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.
Showing posts with label rules. Show all posts
Showing posts with label rules. Show all posts
Tuesday, August 30, 2016
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:
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.
Friday, June 13, 2014
Major changes more than likely coming to Exocortex.
Basically...
They are going to become integral to all players.
Exocortex are going to, mechanically, supply the power that the Character's Armor and Weapons requires as well as boost the Character's Mancy and Tech power potential through what I am calling Hardpoints at the moment.
Characters may equip 1 set of Armor, and as many Weapon as they have Hardpoints to accommodate.
"THAT SOUNDS RIDICULOUS" you may say, but it really isn't... The Character may be able to equip up to 4 Compact Weapons after investing lots of Ore, or MAYBE 2 Large Weapons. This does not mean the character cannot use Weapons with their Hands... but they still require a power source, a portable Harpoint, as it were, which will be available as an Upgrade to Weapons as well as Armor.
Thus, if they really wanted to, the Character could equip as many as 6 guns. Damage output, however, will vary depending on the build, more guns may provide more shots and a higher potential damage output, but they will miss more often as well, and Soak is applied to EACH SHOT creating diminishing returns. Build carefully.
As for Mancy and Power users, for every Hardpoint which is unused by the Character, the Force of any Power is increased by 1. Powers are also getting a significant buff; base Damage is now 2d6+3 instead of 1d6+3 and other powers without damage are buffed in kind.
Ergo, Powers are now nukes the Character deploys between shots or artillery used behind cover to support those will all the guns. This, however, does make them vulnerable; to get the maximum Force out of an Exocortex, they must forgo Armor and Weapons.
They are going to become integral to all players.
Exocortex are going to, mechanically, supply the power that the Character's Armor and Weapons requires as well as boost the Character's Mancy and Tech power potential through what I am calling Hardpoints at the moment.
Characters may equip 1 set of Armor, and as many Weapon as they have Hardpoints to accommodate.
"THAT SOUNDS RIDICULOUS" you may say, but it really isn't... The Character may be able to equip up to 4 Compact Weapons after investing lots of Ore, or MAYBE 2 Large Weapons. This does not mean the character cannot use Weapons with their Hands... but they still require a power source, a portable Harpoint, as it were, which will be available as an Upgrade to Weapons as well as Armor.
Thus, if they really wanted to, the Character could equip as many as 6 guns. Damage output, however, will vary depending on the build, more guns may provide more shots and a higher potential damage output, but they will miss more often as well, and Soak is applied to EACH SHOT creating diminishing returns. Build carefully.
As for Mancy and Power users, for every Hardpoint which is unused by the Character, the Force of any Power is increased by 1. Powers are also getting a significant buff; base Damage is now 2d6+3 instead of 1d6+3 and other powers without damage are buffed in kind.
Ergo, Powers are now nukes the Character deploys between shots or artillery used behind cover to support those will all the guns. This, however, does make them vulnerable; to get the maximum Force out of an Exocortex, they must forgo Armor and Weapons.
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.
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.
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.
Valiant – They 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.
Tactician – They 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.
Operator – They 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.
Mancer – Powerful 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.
Dragoon – Unstoppable 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!
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!
Monday, December 9, 2013
Rules: Playable. World, Story, and Lore: on deck.
https://the-hollow.obsidianportal.com/wikis/main-page
The rules of play, character creation, equipment, and powers are done (until someone finds something broken or ripe for exploitation…).
THUS, I will now be focusing on writing the world itself. The peoples, Nations thereof, borderlands, story, conflicts, history, legends, lore, ect. LOTS of writing. Before focusing solely on the rules as well as my gallery, I had written a good 30 pages of the stuff. All of it needs heavy editing and revising. So, updates on the that will begin here.
The rules of play, character creation, equipment, and powers are done (until someone finds something broken or ripe for exploitation…).
THUS, I will now be focusing on writing the world itself. The peoples, Nations thereof, borderlands, story, conflicts, history, legends, lore, ect. LOTS of writing. Before focusing solely on the rules as well as my gallery, I had written a good 30 pages of the stuff. All of it needs heavy editing and revising. So, updates on the that will begin here.
Wednesday, November 13, 2013
Illustrations. More Races. Legendary Weapons
So, I am soon going to begin work on other character designs as well as some concept art for the technology of the world. I would also like to begin creating rough sketches for architecture and cities.
Aside from this, I would like to narrow down exactly what the Daemon and Terrasque races look like… The Humans are simple, their fuckin' humans. Divine were fun to make, and I still have a bit of work on there exact design as well as their culture. I am not satisfied with the armor this guy is wearing currently, I like some of it, but hate things like the pauldrons and helm. It needs to look more… alien.
Daemon are humanoid, more humanoid than the other races, but with a more… primal yet alluring feel to them without making them furries…
Terrasque are more difficult because I want them to look interesting enough to entice people to play them, but still intimidating. They must be noble but also feel savage. They are huge, but they cannot look like mere beasts.
ALSO!! I have been thinking of other races such as an aquatic race as most of the Hollow is covered in Ocean. As well as an amorphous race…
you know… like…
goo people.
Shut up.
Finally, Legendary Weapons. All weapons may be upgraded to Rating 5 maximum. Those weapons are pretty top, but what about rating 6? Or rating 7?? One of a kind Weapons. This may be supplemental later, but still playing around with ideas. I plan for the first supplemental book to be something like Shadowrun's Arsenal packed full of new equipments.
Aside from this, I would like to narrow down exactly what the Daemon and Terrasque races look like… The Humans are simple, their fuckin' humans. Divine were fun to make, and I still have a bit of work on there exact design as well as their culture. I am not satisfied with the armor this guy is wearing currently, I like some of it, but hate things like the pauldrons and helm. It needs to look more… alien.
Daemon are humanoid, more humanoid than the other races, but with a more… primal yet alluring feel to them without making them furries…
Terrasque are more difficult because I want them to look interesting enough to entice people to play them, but still intimidating. They must be noble but also feel savage. They are huge, but they cannot look like mere beasts.
ALSO!! I have been thinking of other races such as an aquatic race as most of the Hollow is covered in Ocean. As well as an amorphous race…
you know… like…
goo people.
Shut up.
Finally, Legendary Weapons. All weapons may be upgraded to Rating 5 maximum. Those weapons are pretty top, but what about rating 6? Or rating 7?? One of a kind Weapons. This may be supplemental later, but still playing around with ideas. I plan for the first supplemental book to be something like Shadowrun's Arsenal packed full of new equipments.
Saturday, November 9, 2013
Gallery Last Night
So, last night I presented some of the art I created for some of the game assets, and got fairly good reaction overall as well as some interest in the game itself. Now, as stated before, the link to the Obsidian Portal page with all the CURRENT rules for the game are available to people. That is, you can technically play the game... like now...
I would appreciate feedback for the game itself as it is still in Beta! SO!!
E-mail me PLEASE at Epzi10n@hotmail.com!!
https://the-hollow.obsidianportal.com
Above is the link to the OP page with the game rules once again!
I would appreciate feedback for the game itself as it is still in Beta! SO!!
E-mail me PLEASE at Epzi10n@hotmail.com!!
https://the-hollow.obsidianportal.com
Above is the link to the OP page with the game rules once again!
Wednesday, November 6, 2013
First Post of the Dev Blog
Looking back at about 2 and a half years of research, work, and development, I SHOULD have started a dev's blog from the Hollow Role Playing Game about... 3 years ago.
But, what can you do!
I now formally introduce the Developer's Blog for the Hollow Tabletop Role Playing Game and System created by Tanner E Riles.
I am the very same Tanner, and this is where I will be updating peoples who are interested in the game of anything to do with the status of the game from LOTS of errata rules, to the inevitable kickstarter and official release of the game!
Now, the unofficial rules may be found on the public Obsidian Portal Page at this time, but please don't abuse, i.e. sell or steal, my work as your own...
or i will be forced legal action.
And I will cut you.
https://the-hollow.obsidianportal.com
The above is a link to the afore mentioned Obsidian Portal Page...
Now, OP has gone through some changes, so a bit of scrolling will be involved at the moment.
Any comments, questions, suggesstions, requests, etc?
Please contact me via e-mail at:
Epzi10n @ Hotmail dot com!
But, what can you do!
I now formally introduce the Developer's Blog for the Hollow Tabletop Role Playing Game and System created by Tanner E Riles.
I am the very same Tanner, and this is where I will be updating peoples who are interested in the game of anything to do with the status of the game from LOTS of errata rules, to the inevitable kickstarter and official release of the game!
Now, the unofficial rules may be found on the public Obsidian Portal Page at this time, but please don't abuse, i.e. sell or steal, my work as your own...
or i will be forced legal action.
And I will cut you.
https://the-hollow.obsidianportal.com
The above is a link to the afore mentioned Obsidian Portal Page...
Now, OP has gone through some changes, so a bit of scrolling will be involved at the moment.
Any comments, questions, suggesstions, requests, etc?
Please contact me via e-mail at:
Epzi10n @ Hotmail dot com!
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