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Podcast Built Game: The Invisibles (Yin-Yang Theme)
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Re: Podcast Built Game: The Invisibles (Yin-Yang Theme)
so here are some rule variations I have started working on. I like the idea of a general numbing of the mind as you continue to fight. I call it shock(from Shell Shock). you gain shock when you do something abnormal, get shot at(a lot), kill someone, that sort of thing. I am toying with the idea that you can gain a point to push your powers beyond there limit, replacing fate points with that. I really like that idea but we will see what comes of it. the way you lose shock is a point for a good nights sleep, mind you if you have nightmares it can get worse. as you gain it it effects your initiative and your ability to interact socially. also it will numb your physical feelings(I am still working on this idea). I want there to be a bit of a benefit to having shock, not just negative. I have a few more ideas as well, but they need fleshing out. so what do you think. also I think I will be adding new advantages and disadvantages that effect shock levels.
_________________
I ordered a chicken sandwich but I think the waitress misunderstood me because she said, "How would you like your eggs?" So I tried to answer her anyhow. I said "Incubated, and then raised, and then beheaded, and then plucked and then cut up then put onto a grill then put onto a bun. Shit, it's gonna take awhile. I don't have time, scrambled!-Mitch Hedberg
current campaign An Imperfect World
Podcast Built Game: The Invisibles (Yin-Yang Theme)
Setting: Modern day Earth
Major NPC's:
Antagonist: The world's current messiah complex hero, and the only publicly known meta-human. He is championed around the world for saving people from crime and tragic accidents. Unknowingly to him and the world is the fact that he is rescuing these people from their fate. With the balance of fate thrown off, the bodies of these people remain living on earth but the soul departs.
Protagonist: Another meta-human, the second of a pair who remains in seclusion. She has the gift of being able to see into the future and sees what is becoming of the people her other half is rescuing. Out of a sense of responsibility she bestows power on several people of different backgrounds. Tearing their life down until there is nothing left, testing them in fire to ensure that they are worthy of the power she is giving them.
Minor NPCs:
Hollow People: As a result of being soulless these abominations grow worse and more monstrous the longer their bodies are left alive. New hollows are violent petty thieves while older ones may be involved with something even more sinister in order to continue this half life they are living.
Player Characters:
Should not be noticeably outstanding before they are given their powers. They are part of a world that champions the person they must eventually take out of commission and that should be a theme that reoccurs during the game.
Major NPC's:
Antagonist: The world's current messiah complex hero, and the only publicly known meta-human. He is championed around the world for saving people from crime and tragic accidents. Unknowingly to him and the world is the fact that he is rescuing these people from their fate. With the balance of fate thrown off, the bodies of these people remain living on earth but the soul departs.
Protagonist: Another meta-human, the second of a pair who remains in seclusion. She has the gift of being able to see into the future and sees what is becoming of the people her other half is rescuing. Out of a sense of responsibility she bestows power on several people of different backgrounds. Tearing their life down until there is nothing left, testing them in fire to ensure that they are worthy of the power she is giving them.
Minor NPCs:
Hollow People: As a result of being soulless these abominations grow worse and more monstrous the longer their bodies are left alive. New hollows are violent petty thieves while older ones may be involved with something even more sinister in order to continue this half life they are living.
Player Characters:
Should not be noticeably outstanding before they are given their powers. They are part of a world that champions the person they must eventually take out of commission and that should be a theme that reoccurs during the game.
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