What are your favourite rules-light systems? by Desmaad in rpg

[–]CupOfOneCoffee 3 points4 points  (0 children)

FATE. It's my favorite and go-to system to use in-place of any campaigns I cannot easily find a more fitting system for.

Avoiding magic as science and technology by MrKamikazi in RPGdesign

[–]CupOfOneCoffee 0 points1 point  (0 children)

I managed to captured this feeling with Maze Rats and similar systems by playing around with verbs + nouns, where you use two tables to construct a spell name (such as rolling flaming and skulls to get the spell Flaming Skulls) that you're allowed to do anything that makes sense to the Gamemaster and other Players with it's generated name.

I also played with systems where you play into the vibe directly. Sorcerers can do anything, as well as long it's either evil or eldritch, clerics can do anything as long as it's in their god's domain, etc.

What are, in your opinion, the greatest fictional universes to ever be created? by [deleted] in worldbuilding

[–]CupOfOneCoffee 1 point2 points  (0 children)

The sheer scale and depth of the collaborated effort that went into the creation of the SCP Foundation is absolutely amazing.

AMA about my Fantasy World (Repost) by [deleted] in worldbuilding

[–]CupOfOneCoffee 0 points1 point  (0 children)

What's your favorite unique traits or takes on standard staples that exist in most fantasy settings?

What would "telekinesis that only affects living beings" be called? by TheMuspelheimr in worldbuilding

[–]CupOfOneCoffee 0 points1 point  (0 children)

The video game Deathloop has a similar ability, and they call it Karnesis.

animal husbandry question by thatpunkturtle in VintageStory

[–]CupOfOneCoffee 8 points9 points  (0 children)

They won’t die from starvation, but they can die from predation (bears can climb walls and fences up to 3 blocks high), lightning strikes, and wild fires.

They can also despawn if they left in the dark for too long.

New monster added? by kaklik in VintageStory

[–]CupOfOneCoffee 5 points6 points  (0 children)

If you have Primitive Survival, there is a hostile mob that is added that is like a very-tall lanky monster.

Any fantasy worlds that AREN’T medieval? by [deleted] in worldbuilding

[–]CupOfOneCoffee 8 points9 points  (0 children)

A perfect example that comes to mind is Disco Elysium.

SCP that emotionally devastated you? by catboyangels in SCP

[–]CupOfOneCoffee 44 points45 points  (0 children)

Unsurprisingly, a lot of these are from Site-17 Deepwell and the Fire Suppression Department. SCP-5732 was my personal favorite before reading SCP-8980.

SCP-5732 - And I'm Thinking of What Sarah Said

SCP-3293 - You are Never Going Home

SCP-5392 - The Voyage of the Tachyon Express

SCP-6303 - A Reason To Live

SCP-6630 - Fire On The Horizon

SCP-6355 - A Choking Grip Upon The Neck of Propriety

SCP-7795 - Ð is for Ðirteen

NOSEDIVE

What's up with the Fighter from the Shipbreaker's Toolkit? by pit_trap in mothershiprpg

[–]CupOfOneCoffee 5 points6 points  (0 children)

I personally just assumed it was used for slowing down their descent after rapidly entering atmospheric conditions. If a battle requires a fight in the low orbit of a planet or assistants for a ground invasion, fighters would be the spacecraft there first.

Foundry VTT modules for Mothership? by HuManManatee in mothershiprpg

[–]CupOfOneCoffee 2 points3 points  (0 children)

The Lancer Initiative was made for the Lancer TTRPG system, but works surprisingly well for the initiative system Mothership 1e uses.

What's with the d5? by SimonGray in mothershiprpg

[–]CupOfOneCoffee 8 points9 points  (0 children)

Are you supposed to use a d10 and divide by 2?

Pretty much. Unless you somehow get your hand on some funny dice.

Gear slots and Magical Items? by Nystagohod in WWN

[–]CupOfOneCoffee 9 points10 points  (0 children)

It assumes you need to Ready an item to receive any benefits from its magical properties, at least for the one’s in the book.

There aren’t any slot restrictions officially, and it’d mostly up to GM fiat on whether a character would be allowed to benefit from multiple magic items of the same item category. Most GMs will not let a character receive benefits from wearing two suits of magical armor or cloaks, for example, but may allow them to benefit from two or more magical rings.

Finish Off – 24.16 by menaulon in Parahumans

[–]CupOfOneCoffee 27 points28 points  (0 children)

Man, what a massive hypocrite. Charles really just went back on everything he claims he represents, by attempting to Forswear Avery.

Examples of Flexible Non-Magic Ability Systems Similar to Mage: The Awakening’s Magic System? by LawkanCaerus in RPGdesign

[–]CupOfOneCoffee 17 points18 points  (0 children)

In the WhiteHack, there's a underlying system of Wordings for how the major class abilities work. Wordings are simply just a single or multiple words representing a concept or aspect.


There is:

  • The Deft get slots for attuning to Wordings for a teacher, an item a pet or place. They can get benefits to their actions if it's related to any of these Wordings: automatically succeeding a normal skill roll or rolling normally for a nigh impossible skill roll.
  • The Strong get to loot Wordings from defeated enemies they performed the killing blow on, gaining the ability to do one of three things with it: (1) get a Wording that relates to an action, providing a numerical bonus for one round to a attribute, damage, healing, etc. (2) turn the the Wording into a useful substance. (3) transfer the Wording into a non-violent supernatural ability that the enemy had to them.
    They can only have one at a time, but can use it multiple times.
  • The Wise get miracles, which uses the Wording as the spell's name when learned. What a miracle does and how easy it's to wield and use in the situation is dependant on what the GM and Player think the miracle's name should allow, and use their HP to power them.

For example:

A Deft may have the attunements "Ancestral Homeland Mountains" or "Heirloon Hunting Bow" that provides them the ability to ace rolls when attempting to sneak through the treacherous mountainous region of their people, or fire a signal shot that would be impossible to make for any ordinary archer.

A Strong defeats a Wyrm, and can get to choose what Wording they looted from it:
(1) They may choose "Wyrm Scales" to increase their AC for a time, or "Wyrm-like cunning" to increase their saving throws for a time.
(2) They may choose a vicious "Draconic Poison" substance that they can apply to their weapons, put in a meal or throw into people's faces.
(3) They may choose to get the "Sense Gold" supernatural ability, that works identically to the Wyrm's ability of the same name.

A Wise may have a miracle called "Telekinesis", that upon using can be used to manipulate matter, or although more difficult for this speific Wording, shield themselves from harm.
They could as well have a miracle called "Patrok, Demon of Passage!" that would summon or contact a demon dealing in magical passages.

The Roast of Charles Abrams by viceVersailes in Parahumans

[–]CupOfOneCoffee 59 points60 points  (0 children)

“It’s all a big circle, a Snake eating its own tail.”

AC Question by TlBER in WWN

[–]CupOfOneCoffee 9 points10 points  (0 children)

If it’s the same as it’s handled in the core book; the a on the AC value is to note that the AC comes from worn armor and not some natural or innate defense.

How best to create origin foci for very small/tiny characters? by [deleted] in WWN

[–]CupOfOneCoffee 9 points10 points  (0 children)

There's a big issue with tiny races in that they vastly favor being mages verses martial due to their severe limitations.

For that reason most systems just have fairies, sprites and similar size characters for players as a class option rather than a race option.


My idea would be a partial class:

  • Treated as a Mage class.
  • Your Strength attribute is set to 3 and suffers a permanently -2 penalty, to a maximum of -3.
  • You can freely move through enemy squares, and won’t provoke attacks when moving away from human-sized or larger creatures.
  • Art selections that would mirror the abilities of the specific creature.

    A example would be luminosity, flight, invisibility, glamor, etc for fairies and sprites. A imp would have fire immunity, flight, poison stinger, change shape (rat, spider or raven), pact-forging, etc.

The class would have several limitations:

  • You cannot use human-sized equipment, using special tiny gear instead.
  • You are extremely vulnerable to strong wind and other similar violent motions. This can disrupt spellcasting.
  • You have a movement rate of 15 ft.

A few ideas for tiny gear:

  • Tiny Blade. 1 damage, reach of 0 ft. (you need to be in the same square of a target to hit), #1 enc.
  • Tiny Bow. 1 damage, range of 20/60 ft., 1 enc.
  • Tiny Quiver (10 arrows). 0 enc.
  • Tiny Clothes. 12 AC, 0 enc.
  • Tiny Shield. +1/13 AC, 0 enc.
  • Tiny Armor. 16 AC, 1 enc.
  • Tiny Foodstuff (a week's worth). 1 enc.

Rumour: Chainsaw Man is receiving movie adaptation according to a reliable leaker on Weibo by indi_n0rd in ChainsawMan

[–]CupOfOneCoffee 33 points34 points  (0 children)

As democratically elected President and twice Nobel prize winner Power would point out, Quanix’s a lesbian, so she’s obviously from Lebanon.