Showing posts with label beta. Show all posts
Showing posts with label beta. Show all posts

Tuesday, August 30, 2016

August 30th, 2016

https://the-hollow.obsidianportal.com/wikis/main-page

The game has been hit by a Hurricane... Like, everything has changed, and a lot is still missing, but just as much of what was missing before is now present. Its odd... but it also feels like its falling into place more quickly and easily? At least it was; more recently, I have hit a wall on the world building side of things which directly effects some of the mechanical rules, namely equipment.

Biggest changes are Test Rules: a d20 is now used, and the pool of d6 has been chucked. This has sent waves through all other rules, extensively changing how most everything within the game works. This is a good thing. Because it barely worked before, and is working a hell of a lot better now.

TONS of new rules. Like Falling, Throwing, changes to Cover, MASSIVE overhaul Awareness, and the introduction of Investigations.

The World of the Hollow section now has like... actual text and shit now. Its all very minimal currently, but just vague enough to give players an idea of things.

Races within the Hollow have been... vague-ified. The idea was that Humans do not follow a single universal culture, nor are they all the same, so why the hell would another intelligent species be as such? Ridiculous, really... I'm upset I ever wrote such trash. They are now shaped and determined by their physical nature and unique environmental factors.

Take the Divine: they've lived on interstellar vessels for centuries on the run from the Fae. That would shape a people both mentally and physically. They also don't have to sleep. So... there's that.

Origins have been improved, but are missing a lot of info right now... I have a lot working behind the scenes, but don't feel comfortable posting anything as of yet.

Equipment will be designed to fight or counter anything the character's may encounter. Building cool weapons and armor was cool, but really offset the balance... and alot of it didn't make sense for the Lore. If the Hollow is at war with the Fae, the equipment they use to fight them should reflect that, yeah?

Powers are... ugg... get back to me.

There are a few monsters to fight (FINALLY), but as I said before, equipment is still limited.


https://the-hollow.obsidianportal.com/wikis/main-page
Follow the Link! Tell me what you thing of the game thus far.

Friday, January 2, 2015

Oooh boy...

Well!!
I haven't had an update in some time, but there are been a rather large one over the past week or so.

https://the-hollow.obsidianportal.com/wikis/main-page

Changes are as follows but not limited to:


  • Changes to various Classes.

  • Descriptions of weapons and other equipment.

  • Major Overhaul of Exocortex.

  • Descriptions of Powers.

  • Major Overhaul to Powers. 

Future Changes?

  • Story and Monsters.

Thats basically it before I call this game good for formal testing. 

Wednesday, May 21, 2014

Basically a Title Update...

Yeah... lots of changes to just about everything to make things more balanced and friendlier to the players.

https://the-hollow.obsidianportal.com/wikis/main-page

Link above to all the rules thus far.

My hope is to be done with the mechanics and everything rules related by next year if not earlier.
After which, I will begin to process of publishing this monster.

Thursday, April 10, 2014

Training

I am planning on removing Specializations and replacing them with Trainings.

These are trees through which the Character specializes in their abilities.

These are based on (Currently 5) archetypes that I have created for the Hollow.


Training
These are trees of special qualities the character has gained from their experience. The character may partake in any number of Trainings, but they may not begin buying Ranks in another Training until they have completed their current tree. Each Rank of Training costs 6bp.

ValiantThey are the veterans of the battlefield; nothing can deter them or their allies from reaching their goal.
Training Bonus – Reduce penalties to Direct Combat Actions by Training Rank.
Rank 1 – Reduce Armor Burden penalties by 1.
Rank 2 – Increase Willpower by 1.
Rank 3 – Increase all Consumable Unit Sizes by 1.
Rank 4 – Valiant Training bonus is applied to everyone within Close Range.

TacticianThey provides tactical support on the battlefield and through the Matrix to aid in their teams objective.
Training Bonus – Reduce penalties to Cyber Combat Actions by Training Rank.
Rank 1 – Reduce penalties to Technical Skills by 1.  
Rank 2 – Reduce Tax Cost of Technical Powers by 1.
Rank 3 – Increase the Firewall rating of self and party by 2.
Rank 4 – Increase Duration of Technical Powers and effects by a factor of 1.

OperatorThey act as advance surveyors and snipers of the battlefield. They gather information key to the survival of the mission.
Training Bonus – Reduce Rank required to Investigation by Training Rank. Increase Awareness rolls by 1 per Training Rank.
Rank 1 – Increase Weapon Accuracy by 1.
Rank 2 – Increase bonus provided by Aim Actions by 1.
Rank 3 – A single Aim Action may be made as a Swift Action per Round.
Rank 4 – The Character’s Defense is only reduced by half when Flat-Footed. This does not affect the Character if they are Helpless.

MancerPowerful wielders of powers who can fill many roles on and off the battlefield.
Training Bonus – Reduce penalties to Mancy Skills by Training Rank.
Rank 1 – Gain a +1 bonus versus Mancy Powers and Skills.
Rank 2 – Reduce Mancy Power Energy Cost by 1.
Rank 3 – Increase Mancy Power Durations of Mancy Skill Powers and effects by a factor of 1.
Rank 4 – Reduce Damage required to Overwhelm targets with Mancy Powers by 1. Willpower Levels of Mancy Powers are increased by 1.

DragoonUnstoppable combat monsters, they reign supreme in close range; laying waste to all in their path.
Training Bonus – Increase Encumbrance and Speed by Training Rank.
Rank 1 – A single Melee Action may be made as a Swift Action per Round.
Rank 2 – Increase Tolerance by 1.
Rank 3 – Reduce Damage required to Overwhelm targets by 1.
Rank 4 – Increase the Character’s Defense by 2 versus Actions made at Close Range.





Monday, March 24, 2014

The Fae, part 2

Fae
True Fae are incomprehensible, monstrous, humanoid creatures. Their motives are obscure; any attempts to communicate have failed. They seem to consider other sentient life inconsequential and insignificant. They do not feel emotions as other sentient life would; they do not experience Envy, Lust, Pride, Wrath, Greed, etc. Nothing; they are simply a force. Fae seem undying, as killing one is nearly impossible. The Hollow have only been able to contain them, or place them into a stasis. The only way to completely destroy a True Fae is to disable its Field i.e. stop all neurological activity. Which is impossible because they cannot be killed.


True Fae produce a Field similarly to the Aether. However, they instead reshape reality, or completely destroy a piece of reality, converting it back into Chaos. These effects are, of course, reversed as soon as the Fae’s influence leaves the affected area; the Observer’s Aether returning to normal. This being said, Fae are not “observed” by the Observers; they do not belong , or rather shouldn’t exist, in the Hollow. Thus, Fae must establish their own reality apart from the Observers through their own Field. They create islands of reality around themselves fabricating everything from the environment upon which they stand, to their own physical form. 

APPEARANCE
A Fae’s appearance varies as they themselves construct their own physical forms. However, they are generally humanoid, lacking any distinguishable facial features, and stand an average of 7meters tall. 

Ergo, if a Fae’s Field were to ever fail, they would cease to exist; the Observer’s would observe that they shouldn’t exist, and they would not. 

IMMACULATE AURA - A Fae's primary mode of defense, and what a defense it is. 

A Fae does not utilize a Field in the same way as other sentient creatures, and may expand their Aura beyond themselves thus creating their own islands of reality. Ergo, the Fae’s abilities, traits, powers, etc. may only affect that which is currently within its Immaculate Aura's range. Further, for every increment of range beyond Touch Range the Aura is spread, Integrity is considered 1 Rank lower for the purpose of a Fae’s Powers. 

Touch – Increase Soak by Integrity versus targets beyond Touch Range; reduce Speed and Defense by Integrity.
Close – Increase Soak and Defense by Integrity /2 versus targets beyond Close Range; reduce Speed by Integrity /2.
Long – Increase Defense by Integrity versus targets beyond Long Range.

To this, it is impractical to engage Fae at extreme range as attacks are simply deflected from the Fae far from the danger. This makes orbital bombardment, fleetships, and other side heavy firepower nonviable. 

Ergo, units must be deployed on the ground, or in close proximity to the Fae, attacking it within it's own Field with heavy support just outside the Field's range. Those tasked with attacking the Fae directly experience incredible danger because within an Immaculate Aura, Fae are supreme. They make the rules. 

TRAITS

Shaping – The Fae may change the Environmental Modifiers, save the time of day, as a Free Action. The Fae may also construct a Field Hazard as a Complex Action.

Sight – Fae never suffer penalties to Awareness, and always roll maximum Awareness. Fae ignore LoS. Fae ignore Stealth. Fae ignore the Partially Covered, Covered, and Concealed Conditions. They are always aware.

Monstrous Creature – Increase all base Vital Statistics by 2, Increase base Speed by 2, Reduce Damage required to Overwhelm target’s with Melee Attacks by 2, Increase Melee Attack Damage by 1d6, Increase Heavy Melee Damage by an additional 1d6, Reduce Defense by 2.

Reality Impaired – Fae are immune to all Physical, Mental, and Dire Conditions. That being said, they are immune to Overwhelm effects. However, if the Fae is Overwhelmed, their Integrity is reduced by 1. Further, when normally considered Battered, all Shaping effects under the Fae are cancelled, it loses its Flight capabilities, and it may not use any of its Powers until they have recovered at least 1 Health. The Fae has no Vitality. Thus, in order to incapacitate the Fae, their Integrity must be reduced to zero. If the Fae’s Integrity is ever reduced to zero, they become Helpless.

Weakness to Orichalcum – Fae Suffer Aggravated Damage from Orichalcum. That is, any non-Special Munition’s Blok (Orichalcum Coin) deals Agg Damage when fired from a weapon. 

EQUIPMENT AGAINST THE FAE

Use unmodified Orichalcum Bloks with high Armor Penetration do prevent the Fae from regenerating. Deal as much Damage as possible to Overwhelm the Fae. 

And it that doesn't work...

Longinus Lance – 20ore
The Character uses this Consumable as a Weapon Attack Action. Deal 1d6 +4 Physical Damage with -1 Armor Penetration to a single target in Line of Sight. If the target is a Fae, the Damage suffered is Aggravated. As well, this Consumable will remain imbedded in the target. If this target is a Fae, their Integrity is reduced by 1 so long as it remains. The target may spend a full Round removing the imbedded Consumable.

Osmium Grenade – 18ore
Create the Fog Environmental Condition within Close Range for 1d3 +2 Rounds. Fae do not have perfect Awareness versus targets within this area.

Rowan Wand – 12ore
The Character gains a Rating bonus to Willpower versus Fae while this Consumable is equipped. 


Tuesday, March 11, 2014

The Fae

The Fae are the most dangerous enemies characters will encounter in the Hollow, and are treated as such by the peoples of World. That being said... I have not developed them as much as I would like to have done by now. I feel that I have done lots of research into creating them, but have only confused myself in the process many times. 
Anyway! 

THE FAE; beings of Chaos.

Traits

Voice – Social Combat causes damage and other harmful effects.
               
Glamour – Illusions; Field plane seeding (Neuromancy).
               
Shaping – Anti-observation; Reality Mancy.
               
Flight? – self-explanatory... could use some work.

Sight – PERFECT Awareness. Maximum rolls at all times.

Neuromancy should't effect a Fae, or it should suffer penalties. 

Weaknesses

Cold Iron – Material pegs the Fae for observation, inhibiting their abilities. Easily a Special Munition or other consumable. 

Rowan – Inhibits Glamour. Consumable; for setting, I see structures on the edges of Factories, Borderlands, etc which emit? built of? Rowan. Extra-Dimensional poison?

Shiny Objects? Again, structures similar to above and/or consumable. Possibly a power. Traparmancy?

Killing a Fae

Basically impossible.

Lesser fae (un-capitalized, abominations, aberrations, etc.) are more easily destroyed as they are still bound by the Reality maintained by the Observers, and they are technically still considered sentient in the way we understand the concept. These fae are accidental, and a far-cry from True Fae. They are merely touched by Chaos, and warped by the experience. Their body is destroyed or warped, their nervous system (and thus their Field) is the last thing to go. If the Field is left intact, it becomes exponentially more powerful, and begins to construct its own Reality, and thus, a new bodily form. Destroying the nervous system, their Core, will destroy this fae.

True Fae (capitalized) do not have a core, and they create their own reality. Their bodies are hollow, they are similacrum of mortal existence. Damaging the body is like attacking water. Further, Fae produce an anti-observation field which prevents the Observers from observing their existence. That is, if an Observer were to observe a True Fae, the Fae would cease to exists because it shouldn't; they are outside of established Reality as set by the Observers and, thus, do not exist. In order to truly destroy any Fae, their anti-observation Field must be disabled; they must be observed. 

Disabling a Fae’s Field

Chaos Particle Fountains? (SUPER exotic radiation disrupts everything)
A living being's Field; Mancy? (Opposite of an AO Field?)

Saturday, March 8, 2014

Final Balancing? Beta please???

I have once again balanced the game rules and equipment with an new balancing model. The model is based on how much one need invest on average in a Skill and/or Attribute.

Basically, it is a shit ton of maths, and I really enjoy this new model. There isn't any one things that forces or discourages use, and players should be effective no matter what they do (so long as they do not miss spend their Skill and Attribute points).

The game is rather Combat heavy. Well... I would say actiony, rather, with Social and Cyber combats breaking things up a bit. Think Mass Effect, and I am happy with that.

Once again, the game may be found here:
https://the-hollow.obsidianportal.com/wikis/main-page

PLEASE!! Play the game, and give me feedback!
I am trying to market this game. Thus, it needs to be good!

Also, look at the WORLD OF THE HOLLOW section for the lore and setting!