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Lasting Forever

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Post  Fragmaster01 Wed Oct 14, 2009 6:14 am

Just as always, there are rules that should not be broken, with punishments doled out for their transgressors. And should the rules of the divine be broken, then the gods would pour out their wrath upon their failed creation, remaking this state of sin and decay into a purer form. What a wonderful world such would be...

Barring the lack of interest in the evil campaign, there was one more idea burbling around in my brainmeat, this one much more suited towards WoD and WoDMoD. That, of course, being the ever lovable survival horror, wherein several characters from radically different walks of life are thrust headlong into madness erupting around them, with problems that beautiful +5 shotgun may not be able to solve. The situation around the players can't remain as it is, but do you really want to fix it, possibly exposing the horrors that lie beyond your blissful ignorance?

Setting: Modern day, but don't expect many of modern society's comforts, given the nature of the game.

Character Restrictions: Not a whole lot, so long as it doesn't horribly interfere with the group. For example, playing an old geezer is fine, playing one in a wheelchair inhibits the group a lot. Above all, however, go for an interesting character: personality, emotions, and quirks are more important than stats in this setting.
If you take the resources merit, you won't get ongoing income from it, though you will have a substantial amount of starting cash to buy items with(and likely buy items before the first session that your character is assumed to have).
Your characters will not be awakened at the start of the game, so keep that in mind when making a backstory.

Play Method: Play by post, simply because it lets people be far more descriptive, rather than at a rush to keep things moving. Realtime is nice for more generic genres, not so much for this one.

So, would you kindly post your approval or rage or thoughts if this strikes your fancy? I'll be able to start getting into juicier details if people can hop onboard, perhaps even start playing.(gasp!)

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Post  Caput Wed Oct 14, 2009 12:07 pm

I would do play, but doesn't survival horror work better with humans who don't have powers? Aside from the fact that superhuman power isn't really traditional, will spells like Repel Zombies, Heal and Create Food not cause problems?
All that said, I do like the idea of characters having to be self sufficient as a party. You make me want a setting where the character are trapped on an island or something where everybody who the plague (or whatever) didn't give powers is a magic hungry zombie thing.
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Post  Fragmaster01 Wed Oct 14, 2009 6:07 pm

It's kinda hard to answer the question without giving away too much, but lets try...
Things like Repel Zombies are set up to not be fire and forget. You'd have to stay in the same spot, and keep maintaining the spell, putting in more MP when needed. If you run out of MP, they're back on you, and it mainly serves as a delaying tactic.
Heal has its own silliness, though rest assured it'll work more like Adrian's repair spell than the magic bandages.
Creation spells here have a limitation that they're based on what's around(aka, you can't make food from nothing). Hence, if you're trapped in a bomb shelter with no food in the place, you won't be able to make a steak without taking a chunk out of your allies, who won't be cool with that idea.
Ya, magic poses oddities, but there's no reason why it can't be turned around into interestingness; giving the party more possibilities while still keeping the threat intact. You raise a good point though, so lemme run through a generic spellthing by school:

Protection: Pretty much as normal.
Warding: Spells must be concentration maintained, and most spells can't be anchored to an object, unless that's their specific point(Bar Door, for example)
Obscuration: Duration is limited.
Summoning: Summon type is limited to what's natural for the surroundings. Creature summoning is more based around summoning a specific critter that comes when you call, rather than a fire and forget animal.
Creation: Items are limited to what materials are in the vicinity. Shaping magic has casting time increased. Repair spells that heal lethal damage can only be used twice per day on a target, or once per day for aggravated.
Close Divination: Has failure chances as per far divination. Emanation spells must be concentration maintained. Alarm spells are much more specific in what they can be bound to(warn if they come through this hallway, rather than within a certain radius).
Far Divination: Pretty much as normal.
Emotion: Duration is limited.
Action: As normal.
Pyromancy: Range/Area is reduced.
Cryomancy: Range/Area is reduced.
Aquamancy: Amount summoned is reduced, and must come from the surrounding area. That said, water in the air is fair game.
Electromancy: Range/Area is reduced.
Terramancy: Range/Area is reduced.
Ventimancy: As normal.
Sonomancy: Range/Area is reduced. Note that using shattering magic on already decayed objects tends to have greater effect than normal.
Attrimancy: As normal. Note that using decaying magic on already decayed objects tends to have greater effect than normal.
Illusion: Duration is reduced.
Healing: Healing spells that heal lethal damage can only be used twice per day on a target, or once per day for aggravated.
Necromancy: As healing, but for undead. Raise dead spell duration decreased.
Space: Teleport range reduced.
Time: Duration is reduced. No time travel spells/rituals.
Form: Shapeshifting can cause degredation. Theme shifting(predator shifting, aquatic shifting) and status spell duration reduced. Physical afflictions(poison, disease) will carry over between forms.

Whew! Got through them all. Note that that's a general list, but should give a better idea.

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Post  Caput Wed Oct 14, 2009 6:27 pm

*is interested*
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Post  Xaer QwickBlade Thu Oct 15, 2009 6:58 pm

what walks of life would you like your players to come from (about)
you know im a bit of a "prepaired for crazy" type person. but im gonna assume that type of person breaks the genre.
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Post  Fragmaster01 Thu Oct 15, 2009 8:55 pm

As long as it doesn't break the genre, it should be fine. As you mentioned, paranoid crazy-prepared survivalist is kinda out, someone with access to exceptional levels of help(a plane, armed bodyguards, yada) isn't a good idea. But pretty much anything besides that, so long as they don't severely inhibit the party(as mentioned in the first post) should be fine. Note that "severely inhibit" doesn't mean that they're useless at combat(so long as they're not useless at everything), just that the party would have to be constantly making allowances for that person to keep up(aka, they're in a wheelchair, and can't move around very well).

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