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  1. - Top - End - #1
    Barbarian in the Playground
     
    AssassinGuy

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    Default Gitp Dead Project

    This thread is for the discussion and designing of an Urban Dead-esque game that will be adapted to Pbp on this forum. This is a community project and anyone will be able to suggest changes and such.

    Any and all suggestions will be welcome.

    Things to Discuss:
    Modern or Fantasty setting?
    Use stock Urban Dead rules or not?
    Map size and Layout
    How to keep the Survivors outnumbered
    Keeping it fun
    (things will be added/removed from this list as things are brought up or resolved)

  2. - Top - End - #2
    Barbarian in the Playground
     
    AssassinGuy

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    Default Re: Gitp Dead Project

    Modern or Fantasy?

    I think Gitp dead could go either way. Personally, I'd prefer it to be in a modern setting. The gameplay wouldn't be changed as much as it would if it were a fantasy setting. In a fantasy setting, you'd have to make a system of magic(which would probably have to be pretty limited), and military weapons wouldn't be much different than the things that commoners would be able to have.

    Rules-
    For a modern setting I say keep most of the rules. Little things could be added or changed, but for the most part keep it. If it ain't broke, don't fix it. Maybe less AP points to compensate for the smaller map.

    Map size and layout-
    I'm thinking maybe 20x20 or so. The Survivor and Zombie "safe-zones" would be roughly opposite each other. More building in the center with woodland open areas on the outskirts.

    How to keep Survivors outnumbered-
    I say give the Zombie characters one main zombie ,who would be able to level up and learn skills, a few zombie followers who would be slightly weaker.

    Those are my thoughts on those subjects...what about yours?

  3. - Top - End - #3
    Bugbear in the Playground
     
    heretic's Avatar

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    Default Re: Gitp Dead Project

    I vote modern.
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  4. - Top - End - #4
    Bugbear in the Playground
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    Default Re: Gitp Dead Project

    I think it would be interesting to do it in a magic free setting, but not a modern one.
    Recent Ancient Attempts at homebrewing :

    Daoist(Prc), Kinderhorror (MitP:8-0), Gribble(MitP: 11-1), Shardfiend(MitP:8-0), Sun Tyrant(MitP:6-0), Sunworshiper(MitP: 3-0),Spidaren (MitP: 7-0), Movie Themed Feats

    Any & all advice and opinions, and votes, are welcome

  5. - Top - End - #5
    Halfling in the Playground
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    Default Re: Gitp Dead Project

    Modern. I think it should have some magic though.
    I'd make the undead magic based, not scienced-based. It's too easy to kill scienced-based undead with logic.
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    Fatha Hmir Rashemi sorcerer
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  6. - Top - End - #6
    Ogre in the Playground
     
    mikeejimbo's Avatar

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    Default Re: Gitp Dead Project

    I vote Modern Fantasy.
    Thanks to zegma for my awesome avatar.
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  7. - Top - End - #7
    Barbarian in the Playground
     
    AssassinGuy

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    Default Re: Gitp Dead Project

    OK its:
    2 votes for Modern
    2 votes for Modern with magic(I guess thats what modern fantasy means)
    1 vote for non-Modern w/o magic

    I guess Modern with magic would have cultists or something like that behind the zombie menace. I'm not sure what kind of magic would be good to have available. Don't want to overpower the magic users.

  8. - Top - End - #8
    Bugbear in the Playground
     
    TheLogman's Avatar

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    Default Re: Gitp Dead Project

    I vote for Modern Fantasy.

    I also vote for more Ap points than Urban Dead, because although the map will be smaller, there will be fewer players too, and so in order to prevent people joining, spending all their points on move, and then getting bored and leaving, we should allow for more points, to have more player interaction. (Regardless of the type, violent or helpful)
    Thanks a TON to Almighty Salmon for the Amazing Log Man!

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  9. - Top - End - #9
    Barbarian in the Playground
     
    AssassinGuy

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    Default Re: Gitp Dead Project

    I don't think things like talking should take any action points at all. That would make it more RPable. I'm worried about having too many action points. It would be too easy for someone to run across the map, kill someone, and then make it back to their safezone. And I'm changing my vote to modern fantasy. I like the idea of a zombie cult causing the downfall.

    4 Modern Fantasy
    1 Modern
    1 Non-modern without magic

  10. - Top - End - #10
    Ogre in the Playground
     
    mikeejimbo's Avatar

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    Default Re: Gitp Dead Project

    Yeah, I think Modern Fantasy (or Modern with Magic, which I think would be fantasy) would be scarier in some ways. I also think that maybe good shouldn't get magic at all, like using magic corrupts you. It would also present three different types of characters: Civilians, Zombies, and Cultists. Certainly, factions would develop among these.
    Thanks to zegma for my awesome avatar.
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  11. - Top - End - #11
    Barbarian in the Playground
     
    AssassinGuy

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    Default Re: Gitp Dead Project

    My thoughts were headed that way. That way PKers could have a team to be on. I like the 'only cultists get magic' idea. Of course, I don't think they should be controlling the zombies at all. A classic backfire scenario. But that wouldn't prevent them from attacking the regular Survivors. I mean, I'm sure I'd hate to see all my work be destroyed too.

    Any ideas on Cultist magic?

  12. - Top - End - #12
    Dwarf in the Playground
     
    firepup's Avatar

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    Default Re: Gitp Dead Project

    Modern fantasy. Stock rules for urban dead would be a little annoying to do PBP IMO.
    Last edited by firepup; 2007-06-30 at 12:38 PM.

  13. - Top - End - #13
    Ogre in the Playground
     
    mikeejimbo's Avatar

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    Default Re: Gitp Dead Project

    I agree that the stock rules should be out.

    As for magic for the cultists: We want it to be 'balanced' with the survivors and zombies, don't we? Also, survivors and cultists alike can be bitten by zombies and become zombies themselves, correct?

    I think everyone should start out as a survivor, and if they want to, they can become a cultist, but it should be hard to do so, like you have to find a secret headquarters and go through occult initiation rites. Because that would be awesome. However, I think that you shouldn't be able to go back once you become one. Dun dun dunnnnn!

    Also, I think the magic should be low powered, and require sacrifice of some sort. Or just a lot of AP. (If we're still using that)
    Thanks to zegma for my awesome avatar.
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  14. - Top - End - #14
    Barbarian in the Playground
     
    AssassinGuy

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    Default Re: Gitp Dead Project

    I'm not so sure we should throw the stock rules out. I think they should be more or less adapted. I don't want to lose the "feel" of Urban Dead What parts of the stock rules should be changed in your opinions?


    Cultist should start as humans I agree. Maybe one player as a cultist to start though. To balance them, they should have to sacrafice some of their survivor skills or something. Maybe an HP cut. I don't think you should have to stay cultist forever, but changing back should have some penalties as well.
    Cultist would turn to zombies just like anyone else.

    Magic would be low power.

    If we aren't using AP, then there has to be some way of regulating how much you can do in a day. I say keep AP.

  15. - Top - End - #15
    Bugbear in the Playground
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    Default Re: Gitp Dead Project

    I feel like the cultist's magic needs to have a different dynamic then either of the two sides they are opposing. With the zombies you already have fairly formidable, very tough physical creatures, that will attack en masse and in the survivors you are going to have fairly wiley small groups with significant fire power. Whatever the character of the cultists and their powers, it should be as seperate from those as possible. (maybe significant individual power that actually diminishes as they group up, so that cultists are as much an enemy of other cultists as they are of the other two groups?) Even if i have the assesment of the general style of the other two groups wrong, i still think this dynamic should be applied.
    Recent Ancient Attempts at homebrewing :

    Daoist(Prc), Kinderhorror (MitP:8-0), Gribble(MitP: 11-1), Shardfiend(MitP:8-0), Sun Tyrant(MitP:6-0), Sunworshiper(MitP: 3-0),Spidaren (MitP: 7-0), Movie Themed Feats

    Any & all advice and opinions, and votes, are welcome

  16. - Top - End - #16
    Ettin in the Playground
     
    Thanatos 51-50's Avatar

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    Default Re: Gitp Dead Project

    Magicks could be bought as "Skills"
    For example, the "Firebolt" Skill would give you an attack roughly equivilint to a crossbow shot, with a balance being in an increased AP cost (figured from rounds searching for ammuntion), and more skills to improve accuracy.

    Example: (Using UrbanDead Pistol rules)
    Crossbow Base: 5%
    Basic Ranging: +25% Crossbow and Longbow accuracy
    Advanced Crossbow Training: +25% Crossbow accuracy
    Crossbow sniper: +5% Crossbow accuracy

    Firebolt Base: 30% (you had to drop points into a skill to even GET the spell, so you're considered to have basic training)
    Precise Firebolt: +25% Firebolt Accuracy
    Exploding Firebolt: +5% Firebolt accuracy (to illustarte a small area explosion when the firebolt strikes something hard/arrives at the designated point)

    Also, I'm going to vote for Mideval fantasy, becuase GitP is a mostly Mideval-themed site.

    As for Classes, I'm thinking three tiers instead of two:
    Human: Your non-spellslinger, but its the only set with access to skills like Construction.
    Cultist: A variety of commoner-like skills at the cost of hiher AP to perform, the balance being no need to scrounge for ammo. These skills are considered magic
    Zahmbez: Branz... (Er... just normal Zeds.)
    NaNoWriMo Beat Me
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  17. - Top - End - #17
    Ogre in the Playground
     
    mikeejimbo's Avatar

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    Default Re: Gitp Dead Project

    Quote Originally Posted by Poppatomus View Post
    I feel like the cultist's magic needs to have a different dynamic then either of the two sides they are opposing. With the zombies you already have fairly formidable, very tough physical creatures, that will attack en masse and in the survivors you are going to have fairly wiley small groups with significant fire power. Whatever the character of the cultists and their powers, it should be as seperate from those as possible. (maybe significant individual power that actually diminishes as they group up, so that cultists are as much an enemy of other cultists as they are of the other two groups?) Even if i have the assesment of the general style of the other two groups wrong, i still think this dynamic should be applied.
    I agree with this, but I have another suggestion. Instead of the cultist's power being diminished in groups, there should be some sort of incentive for cultists to turn on each other, like if they kill another cultist they can use their body in a profane ritual that grants them more power.

    Just a thought.
    Thanks to zegma for my awesome avatar.
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  18. - Top - End - #18
    Bugbear in the Playground
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    Default Re: Gitp Dead Project

    Quote Originally Posted by mikeejimbo View Post
    I agree with this, but I have another suggestion. Instead of the cultist's power being diminished in groups, there should be some sort of incentive for cultists to turn on each other, like if they kill another cultist they can use their body in a profane ritual that grants them more power.

    Just a thought.
    I like that alot.
    Recent Ancient Attempts at homebrewing :

    Daoist(Prc), Kinderhorror (MitP:8-0), Gribble(MitP: 11-1), Shardfiend(MitP:8-0), Sun Tyrant(MitP:6-0), Sunworshiper(MitP: 3-0),Spidaren (MitP: 7-0), Movie Themed Feats

    Any & all advice and opinions, and votes, are welcome

  19. - Top - End - #19
    Dwarf in the Playground
     
    thehothead's Avatar

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    Default Re: Gitp Dead Project

    Modern Fantasy. I think that the "bonus" for killing a fellow cultist should be a temporary one, to avoid untouchableness of a single character who instantly kills all other cultists.
    I'm not lazy, just efficient

    Town-ness

  20. - Top - End - #20
    Ettin in the Playground
     
    Thanatos 51-50's Avatar

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    Default Re: Gitp Dead Project

    Quote Originally Posted by mikeejimbo View Post
    I agree with this, but I have another suggestion. Instead of the cultist's power being diminished in groups, there should be some sort of incentive for cultists to turn on each other, like if they kill another cultist they can use their body in a profane ritual that grants them more power.

    Just a thought.
    ~ By killing another member of the cultist faction, and perfoming the ritual required to turn them into a zomibe, you gain X-Y AP.
    Such Zombieied cultists "stand up" immediatly and are placed outside a building if they were occupying one.
    NaNoWriMo Beat Me
    Red and the Phasmavore by LCP

  21. - Top - End - #21
    Barbarian in the Playground
     
    AssassinGuy

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    Default Re: Gitp Dead Project

    I'm not so sure the cultists should gain power from killing other cultist. I think they should have to kill ANY human to gain power. Otherwise, that group would be screwed. They'd be getting killed by zombies, survivors, and each other. They'd be a self-defeating group.

  22. - Top - End - #22
    Ogre in the Playground
     
    mikeejimbo's Avatar

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    Default Re: Gitp Dead Project

    Quote Originally Posted by Perducci View Post
    I'm not so sure the cultists should gain power from killing other cultist. I think they should have to kill ANY human to gain power. Otherwise, that group would be screwed. They'd be getting killed by zombies, survivors, and each other. They'd be a self-defeating group.
    That's a good point. The idea of them just having to kill humans is good, because that would still make it dangerous for them to group together, but at least the killing of humans would be split between cultists and survivors.

    Also, I think that survivors shouldn't immediately be able to tell the difference between a cultist and another survivor. That would keep cultists from getting killed by survivors all the time, and also be scarier for the survivors, because they couldn't be sure that they could group with each other.

    Additionally, if we go with that, there should be a skill survivors can get to identify cultists, but that it shouldn't be passive (or else everyone would get it and there wouldn't be that danger) but rather, when you use it, you identify who is a cultist in the area. Or possibly lesser information, like how many cultists are in the area. That would lead to 'witchhunts' which can be quite thrilling.
    Thanks to zegma for my awesome avatar.
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  23. - Top - End - #23
    Bugbear in the Playground
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    Default Re: Gitp Dead Project

    Quote Originally Posted by mikeejimbo View Post
    That's a good point. The idea of them just having to kill humans is good, because that would still make it dangerous for them to group together, but at least the killing of humans would be split between cultists and survivors.

    Also, I think that survivors shouldn't immediately be able to tell the difference between a cultist and another survivor. That would keep cultists from getting killed by survivors all the time, and also be scarier for the survivors, because they couldn't be sure that they could group with each other.

    Additionally, if we go with that, there should be a skill survivors can get to identify cultists, but that it shouldn't be passive (or else everyone would get it and there wouldn't be that danger) but rather, when you use it, you identify who is a cultist in the area. Or possibly lesser information, like how many cultists are in the area. That would lead to 'witchhunts' which can be quite thrilling.
    That would also work. The essential point, in my mind, is that there should be a difference between the way that cultists and survivors operate, not just in the means they use or the goals they possess. They shouldn't just be negative sprites.

    Having the Cultists be powered by humanoids generally works (though it should probably be better for them to get other cultists) since it does provide that kind of dynamic shift in what it means to be a cultist vs. a normal survivor. it's not just you shoot a 1d6 shotgun and I shoot a 1d6 fireball, its that I'm trying to find team mates to help me stay alive and you're trying to find victims to help you stay stronger.

    I agree completely with the idea that cultists should not be instantly identifiable, even to other cultists. Witchhunts are always fun.
    Recent Ancient Attempts at homebrewing :

    Daoist(Prc), Kinderhorror (MitP:8-0), Gribble(MitP: 11-1), Shardfiend(MitP:8-0), Sun Tyrant(MitP:6-0), Sunworshiper(MitP: 3-0),Spidaren (MitP: 7-0), Movie Themed Feats

    Any & all advice and opinions, and votes, are welcome

  24. - Top - End - #24
    Barbarian in the Playground
     
    AssassinGuy

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    Default Re: Gitp Dead Project

    Good good. I don't think with the Cultist would play very much like regular survivors. I can see cultists running around with groups before killing them all. They'd be infiltrating the 'normals' and making life a pain for them. I agree that there should be a skill which enables you to identify how many cultists are in the immediate area. (Can anyone say Priest class?)

  25. - Top - End - #25
    Halfling in the Playground
     
    Engineer's Avatar

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    Default Re: Gitp Dead Project

    Well, Here's my two cents:
    I think that every human should have some sort of innate power in them that is magic. That is not to say that every human can cast magic, in fact most humans don't even realize theres magic. But there are a select few who do, and within those few there are two sides. The Cultists of Law those who are too afraid of the unknown, those who are afraid of what lies beyond the veil. To stop themselves from dieing they kill those who have magic to fuel there dark machinations. Then there are the believers of Chaos, those who willingly die and change and feel comfortable in Chaos. These two sides have fought a war for hundreds of generations, and the city of Wysyth in Wales is only one battlefield. But this battlefield is almost won for the Cultists of law. ( I suggest Wales cause it's isolated and more magicky than England)

    Long ago in the time of druids and bards, heroes and chiefs a druid lived on what would one day become Wysyth. Three he fell prey to the forces of the cult and became obsessed with finding a way of unchanged. He did, but not in the fashion he intended. He discovered a way to bind magic to the dead making them walk and move, and sometimes even give them intelligence. He then bound this spell into a dragons skull (one of the most magically powerful items ever. There all dead now) and prepared to cast a cruse on the land making the dead rise. But he was stopped by the believers. In the battle the skull was lost deep into a cave, not to be found for 3000 years...

    Today the city of Wysyth lies wasted. A faction of cultists discovered the skull and cast it's magic upon the land, turning all the dead in the city to the undead. The believers are disheartened for it takes much of their magic to turn the dead back to the living, the only way to save them. The Believers are in the open in the city, and all survivors know of them. But in the dark le the powers of the cult who hide and wait, and bide for the time when they can kill all humans and make themselves more powerful than ever, and save themselves from the grasp of death. And across the city the dead walk and the dead moan, for they are hungry. Welcome to Wysyth, home of the Urban Dead.

    Now for crunch:
    Cultists: When clicked on they are survivors of a class of their choosing, even while there actually a different class. Cultists have two classes groups of classes, Cultist Warrior and Cultist Magician. Cultists also can access civilian all human skills except chaos and in return get Law skills. And now for the Cultist Classes
    Warrior: 75 points for Military skills, 100 points for Law skills, 125 points for civilian skills.
    Vagabond:
    Flak Jacket
    Knife
    Hand to Hand combat
    The thieves, the wanderers, and the hopeless are recruited by the cult and then become Vagabonds. these are tough rowdy untrained warriors, armed with only a knife and armor provided by the cult.
    Corrupted:
    Shotgun
    2 rounds of ammunition
    Shotgun Training
    Policemen, Firemen, Soldiers, those who were meant to protect us, now turn on us. Run For your life, for they are among us.
    Ambusher
    Axe
    Binoculars
    Hand To Hand combat.
    Ambushers wait in the shadows, for others and then destroy them viciously. to gain their power.
    Magician: 75 points for Law skills, 100 fo civilian, 125 for military
    Destroyer:
    Cult Evoker Amulet
    Baseball Bat
    Evoker magic
    There are those cultists who seek order through chaos, life from death. These are the destroyers, who create order from the chaos of death and destruction. These are the direct threat but there far worse things then to die from the might of a Destroyer.
    Corrupter
    Cult poisonous Amulet
    Poisoned First Aid Kit
    Poison magic
    Looking for help a the survivor stumbles into the hospital needing care. A nurse comes ands helps him, sending him back to the fight. But what he does not know is that he is now poisoned and unlucky. His attacks miss, he takes a lot of damage and dies. The Corrupter's poison the world slowly killing all those who oppose the cult.
    Necromancer
    Cult Dead Amulet
    Control Staff
    Death Magic
    The Cult finds that those that are dead, but not are the perfect slaves and soldiers to carry out it;s work. Necromancers control this power.

    Without Skills you may not cast any law magic.
    Law Skills are the special skills of cultists and they have three branches;
    Death Magic: Allows you to cast the spells (if you have a death amulet) Deathly Hand (Attack 30% 5 damage), Call Zombies (all zombies within a 3x3 area centered on the caster are compelled to come towards the caster), Create Zombie (5% ability if within a graveyard to create a zombie that follows your commands and then dies at after 25 actions), and Skeletal Eyes (30% Chance to paralyze a survivor or cultist for one round)
    Enhanced deathly Hand (55% to hit)
    Enhanced call Zombies (within a 5x5 square)
    Enhanced Create Zombie (10%)
    Enhanced Skeletal Eyes (55%)
    Unnatural Strength: Cast on a zombie adds +2 to any attack. Lasts for 5 rounds
    Unnatural Stamina: cast on a zombie subtracts 2 from any damage dealt to a zombie. Lasts for 5 rounds.
    Poison Magic: Allows you to cast the spells (if you have an amulet) Ineffective healing (25% chance to make healing Ineffective from subject), Extra damage (causes -1 every round from a wound on subject), Bad Luck (-10% to any thing attempted with percentile chances), Fake Healing (requires poisoned First Aid kit, looks like healing is effective, but actually does 5 points of damage)
    Enhanced Ineffective Healing (50%)
    Enhanced Extra damage (-1,-2, -1)
    Enhanced bad Luck (-20%)
    Enhanced Fake Healing (10 points of damage)
    Suck Magic (Sucks 2 action points from a subject)
    paralyze (takes 4 action points from a subject)
    Evoker Magic: Allows you to cast the spells (if you have an amulet), Fireball (20% chance, 7 damage), Magic Bolt (Always Hits, 1 damage), Collapse (5% Chance to collapse a ceiling, does 10 damage and paralyzes), and Pain (10% Chance to paralyze for three rounds)
    Enhanced Fireball (40%)
    Enhanced Magic Bolt (2 damage)
    Enhanced Collapse (10%)
    Pain (20%)

    The Necrotech lab assistant is replaced with the Believer of Chaos.
    Believer Staff
    Book
    Believer of Chaos
    The opponents of those who hide from change
    The Believer of law skill grants the ability to cast these spells (with a staff), detect Law taint (discovers cultist), Revive Zombie (10% chance to make a zombie human), Destroy Cultist (deals 1 damage to Cultist, or gets rid of any law spell effects), Inspire (+10% to all survivors in a square)
    Enhanced detect law Taint (discovers any cultist in a square)
    Enhanced Revive Zombie (25%)
    Destroy Cultist (2 damage, or all law spell effects in a square)
    Enhanced Inspire (20%)
    Protection (no law spell effects the subject for 5 rounds)
    Destroy Zombie (always hits deals 2 damage

  26. - Top - End - #26
    Barbarian in the Playground
     
    AssassinGuy

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    Default Re: Gitp Dead Project

    Wow that's all good. Not sure what everyone else thinks about it though. Those rules are all a bit detailed though. We're still in the stages of painting the big picture. Detail can come later.

    I'm not sure about the whole cultist-controlling zombies. Maybe limited control but most certainly not total. That also seems pretty magic heavy. Which I oppose.

  27. - Top - End - #27
    Ettin in the Playground
     
    Thanatos 51-50's Avatar

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    Default Re: Gitp Dead Project

    "Mundane" humans still need to have an "edge"
    I'm thinking, like in Urbandead, there are different classes and sub-classes.
    Focusing on the Mundane Humans, here.

    Class: Commoner
    Sub-Class: Rogue
    Starts With: Stiletto, Low-power ranged weapon (longbow/pistol), one full reload for said weapon (Pistol clip/Quiver of Arrows)
    Skills: Free-running

    Sub-class: Fighter
    Starts With: (Randomly chosen) Sword/Axe/Mace/Hammer, Low-level Armor, Field Medicine
    Skills: Melee Training

    Sub-Class: Merchant
    Starts With: Field Medcine, Stiletto (Or low-power ranged weapon, not decided, yet), Radio (or equivilent)
    Skills: Keen Eyes (Essentially a bonus to searching areas)

    Additionally, all skills in the "Mundane" skill tree would be exclusive to all non-Mundanes, like how Survivor and Zombie skills treees cannot be accessed by the other side in UD. The Mundane Skill Tree would be split into Rogue, Fighter, and Merchant (Much like Civilian, Military, and Scientist)

    I'm still trying to think of a way to convert from Mundane-Cultist and vice-versa (although non-zombie to zombie is relativly simple to fgure out)
    As for Survivor-Zed transitions for Urban Dead, there is no Skill Point Compensation.
    NaNoWriMo Beat Me
    Red and the Phasmavore by LCP

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    Orzel's Avatar

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    Default Re: Gitp Dead Project

    Each group (magic, zombie, normals) would have their own strengths and weaknesses. Then each group would have subgroups that grant/take away more.

    Normal: Your basic human. No magical allergies. Magic skills cost too much, making get more than a "light" spell very hard.
    -Combat: Good with weapons and armors.
    -Commoner: Good with environmental issues (construction, free running, secret passages..)
    -Smart: Good with tech (computers, medical issues...)

    Zombie: Scary, tough, and stupid. No access to normal or magic skills and can't use most weapons.
    -Normal: Human zombie. Sharper claws. Stronger senses.
    -Magic: Cultist zombie. Tails. more arms. acid breath. Wings.

    Cultist: Your magic knowing human. Normal skills cost way to much to grab many.
    -Basic: They are the "jedi guardians" of the city. Masters of the basic magic abilities to boost their normal skills.
    -Ritual: Harder magic user. Big fireballs and illusions but can't throw a punch.
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  29. - Top - End - #29
    Bugbear in the Playground
    Join Date
    Mar 2007

    Default Re: Gitp Dead Project

    So then the cultists are good guys? Not sure that works. If you're going to have them as a seperate faction, shouldn't they at least have different goals then the mundanes? even if the mundanes end up being the bad guys.

    On that note, how about a 4th group, since we are in modern: the military. Survivors would be good skill/social wise, zombies zombies, cultists good with magic, and professionals great with weapons but bad otherwise. Let the Professionals divide evenly between survivors and cultists.
    Last edited by Poppatomus; 2007-07-01 at 02:23 PM.
    Recent Ancient Attempts at homebrewing :

    Daoist(Prc), Kinderhorror (MitP:8-0), Gribble(MitP: 11-1), Shardfiend(MitP:8-0), Sun Tyrant(MitP:6-0), Sunworshiper(MitP: 3-0),Spidaren (MitP: 7-0), Movie Themed Feats

    Any & all advice and opinions, and votes, are welcome

  30. - Top - End - #30
    Ogre in the Playground
     
    mikeejimbo's Avatar

    Join Date
    Nov 2006

    Default Re: Gitp Dead Project

    Quote Originally Posted by Poppatomus View Post
    So then the cultists are good guys? Not sure that works. If you're going to have them as a seperate faction, shouldn't they at least have different goals then the mundanes? even if the mundanes end up being the bad guys.
    I don't think we can really say "Cultists are the good guys" OR "Cultists are the bad guys." I know that in Urban Dead, for the most part the Survivors are the Good Guys and Zombies are the Bad Guys, but some Survivors are also PKers. I think that the cultists should be able to use their power to destroy/undermine Survivors, thereby gaining more power, or to aid the survivors (perhaps because they are repentant for having raised the zombies, or they became cultists after the zombies appeared in order to deal with them.)
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