 that means you'll succeed on 14 or less.
    If the difficulty was 10 and your skill was 10, you'd succeed on 10. If the diff. was 21 and your skill 15, you'd have to roll 9 or less.
    And so on.

    I'm alright with doing basic math in my head on the fly, but the problem is combat because it uses opposed rolls rather then a static difficulty.
    So if you've got 10 in your 1-h sword skill, it means 50% chance of hitting without any modifiers.
    Since 20 is the supposed roof of a skill in combat (since it has no static difficulty) it means an average warrior would have a 50% chance of hitting a wizard standing still and doing nothing to defend. Not very realistic.
    But crank it up to say 16 (80%) and it'll become to easy to do damage against all targets without defensive skills.

    It's a pain in the ass, we all like the system because we've used it for some 15 years, but the combat really needs a rehaul.
    >> Anonymous 04/25/10(Sun)14:13 No.9422881
    Hey Viral! Big fan of Engine Heart- one of those things you read and then immediately start having ideas about. Very cool.

    What's your thought on Campaign Hooks and good creation thereof? Artifice seemed like an amazing system for character creation, but there were no real clues at all for what an Artifice campaign looked like, or how to run one.
    >> Viral 04/25/10(Sun)14:16 No.9422914
         File1272219376.jpg-(47 KB, 400x518, Rivet_cover.jpg)
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    http://1d4chan.org/wiki/Rivet

    Rivet is a game I made as a joke, after some friends teased me about making so many games and told me I had to make a dieselpunk game.

    Fifty-eight pages later, it's kinda cool I guess.

    The setting is an alternate-reality WW2, so I tried to make the mechanics fit the mood of the game (balls-out dirty globe-trotting adventure). Dice are used for most things, but a deck of playing cards is used to determine initiative and to add some "luck of the draw" fun during rolls when you really need an edge.

    All characters are defined by six attributes: Brains, Brawn, Aim, Flair, Moxie and Luck. These are rated with die values: Lousy (d6), Normal (d8), Good (d12) and Great (d20). Player characters and important NPCs have two Lousy, two Normal, one Good and one Great attribute. Unimportant characters get two Lousy, two Normal and two Good attributes.

    To make a check of any kind (doctoring, shooting, reading a tablet in ancient Egyptian), two attributes are combined and their dice rolled together. For example, a character with Lousy Aim and Great Luck rolls 1d6+1d20 to shoot someone.

    All characters can attempt all skills (there is no such thing as "trained" or "untrained"), but characters also get a few Specialties, which give them +5 to certain skills (so having Shooting as your Specialty means you would roll 1d6+1d20+5 for all Shooting checks).

    Now here's where the combat comes in.
    >> Anonymous 04/25/10(Sun)14:20 No.9422983
    Yo; I read some of your games, I'd love to try Engine Heart or Artifice, but my group is a band of faggots. Still, keep up the good work.
    >> Anonymous 04/25/10(Sun)14:22 No.9423003
    >>9422914
    Does that mean you can read foreign languages by being lucky?
    >> Viral 04/25/10(Sun)14:27 No.9423069
         File1272220076.jpg-(206 KB, 816x1056, rivet character sheet.jpg)
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    Here's a Rivet character sheet (big surprise, huh).

    In the bottom-left, where it says Fist-fighting and Gunfighting, note the blank circles underneath.

    When rolling a check of any kind, there are four levels of success: 10, 15, 20 and 25. Every skill has examples of what each of these levels could mean for that skill, but combat skills are handled here.

    Let's say you punch someone and roll a total of 13. That means you passed the success level 10, but didn't make it to success level 15. There's really no "defense" in this game (aside from a specific perk that you can take at the time of character creation), so your opponent fills in one of the circles under Slap.

    If you rolled between 10 and 14 the next time you punched him, he would fill in another Slap circle.

    If you instead rolled an 18 (success level 15), he would fill in a Bloody Nose spot.

    The thing about this system is that you can skip over lighter wounds to go straight to a killing blow (if your first attack was a 25 or higher, you either knocked his lights out or killed him).

    If you just slap him a bunch, eventually all his Slap spots are going to be filled in. In that case, the next Slap upgrades to a Bloody Nose.

    With a d12+d20+5 Shooting skill and the special perk that gives you +2 to shooting, you have a 37% chance of killing someone in one shot.
    >> Viral 04/25/10(Sun)14:32 No.9423128
    >>9423003
    I'd allow it.

    Investigating is the closest thing to a Read Languages skill in this game, and it's based on Brains and Moxie. In this case I'd probably fluff it to you being able to figure out the gist of it, or even remembering that your grandpa taught you Ancient Egyptian when you were 12.

    Alternatively, there's a perk that lets you speak any language as long as you can roll 10 or higher with Brains and Flair.
    >> Anonymous 04/25/10(Sun)14:33 No.9423147
    I like Joints and Jivers.
    >> Anonymous 04/25/10(Sun)14:35 No.9423164
    How do i navigate 1d4chan? I'm assuming their are tons of d20 games that people make up but how do i access them without a direct link?
    >> Anonymous 04/25/10(Sun)14:37 No.9423197
    Question; do you play over IRC? Is there anything like playtesting for you?

    I'd join.
    >> Viral 04/25/10(Sun)14:38 No.9423207
    >>9422589

    Anyway, most of my games tend to rely solely on the attacker's ability. There might be a mechanic for damage soak or impact avoidance, but it's usually something special that not every character has.

    I guess I feel that if damage reduction or damage avoidance isn't a major part of the character's "theme", then it doesn't need to be factored in during combat. Mostly it just boils down to favoring simplicity to keep the combat speedy.
    >> Viral 04/25/10(Sun)14:39 No.9423222
    >>9423164

    1d4chan is impossible to navigate. Here:

    http://1d4chan.org/wiki//tg/%27s_homebrews
    >> Anonymous 04/25/10(Sun)14:42 No.9423262
    >>9423207
    It's a good abstraction, that way.
    >> Anonymous 04/25/10(Sun)14:48 No.9423331
    ffffffffffffffffffffffffff would someone re-upload rivet to mediafire or somewhere similar? Neither MU nor MF work for me.
    >> Anonymous 04/25/10(Sun)14:48 No.9423335
    >>9423222
    ty kind sir
    >> Anonymous 04/25/10(Sun)14:51 No.9423370
    >>9423128

    How do you handle player overuse of luck?
    >> Viral 04/25/10(Sun)14:52 No.9423388
         File1272221531.jpg-(117 KB, 690x824, Flatland_RPG_cover.jpg)
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    http://1d4chan.org/wiki/Flatland

    Speaking of simple systems...

    Flatland is a little game I made after re-reading Sphereland. Steve Jackson Games made a version of it before me, but it's too rules-heavy for my taste.

    Flatland is a Victorian satire of social conventions and society's resistance to innovative thinkers. Because of this, Shapes have four attributes: Brains, Angle, Charisma and Structure.

    Brains, Angle and Charisma are rated by the number of d6s in each attribute (between 1d6 and 5d6).

    For a Brains or Charisma check, the Chief Circle (i.e. the GM) decides on the target number, and the attribute dice are rolled and totaled.

    Attacks are performed with the Angle dice, and the total is the damage inflicted on an opponent.

    Structure is the Shape's hit point total.


    >>9423197
    Yes, I'm on the suptg server a lot, and that's where I playtest all my stuff.
    >> Viral 04/25/10(Sun)14:55 No.9423435
         File1272221747.jpg-(287 KB, 816x1056, rivet page.jpg)
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    >>9423370
    The player doesn't get to use Luck for every check.

    I had a ranking of which attributes were used for the most number of checks, but I can't find it. I think Brains came in first, though.
    >> Viral 04/25/10(Sun)14:58 No.9423466
    Oh god all my hosted files are crashing

    OK... I'm uploading Rivet to Sendspace.

    Yeesh... the links were all fine a week ago.
    >> Viral 04/25/10(Sun)15:01 No.9423507
    http://www.sendspace.com/file/q3oa4u

    OK, here's Rivet, but Sendspace is pretty shitty.

    I'll get a 4shared folder up in a few minutes. Sorry about this.
    >> Anonymous 04/25/10(Sun)15:04 No.9423553
    Goddamn, you did modempunk? Fuck.

    I salute you.
    >> Anonymous 04/25/10(Sun)15:06 No.9423576
    >>9423507

    downloading like the fist of the north star
    >> Viral 04/25/10(Sun)15:08 No.9423606
         File1272222503.jpg-(23 KB, 400x474, fry_futurama.jpg)
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    http://1d4chan.org/wiki/Futurama:_Now_With_Dice

    While I get that folder stocked, here's Futurama: Now With Dice.

    I didn't make the system- it's Steve Jackson's TOON rules. This is a system where death is temporary and you can usually get your way out of immediate trouble with additional silliness.

    What I did do was clean up the rules descriptions to a brief four paragraphs, and stat out about thirty well-known Futurama characters.

    Someone liked it so much they made a Demonoid torrent of it.
    >> Viral 04/25/10(Sun)15:10 No.9423636
         File1272222653.jpg-(190 KB, 816x1056, bender.jpg)
    190 KB
    Here's Bender.
    >> Anonymous 04/25/10(Sun)15:12 No.9423660
    >>9423606
    Oh Wow!

    That only sounds EXACTLY like paranoia!

    How original!
    >> Viral 04/25/10(Sun)15:13 No.9423668
         File1272222827.png-(46 KB, 350x350, joan troubleshooter.png)
    46 KB
    http://www.4shared.com/dir/37996892/f5f5ce44/sharing.html

    And here's a bunch of games on a hosting site that doesn't suck.
    >> Anonymous 04/25/10(Sun)15:17 No.9423717
    non-MF/MU-fag here, rivet looks pretty good. The world got screwed pretty hard.

    I'd play it.
    >> Viral 04/25/10(Sun)15:22 No.9423766
         File1272223329.jpg-(70 KB, 800x607, cover.jpg)
    70 KB
    Since it was mentioned, I guess I'll post this one next.

    There's a retro-tech cyberpunk thread going on right now where a few people have recommended Modempunk:
    >>9411794

    Characters in Modempunk have eight stats: Athletics, Computers, Guns, Health, Phreaking, Presence, Talking and Unique.

    All stats aside from Unique are rated from 1-10 and determined at character creation by point buy. The Unique stat is always 10, and can be rolled twice per game, with the fluff being something that is unique to your character.

    The only die used is a d12. Success is determined simply by rolling equal or under the relevant stat. Equipment you're using can raise your stat for the purpose of that check, and opposing equipment (like a firewall) can lower the bar you need to roll under.

    Your hit points are simply your Health stat +3. Guns in Modempunk are very deadly, and you will almost certainly die after being shot once or twice.

    >>9423660
    >Implying I know the rules in Paranoia
    >> Viral 04/25/10(Sun)15:27 No.9423848
         File1272223676.jpg-(117 KB, 816x1056, modempunk character sheet.jpg)
    117 KB
    Modempunk started as three paragraphs of random writefagging I did based on an idea I had (the first bit in the beginning of the book), but people liked the concept and wanted more, so I did the natural thing and made a game system for it.

    The mechanics were designed to give a very cinematic feel where the players had a lot of free rein to rule-of-cool fluff their actions. While I was making the game I had a vision of a late-80s movie, somewhere between Ferris Bueller's Day Off and Hackers, where a group of streetwise kids fight for freedom in a dystopian Information Age.

    The playtest for this game was fucking awesome, and I feel really bad that I didn't continue it. I wonder if I have the logs...
    >> Anonymous 04/25/10(Sun)15:35 No.9423977
    >>9423660
    >Death is temporary = Paranoia
    also
    >how original.
    >Used Steve Jackson system
    >> Viral 04/25/10(Sun)15:50 No.9424198
         File1272225006.jpg-(46 KB, 549x650, J&J.jpg)
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    http://1d4chan.org/wiki/Joints_and_Jivers

    Joints and Jivers was made on the fly as a joke on /tg/ (like so many other things), but I promised I'd commit the rules to book form. It's kind of hard to navigate because it's so in-universe it hurts, but I'll do my best to explain it.

    It's a simulation of every 1970s blaxploitation, kung-fu, detective and stoner movie rolled into one.

    You have five primary stats: Hair, Shades, Threds, Funk and Hip-Cattery. Hair, Shades and Threds literally determine what you look like, and are in turn affected by what happens to your person during the course of the game.

    As the book says, "You better have at least 1 point in Threds, sucka!"

    Funk and Hip-Cattery can be thought of as how much of a fighter or a lover you are.
    >> Anonymous 04/25/10(Sun)15:59 No.9424344
         File1272225560.jpg-(15 KB, 372x336, sf4c30.jpg)
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    >>9424198
    >Shades as a stat

    I love it.
    >> Viral 04/25/10(Sun)16:05 No.9424421
         File1272225948.jpg-(67 KB, 882x775, thug.jpg)
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    Those stats determine the three ratings: Funk, Tough, and Boogie (the joke, if you missed it, is that funk is so important that it's on the character sheet twice).

    To make a check, you roll a d6 and add your Funk, Tough or Boogie rating. The target number to attack someone is your opponent's Tough rating, and dance competitions usually use opposed Boogie ratings, but the Funkmaster is free to decide a specific target number.

    If an attack is successful, the target might still be able to shrug it off: a weapon's damage rating must be equal or higher than the target's Tough rating or they simply shrug it off. If the target is successfully injured, their Funk rating decreases by one.

    The system rewards physical combat (the more kung-fu hustling the better) over guns: Shooting someone is a d6+ your Funk rating, but busting out some high-kicks or hitting someone with a pipe lets you spend Kung-Fu Points to roll extra d6s (one die per point spent; you can spend multiple points at once).

    Groove Points and Freak-out Points function in a similar manner, but apply to social and ...ahem... "introspective" situations.
    >> Anonymous 04/25/10(Sun)16:12 No.9424505
    JOINTS AND JIVERS SOUNDS FUCKING AMAZING
    >> Anonymous 04/25/10(Sun)16:17 No.9424610
    >>9424541
    Roll for moeness?
    >> Viral 04/25/10(Sun)16:19 No.9424640
    >>9424421
    Whoops, I forgot to specify that the whole "damage must be higher than your Toughness or you shrug it off" only applies to bullets.

    Any other attack goes directly to damage.
    >> Anonymous 04/25/10(Sun)16:24 No.9424710
    >>9424541
    There aren't even female helghast.

    the fuck you doin.
    >> Anonymous 04/25/10(Sun)16:25 No.9424726
         File1272227117.jpg-(8 KB, 199x192, no you'd.jpg)
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    >>9424710
    i don't even know how to respond to that.
    >> Anonymous 04/25/10(Sun)16:34 No.9424857
         File1272227656.jpg-(17 KB, 215x288, WC2006SteveJackson.jpg)
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    >>9423660
    >Toon
    >copying Paranoia

    I want to slap you upside the head. Thing is, this guy has dibs.
    >> Viral 04/25/10(Sun)16:37 No.9424908
         File1272227849.jpg-(12 KB, 401x521, Dead_space.jpg)
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    http://1d4chan.org/wiki/Dead_Space

    Moving on is another setting that I used someone else's rules for. You might be thinking it has something to do with alien zombies, but it has nothing to do with the video game that came out eight months later aside from the title.

    The setting in a nutshell is: Displaced population confined inside nigh-indestructible labyrinths squabble over food dispensers and each others' corpses while oblivious to the incomprehensible structures around them.

    I picked GURPS because it has great starvation rules. I know the system gets a lot of flak on this board, but GURPS Light is only a few pages and gives you everything you need to know.

    I also designed several different background types for characters (with bonus skill points) to help immerse them in the setting and make them a little more distinct. This is the same type of thing I did later with Rivet (with the Unions), and I suggest it as a great way to help players get a quick feel for a campaign setting. Players don't usually have the interest to read through your forty pages of setting info, but give them a page or a paragraph that incorporates their character into the fluff and they'll love you forever. Leaving the option open for player-designed backgrounds and perks is also usually a good idea.
    >> Anonymous 04/25/10(Sun)16:41 No.9424967
    >>9424908

    >I picked GURPS because it has great starvation rules.

    This is God's own truth, and is simultaneously everything that's wrong, and everything that's right with GURPS.
    >> Viral 04/25/10(Sun)16:52 No.9425137
         File1272228770.jpg-(75 KB, 1024x768, tower door (big).jpg)
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    http://1d4chan.org/wiki/The_Dark_Tower

    (inb4 forced meme)

    Stephen King fanwanking at its finest, courtesy of Chaosium's BRP system (the same thing Call of Cthulhu uses). It's not just a conversion; it's a full campaign setting.

    I made full-page stats/description entries (cribbed right out of the novels) for almost 70 inhuman creatures (Slow Mutants, vampires, etc.), about twenty archetypes for player or Keeper reference (Gunslinger, Manni Wanderer, Breaker, etc.), and a lot more shit about magic and psionics. Plus a rehash of the BRP rules, so you don't even need any other books.
    >> Anonymous 04/25/10(Sun)16:56 No.9425198
    >>9425137
    I don't get it.
    >> Viral 04/25/10(Sun)16:58 No.9425239
         File1272229124.jpg-(98 KB, 1024x768, slow mutants.jpg)
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    >>9425137
    CoC's Sanity mechanic was obviously a huge draw here, since the Kingverse is rife with people being exposed to extradimensional Lovecraftian horrors and watching their brains shut down.

    In retrospect, however, the system doesn't replicate the narrative-heavy feel of the books. My new choice for a Dark Tower game is Dogs in the Vineyard:

    Rituals and Litanies

    * Voice of the White d8s

    * Face of my Father d6s

    * Aim with my Heart d6s

    * Sign of the Eld d4s

    * Cloak of Coldness d8s

    * Manni Bobs d8s
    >> Geremy Tibbles 04/25/10(Sun)17:02 No.9425306
         File1272229371.jpg-(122 KB, 390x548, Chris+Corner.jpg)
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    <3 Viral

    One of the best GMs I've ever had.
    >> Anonymous 04/25/10(Sun)17:11 No.9425444
    I'm envious of Viral because the one time I made a homebrew here it was just tourettes and non-existant mechanics.
    >> Viral 04/25/10(Sun)17:14 No.9425488
         File1272230074.jpg-(65 KB, 540x436, terra nova cover.jpg)
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    http://1d4chan.org/wiki/Inland_Empire

    This is my token steampunk setting, for which I did a fairly tremendous amount of writefagging after people wanted more fluff. Unfortunately I was high on crack when I decided to use the d20 system for it. Either that or I just got lazy and pilfered the Sorcery and Steam supplement wholesale.

    The best workaround is to use the Forgotten Futures rules in place of d20, and simply follow the in-game fluff.

    The tl;dr is that the early Viking explorers made permanent settlements in the New World and moved European expansion into the Americas up by about five hundred years. Vikings, robots and zeppelins, oh my.
    >> Anonymous 04/25/10(Sun)17:16 No.9425521
    Viral exemplifies the side of /tg/ that gets shit done.
    >> Blast 04/25/10(Sun)17:37 No.9425876
    sage
    >> Viral 04/25/10(Sun)17:39 No.9425916
         File1272231561.jpg-(253 KB, 816x1056, android.jpg)
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    I hadn't even thought of this until now, but I've got something new(ish):

    http://www.4shared.com/document/pfGJ64Jk/android.html

    It's a nWoD book where all the players are servant-class androids. It's completely unrelated to the official WoD setting aside from mechanics.

    In this world, a subhuman class of human-looking androids performs all of society's menial labors without thanks or pay. Most androids live out their brief lives without question, but sometimes one of them gets an idea. "The Noose" is the brief window of time between a character's first realization of their situation and the time they are finally brought down by trackers or accident.

    I picked the nWoD system because I like the Morality mechanic; it's a great way to reflect a changing personality in a game where personality is everything.

    For those not familiar with the WoD line, individual lines (like Changeling) have their own version of the Morality mechanic. In this game, it's Sapience.

    Androids are largely emotionless until they find themselves in the Noose, and so their emotions and empathy for others grow in importance as they define the individual. The acts a rogue android must carry out to remain free, however, often dull their newfound empathy. Both of these extremes affect the android's ability to interact with and deceive both each other and true humans. Those familiar with Blade Runner's Voight-Kampff tests will know what I'm talking about.

    Sexy writefaggotry included at no extra cost.
    >> Anonymous 04/25/10(Sun)17:40 No.9425931
         File1272231607.jpg-(35 KB, 640x360, colonV.jpg)
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    >>9425916
    Will you have my babies?
    >> Viral 04/25/10(Sun)17:44 No.9426009
    >>9425876
    >>9425306

    Sup Blast, Tibbs :P
    >> Viral 04/25/10(Sun)18:02 No.9426350
         File1272232931.jpg-(244 KB, 816x1056, ai.jpg)
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    >>9425916

    (Android, cont.)
    I came up with a mechanic for AI helpers, based on various Merits and other preestablished mechanics. As it says, only the lowest-grade AI can fit inside a character's head (and only if the character has the four-dot Onboard AI Merit).

    Depending on the Storyteller's setting, this might not even be used.

    I need to go do some laundry now, so I'll be gone for a bit. I hope people found some things they like.
    >> Anonymous 04/25/10(Sun)18:21 No.9426657
    I can't sing Viral's praises enough, not least because he's one of - if not the - primary contributors to In the Shadow of the League, an alternate Traveller setting on IRC.

    http://sotl-traveller.wikidot.com/

    That tags globe on the front page? He implemented it. The planet you came from? Viral made the 3D model for it. The ship you're flying? Viral sketched up the outline for it. Your character portrait? Those ads on the news page, and half the news content besides?

    Shit, there probably wouldn't be a wiki for the setting if not for Viral.
    >> Viral 04/25/10(Sun)20:10 No.9428813
    >>9426657
    My nuts... they're so shiny and clean!
    >> Anonymous 04/25/10(Sun)21:15 No.9430036
    Bump?
    >> Anonymous 04/25/10(Sun)23:01 No.9432215
    I bump homebrew thread.

    Everyone should play Joints and Jivers.



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