zoofman

Project Tupac

Mar 10th, 2016
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  1. Key Features of Project Tupac:
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  3. Adaptability: This game might be inspired by a few different IP's, and its base setting will evoke the same atmosphere and share a lot of the assumptions of those IP's, but it will be a rule set that can be easily adapted to other settings. It will be a flair of fantasy that DnD doesn't quite get right.
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  5. Classes & Arch-types: As mentioned in the Adaptability capstone, this game takes inspiration from a lot of IP's with Class based expectations. A combination of Classes, Professions, and Backgrounds will make up Player Characters and their skill sets.
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  7. "Epic" Encounters: Rather than focus on tactical, grid based combat, Project Tupac will focus on a more Ad-Eva approach to taking on larger than life foes. Tactics will still be a part of combat, but not in the same style as your traditional grid-based game. (Depending on how this system gets fleshed out, this could also extend to other challenges, like an epidemic or a wildfire)
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  9. World Building and Downtime: Player Characters in Project Tupac do a lot more than just slay monsters, explore ruins and collect loot. They help run and build up their hometowns, organize people, and have their own personal projects. Our system will mechanically support them to do this.
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  11. (SOMETHING ABOUT THE DICE OR CARD SYSTEM GOES HERE BUT WE DON'T KNOW DICK ABOUT IT YET)
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  13. Best for Medium-to-Long Campaigns: Between the world building and the exploration aspects, Project Tupac can take a while to flesh out and get the most out of.
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  16. DICE + CRUNCHY SYSTEM CHECKLIST
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  18. -How do PC's roll to do things?
  19. -How do PC's resist damage and stress and crap? What's the health mechanism?
  20. -How do PC's manage wealth, resources, downtime, connections, ect?
  21. -What do their attributes + skills look like?
  22. -How does equipment work?
  23. -Special resources? Derived stats or characteristics that PC's would find important to know?
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  27. Heroes possess...
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  29. Mind
  30. - Awareness: Many of the more traditional perception based things - noticing changes, new additions, things that eye or ears would overlook.
  31. - Professional Skill: Player Characters have a Profession they are trained in, and that skill comes up as a Mind one. It represents their mastery of their tradecraft. This skill comes as part of that choice and is explained there, includes things like tinkering, cooking, wilderness nagivation, sailing, ect.
  32. - Wisdom: Used to recall or know facts, retained knowledge. Also to quickly process new info.
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  34. Body
  35. - Alacrity: Quick reactions and acrobatics.
  36. - Cunning: Acts of stealth, and precision.
  37. - Grit: Acts involving strength and endurance. Traditional athletics stuff.
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  40. Soul
  41. - Verve: Social skills, yay!
  42. - Moxie: Strength of personality, dealing with stress and controlling emotions. Keepin' it sane.
  43. - Intuition: Judging personalities and social cues, etiquette, ect.
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  45. THE 3 M's
  46. Marksmanship - Mind, lot of mental and visual processing to line up a shot correctly or get something you're throwing right where you want it.
  47. Melee - Body, duh.
  48. Magic - Soul, duh.
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