"It all happened without warning. Strange lights appeared in the sky. They swirled and grew brighter until an innumerable number of planets appeared in the sky. The ground quaked and more lights busted out of the ground at a startling pace until all was blinded. When you came to, the world was not as it was. You looked down upon the city ahead and see a strange confluence of past, present, and future. There were things that you could never have imagined and creatures that you have never seen before... All in Ruins. " So for my xth attempt at an RPG, I thought that I would try something a little bit different. I've been wanting to do some kind of Post-Apocalypse RP for a while now and it's taken me a bit to decide exactly how I want to set things up. Convergence takes place in a world where many possible Earths have collided. Some of them are modern, some of them are fantasy, and some of them are futuristic. You can more or less be whatever or whoever you want (even something fanfiction-y if you wanted). There are going to be some survival elements such as the need to search for food and building materials and possibly other resources later, but these elements generally exist to keep the players active so they don't just wallow in a hole somewhere and wait for the encounters to come to them. We're not doing a Slice of Life RPG here. Considering the large variety of possible characters one could make I was thinking of trying to do something a little different with the character creation. I'd like to try a system that I used in the past on a different site for another RPG. Overall it's pretty simple and not very complex at all. Instead of creating a large, complicated character sheet, we're going to make character cards. Instead of having all sorts of stats and equipment and things like that, your stats are essentially going to be boiled down to three mechanics: Attack, Defense, and Health. You can also have other abilities that either help in combat, or with survival situations. So let's take a look at one from the old RPG that I did. This is Bealurch: Spoiler Bealurch is a big, grumpy wolfman with an Attack of +5 and a Defense of +3. So what do these numbers mean? They're pretty simple. When he attacks an enemy, he rolls 1d20 and then adds 5 to the resulting roll. His opponent will do the same thing and roll 1d20, but instead add their def bonus to the roll. The difference between these attacks then comes out of HP. When HP reaches zero, then the opponent is defeated. So Let's see what this looks like in action. Bealurch is walking through the forest and meets an Evil Bealurch clone. Spoiler Bealurch initiates the combat and goes first and attacks. He rolls (1d20+5) = 25. He rolled a 20 and added 5 to the attack. Evil Bealurch also rolls 1d20, but he adds his def value instead so he rolls (1d20+3)=19. So Evil Bealurch takes 6 points of damage. So Bealurch is now at 35 hp. Evil Bealurch is at 29 hp. Now it's Evil Bealurch's turn. He attacks Bealuch and rolls (1d20+5)= 20 and Bealurch rolls (1d20+3) = 14. Bealurch takes 6 Points of damage. So funnily enough, now both Bealurch and Evil Bealurch is at 29. Bealurch Attack Rolls (1d20+5) = 8 Evil Bealurch Defense rolls (1d20+3) = 18. In this scenario, The result is -10 points of damage to Bealurch. However, you can't take negative damage. You don't heal, so in this case Bealurch will have successfully defended against the attack. Evil Bealurch Attack Rolls (1d20+5)= 25 Bealurch Defense Rolls (1d20+3) = 4. Bealurch takes 21 points of damage. Bealurch attack Rolls (1d20+5)=19 Evil Bealurch Defense Rolls (1d20+3)= 12 Evil Bealurch takes 8 points of damage. Evil Bealurch attack rolls (1d20+5) = 21 Bealurch Defense rolls (1d20+3)= 8 So with that roll, Evil Bealurch manages to defeat the normal Bealurch. Now that he has done so and therefore won the combat, a few things could happen. He could capture Bealurch and drag him off to do who knows what, he could lewd the poor Bealurch, or he could just kill him. Now, Bealurch here has an ability that makes it more likely to kill enemies that he's defeated, so that's probably what would happen. Negative outcomes from combat doesn't start to happen until all of the enemies are defeated. This combat is very much a simplification as most encounters are probably going to involve multiple people on either side. One thing to keep in mind is that combat is very much a closed deal. It's important to know who's around you when in potentially dangerous scenarios. There isn't much chance at getting reinforcements unless help is right in the next room over, or outside the door. Other players may hear the combat and arrive to help prevent whatever not-good thing is happening to the losers, but won't be able to actually join in the fight. Keep in mind that Player Characters aren't likely to die in combat. They're more likely to be capture or lewded depending on the circumstances. Abilities such as Bealurch's are more of an NPC vs NPC effect. Also HP is more of a "will to fight" than physical health. Any effect that would damage that does damage to ones HP. Due to the mechanics of the world, physical injury or permanent mental damage doesn't start until after HP reaches 0...Although random Mooks will pretty much always die. Only the ones that are potentially relevant or have names has this special protection. So how do these characters get made? In a way, it's not too different from most of the RPG's here. Name: Gender: Sexual Orientation: Age: Level: All characters will start at level 1. Each time you win a fight, you'll get 1 experience. The amount of experience that you need to increase in level is equal to your current level. So, at level 1 you need to win 1 combats to gain a level. At level 2 you need to win 2 combats. It'll mean fast early leveling and slower later leveling. Stats: You will get 6 points to distribute how you wish between your three stats. A point into Attack and Defense will increase that stat by 1. A point into HP will increase that stat by 5. You start with 20 HP. Each time you gain a level, you'll get 2 more points to distribute. Abilities: You can choose to start with an ability. If you choose not to have a starting ability, then you get another 2 points to put into your stats. Abilties can range from a combat ability to something more utilitarian. The world is really your oyster in this matter. Every 5 levels, you can choose to gain another ability, or 2 extra stat points. Equipment: Equipment is largely for cosmetic and roleplay purposes.Your starting stats already factor in any kind of bonus effects that you might get from them. You may be able to find improved equipment that will give you secondary bonuses to your stats. This is pretty important, because this is a world where technically High-tech stuff and tribal primitives exist in the same space. Enemies still feel the effects of these weapons in the form of HP damage, but you aren't going to be vaporizing an entire village with a single shot of your laser cannon. Background: This is the background story of your character, a description of the world that your from, and pretty much everything else from before The convergence. Personality: Who are you? Character picture (Required): Since most of the characters are going to be represented in card form, I need something to actually be able to turn into 'said card. Normally I wouldn't press so hard for a character picture, but considering how I'm going to try and visualize combat...it would be helpful. So that's my proposal for how i want the RPG to run.I wanted to do an RPG that plays a little differently than usual, but if the New System is a bit too much and overcomplicated and the majority of players agree, then I can concede and go back to a more standard RP system such as have been used in many other RPG's in the past. Including my most recent one. Ideally, the more players the better. I don't really have an upper limit, but if we don't get more than a couple of players then it means that a lot of the play will involve NPC's which could theoretically complicate things for the worse.
I don’t get much time to really write decently lately, where I have the time, I’m at my computer instead of phone and have the energy too...but I’ll see where it goes anyway, if that’s alright. At least for as long I’m here for.
Sounds interesting to me. I've only been playing freeform here when I have played that this more structured format sounds interesting.
Well, the big change will be the structure in combat. Outside of combat, the roleplay will still largely be freeform. There's probably an argument for having non-combat abilities still be structured like they are in a more free-formed setting and then having the other single ability + extra ability every 5 levels be just for combat stuff. The biggest flaw in this makeshift system is that it accounts mostly for the combat stuff while leaving much of the rest to either GM fiat or the players to figure out.
I'm interested in joining, but the system feels entirely too barebones. EDIT: Just noticed the Abilities section... that might add a bit more meat to it.
To be fair, your assessment probably still isn't INaccurate. The system was largely built as a means to an end rather than a fleshed-out system.
So...just to be clear, but I don't do well with complexity. But basically we got: Hp Attack Def And since there's no hit chance or speed factored in, I could just dump all my points into attack for 1d20+6 and one shot just about everything. I'll probably join, but I need to think of an actual character concept I want to, and my brain just isn't being very creative or inventive lately.
You could technically do that, but the minute your opponent gets a turn, then you're going to have a bad time. While at first, you'll probably run into enemies with less than 20HP...That's not going to be the norm. you could still roll anywhere from a 1 to a 14 and not one-shot the enemy. Meanwhile, you only have 20 hp and no defense. You also may not always go first as the one who initiates the combat starts the combat.
Well, you could add a few simple non-combat stats, too. Anyway, would sometihng like this work? Spoiler Name: Velaelle (called Vela) Race: Elf Gender: Futanari Sexual Orientation: She's interested mainly in women, but futas are fine too – as long as they are feminine enough. Age: It's rude to ask for a lady's age. Let's say she's over 2 centuries and leave it at that. Level: 1 Stats: HP: 20 Attack: 4 Defense: 2 Abilities: Dominant Equipment: Noble's clothes Noble's lingerie Background: Velaelle was a noblewoman and leader of a major noble house, as well as one of the most powerful sorceresses alive in her old world. In that world elves were the dominant species – thanks to being the only race that did not self-destruct via endless civil wars. There were no male elves, only females and futas, but other races – or what was left of them, anyway - had males so she knows what a man is. Personality: As a noblewoman Velaelle's used to almost everyone obeying her every command and whim. She tended to be rather dominant and aggressive in her world, thanks to both her rank and her magic. Unfortunately the merging of the worlds seems to have a negative effect on her power, forcing her to act a bit more civil and diplomatic... at least for now. Character picture (Required): (I have one, just did not include it here)
Seems fine. What do you want your "Dominant" ability to do? It could be a combat one...say one that gives you extra attack power next turn, or it could be something outside of combat like bulling NPC's into joining you. I'm certainly not against this. I could offer non-combat skill points for players to determine what other skills their character has for things like Persuasion or Foraging. They may not have utility in combat, but may influence the game in other ways.
Yep. that works for me. the only other thing to think about would be maybe a weapon for your equipment. It doesn't *really* matter. You can go through and just punch everyone if you want, but it's largely an aesthetic choice. Edit: some kind of magic bolt or something could work too I guess. Just a flavor of attack.
Name: Valleirea Gender: Female(As usual. I've been asked about it. I just can't really get into doing male characters myself. I dunno.) Race: Gluttony Demon Sexual Orientation: Leans towards men.(Again. I'm up for changing up my characters, but some things just don't change.) Age: Who can keep track of things like that? Spoiler: Pictures that are potential ideas. I got to deliberate on it a little and I'll decide what I land on when we got closer to things starting or if anyone gives input to which ones the like better. Still looking for other ones. Level: 1 HP: 25 Attack: 1 Defense: 5 Abilities: Life Eater: Absorbs some hp by damaging an enemy. Equipment: Can't say yet. Spoiler: Background As referred to by her followers, she is the goddess of witchcraft, and mother of vampire and werewolf kind. Followers of her see her as a path to wisdom and higher learning and empowering yourself by taking care of your own needs. The mainstream religions of her world claim that none of this is the case and their pagan god is in fact, an archdemon and the root of the branch of a sin that they refer to as gluttony. Both followers and naysayers alike, still have adopted the tradition and custom of having candy and sweets ready for those who knock at the door. It probably won't be the witch queen herself knocking on your door, but my god, what if IT WAS? You don't want to stand there and offer her nothing, looking like an asshole. Spawning a holiday tradition in the fall, home owners are expected to have offerings ready for anyone who knocks at the door. It's also commonly believed that dressing up as monsters will confuse the actual monsters on the day the barrier between world's is weakest. What few outside her following know, her holiday doesn't not rely on any arbitrary positioning of the sun and moon. She's the goddess. Her holiday begins and ends, when she dam well pleases. She could approach you in disguise. At any day. Any time. Depending on the day, she might bless mortals whose hospitality impresses her or simply reward them by not doing anything more than just taking some food. However, those who would spurn a guest, are never so lucky. It likely leads to the most famous incidents of her deeds that people would know about her from. The story that one night during her visit of the city of Verevska, where she knocked on the door of every house and manor in the noble district and each and everyone refused her. As punishment, she cursed them to never be able to eat anything again, nor leave their homes during the day. Many got the message and those who sought her out and started offering tribute to appease her, were the progenitors of the Wilted Rose, who while never having their curse reversed, were granted various blessings for them to serve the vampire mother. There was of course, more than a few angry at the god's curse, having already been arrogant and prideful nobles, who spent all of their newfound immortality learning nothing. Yet, as the existence of werewolf's proves, supposedly this isn't even the first time something similar had happened. Many newly created vampire and werewolves alike, aren't usually ones who have strong feelings about the originator of their curse if they even know, and don't often bear the same grudge older ones might. Regardless of their clan or tribe origin will still try to make appeasements lest they piss off their maker yet again, though those of the old generations who are not on her side remain dedicated to trying to get revenge. While revenge on a god is near impossible, they content themselves to lash out at the clans and tribes that do support her. It is then they learn, that yes. She can and will, bring them to their knees. After the great calamity, things were...complicated. Suddenly, she was in a lot less of a position than she once was. All in all, she could live without having an empire spanning across hell, but her old enemies and rivals see the converge as the golden opportunity to finally deal with her. And it was too much annoyance that she realized that suddenly the whole balance that worlds had set up had no longer applied. An old pact that she never thought would come back to bite her with other dimensional beings a few thousand years ago, suddenly became a huge pain. The mutual agreement that all the tribunal agreed to was that they would never set foot in someone else's realm or world....now as many old world great demons and gods discovered, this leaves them as fractions of fractions of their former selves, reality trying to resolve itself and their existence in what is both, is and isn't their own realm. The fact they exist in their world is enough to keep them anchored to existing, but the fact that the barrier between worlds knows this is not where they are supposed to be, is a contradictory paradox that struggles to resolve itself, leaving most of these once dreaded figures as an utter joke of what they once were, many struggling to keep up a front and impression of power to their following that they still have things in control, and their old enemies realizing now they won't get a better chance to finally settle an old score. I'm kind of using a character I already had for another thing, but never got to use. I don't know what you have planned for the lore of this world or setting or anything or how that looks for abilities and stats and stuff, but let me know if you think something needs to be changed. I could also do like a necromancer character theme wise and keep the same idea for a...what you'd call a class build.
I'm thinking that i might add 3 skill points for non-combat stuff that you want your character to be good with and you'll get 1 more skill point specifically for non-combat things. These skills vary based on your character much like in previous rpg's. Normally your character will be able to do anything. F.e. Tie a person. But with skill in bondage, the character will be sure that the person won't escape (unless very skilled in escaping), 2 skill points in bondage, will give an even better effect. Also i'd like 1 more guaranteed "Yes" just for some insurance in case somebody leaves, but i can work with this. I'll post the "official" character creation topic after I get home from work. Does 1d4 healing when you damage sound good? It might have to be tweaked a little if it turns out that you never take damage, but 1d4 doesn't sound unreasonable right now. It seems good. Be who you want to be. I'm glad that you sort of self-nerfed yourself. Technically the mechanics of the world would do that anyway, but it's a nice background touch that might lead to more in the future.
Well, I was thinking of magic being her weapon, since she's a sorceress. Having no weapon that people can see might make enemies underestimate her.
That sounds fine for a skill. I'm going for the winning through wars of attrition approach. I dunno how well this will or won't work. If I need to change or make something else later for whatever reason, it won't really hurt my feelings that much. I'm pretty caught up with real life lately and don't get much time for things here either. Admittedly, a lot of what free time I have is going to the mages 20 game I'm playing on discord(If anyone's interested in seeing what that's all about and feels like doing a non lewd game for a change, let me know,) I'm still not sure if I'll go with this demon lord idea, or a kind of necromancer/sorceress with the same kind of build. I still haven't settled on a character look or design yet, and I'll need time to think about what I actually need as non-combat skills, so I'm going to need some time before I'm actually ready anyway.