Still chugging along. Really digging my original game right now. It really feels like the thing I want to play and the game I want to just keep making stuff for. I still like these other projects a lot and I’m still going to keep pushing them forwards, I’m just most excited about Trinakum right now.
Steam Thieves
(Steampunk x Forged in the Dark, Ashcan here [link])
Just a bit of copying and pasting this week for the Consequences & Harm section:
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Consequences & Harm
Enemy actions, bad circumstances, or the outcome of a roll can inflict consequences on Steam Thieves. There are five types.
A given circumstance might result in one or more consequences, depending on the situation. The Operator determines the consequences, following from the fiction and the style and tone established by the game group.
Sand & Stars
(Desert survival x Cairn, Ashcan here [link])
Copy and paste job related to character creation:
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Ability Scores
Player Characters (PCs) have just three attributes: Strength (STR), Dexterity (DEX), and Willpower (WIL).
When creating a PC, the player should roll 3d6 for each of their character’s ability scores, in order. They may then swap any two of the results.
Example: Will rolls for his character’s STR, resulting in a 2, a 4 and a 6, totaling 12. The next two ability rolls result in a 9 for DEX and a 13 for WIL. He decides to swap the 12 and the 9, for a character with 9 STR, 12 DEX and 13 WIL.
Goodnight Maus
(Mausritter adventure site inspired by Goodnight Moon)
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No progress.
Trinakum
(Original design - 3d6 dice pool/grid-based/combat simulator with Iron Age Celtic/Gaulish flavour, Ashcan here [link])
Really like my death and healing section here. I want enemies to be able to target either your condition or your life. Healing life is very rare and always comes at a cost (the one class that can do it must sacrifice their own life points to do so).
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Death & Healing
When a character’s Life total reaches 0 they are dead.
A character’s Condition can not be higher than 3. If a character’s Condition is at 1 or 2, and they have not received any damage that would decrease their Condition, at the end of their combat turn they increase their Condition by 1.
When a character’s Condition is reduced to 0 they are Downed. A Downed character falls prone and drops everything they are holding. A Downed character cannot perform any actions.
When a character is Downed, they immediately lose 10 points from their Life total. The player must not remove or add any dice to their pool when their character is Downed. When a character is Downed their Defences are 1.
If a character is Downed on their turn they may attempt a Recover check.
To perform a Recover check the Downed player rolls all the dice currently in their pool. If their pool is empty they can not attempt a Recover check.
If their roll totals 5 or lower they have failed to recover and remain Downed. If the player’s roll totals 6 or higher they have succeeded. When a character succeeds a Recover check their Condition is increased to 1 and they are no longer Downed.
A character may attempt one Recover check on each of their turns, immediately after replenishing their dice pool.
Anytime a Downed character receives damage that would lower their Condition, they lose 10 Life.
WAKE
(Completed Breathless game inspired by Control, Inception and The Matrix, Game Page here [link])
No progress.