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Re: 24 RPG Project: Dust & Bones

PostPosted: Tue Oct 09, 2012 12:39 pm
by J.K.Mosher
Interesting idea . . . not sure how I would make it happen though . . .

I've also been thinking (since you mentioned it) of allowing PC's to continue playing after they've
died/perished/KIA'ed . . . allow them to play as Guardian Spirits; like Skinwalkers or Windigos.

This would allow them to assist allies, or hamper enemies while they build enough "something" to
allow their return to the physical realm. (Maybe Karma points?)

Main ability in the Spirit form would be to gift a bonus of 1/2 their skill rank to another PC's roll.

So in the example of Kek . . . he could if an ally was using a War Club . . . boost that character's roll by 2 (ie half his skill rank of 4) when using a War Club.

Each time they successfully help an ally or hinder a foe (apply the bonuses in reverse to foes, so instead of Kek giving a +2 to War Club, he causes a -2 penalty for a foe using a War Club) they gain these "Karma" Points . . .

Build 5 points of "Karma" and get to roll your dice vs a set target number. (maybe 1/2 value of each dye?) 2 success and you return with a -1 to 1 attribute & skills; 3 successes return with no penalties to skills or abilities, 4 successes and you return with +1 bonus to a skill or attribute, 5 successes and you return with a +1 bonus to 2 attributes or skills of your choice?

There'll have to be other benefits for characters to continue as Spirits, and severe penalties for those who die or get themselves killed just to "meta-game" the system.

Re: 24 RPG Project: Dust & Bones

PostPosted: Tue Oct 09, 2012 1:15 pm
by J.K.Mosher
Just an FYI in case anyone is wondering . . .

Tuktu is Inuvailuit for Caribou . . . I will probably change this to the Gwich'in name when I do some re-writing :)

I do plan on using Inuvauluit and Gwich'in names for many of the more common animals.
(Caribou, Bears, Rabbits, and the like . . .)

Why . . . 2 reasons . . .
1) It makes my game slightly different
2) My wife is of Gwich'in Descent, and as she is supportive of me doing this I think it would be a nice touch. :)

Re: 24 RPG Project: Dust & Bones

PostPosted: Sat Oct 20, 2012 12:43 pm
by J.K.Mosher
Just realised/found out why the draft combat example in the write was confusing.

I didn't pay attention to the actual numbers I had posted while writing the example . . . DUH! :oops:

So Onix is right Kek did defeat the Raider without dying . . . at least during the combat round.

Trying to finish drafting out all the basics so I can than set it aside for a bit, and return to some other projects.

Re: 24 RPG Project: Dust & Bones

PostPosted: Wed Dec 11, 2013 9:24 pm
by fifacoins14
Highway information may help you stay with study course rear properly.

Re: 24 RPG Project: Dust & Bones

PostPosted: Wed Dec 11, 2013 11:05 pm
by GSLamb
fifacoins14 wrote:Highway information may help you stay with study course rear properly.

I know those words are all English....

Re: 24 RPG Project: Dust & Bones

PostPosted: Sat Dec 14, 2013 5:13 am
by Anastylos
Make a Clan sheet with military, resources and cultur as Attributes and add skills like fortifikation, agriculture, military etc.
Whenever the players achive something great, like hunting down a heard of mammoths or raiding another clan they gain resourcepoints that can be used to improve the clan. The points can be spend to improve the clan in the same way you would improve a character. Your character might be dead, but at least you have this new watchtower.
If the clan is defeated,e.g. raided by an other clan or if they lost many hunters to some sabretooth it should be treated like injuries, but maybe less lethal than characterinjuries.
So the clan would slowly ascend from a primitive tribe to a ancient culture over the years.