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/tg/ - Traditional Games


How would someone play a campaign similar to something like Bloodborne? I was thinking maybe Trial of Cthulhu (pulp) would be the most appropriate, but I want to know what /tg/ thinks.
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>>50279880
It depends on what about it appeals to you, so what aspect of it would you like to focus on?
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>>50279880
Mechanically, GURPS would do a good job. Biggest problem would be how the combat would be a bit slow at the table, but it does allow for the complex, second-by-second strategizing which I feel is pretty important to Soulsborne games.

You just need to find the right options to make it into a Bloodborne game. My books aren't available to me at the moment so I can't bring up to many specific examples, but I can tell you even the basic set on it's own will easily handle dangerous combat against monstruous beasties with complicated trick weapons.
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>>50280160
>second-by-second strategizing
if you want this kind of combat then the Fight! system from Burning Wheel comes to mind, the rest of the system doesn't really fit though, does anyone know of a system with similar combat that's maybe a bit more suitable?
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>>50280160
>GURPS ...would be a bit slow at the table,
implement the last gasp?
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>>50280187
Really slows things down, but it's absolutely appropriate for a any Soulsborne game done in GURPS. I know I'll use those rules if I ever try to run such a thing.
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>>50279880

I recommend using Savage Worlds. The Horror Companion may help you out.

The rules and chargen seem pretty fast and simple. Then again, my group leans more toward simpler systems.
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I've been dying to play a Bloodborne/Innistrad/Van Helsing/Castlevania inspired cheesy Eastern European game in Hunter: The Vigil. Set it in a vaguely historical (but equally anachronistic) period and have the players be Hunters working together.

Maybe just a set up for a one shot where they all happen to cross paths at the same quiet creepy little village with superstitions and monster troubles, and before the night is through, someone dies or gets kidnapped or the bridge is destroyed and all of them have to solve the mystery before the townsfolk decide to kill the strangers.
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>>50279880
Currently running a similar campaign but changing some of the aspects to fall more in line with the Mythos.
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I think that frankly you can have a game that has the same tone and themes as Bloodborne, but you can't replicate the feel of it. The combat and action are entirely based on movement and dodging and two fisted action.
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>>50282388

I think you can do it, but you have to have a fundamentally different initiative and roll system than more RPGs are set up with.

Turn based combat won't do the job, and random dice rolls don't do the feel of souls games either. What you need is for everyone to roll a pool of dice at the start of the round to create their 'stamina' for the round, and then players and monsters alike spend their stamina to create actions and reactions. So you already know in advance that you are spending enough stamina for this action to succeed. You are not realistically expecting your action to fail on its own, though an enemy might spend stamina to block or dodge. However, what you DON'T know is whether spending that stamina in the first place is a good idea. Every action you take means you limit your options for the rest of the turn, so if you don't want to get squished you need a team mate to bait the monster into lashing out and then dodging away so you can poke them with relative safety.
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>>50282589
That's actually a potentially good way of doing it.
Isn't that ORE?

I like the idea of everyone laying their cards on the table, but not necessarily deciding what to do with the dice that are rolled at first.
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>>50279880
I've been thinking of doing it using an OSR system, main things that would have to be added would be;

Trick Weapons
Firearms and Hunter's Tools
Rally/Regain system
Parrying/Visceral system
Insight/Beasthood/Frenzy systems

most of these would be pretty easy to implement, only the Parrying/Visceral system seems like it

probably wouldn't directly use Bloodborne's setting though, would probably use a new setting that uses a lot of the same terminology and concepts though
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>>50283078
"Visceral"?

I don't play Bloodborne since I don't have a PS4, what's Visceral? In fact, what's Beasthood?
I only found out about Rally from H. Bomberguy's review, and it sounds like such a great concept.
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>>50283105
A visceral attack is a counterattack, when you stun someone with a well-timed shot from your gun you have a window in which to perform a visceral attack for increased damage
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>>50283105
>>50283203
and beasthood is a stat, it increases the amount of damage you take from frenzy which kind of sucks but it also means that when you use certain items or weapons you can gain a bonus so long as you keep attacking
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>>50279880
Only if we can pull shit like this off
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bump
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>>50281742
>>50282589

Savage World guy again, this time with something constructive to say.

I do like the stamina system Anon proposes. Maybe starting combat with your full Stamina might be better, and then rolling to see how much you regain per turn? This is pretty system agnostic, and I can see it being used in just about any system.

Savage Worlds uses a standard deck of 54 cards for Initiative (keep the jokers in). From first to last is goes from Aces to Deuces/2's, then if there's a tie it settles with suits from Spades, Hearts, Diamond, then Clubs. The Jokers are special--they're allowed to go in any order they want, with bonuses to their actions.

I'm thinking for Bloodborne, to increasing the Joker effect to the Jacks, Queens, Kings, and Aces. I think that would reflect the unpredictability of combat a bit more. Maybe a hunter seizes an opportunity or intervenes a monster from attacking a party member. And monsters could also do this, maybe even give a boss a second turn in the same round of combat?

Outside this special initiative effect, you can choose to Hold your action. If you want to interrupt an opponent's action, you'd roll Agility and go from the highest roll first.

A player is able to move their Pace (usually 30 feet) and do an action. They can only do one action with one weapon. So for Hunters, they'd be able to fire with their pistols and then use their main hand weapon, with no penalties. You can't repeat an action unless you have another weapon (attack with a melee weapon in each hand). Any repeat actions come with a -2 to each roll after initial use, and I suppose you can chalk that up to getting tired from "losing stamina" in a turn, but it's not perfect. You don't get outright penalties for mashing the attack button in Bloodborne.

I think SW will mesh pretty well with Bloodborne with a few tweaks. Hope this helps!
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>>50279880
I dunno about how to run it mechanically, but tonewise I think the key would be no exposition. Nobody knows where the monsters came from, or what they want, or how to get rid of them.

All they have are context clues or found documents. Just give them a shit situation caused by shit beyond reckoning and let them stumble blindly through it.
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I'm working up stat-lines for the starting options, I used Bloodborne to make the basic stats but I have 2 more stats than Bloodbourne starts a character with so I have an issue rounding out the table on page 31 in a balanced kind of way.

and because I am crap with statistics I'm using d100 roll under

>>50282056
>Bloodborne/Innistrad/Van Helsing/Castlevania
I happen to have a BloodBorne/lovecraft setting I'm working on.

but the guys at the WoD general said I shouldn't use that system unless I was way Way WAY more familiar with it.

>>50282589
>What you need is for everyone to roll a pool of dice at the start of the round to create their 'stamina' for the round, and then players and monsters alike spend their stamina to create actions and reactions. So you already know in advance that you are spending enough stamina for this action to succeed.
as I understand it, you have just described the system used for "song of Swords"

>>50283105
backstabs and successful parry+ripostes

>>50283224
thats called something else...but thats a mechanic I'm going to try and work into pic related...

>>50283324
slowly but surely, I am working on that...

>>50285790
>I'm thinking for Bloodborne, to increasing the Joker effect to the Jacks, Queens, Kings, and Aces. I think that would reflect the unpredictability of combat a bit more.
or play with a 56 card deck with 4 jokers mark those jokers with suits so there are no controversies of "who goes when"
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>>50282589

I'm actually designing my own game with a card-based resolution mechanic that uses hand size to represent Stamina, but it is very far from being done...
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>>50286513
I'm really liking this system.
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>>50287161
Thank you very much.
If I post this in the /gdg/ thread, would you mind giving me some more detailed feedback so that I can improve upon it :)
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>>50287285
I'm not any good at balancing things or I would
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>>50283324
Actually works in GURPS - wait/stop hit with a cannon. If weapon is powerful enough shock and knockback will stop the enemy.
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>>50283105

Okay so Visceral attacks are what you can pull off if you parry something (read: shoot something in the face just as they start an attack) that does a fuck ton of damage - generally takes 3-4 visceral attacks to kill a boss, and is why bosses that allow parrying on every attack they do are often called "ez" because "parry2win" while the dick hard bosses don't allow you to parry them or only on one attack that they rarely do or do only once during a fight when you knock them down a certain amount of health, and even then the "window" for the parryshot is teeny tiny so the timing is a fucker.

Beasthood is a stat that increases your attack damage if you pop a pill or use one of a few weapons that add beasthood to damage. It's probably the weirdest stat because it's the only stat that is outright ignorable in all but a few very specific builds and yet is thematically super important in the game's story and lore.
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>>50286411
>but the guys at the WoD general said I shouldn't use that system unless I was way Way WAY more familiar with it.
That was me, and that's my advice for literally anything.

Ware-beasts! Monsters the try to sell you things! You mean were-
Haven't you made another homebrew? This is pretty fleshed out at this point, though. Could probably use some editing, but I kinda like these ideas.
I may steal them.

>>50286513
I had an idea for a game that used decks of cards instead of handfuls of dice... but I forgot it.
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>>50292334
>I may steal them.
go right ahead.

I could use suggestions for page 31 though...trying to limit each build to 80-points this way making a new character is high speed and somewhat easy...lethal systems need quick character creation after all.

>Haven't you made another homebrew?
people get snippy if I claim to have made anything related to Lost Source, even though I did make a lot of the mechanics and a fair few chunks of lore.

>Could probably use some editing
I'll give you 200 internets if you do some of that here...
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>>50292524
I've seen your style of notetaking somewhere else, and it wasn't Lost Source (which I've never heard of). A fantasy WoD?

And maybe, but internets aren't worth much, even 200 of them, and I have other things I'm already not doing.
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>>50292635
>I've seen your style of notetaking somewhere else,
I tend to pick up projects and drop them again. Lost Source and BloodBrew are just the two that I actually kept my notes for(and didn't lose them when I got laid off)
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>>50292669
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>>50292524
Man, I loved brainstorming the shit that went into Lost Source. Turning the memes as currency joke into an actual part of the setting is still the smartest thing I've ever come up with that's /tg/ related.
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>>50294635
>pic
YES, I like those.

>Man, I loved brainstorming the shit that went into Lost Source.
me too, it's a pity stuff like that reaches a critical mass and loses the interest of people whose OC didn't make it in or didn't make it in YET

>Turning the memes as currency joke into an actual part of the setting is still the smartest thing I've ever come up with that's /tg/ related.
that was you? kudos...
I might go back in at some point cause I know a way to use source as currency AND exp...copy a thing and it degrades, so you can use the source by experiencing it, or as currency, BUT you cant copy some source material to use as both because running the risk of degrading the source is not worth it compared to the benefit of keeping it intact.

>>50294067
shit I forgot to delete my thread-bump
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Man, I really want to run a game like this now, Monotreem. I don't like everything about it, but the core idea of "explore this walled city-state that fell due to eldritch religion and spooky hauntings" is awesome. It makes me want to make my own simple system to handle it.
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>>50292669
They're both good shit, glad you're always around to comment on soulsborne threads.
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Because of this thread I've been watching Vaati's videos on Bloodborne to better understand the setting (I have no PS4 and I'm broke as fuck).

I've been thinking about a character/story idea that's a sort of merger of Bloodborne and The Witcher (since I've been playing Witcher 2).

Basically a Witcher/Hunter style organization of people who mutate themselves willingly to better hunt monsters, and use the blood of monsters to further strengthen themselves. The idea I've been coming up with is that these Dhampir are using a form of blood magic that allows them to tap into the soul knowledge contained within the blood of monsters to take on aspects of those monsters, the way that Blue Mages do in Final Fantasy. This first mutating ritual might be the result of using the alien blood of an ancient precursor civilization that ascended to Godhod. The Dhampir are believed to be the sons of monsters, taken in by the holy order and tasked with exterminating their brethren, always as large a threat as the monsters themselves.

The actual character/story idea is that becoming a Dhampir is restricted to males, but the main character is transgender, and has used the power of the blood to transform herself into a more comfortable form, and now deals with the prejudice from that choice. The Holy Order cares little for the actual methods or actions the Dhampir take, but even among them there is still room for distrust and refusal to share the forbidden knowledge of monsters that makes their work go smoother. The people of the cities too are prone to fearing deviations from the 'normal' monster hunters.
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>>50299531

Hope you're enjoying Vaati's vids. Watching those actually convinced me to buy a PS4 just for this game and get into Soulsborne.

The first thing that comes to mind with the Witcher/Hunter idea are the Vilebloods. The use of the word dhampir brought them to my mind, but this seems like a good idea. They love blood like the Yharnamites but it's in a very different way, like in the Maria boos fight.

There are actually two weapons in Bloodborne that transform the player into a monstrous form. Look up the "Beast Claw" and "Kos Parasite" weapons. Shit is weird, and my BB group decided that willingly using these transformations would automatically lose your sanity.

What blood the dhampir organization decides to experiment with should have varying degrees of success. Messing with the Great Ones or Kin (like Kos or Ebrietas) should probably end up worse than those who infuse themselves with beast blood. I mean, you're screwed either way, just a question of how fast you go insane/full monster. The dhampir who master the ancient/Great One blood should be the grand masters, or at least very rare.

And the organization can get away with this too since they're using orphans, yay!
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>>50300087
If I had 300$ to drop, I'd buy the game and a PS4, but I'm poor as heck.

I'm not quite sure how things will work yet, but the ritual that makes you a dhampir will probably involve being infused with magical blood that allows you to use the "vitae" of living creatures. In practice, it's probably going to mean carrying blood vials of monster goop to drink down for mutations.

I hadn't actually thought about them being orphans, though it is a good idea. I had wanted a character to serve as a trainee/love interest that's a cockney teen who idolizes the main character ("Vanessa Helsing" at this point) and wants to be a dhampir themselves. After all, if a male Dhampir can become a woman, maybe a young woman can become a male dhampir. I just like pairing MtF and FtM characters.

I also don't really know anything about Maria, I just use her art for a character on F-list
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>>50287370
No problem, man.

Good work on Lost Source, by the way. :)
>>50292524
Looks really comprehensive. I love the NPC's at the end. Daft Punks, heh.

Been noodling around with Dragon Forest today. There is a lot I have yet to incorporate though.

If anybody has suggestions for things I should include, please let me know.
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>>50299531
>>50300087

All this talk of dhampirs is making me want to watch Vampire Hunter D again.
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>>50296881
>It makes me want to make my own simple system to handle it.
KEEP YOUR NOTES
like for real...I'm working on something to run it with but if you get something worked up that runs smoothly I have ZERO issue with crediting someone else in the document.

>>50300087
>Shit is weird, and my BB group decided that...
what system did you use for your game?
...Data, Data, Data...

>>50300335
KEEP IT UP MAN...IS LOOKING GUD
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How would you handle BULLYING from a game mechanic perspective?
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>>50301590
No bully!
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>>50301524
My idea is some sort of d20 roll under system (since that's similar to d%, but with increments of 5%). Possibly taking inspiration from Dark Heresy and the like, minus a few things about that system I'm not too fond of. The core system is good there, though.
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>>50301696
>My idea is some sort of d20 roll under system (since that's similar to d%, but with increments of 5%). Possibly taking inspiration from Dark Heresy and the like, minus a few things about that system I'm not too fond of. The core system is good there, though.
well, if you think about it(and if you have them) you might try a D30 roll under. it fits well with the tendency of a souls game to soft-cap at 30 in any stat(or at least the stats reach the point of diminishing returns at or around 30)
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>>50302789
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>>50301696
There's a game called symbaroum that uses that system. It's a darker fantasty world where using magic slowly corrupts players and the forest is full of horrible monsters that want to eat you.

It's pretty neat
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>>50301524
>what system did you use for your game?

We used Monte Cook's Cypher System, because hey it has a pool mechanic similar to Soulsborne!

Boy was I wrong. In Cypher, when you're trained in a skill, or spend X number of pool points on a roll, it goes down in difficulty. The whole system is made for being easy on the GM which it does very well. Everything is based on a 1-10 scale, then you times that number by three to get the number that players need to roll on d20. PCs apply any appropriate skills, tools, anything that can help in a situation, to see if the difficulty goes down to 0. If it's zero then they auto succeed. If not, they can decide to put in 3 points from a pool to lower the DC, this is called Effort. (Some classes get a discount on Effort.) After the first 3 pts, they can spend another 2 to keep lowering the difficulty. There is a limit tied to your level.

The problem we had was each pool of Might, Speed & Intellect also served as your health. When GM says "roll for Intellect" there are no modifiers, GM just tells you what pool you can spend points from. For most of the Beasts I threw at my party, they mainly focused on Might, since it's the closest thing to HP. But each of the 3 is your overall health, so you don't die until they're all 0. When we realized that spending pool pts also meant spending HP (I had fucked up on how that worked in a past session) we put the e-brake on that shit. No one used Effort because they were essentially spending HP. The Speed pool didn't auto recover like Stamina in the game, and I couldn't figure out a way to do that without breaking the game, so we dropped it.

Overall, a good system for GMing, not a good system for Soulsborne.
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>>50305100
>I couldn't figure out a way to do that without breaking the game, so we dropped it.
Isn't there an actual "Regen" trait?
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>>50300322
Not that anon, but I have $400 to drop, but I'm holding off until I find out whether or not Nioh and Bloodborne play better on the PS4 pro. I platinumed Bloodborne last year on my roommates PS4, to which I owe him an eternal debt of gratitude.
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>>50306787
I think they mentioned that Bloodborne will remain mostly the same on the PS4 Pro, to avoid giving an unfair advantage in PvP.
Not 100% sure though.
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>>50306834
Think it'll at least fix the frame rate drops?
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>>50306959
I haven't really been keeping up with the Pro. I mean, I feel like it should, but I don't actually know how they plan to make it so that one doesn't perform the other.
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>>50306834
PS4 Pro?
Also, what's this I've heard about PS4 games now being playable on the PC through streaming?
Or is that just the Playstation Online titles?
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>>50306990
PS4 Pro is just an HD update of the PS4 I believe.
As for the PS4 titles available on PC through streaming, I really want that to be true but I feel like it isn't.
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>>50307007
I misunderstood. It's only PS3 games.
https://www.playstation.com/en-us/explore/playstationnow/
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>>50307131
Well.
That's still something.
>Want to play Overwatch with friends
>They all play on PC and I run a literal toaster
>Could buy it on PS4 but then stuck with randoms
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>>50305100
>The Speed pool didn't auto recover like Stamina in the game, and I couldn't figure out a way to do that without breaking the game, so we dropped it.
ACTUALLY french anon came up with a stamina system that kind of works, it's in the bloodbrew .pdf...except its action point based(ewww) that, and it's tied directly to d100 roll under
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>>50308137
>>50286411
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>>50308985
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>>50305317

Wut

>Ctrl+F through rulebook

The closest thing I can find to a regen was a specific item that let you regain 1 pool point per turn, your choice of pool. Limit up to twice the cypher/item's level, which is 1d6+4. It's on page 363 of the book.

Damn, guess I could've implemented something like that, it sounds similar to Arianna's or Adella's blood vials with the gradual regen.

>>50308137

Thank you, I'll check that out!
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>>50279880
I'm currently running one in CoC. Not actual Bloodborne but CoC with some ideas from the game.
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>>50301524
>KEEP IT UP MAN...IS LOOKING GUD
Thanks!

I have a question for you guys.

Do you think a tabletop version of Bloodborne really needs the same amount of granularity as the video game?
I mean, should I use the scaling grades mechanic for my homebrew?
Or something more particular to the system?
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>>50313295
>I mean, should I use the scaling grades mechanic for my homebrew?
not for a tabletop game. leave the improvements to crit damage and as in the souls games, let the weapons increase more through other augs like "heavy" "crystal" "holy" etc.

scaling by stat doesn't translate so well to tabletop environs without too much book-keeping
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>>50313416

Got it.

Now do you think I should have separate damage expressions for light (2 card), medium (3 card), and hard (4 card) hits in my game? Or just make it a more consistent x1/x2/x3 multiplier on base damage?
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>>50313673
I'm distracted by paracord-based sex-toys.

but I may suggest that certain weapons have special conditions tied to suites or that tie suites based on weapon descriptors like

"heavy"
Clubs count as +2
3x damage on a 3 consecutive card run with clubs only

then again, I only really skimmed the system for salient details
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>>50313745

That was sort of my original idea!

>Axes
+2 damage per Spade card

>Hammer
+2 damage per Club card

>Straight Blade
+2 damage per (any) card on sequential hits.
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>>50313790
I'd quibble with what suit does what, but yeah.

you might tie the peak crit damage to weapons progression through the upgrades.

I wonder, have you heard of Wild Cards; Sons of the Guns?
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>>50313837
I have not. I am looking at it right now though!
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>>50279880
Play Ravenloft and add some Delta Green/CoC modules. Done.
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>>50313886
eh, I was just reminded of it by thinking about systems that run on cards.
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>>50309330
>>50308137
Gotta see if I can use these in my group's next adventure. Could get away with this in various ways.
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>>50292524
one thing that helped Lost Source was that we had good drawfags
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>no blood symbols anywhere
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>>50315148
hmm, I'd never noticed the lack of BLOOD

but people DID point out the inclusion of BRICK>>50301524
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>>50315058
I don't entirely understand this.
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>>50317555
supposedly it's a formula for mapping random encounters
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post nap thread bump
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>>50322515
actually yes

in other news FUCK this new captcha system...
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Okay, so damage calculation is on pages 23 and 24. Please let me know what you think!
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>>50322624
I had a question on your setting, actually. How much do you plan to develop on the world outside the walls? I'm afraid I'm interested in how the world outside the walls views the one inside.
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>>50322805
I was having trouble conceptualizing those beyond the concept of "building to pre WW1 Europe" civilizations are hard sometimes...

and they look over the walls at leagues of forest knowing that the interior of the country was years ahead of the world outside. regularly producing marvels that the people outside have yet to match or duplicate even 50 years later with artisan-works and works of magic and chemistry and fine mechanical design.

basically the continent is a powder keg waiting or it's Archduke Franz Ferdinan equivalent. they fund expeditions in hopes of finding the technology that would win a war and maybe, MAYBE a safe overland route through the country for surprise attacks.

but they also know that every large force that goes in meets an awful end, preyed upon by every kind of horrible thing...small hunter teams bearing academics are the only ones to make it out alive and even that is seldom and they never go very deeply into the country itself

>>50322786
looking at it now
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>>50322956
I think the base concept of power keg WW1 works just fine. I do think it would be a decent idea to have a few of the countries named and expanded upon. It gives players something real to imagine outside the walls.

Something like this
>Delereth: notgermany! A stratocracy where all citizens must enlist for 2 years service. Military fatigues are the pinnacle of high fashion

That way, when saying "war were declared" you can set up the two armies against each other. Just my opinion, though.
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>>50323129
see, I was having trouble with base concepts...I'm not very widely traveled and I cannot wrap my head fully around culture building sometimes.

shoot some more at me, cause I am a fat ignorant American especially this week of the year...

>>50322786
first gripe,
>or you may have each player bring and draw from their own personal deck...
>page 4
I may just play with some bad people or I may just be like, SUPER SHITTY myself, but I recommend a communal deck and not a personal deck per player.

1.) because people can cheat a shuffle and I feel like they are more likely to do so when they have their own decks
2.) it effects the statistics something fierce

might be that you have a (players deck) consisting of cards the players draw and using 2 standard decks sitting next to a (GM's deck) with one; this also allows the "rolls to be pre-fudged" since the GM can exclude certain cards to NERF the monsters and the players won't need to be aware of the changes

gripe 2
>page 5
you don't seem to have mental stats, I like the idea of having 1 or 2 of those because of SCIENCE but thats a really small gripe...
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>>50323192
I don't play with people that would cheat on a shuffle, but I can see how that might be a problem for some. I think that's just a think that would be best left up to the GM's discretion.

Haven't gotten around to updating the stats page. Will have Intelligence, Perception, and Charisma.
>>
>>50322786
>>50323192
>page 6
>The player puts two to four matching cards from their hand into play
why 2-4 cards?
does this mean if I have a handfull of faces I have to spend 2 for a simple task?

>page 7
>word usage mistake(???)
>The game master may also call for other kinds of skills for situations that aren't covered in the rules
>skills=Test???

>taking ten rule
I may have a gripe here cause there is no criteria for when "taking 10" is acceptable. the player may just try and take 10 all the time to cover the fact they have all the 2s and cant really perform right now...

>page 9
this is a personal preference gripe so take it with a grain of salt, but I prefer lists in table format, it makes them easier to read sometimes.

>page 15
what you might look into is a table of references for what all the different keywords mean. I can sort of parse them, but having them in black and white always helps

>>50323272
>I don't play with people that would cheat on a shuffle
what a magical land you live in then...

>>50323272
>Will have Intelligence, Perception, and Charisma.
3 is the magical number...

how many cards do you draw at a time? or is that stat-determined?
>>
>>50323192
>fat ignorant American. Same here! Shamelessly getting ready for that incoming food coma.

Let me see what I can cook up. I'm bad at naming things.

>Zecclus: Zecclan philosophers are among some of the most learned. Headed by their mysterious Raven Queen (who has not been seen in public for some time) they value education over war. They employ a large number of hunters, and an even larger number of spies. They directly oppose the warlike nature of The Iron Pact

>The Iron Pact countries: A conglomerate of countries united under one banner. They have a shady government supposedly ruled by several wealthy men. Rumor has it there is only one. Hunters from these countries tend to be government sanctioned. They are very xenophobic

>Feinland: Sandwiched between The Iron Pact and Zecclus, this small country is torn between the two opposing sides. It is common for political rallies headed by spies to be held daily. The government has not said much on choosing a side, but the people have.
>>
>>50323448
You have to play matching cards to make a test. That's where the resolution mechanic's difficulty comes from.
That means at minimum two cards.
But you might have more than two matching cards in hand. You might want to invest more cards for a more successful test. That necessitates a cap though to keep things more or less bounded.

Bear in mind that this is still really rough, and I have a long ways to go before this will be done...

As for the number of cards you draw at a time, I am still not 100% decided on that.
For now, I'm thinking you draw up to your maximum hand size at the beginning of your turn. And you'll be able to use a minor action to draw an extra card.
If that ends up feeling too easy in playtests, I'll adjust it.

As for cheating, I mostly play with friends and people I know rather than strangers. If someone cheats on a game, I give them a stern talking to. If the problem persists, then I stop playing with them. Simple as that.
>>
>>50323272
>>50323448
you might do a lot of capitalization or emboldening like...
>Before Test: Use this skill as part of another action that requires a test; apply the effect after the test is declared, but before it is played. You may use only one before test skill per action.
>You may use only one Before Test skill per action.
if you bold the words "Before Test" it might be easier to skim for rules checks.

>>50323500
>Same here! Shamelessly getting ready for that incoming food coma
FUCK YEAH CULTURAL HOLIDAYS

>>50323530
>That necessitates a cap
I don't disagree with the cap, just the minimum, but then if you want difficulty then I see the use of a 2 card minimum

>If that ends up feeling too easy in playtests, I'll adjust it.
it might be an idea to tie draws to readiness or speed in combat?

>I mostly play with friends and people I know rather than strangers.
me too...and Card Mechanics exist for a reason. they can shuffle a winning hand from nothing and make it look accidental.
>>
>>50282056
fuck now I want to run a oneshot in that.
>>
>>50323608
>>50323530
>fatigue
I like this
>mana
I like this less.
but then it really just encourages mages to NOT do big fancy strenuous things and use up those precious faces.
>Recharge:Shuffle
like this...it's better than that silly "per-encounter/per-day" BS I see sometimes...

>range
some things might have a minimum range...like a pike or spear?
or an RPG-7, but I doubt that'll pop up...OR WILL IT

>the Detect skill is listed twice...
just saying

>craft with subcategories of "jury rig" "create new" and "draft design" isn't there.
this makes me a sad panda...I like creating things almost as much as I love having minions...

>are there any non-combat skills? or have they just not been implemented yet?

>combat rules
>stamina, readiness
why are there 2 stats for essentially the same thing?
perhaps one can indicate hand size maximum and the other can be "cards drawn per round" this way a character might have to wait out a round making only minor or small actions till their hand-size increases? it might fit better with the Souls feeling of waiting for the right moment to strike...the RIGHT hand or cards to play the finisher attack...and if you make "hand size equals 2x stamina" you can keep more stats in the 0-4 ranges you have...

speaking of, why 0-4?

>>50323988
...then run one and come back to /tg/ with a storytime, also notes on system used, issues encountered, and fixes used...
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>>50292334
>decks of cards
an italian zombie game used tarots and cards instead of dice. Sine Requie.
>>
>>50324030
>or an RPG-7, but I doubt that'll pop up...OR WILL IT

I do want to implement bombs along with firearms...

>or an RPG-7, but I doubt that'll pop up...OR WILL IT

>this makes me a sad panda...I like creating things almost as much as I love having minions...

>are there any non-combat skills? or have they just not been implemented yet?

I do want to implement crafting and other non-combat skills, but I have yet to get around to it.

>why are there 2 stats for essentially the same thing?
perhaps one can indicate hand size maximum and the other can be "cards drawn per round" this way a character might have to wait out a round making only minor or small actions till their hand-size increases? it might fit better with the Souls feeling of waiting for the right moment to strike...the RIGHT hand or cards to play the finisher attack...and if you make "hand size equals 2x stamina" you can keep more stats in the 0-4 ranges you have...

Stamina is supposed to be maximum hand size, and Readiness is supposed to be for opening hand. Your idea is pretty good though.

>speaking of, why 0-4?
I'm just spitballing placeholder numbers until everything else is in place.

>>50324032
I've heard of this one! I'd love to try it at some point.
>>
>>50324030
>.then run one
Ok let's do it. Since it a one shot I can't give players too much options. nWoD is the one system I'm more familiar with.
So going to add werewolves, vampires and Mythos. Now to think for a oneshot idea, considering one of the players already watched all Bloodborne I can't just steal the ideas from there. hmm.
>>
>>50324032
actually, thats what 四 is working on a souls game system that runs on 4-suit 54 card decks.

>>50323530
>forced movement
seems like a skill effect and seems odd to be in the page and section it's in...
>equipping armor
might take more than one turn dependent on elapsed time during a round...armor mods may help this.

>page 22
>If you weapon has an Accuracy bnus

>determine stat
I have seen a LOT of people bitch and moan about having a To-Hit stat, that very nearly broke Dungeons; the Dragoning in its early days...unless Finesse is a placeholder and some weapons need STR for to-hit instead...

>crazy numbers for criticals
that'll almost certainly need some tweaking. Vitality dependent of course.

>that riposte damage...holy shit

>bad status
that list feels short, but thats a small concern for now since this is still int he formative stages

>graceful creatures
instead of halved damage, you start the damage at 5 or 6 meters of fall instead of 3...calling the difference there as a "landing correctly" cause no matter how you land if you've fallen 200 feet onto identical surfaces you'll still be FUCKED UP, but that's getting into arbitrary maximums.

>>50324106
>I do want to implement bombs along with firearms...
you haven't yet?
DAMN, and shhh, the inventory and equipment section is like, my favorite section of game-systems...don't spoil it for me...

>but I have yet to get around to it.
good something to look forward to.

>Stamina is supposed to be maximum hand size, and Readiness is supposed to be for opening hand.
the difference just seemed insignificant to me...

>I'm just spitballing placeholder numbers until everything else is in place.
maybe 0-7 or 0-10 with char-gen caps at 0-4?

>>50324333
have it be a matter of nightmare realms, or perhaps a professor calls them in as "stout men of good repute, and strong arms" to escort him on a "research expedition" perhaps to an abandoned town, in a forest, on a mountain, in a hole in the bottom of the sea...
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>>50323988
I've been working on a system for this now. I've been watching Bloodborne videos and I'm going to take some notes from Monotreem. I like the core idea of a walled off city-state that needs exploring, but don't particularly like the rest of it.

The core system I'm working with is a d20 roll under system, with higher being better. So if your trait is 13, rolling 3 is a success, rolling 10 is better, and rolling 14 is a failure. Some traits will allow for additional rolling an additional die along with the d20, which gets added on after its decided as a success. So 10+4 is a success as if you had rolled 14 and still succeeded. This will probably be how I handle weapons.

I'm going to have my own Action Points system as well, where each character has a store of Action Points that refresh each turn, and allow for the use of more complex maneuvers. I'm probably not going to allow for multiple attacks, though different maneuvers will represent that, as opposed to simply rolling multiple attack dice.

Stronger weapons or more powerful attacks will cost more AP, though I think players will always at least be able to perform *some* action on their turn. If they act without AP, though, it will probably cost Vitality.
>>
now to get to Bloodbrew for a setting document

>>50323500
what do I Credit you as?
cause I am stealing these.
>>
Might as well trip.
>>50324610
I realize that I replied to the person who replied to my original comment, but the thing I'm doing now is only tangentially related to my original comment, and more in line with >>50299531 >>50300322

For the setting itself, I'm probably going to try to make the game allow for different interpretations of events, but my way of handling them is going to be that this citystate is the source of the Dhampir, and beneath the walls are the ruins of an ancient precursor civilization that lived alongside even older semibenevolent cosmic horrors. My nascent ideas are more Evangelion than Lovecraft at the moment, with the notion that humanity as a whole is one of these ancient beings, which are--like the Angels--each a member of a single-entity race. Praying to them offers blessings, as they are sympathetic in nature, but they're also incomprehensible and alien.

The Dhampir were created by using the blood of these alien Gods, and being infused with the pure blood will make you a dhampir. The idea I have for the core "module" or whatever is that the players are people who for whatever reason went into the city to explore what was going on and then wake up, possibly with amnesia, to find that they've been given a transfusion that makes them into dhampir, same as you start Bloodborne.

There will be a heavy focus on dream imagery and metaphors, though instead of the whole dream/waking world dichotomy, the waking world *is* a dream, more or less, and the same as the Great Ones can grant blessings through prayer, they can also bestow curses. The monsters like werewolves and vampires and whatnot are caused by the fitful slumber of these alien gods latching onto the hate and animosity and jealousy of particular people. Basically the traditional reason for people transforming into monsters, but with an added "cosmic horror did it" aspect.
>>
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>>50323500
all righty then, starting page 3 you can see what I did with your cultural suggestions, I bulked them out a bit but it should all work out.

>>50324996
man, that is some weird shit...

GIVE ME MORE.
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>>50325369
I really like the idea of alien and unfathomable beings--cosmic horrors, if you will--but I think that Lovecraft handles them poorly, and his imitators more so. I really kind of like the way that the Angels in Evangelion are handled (even if that series also has problems). The terror and insanity that they create also feels less arbitrary to me. It's an aura of their being, not simply mankind being unable to comprehend their physical form.

To that end, I'm thinking of a sort of Insanity system that's more along the lines of stress. In encounters, you'd have stress that rises, but it would also slowly heal over time and you calm down. After certain points, though, you'd lose a bit of your permanent Integrity, which would have long term consequences after a certain point.

I'm not sure whether or not I want a pantheon of these Elder Beings. Like I said, the idea is that humanity as a whole is one of these beings, or at least the descendants of one of them. I'm a sucker for the whole "ascended ancient race" thing, like you get in Stargate and whatnot.

The aliens themselves are also likely to take on or have previously taken on human forms, which would make them slightly more sane and reasonable, because taking on a form means taking on not only the physical aspects of that form, but the mentality of the form, or at least the mentality that you personally see that form as having; thinking about my transgender dhampir idea, I'm going to focus on transformation imagery as I flesh things out, with certain people transforming into similar things but acting different. Two people transformed into women might end up very different women, simply because of their idea of what a woman is. Similarly someone transformed into a dog might become loyal and protective, or they might become mangy and vile, because that's what "Dog" means to them. Taking on human form to better communicate with and contact humanity would make these Elder Things slightly less eldritch
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>>50325610
>Angels in Evangelion
not seen it, probably never will.
truncated description?

>The terror and insanity that they create also feels less arbitrary to me.
as intended, if not clearly stated. the insanity in >>50325369 madness is actually just a byproduct of the radiation left behind by the ancients supporting infrastructure(used as magic by humans who don't know better)

>To that end, I'm thinking of a sort of Insanity system that's more along the lines of stress.

to a lesser extent there is also that...I just don't have mechanics for it. and YOU may not have been stalked through a forest by something(wild cougar in my case) but just the knowledge of that overtime can lead to insanity. it's unnerving over the short term, but an expedition over weeks of time with that feeling will FUCK YOUR SHIT UP.

>I'm not sure whether or not I want a pantheon of these Elder Beings.
I like the False pantheon trope too, it's why I added it to bloodbrew. there are no real gods, they just sit back with the popcorn bowl to watch the sitcom that is earth. maneuvering pieces in the same way that some shows allow a viewer call-in vote for who gets to leave the island or who dies this season.

I still have no comment on the Trans people stuff just because that's distinctly your thing in this thread, but I like the connections you're drawing to that and shape-shifting and form having a distinct impression based on ideas of form...I might steal something of that for a different setting, but for my bloodbrew I've got too much work in to change it so drastically.
>>
>>50280160

> Reccomending "paperwork in tripicate" Simulator
> Ever
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>>50325369
thanks! You can credit me as any old anon. I'm just happy to have my suggestions used! Let me know if you need anything else settingwise
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>>50325967
>Let me know if you need anything else settingwise
a map of the damn place...

for real, I SUCK at region maps...like, they always come out too square or too circular with too many razor-straight lines...mountain ranges shouldn't be that straight...
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>>50326011
Unfortunately I suffer from the same curse. Anything I sketch comes out looking terrible. I don't think I'd be able to do Bloodbrew justice.
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>>50325783
>not seen it, probably never will.
>truncated description?
It's worth watching just to know what people are talking about, and it's kind of the Dark Souls of anime.
The Angels are each one of the children of "Adam", a being sent to earth by the First Ancestral Race. Lilith is another one that crashed into Earth, and Adam went dormant. Lilith created Humanity, or the Lilim. After an Antarctic exploration mission unearthed Adam and created the Second Impact, Adam woke up and created the Angels.

Each one is essentially a unique entity, like the Great Ones in Bloodborne. They all want to bust into NERV headquarters, invade Central Dogma, and initiate Third Impact by fucking with Lilith. Or something.

But the gist of it is that each of them has what the show calls an AT Field. Other than the title sequence calling it Absolute Terror, there's no actually explanation for what it is.

Also the giant robots are actually lobotomized clones of Lilith with a lot of cybernetics. And the soul of the pilot's mother.

I don't know, man, this shit is complicated, it's the fucking Dark Souls of super robot anime.

http://wiki.evageeks.org/Angels
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>>50325783
>Re: Sanity
My point was more that sanity should be treated more like stress. I was thinking about it and Bloodborne actually seems to do this well. Insight/Enlightenment isn't insanity, it's knowledge of the Eldritch and unknowable. You don't go crazy from having Insight, but having Insight means you'll go Insane/Frenzy faster. You know what the monsters are capable of, and need a sedative to calm your nerves when you get worked up.

>Re: Pantheon
Actually, there'd be a pantheon here. They'd just be all gone/abandoned/dead. Possibly with their corpses plundered for power, like Kos.

>Re: Transformation
I'm essentially thinking of things in terms of "perception shapes reality", since the world is meant to be shaped by the Eldritch Beings. There's also a bit of linguistic theory involved as well. When we use terminology, it shapes the way we see the thing that we've named. This is sort of like that, only for physical form instead of words.
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>>50326908
>and it's kind of the Dark Souls of anime.
except that everyone knows that is actually Berserk...

>>50326923
>They'd just be all gone/abandoned/dead
yeah, mine are too in bloodbrew, the last one alive left a few ageless avatars and messages in places. but there are no GODS, and there never were. just sufficiently advanced entities.
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>>50327111
Berserk inspires the tone and a lot of stuff. Correct me if I'm wrong, though, but it doesn't have this byzantine setting that you have to piece out through coming through dialogue and secondary sources to figure out.

>there are no GODS, and there never were. just sufficiently advanced entities.
That's kind of a quibble. I mean, When you get right down to it, what makes Zeus "a God" as opposed to just a sufficiently more capable entity?
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>>50327205
yeah, and by game time, all of them are dead...only devils remain, sleeping in their hidden city...
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>>50325822
>memes from someone who's never played GURPS.
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>>50332083
>>50332094
holy shit...

I can describe it is about it, unless you don't mid a shitty start with MS paint?... I don't have any cities or landmarks, I don't have a road system, no waterways, and no fortifications...description goes as follows...

it's at the southern tip of a mountain range, heavily forested, The Wall is an oval(approx 180 miles north-south by 250 miles east-west for semiminor and smeimajor axis) the mountain range extends through the north side of this oval. rivers pass under the wall on the south side and start on the north side. there are a couple of big lakes.

villages everywhere, roll a d20 for each one, on an 18-19 the village ISNT a ruin, or abandoned. use a german-sounding name generator for villages...

dead-center is a large city, outward from there are 5 more spaced evenly or roughly evenly where rivers or valleys or mountains would get in the way.
>>
Ok this thread made me start thinking on a setting.

Ideas so far: Players can be vampires, humans, werewolves and maybe something else.

No undead. Most supernaturals can be explained by curses hitting humans. Some curses allow the diffusion of the curse, like vampire or werewolf and those are more common and well known. Some cursed monster are unique.

Warlocks learned to replicate some curses. Allowing to create servants more or less similar between different warlcoks.

Most monsters need to kill/eat humans. But if they kill too much human will go extint and they can't eat. This is regulated by the Church. Monsters are allowed to hunt discretly humans that don't wear a cross (a cross can be given only by church and around 10-15% of population has it) and church keeps human population stable and subservient. To get a cross you need connections or money. Church deals with rogue monsters by hiring monster hunters (usualy other monsters (let's be honest PCs are monsters)) or their own military brothers (usualy other monsters).

I need to think of the meta (how it originated, how to add Old Gods etc.), how does magic works (probably ritual and immediate but I have no more ideas) and other "races" to add.
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>>50332334
Sorry for deleting the posts.

Wanted to finish reading the pdf before posting.

Ok a description is good. I iwll try to do it but you know time and people on internet always risk to promise stuff and disappear.

will try to go for a 1800 look. If you want to post reference maps feel free. Probably will post somewhere next week.
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>>50332489
147% awesome.

I have no references...I really wish I did...

country is land-locked
has
regularly spaced small castles for soldiers throughout the country
and
regular watch/signal towers along all major roads
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>>50334528
if you wald make palyer "races" for a bloodborn game.
What would you include besides Vampire, werewolf human?
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>>50335291
Your "race" depends on the type of blood you were given.

On the other hand, what's the problem with just playing humans anyway?
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>>50332452
>>50335291
An important note on races. The Werewolf/Vampire thing shouldn't really be a uniform race. Each curse is the result of blood mutations. So while you can play as one of them, their characteristics should be somewhat randomized. Like, maybe have an attribute chart for what kind of "transformation" they're afflicted with?
Honestly, I think they should be treated less like a race and more like a class.
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>>50280160
>What system might be good for this?
>How about this system that was designed to be as generic as possible and work with everything?
Every. Time.

Nobody has ever looked at a "Play GURPS" response and gone "Oh geez. I didn't think of that, it's absolutely something I will do now that you have made me consider it."

Generic systems have their place and GURPS isn't bad but it's a dumb answer.
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>>50335756
>What system might be good for this?
>How about this system that was designed to be as generic as possible and work with everything?

Okay, so when would you recommend GURPS? Since whatever you need a system for, GURPS would be just as generic.

I'll go one step further and ask, when would you recommend a generic system at all?

And why wouldn't you recommend a generic system when there isn't a specific made for the game already?

I don't even fucking like GURPS but this reply was stupid as shit.
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>>50335839
>When would you recommend GURPS
To a group of people that don't know that it exists. Or when somebody asks for a generic ruleset with simulations leanings. Or when somebody says "How would I make x work in GURPS?"

>When would you recommend a generic system at all
If it's a more obscure one, for one. not generally well known. Another is when somebody asks for a generic system.

>Why wouldn't you recommend a generic system when...
Because if they're looking at systems to run things they've most likely already considered generic systems. Because a system that fits the subject matter is always better than a generic one where you have to make compromises. Because saying "GURPS" doesn't really add anything to the discussion and doesn't help the requester.
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>>50335953
How do you know OP knows?

Who would ask for a generic system? Like, how would the thread go? "Guys, I want to play X, so I need a generic system?" Do you understand why that's stupid?

>Because if they're looking at systems to run things they've most likely already considered generic systems

Why do you assume this? Why do you assume OP knows generic systems? Why do you assume he doesn't want to discuss the merits of generic systems used to run this, even after thinking about, and hearing the opinions of others?

>Because a system that fits the subject matter is always better than a generic one where you have to make compromises.

And OP asked because he didn't find one, because it doesn't exists (yet).

Alternatively, the Naruto d20 exists and you are about 9 million times better off with a generic system. I don't even care which.

>Because saying "GURPS" doesn't really add anything to the discussion and doesn't help the requester.

It brings GURPS into the discussion. You'll also note the poster doing so had supplied the pros and cons of the system, so he didn't "just say GURPS".
>>
>>50335567
>>50335350
because it is easy to make a setting of humans and then add unique monsters to it. But adding big clans of vampiers or werewolves that act as people change the political landscap ein intreasting ways.

And then after long time playing D&D i want a party composed of random horror mobs working together.
>>
>>50335839
>I'll go one step further and ask, when would you recommend a generic system at all?
Never, really. Generic systems have their uses, but generally for when you want a specific type of game that doesn't particularly have a theme. Even then, I don't know whether I'd pick GURPS over the much simpler Mutants & Masterminds.

If you want a system that will feel the same no matter what you're playing, then GURPS is useful. I'd even argue that GURPS can be useful for something modern or narrative, like CoC or something, or maybe a futuristic game that isn't Star Wars. But it's not really all that great for something like Bloodborne, and a lot of what GURPS does is done better elsewhere. That's the downside to being a "GENERIC" Universal Role Playing System. Generic is right there in the title.

GURPS is for people who already like GURPS, basically.

>>50336114
"Use GURPS" is literally a meme at this point.
That said, I agree that the original poster actually did go beyond the usual and give reasons for why GURPS would work, even if I don't particularly agree.
But GURPS is definitely not the kind of system that you suggest to someone, same as you wouldn't really suggest HERO or something that's basically GURPS but more complicated.

>>50280187
>>50280440
Last Gasp?
>>
>>50337182
>Never, really. Generic systems have their uses, but generally for when you want a specific type of game that doesn't particularly have a theme.

I'm having a hard time imagining a game without a theme.

I also have no idea why you think generic means it can't have a theme. Savage Worlds is generic as fuck but all the settings it has are thematic (and even the base game itself, to some degree).

>That said, I agree that the original poster actually did go beyond the usual and give reasons for why GURPS would work, even if I don't particularly agree.

This is fine. Not agreeing with a recommendation I'm totally cool with. I also wouldn't recommend GURPS, as I'm a primarily gamist/narrativist kind of guy.

Essentially declaring that it's pointless to ever recommend generic systems because you hate GURPS is stupid.
>>
>>50286513
He, I also thought of a cards-as-stamina system for a Soulsborne system.
>>
>>50337411
Savage Worlds has a tone, not a theme. And many games can have no theme. GURPS, for instance, has no theme. It can have themes, but the default is that its only theme is "Generic" and "universal". Which is why it's generally a bad suggestion. Suggesting *specific* things is more worthwhile (and there is a GURPS Monster Hunters), but, again, it's also a complicated system that isn't good to suggest simply for that alone.

I wish I kept that article I saw in a GURPS thread about how point costs don't necessarily determine importance or usefulness, and that you should have players build characters within a rough point total and then give them free things and work with them to make a character that matches what they want to play.
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anyone think that the cross weapon in pic related is one of the first things a hunter learns to make as an emergency tool?

it's basically an expedient hammer-pick-lance...
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>>50339323
It could work. Some of the Church Doctors wield cross-weapons, and they're apparently supposed to hunt beasts too.
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>>50339355
I meant it more as a matter of "if you have a hatchet and a shoestring you can make a better weapon in a couple of minutes"

cause if a you have is a hatchet youre probably going to die facing a monster...
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>>50339678
I'm not sure. Crosses don't seem to have any special significance in Bloodborne, and I'm not sure exactly what makes trick weapons better for slaying beasts than other weapons. I think it could be used, I'm just not sure how effective it would be.
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>>50279880
Honor + intrigue is a bsrbariams of lemuria hack to play iwith swashbucklers. It has rules and chapters dedicated to a dark fantasy/pulp type of play
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>>50339743
trick weapons are a little more adaptable.

the saw-cleaver for example, it very fast and very short range, but with a flip of the lever it extends to double it's range, and realistically becomes more like a long-axe.

as to the cross shaped weapon, it means that you now have what is essentially a winged spear...the crossbar stops the lance from thrusting all the way through allowing the beast to simply walk 'up' the shaft and kill you anyway. and if by some miracle you get the beast prone you can hit it with the pick end with an overhand blow with more energy.

it's not a super awesome weapon, but like I said, if all you have is a hatchet and a shoelace you can make one of those from just about any old post or tree or piece of house or furniture
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>>50279880
It's all in how you sell it. You need the right language to really draw your players in. You can't give them bland descriptions, or speak in the same way as casual conversation or a high fantasy campaign.

Instead, you need to use longer, more convoluted words that were last in fashion in the days of Charles Dickens. You need to speak slowly and enunciate very clearly. Use words that bring gothic imagery to life. Take the time to impart a chill and sense of hopelessness and horror in your players.
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I wonder how an alchemical monster hunter might practice...

skip out on the training your body some in favor of training your mind...as a result you depend more on traps and poison and using the RIGHT material for the job. paranoia, a great big roll of herbs, portable alchemy kit, and trap-making equipment...

it COULD work, but how well, might have to come down to system mechanics...
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>>50340738

This, no matter what system you use, description is always a key element. HP Lovecraft used some strange words/sentence structure, even to his audience back in the day. Without him, "eldritch" would be a much less used word, even though it's pretty much associated with his fiction.

I had my party start off in a pile of corpses in the Cainhurst Castle courtyard. I rolled to see who was on the top, middle, and bottom of the pile. The top player had really cold breezes nip at them, as well as fresh snow falling on them. The middle player could barely breath and see, and what she did see, were cold and motionless corpses all around her. My bottom player had trouble breathing, was wet, and needed the other two players' help before he was crushed. After they got out, I made sure to mention that the snow was falling (covering any tracks), that they could see their breath, and that the bottom player felt extra cold since he hadn't dried off and warmed up yet.

This is a very specific example, and the corpse pile scene lasted about 30 minutes, but I feel like it really cemented and immersed my players into their characters and surroundings. Which is exactly what was needed when they came upon their first beast and the first combat.
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>>50340738
>You need to speak slowly and enunciate very clearly. Use words that bring gothic imagery to life. Take the time to impart a chill and sense of hopelessness and horror in your players.

to add to this anon's sentiment, a GM might listen to all the voice-actors in dark and demons souls and bloodbourne... they all talk to you in what I think of as the "minor chords" of human speech WHAT they say might be less important than the WAY that they say it. it sets the tone every line delivered on a voice that sounds like a sigh, downtrodden, woeful, forlorn.

even the hearty belly-chuckle of the Onion and Sun-Bros falls mournful upon the ears, it's liveliness falling flat sucked down by the bleak void of depression drowned in the not-quite silence of the wind in the ruins and the distant howling of beasts. even a sunny day, grossly incandescent and bright should feel like the death knell in a game properly inspired by Souls-bourne themes.

set up some lines and comments important to the plot, possibly even rehearsing them.

>>50341143
>This, no matter what system you use, description is always a key element. HP Lovecraft used some strange words/sentence structure, even to his audience back in the day. Without him, "eldritch" would be a much less used word, even though it's pretty much associated with his fiction.
have you heard the deep throaty narrations of some of the works of lovecraft?...its got some dark and disturbing examples of pitch and timbre
https://youtu.be/7RV6htNDTwI
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>>50340862
Well, technically "Arcane" builds are more alchemical than straight up magic, it's using specialized tools like the Phantasm Shell or the Executioners Gloves. It wouldn't be much of a stretch to make more alchemical ones.
You could even have an alchemist focus on blood-transfusion and tampering, utilizing different blends of blood for different effect.
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>>50341663
DRUGS FOR EVERYONE.

this guy might be the best for a party, buffs and debuffs based on drugs too...and early to mid alchemical and late herbal medicine, so about the best shit you can get without germ theory and penicillin
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>>50282589
After reading this on break I've started putting some thought into it. I've got a four day weekend thanks to turkey massacre day coming up, Maybe I'll make a thread Saturday and post my ideas. Always good to get others opinions.
>>
I'm lazy, but here's my notes
http://i.imgur.com/c1wDEIN.png
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>>50345305
Even noticed how she holds the hunter like a second longer than necessary while performing visceral? I wonder what she says there.
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>>50345372
>git gud
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>>50345372
>be Maria
>spend younger years trying to bang your teacher
>he's harem protag levels of oblivious
>spend years and years trapped in another plane of existance without any human contact
>get into a fight with an intruder
>stab him and pull him in close
>you feel his body pressed on yours
>your heart starts pounding and you feel the colour rising in your cheeks
>panic and throw him away again
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>>50282589
As >>50282676 said you're pretty much describing the One Roll Engine here. It would probably work perfectly for Bloodborne actually.
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>>50339743
I think in BB the usage of trick weapons really just boils dow to Gehrman using one and being such a huge badass that all Hunters emulate him since.
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>>50345625
>>spend years and years trapped in another plane of existance without any human contact
She's actually dead. The Hunter's Nightmare is basically hell for Hunters.
>>
Just to test things out:

Daggers are AP 3 and add 1d4 damage.
When they change stance, they're AP 4, but add 1d4 per flurry.

Swords are AP 4 and +1d6, and become AP 6 and +2d6 in their second stance.

Axes are AP5 with +1d8; second stance is AP8 with 2d8 (and a penalty to parries?)

Combat works by rolling 1d20 under your trait as well as the damage dice. As long as the d20 is under your trait, you succeed, then add the damage die and deal that much damage, subtracting armour. Armour will probably be from 0 to 8 or something, with AP to dodge being about half that. Vitality is equal to Strength+Stamina. AP is probably going to be equal to Stamina or Willpower, maybe the lower of the two.

Traits so far are: Strength, Stamina, Dexterity, Acuity, Personality, Willpower. There'll be some sort of Insight/Insanity/Integrity feature.
Traits start out at 5 and go no higher than 13 at character creation.

Thoughts?
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>>50345372
>Ayy baby, want some fuk?
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>>50348912
Seems pretty straightforward and functional.
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>>50350136
I'm worried about it getting too clunky, even before I add in the special maneuvers.

I'm thinking about putting in hit locations.
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>>50322786

Dragon Forest isn't strictly based on Bloodborne, but it draws inspiration from it.

I want to see what you guys think of this mechanic:

>Light
Each character has a Light score. Light can be increased by equipping certain items such as lanterns.
You succeed Detect and Identify tests automatically if your Light score is equal to the difficulty or greater.
You succeed Diplomacy tests with humans automatically if your Light score is equal to the difficulty or greater.
Light determines aggro; enemies suffer a -2 penalty to attack tests except against the character with the highest Light score (or tied for highest).
Some spells cost Light.
Some spells increase Light.
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>>50351965
Seems kind of weird. Like it's two different mechanics you're trying to make work as one
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>>50352354
I do like tension in game mechanics.
But yeah, it may be doing too much.

It partly functions like Insight in Bloodborne; the more Light you have, the more content you can find in the game world. And like Insight, it is also spent as a currency for some things.

But yeah, the aggro thing might be a bit much...
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>>50335291
>>50336470
Everything starts as human in Bloodborne, they just don't stop there. Pic related is the player character with enough time, effort, and eldritch knowledge.

The game has three distinct 'types' of non-human:

beasts (big, hairy, and strong, resemble classic wolfman more than new werewolves)
kin (cosmic horror shit, anything from illithid to cthulhu)
and vileblood (basically vampire nobles wanking over how foppish and debaucy they are).

By the time the game starts, Vilebloods have been all but exterminated by the Church, only technically still existing because their progenitor has insane levels of regeneration and functional immortality. You can literally grind her down into pink slime in-game, and she'll recover without even holding it against you. All other vilebloods are dead and gone, but she could make more if you bypass all the defenses keeping her locked away. Oddly enough, vilebloods aren't a 'final form', and can descend into beast-like forms of their own distinct from normal beasts. Giant flea women, living gargoyles, and ghosts compared to wolfmen, hellhounds, and electric werewolf skeletons.
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>>50353351

>You can literally grind her down into pink slime in-game, and she'll recover without even holding it against you.

Annalise only comes back after being killed by Alfred if you bring bits of her to the Altar of Despair to rewind time.
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>>50353494
Nope, you can pulp her yourself if you want. Keep hitting her 20-30 times (she has a lot of hp) until she falls over dead, leave and come back, pick up the leftover goo, take it to the altar, and she's good as new again.

Although, the description on her leftovers suggests she'll come back on her own eventually. She's still alive as mush.
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>>50353529
>She's still alive as mush
forgot to type,

If you look closely at the chair, you can actually see the writhing flesh... writhe. It's a little creepy.
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>>50348912
Fuck off Doug. No one likes your shit. You're not going to actually make it so why bother people with shit you're going to drop?
>>
"The dragon is an unnatural beast of chaos. Where its blood falls, it pools, for the earth will not claim it."

In Dragon Forest, you play as a dragon slayer infected by dragon's blood, and slowly transforming into a dragon.
There are four aspects to the dragon's curse, each corresponding to an element and Tarot suit:
Winged Aspect (Air, Swords)
Burning Aspect (Fire, Wands)
Egg Aspect* (Earth, Pentacles)
Coiled Aspect** (Water, Cups)

*The Egg Aspect is an opportunity for Berserk references
**The Coiled Aspect is an opportunity for Uzumaki references

Thoughts?
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>>50354588
I like it
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>>50348912
>Traits
Looks like a duck and it probably quacks like a duck. Any particular reason not to go with the six usual d20 stats?
>Flurries
Does your Defense work differently against Flurries, or do those diminished extra attacks all get compared to the same result?
>Blocking
So you take the shield's rating as damage to AP and the rest of the attack's damage (if any) from to Vitality? Is that before or after Armor?
>Take 9 on Defense
What's the "Normal" Defense, Dodge? Can you Take 9 on a Parry?
>Axes
That second stance is kind of uninteresting- if you're going to penalize it on top of that, maybe add some armor reduction (Block reduction?) to spice it up?
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>>50355439

Thanks.

Dragon blood in European mythology is often either magical or poisonous. In Siegfried, drinking the dragon's blood gives him the power to communicate with birds. In Beowulf, the blood is acidic and seeps through armour.

I can easily imagine some Bloodborne-style body-horror where dragon's blood infects living creatures it comes into contact with, causing catastrophic mutations.
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>>50355622
>>50355622
Not to mention all the men that transform into dragons in mythology.
Fafnir
Cadmus
Svipdagr
Princess Margaret of Bamburgh
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>>50353351
The reason the residents of Cainhurst are so different is because they got different blood than most of the other things you meet. The blood running through Yharnam mostly belongs to Ebrietas, and has been greatly diluted and altered with other types of blood.
Cainhurst was tainted with blood from Queen Yharnam, so they mutated differently.
That kind of explains why the ghosts have similar screaming and bloodspray as Yharnam herself. Also explains the wedding dresses.
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>>50355827
I dunno, I've always liked the interpretation that cainhurst blood is the result of the Vermin the league is dealing with. Since the cainhurst tick-beasts don't get increased damage either from anti-kin gems or anti-beast gems, they're obviously something else. Plus the idea of little worm things making people into vampires ala The Strain seems like a pretty bloodborne thing to to.
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>>50355878
I think that may be a result of either their years of depravity or possibly just Yharnam's blood in general. Their was a reason the Church wasn't using it.
Plus, I think it's mentioned that while Vilebloods do have Vermin in their bloodstream, they aren't the only ones. There's a few enemies in the Hunters Nightmare that have it too. The way Valtr describes it Vermin lurk inside all humans too.
That said, I do imagine that the Vermin play a role in the blood hunger the Vilebloods have, and I imagine Annalise's face must be fucking terrifying, since she's got that iron mask on. Presumably it stops her from feeding directly.
Come to think of it, the reason she may be interested only in Blood Dregs might be because she's trying to absorb more Vermin.
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>>50355619
>Looks like a duck and it probably quacks like a duck
I don't know what that means.
>Any particular reason not to go with the six usual d20 stats?
This isn't really d20, I'm just using a d20. I don't particularly like those stats, and I'm trying to figure out what to do with Strength and Stamina (originally that was just one stat, but "Stamina" felt weird as the attack trait). If anything, it'd be more reasonable for me to go with WS, BS, Str, T, Agi, Int, Per, WP, Fel, since this is just a Dark Heresy style roll-under system with everything cut to 5%.
Actually, "Toughness" might be better, though I was thinking of having "Toughness" be the sort of "Soak"; that is, you have base armour equal to Toughness, since rolling 16 damage would be pretty crippling.

>Flurries
Current idea is that they're sort of all or nothing, just as if you mash the button for a combo and miss, you've committed. I may instead have a sort of counter-flurry defense, but it would be the same "you roll once and compare" style thing. For that, there'd be no penalty for successive "rolls", but you'd be taking the AP hit. Not sure about that, though, since it results in initiative bias.

>Blocking
A shield of 5 taking a hit of 9 would mean you'd take 5AP damage and 4 regular damage. Armour handles the regular damage.

>Defense
Dodge probably, yeah. Or I may allow Parry, but without a counterattack chance (so you can use your Parry skill for that, but not deal damage). The idea is that 9 will succeed for most characters who've put points into defense, but it's not not necessarily going to be higher than the attacker. It might shave off something, but it's not as good as being proactive and using the Defend/Parry maneuvers.

>Axes
I guess. I was thinking of something like armour piercing. Mostly I just threw together some simple weapon traits. Those aren't exactly final or anything.
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>>50355980
Combine that alongside immortality, imprisonment, and a long running prophecy about the children of the old ones and we can see exactly how crazy Annalise is. She's basically stuck in a strange royal fantasy of trying to become fabled ancestor Queen Yharnam, without really knowing what actually makes it work.
Thinking about that and the vermin, that might actually be a reason why the old ones don't give her a freaky space baby. If the vermin are somehow intrinsically *human* then they would probably impede the reproduction of the great ones, who's presence is pretty inimical to humans already, they would be completely incompatible. Since Annalise is basically 100% vermin at this point, she's basically old one spermicide.
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>>50356112
I'm also imagining her mouth turns into a fucking proboscis when she feeds.
Because it's creepy.
Not because it's my fetish.
>>
>>50355878
>>50355980

I like to theorize that the Vermin and Blood Dregs are two different kind of beings within the blood or made UP of some kind of blood, in the sense that they are like Kos Parasites.

And yes, Cainhurst is undeluted Vilequeen blood, while as it gets further away it is more tampered with, until Kosm has more effect near Begynsworth and the Hunters Nightmare.

This explains that perhaps the organisms within the Great Ones' blood show different symptoms in those who take in their blood, thus meaning that the blood infusions were the organisms too and not just the blood itself.

This explains why you, the player are unaffected by other bloods, because one type of blood and organism already exists within you at the start. This is also why you are able to adapt to different bloods and not suffer permanent effects.
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>>50356237
I remember a friend of mine theorizing that Beasthood is actually an antibody to corruption by the Old Ones. That it's the result of your body fighting off the process of becoming Kin. That may explain why Kin and Beasts seem to have almost opposite evolutionary paths.
It might also explain the Silver Beasts electrical abilities, since it's harmful to Kin.
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>>50356112
>a long running prophecy about the children of the old ones
The whore gives birth to Oeden's child.

>>50356237
>>50355980
Blood Dregs are bloody semen.
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>>50356237
Great, now I'm imagining that those things in the blood are the Bloodstone items, just varying degrees of growth or cannibalism of those organisms.

>>50356343
This would explain a WHOLE lot. Beasts are weak to fire, but the centipede thing can spit it out at you. One thing though.

The Orphan of Kos can use electricity. Did something happen to give it a resistance? Or did the Orphan of Kos kill off its mother Great One?

Or maybe Kos was a parasite of something else?
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>>50353351
>tfw only just now noticing that the Loch Shield's inner section looks like a massive Blood Gem...
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>>50356584
Some "Full" gods aren't weak to it it seems. Orphan, Amygdala, stuff like that.
Bloodborne lore is... twisty. You think you've got it figured out, and it twists on you. That's part of the appeal of it.
For example, women. Apparently there's a theory that Beasthood doesn't effect women. That's why the women of Hemwick Charnel lane, while undoubtedly insane, don't display beastlike symptoms. Plus, there don't appear to be any women among the blood mad hunters, stuff like that.
But then you have Vicar Amelia. So, either Beasthood effects all people and the Hemwick Women are just exceptions...
Or Amelia's got a penis.
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>>50356960
Vicar's are exceptional in terms of beasthood. Probably far too much blood ministration along with obscene resistance to beasthood finally breaking down to make them into mega monsters.
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>>50356960
>>50357169
I'm pretty sure female PCs have the same Beasthood potential and are treated as if they're just as likely to go insane. There are female enemies in the game, they just don't look like freakish werewolves.
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>>50357169
I like how extended experimentation with blood staves off beasthood, but the longer you hold out the worse it becomes.
>>50357206
True, but PC's are exceptional. Plus, they can't actually go "Beast" without using Beast's Claw.
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>>50279880

Well, let's flesh out some of the aspects of Bloodborne that can most easily be adopted by a pen and paper game (setting, theme, genre etc) rather than aspects that would be nearly unique to vidya gaming (twitch combat etc).

My first instinct is something between World of Darkness and Call of Cthulhu. These are both games that share core concepts with Bloodborne; the line between humanity and monstrosity (WoD) and the dichotomy between the desire to know the truth versus the awful nature of said truth (Call of Cthulhu). They represent these with opposed stats; each WoD splat has a Power stat and a Humanity stat, and CoC has the Cthulhu Mythos skill which caps your Sanity. So, that's where you get Bloodborne's "beast"/"frenzy" concept as well as "Insight".

Something that really appeals to me about Bloodborne is the gradual genre shift it undergoes. You start off in Hammer horror, gothic town. Everything's torches and pitchforks and wolfmen and Castle Dracula. Over time, stuff becomes less and less concrete, then you reach Byrgenwerth and kill Rom and shit goes full blown Lovecraft. Bloodborne melds the genres quite extensively, so I would say it's important to have something that can handle different genres well.

I realise I'm waffling a bit, so to give a quick and nasty answer? BRP. Use Call of Cthulhu, scale down the monsters a fair bit to make them more fightable (remember, your Hunter fights and kills multiple gods/godlike entities), maybe work in some other crunchier BRP stuff to give the players access to more combat options, but hammer that Mythos skill. Insight (Mythos) is vital but also potentially (definitely) going to get you killed. Maybe the higher your Mythos skill, not only is your Sanity lower but you take more damage and deal more damage to Mythos creatures?
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>>50324996
Oh yeah you'll trip in here. Sure. Right.
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>>50355980
>>50356112
>>50356560
>Blood Dregs are bloody semen.

Annalise was trying to pull off with the Vilebloods what the Whore managed by chance, giving Oedon a child. Were the Executioners come in is the real problem. Knowing it goes Byrgenwerth -> Old Hunters -> Healing Church Clerics, we'd have to assume that lorewise the Old Hunters and Executioners were around at the same time, yet none of them mention somebody as important as Martyr Logarius, the man sent to prevent the birth of the most powerful Old One into the material world. I want to know where they came from.
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>>50359309
I'm thinking the Executioners were almost a disavowed segment of the church. They were formed to completely wipe out Cainhurst, and aside from Alfred it seems like none of them made it back. It's possible that nobody mentions them because nobody really knows they exist.
Also, is it possible the Executioners were originally foreign? I'm just wondering because of the description on the Executioners Gloves.
Also, what do you think happened to Logarius to make him the way he is? I mean, he's eight feet tall and apparently has stayed alive just sitting on that throne for ages. Is he human anymore?
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>>50359678
I thought that the those were the gloves of a literal executioner, and have nothing to do with the Executioners as a group. The fact that the ghosts they make look like Logarius' or the Wheel's doesn't mean they're also Vileblood's spirits, it just shows that ghosts all look the same, like they're preserved in the blood.

As for Logarius, it really depends on whether he was a member of the Healing Church or not. Blood Ministration would explain the fact he looks inhuman pretty well.

Wouldn't Alfred being an actual Executioner make him too old?
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>>50360044
Dunno. I mean, he's got the robes and wheel. Then again, he doesn't know how to get to Cainhurst either.
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>>50357169

Vicars and the Clerics tend to be Blood Saints who also underwent blood ministration and their beasthood grew and overtook them that way and was amplified by their special blood.

More likely explanation for hemwick lane's women is that they don't get as much blood ministration out there and the madness is entirely due to the influence of the witches (and maybe cannibalism?) - note you see none of the full on werewolf motherfuckers or even partial werewolves like you see in the hunting parties in central yarnham.
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>>50360060

You can't physically GET to cainhurst, only the phantom coach can travel between hemwick lane and the castle and you need to be invited (basically an inversion of the old vampire lore), and even if he got there he'd need to get the crown of illusions from Logarius to find the queen.

>>50360044
>I thought that the those were the gloves of a literal executioner, and have nothing to do with the Executioners as a group.

The little item text indicates that it was an item brought to the executioners from foriegn lands and passed between executioners from father to son, and then ended up being stolen by the vilebloods after the purge.

Further more, note that Martyr Logarius' move set involves an attack identical to it, and he seems to have gone a bit lychee and bound his soul to the duty of trapping the queen in her tower.

Executioners were just a sub-sect of hunters in the church who specialised in hunting people performing heretical blood ministration, so Alfred is just the most recent generation of them, likely the son of one of the Executioners who fought and died in cainhurst.
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>>50360604
That's actually one thing that confuses me, he gets into Annalise creepy throne room without the crown. Maybe it was only hidden so long as Logarius wore it?
Also, how did the Executioners find Cainhurst when they went to purge it?
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>>50360613
Maybe he killed his nightmare's Logarius for it, either not realizing who he was, or martyring him for the cause?
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>>50360613
Once you put the crown on it breaks the illusion and stays broken since you don't need to put the crown back on everytime you want to visit. It's probably more akin to classical curses/wards than DnD antimagic wards
>>
Good lord, these fan theories get out of hand. Which is fine, since when it comes to harvesting ideas fan theories are often more interesting than the game itself. Mostly because the game itself doesn't explain jack shit aside from the occasional vague excuse.

A few examples

>Valtr mentions offhand (and very indirectly) that Vermin are found in "beasts, slugs, and mad doctors", which covers pretty much every enemy type in the game excluding vilebloods and pthumerians. since the former are forgotten by the game's present and the latter aren't mentioned by much of anything either, it probably doesn't exclude them since Valtr might not even know about them.
>the game doesn't make any mention of different blood types. coldblood items from the most basic all the way to great old one tier aren't given any special distinction beyond quality, and special blood vials (iosefka's, annalise, so on) are explained as heavily refined or the result of special breeding. the highest quality blood items come from kin or things related to kin, the lowest quality blood items are found among beasts.
>the executioner's glove is literally stated to be a cainhurst treasure. there's no mention of it ever having been stolen, the fluff flavor is appropriate for a classical executioner instead of logarius' fanatics, and the item's effect resembles other cainhurst magic effects. keep in mind that the logarius' wheel weapon gets its blood ghost skull effects from being soaked in vileblood blood, and the skulls are their lingering anger or whatever shit.
>you need an invitation to reach cainhurst. by giving alfred an invitation, you're inviting him to cainhurst, which presumably would let him ride the phantom coach
>there aren't any gems with anti-vileblood/cainhurst properties, but there are weapons that do. ludwig's holy blade, the sword part of kirkhammer, the cane part of threaded cane, logarius' wheel, and a few other weapons deal anywhere from +20% to +50% extra damage against them.
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>>50363855
Weirdest fan theory:
I started watching Fungo's stuff because Vaati only did a few Bloodborne lore videos. His Story Explanation cleared up a few confusing bits. I also liked his lore on characters like the Chapel Dweller.

Then his lore video on Gehrman, Maria, and the Doll.
I thought it was a joke at first but he just kept going.

Gehrman is a loser with a doll fetish, and Maria killed herself because Gehrman had a doll fetish instead of loving her.
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>>50364786
>Gehrman is a loser with a doll fetish, and Maria killed herself because Gehrman had a doll fetish instead of loving her.

That's especially weird, because it's directly contradicted by the description on Maria's clothes. She was oblivious to Gehrman's feelings for her, not the other way around.

The doll looks like Maria, was created and cared for by someone with an obsessive level of devotion and attention to detail and the real doll is found in Gehrman's workshop, and she was created to be the perfect companion and to love her creator. The game doesn't say it outright, but it's implied Gehrman made the doll as a substitute for his unrequited Maria love.
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>>50355622
Legion of Everblight
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>>50364962

Water from the same well.
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>>50301605
Yes bully!
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>>50364929
She was oblivious to his mania. Mania means fetish. Gehrman was a doll fetishist. This is like some pizzeria child porn Reddit sleuth tier bullshit.

Also, Maria is clearly dead, so my assumption is that Maria died and Gehrman made the doll of her. He also seems to have wished from Paleblood to bring The Doll to life (or, perhaps, to bring Maria back, but he got the Doll living with him in the Hunter's Dream instead).
https://youtu.be/rZk0vMMTZYE

Slightly less crazy follow up. But still crazy follow up, on the moans.
https://youtu.be/X4pnkQphxnM
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>>50365003
What's going on there?
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>>50365093
Maria getting bullied by three of the better-known hunter builds
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>>50365093
Maria is being bullied by The Meme Supreme.
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>>50364929
It also seems to be nothing like Maria, which may explain why he's so dismissive of it.
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>>50353351
Thanks.
So we have revamped vamps, furries and cosmic horror.

Will try to thinking about intrestign mechanics-aesthetics for the cthulhu race.

so far

Vamps get charming powers and regenration but need to drink human blood.

Weres have more HP and brute strenghth but after each time they trasform they need to kill something (either during the transforamtion or after returning to human form), otherwise next time they transform they go berserk and attack nearest living creature untill he kills something.

Kin will probably have to do with messing with people mind... Devouring meantl health? If they eat too much people remain insane? If they eat little only start forgetting stuff?
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>>50365201
and what powers should kin posses?
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>>50365114

Is the Kos Parasite actually that good? I could ever get the hang of the move set.
>>
back from internet cutoff

>>50354588
could be good though it could work in a more ""intentional beasthood"" -bourne game

>>50355622
>I can easily imagine some Bloodborne-style body-horror where dragon's blood infects living creatures it comes into contact with, causing catastrophic mutations.

why not go closer to that with "primordial monsters?"
so a Dragon great Father to the ancient primal lizards is Fire Aspected,
but other animals/monsters for the other three suits?
like the Leviathan of the deeps taker of ships is Water Aspected

that way you can have a wider variety of monster themes

>>50357401
>BRP???
and I like this, it's part of why I used an "insight" mechanic in>>50325369

>>50365076
>Mania means fetish.
speaking as a fetishist...no it doesn't...
>>
>>50365201
In the vast majority of cases, transformation is a one-way trip. Someone who turns into a beast doesn't turn back, they're a beast from then on and their mind is totally gone. Hunters who use beasthood to fight only go partway, using special tools (weapons and items) to gain beastly attributes and abilities, but never quite cross that line entirely. The player can take a form that is almost completely beast-like with the correct items, but it still doesn't count as fully beast since anti-beast weapons don't get their damage bonus. As it is, it's implied that they can still lose themselves if they aren't careful, and ripping opponents up causes their excitement and bloodlust to rise, translating to progressive damage boosts and defense drops in-game. The Healing Church was experimenting with controlled beast forms at one point, and did make a working version (which the player can use), but for some reason declared that sort of thing heresy and banned it all.

Vilebloods are never called vampires in the game because it'd be redundant. Everyone drinks blood in Yharnam, literally everyone. The city produces more blood than alcohol, because the blood is more intoxicating, and that's a direct quote from the game. They use the blood to heal wounds and cure illnesses, to enhance the body and stimulate the mind. If Dracula walked in to Yharnam, he'd think they were overdoing it. What sets the Vilebloods apart is that they are, apparently, corruptive. Their queen can turn you into a Vileblood by giving you her blood. Nothing else in the game is said to have contagious properties like this. It might explain why the Church wanted them dead, since it'd pretty much negate the whole "ascension" thing they were going for.

There is, in fact, a form of kin (short for "kin of the cosmos") that sucks the knowledge right out of your brain. They're called Brainsuckers and they are assholes. If you type brainsucker into google, they're the first thing that comes up.
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>>50367561
>speaking as a fetishist...no it doesn't...
No duh, that's why I said it's a crazy theory.
Tell me what you think of >>50348912
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>>50367565
DID SOMEBODY SAY
*SUCC*?
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>>50365329
https://www.youtube.com/watch?v=mh-ABYXR54E

I forget how to embed videos.
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>>50367627
cramming too many special attacks into a summary image, but thats just a difference in process

personally I'd go with a d30 or d50 roll under if I could, it chops down the incriments and allows for a longer game before players reach the 100% success thresh hold. personally I feel that the smaller increments of improvement per level up will feel like a souls game a little more.
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>>50367737
>d30 or d50
Yes, but d20 is a thing that people actually own.
I'll probably eventually switch it to d%, though those games often cut things to the 5% anyway.
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>>50348912
>characters have action points equal to their stamina
Okay.

>and probably vitality equal to strength+stamina maybe
Seems odd when the game has a Vitality stat for hit points.

>each maneuver in combat costs AP based on weapon heaviness
Fair enough, this is more or less how the game handles it. Heavier weapons generally more stamina than lighter ones.

>attacks are rolled normal, defense is only ever rolled if the attacker makes a defensive maneuver
Clothes are more for decoration in Bloodborne, and rarely for elemental reduction if you really min/max it but that'll only give you one more hit at best. So, this works.

>attack stuff
This is definitely something that should be handled on a weapon-by-weapon basis. The weapons are a large focus of the game, and are all highly unique from each other. The more overlap you have, the less it'll feel like Bloodborne. They also have something near twice as many different attacks as anything in its sister series Dark Souls, mostly for specific conditions like transformation attacks, post-transformation attacks, backstep normal and heavy attacks, different followups for rolling and quickstep attacks, followup attacks for fully charged heavy attacks, etc. Lots of options, lots of ways to chain things.

>armor and shield
Bloodborne has exactly one suit of armor, and it's used by the Vilebloods and is more decorative than anything else. It's about a centimeter thick and really only good for deflecting shitty Victorian bullets. Shields are, as a rule, useless by design (they even say as much), except in a few specific contexts. The normal wooden board shield stops bullets, and the Loch Shield from the DLC blocks arcane attacks like kin space lasers or darkbeast lightning. Even then, they're only good for one hit and often leave you staggered after, so it's usually better to dodge.
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>>50367857
I'm not straight using the game's traits (mostly because I think they're dumb; I think it's unnecessary to have stats solely for HP and Stamina and then you've got things like Faith and no social interaction trait).

This isn't meant to *exactly* mimic the game, either, hence shields and armour, though they're not going to be shaving off tons of damage or anything. The shield is more along the lines of how Dark Souls handles them, where they're so good that a lot of people turtled up through the whole game (myself included) instead of playing fast and dodgey.

A lot of the actual character upgrading is probably going to be in the form of stuff like gemstones and runes. Basically enchanting or augmenting your equipment as opposed to directly increasing your traits.

>Clothes are more for decoration in Bloodborne, and rarely for elemental reduction if you really min/max it but that'll only give you one more hit at best. So, this works.
When I said Defense, I meant Dodges and Parries. Essentially as long as the attacker doesn't flub the roll, the Defender will get hit unless they spend AP to Dodge or Parry or something.

>Lots of options, lots of ways to chain things.
For now I'm focusing on the basics. There will be weapon specific maneuvers (and trained special maneuvers akin to the magic attacks and stuff that uses bullets in Bloodborne), but for now I'm thinking of core stuff.
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>>50367842
>Yes, but d20 is a thing that people actually own.
...I own some d30s, they're in my storage unit, but I own them...
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>>50368080
Well you're a weirdo. They're not exactly standard.
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>>50368116
>Well you're a weirdo.
NO BULLY
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>>50368139
See >>50365003
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>>50368080
Related to d30s
https://youtu.be/G7zT9MljJ3Y
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>>50366902
It does take a lot of practice, but it's very good once you get the hang of it and downright unfair in pvp. You have a combination of ridiculous range, stagger resistance, and stagger inflicting, which lets you stop pretty much any other weapon with ease. It needs perfect cold and arcane gems before the damage does anything more than tickle, but when you do it's worth it.
>>
What were the GURPS supplements/rules that one would recommend for a Soulsborne game? I've heard them mentioned before, but I lost track.
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>>50368870
It also looks hilarious.
>that roll animation
>when you run or dodge the head whips back like a cartoon character breaking the sound barrier
>You're goddamn Celestial Cauliflower
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>>50370346

What are some other good Arcane Weapons? On my 99Arc build I just used starting weapons until I get the Holy Moonlight Sword is locked behind the first DLC boss, and the Tonitrus isn't that appealing to me. What's the wheel like?
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>>50370482
If you go over to the /bbg/ on /vg/ they have a guide for ARC builds. It's kinda complicated, one of the downsides of Bloodborne is that there are weapons I'd like to base a whole run off of like Kos Parasite or Bloodletter but they're so damn hard to get.



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