> Monster stats (the LaTeX template has a nice D&D style stat block, but we can tweak that if necessary)
> Equipment could use some work. Tech level is Bloodborne-y, but Surface technology more complicated than a bow is likely to fail outside the major cities
> Else. 8s and dubs, trips, etc. make canon, so go nuts.
Since there's likely to be plenty of cults, I feel like Cult of the Feast could use a new name. Followers of the Feast perhaps? Still a cult, just with a slightly different name.
Easton Morgan
Thanks for all the hard work user, we really appreciate it.
Jordan Thompson
Also, as a secondary priority, we should have a roll on putting some or all of the mechanics and/or setting under OGL so other people can pick it up down the road. Maybe we'll get lucky and some big publisher will have to put "Veeky Forums" in the OGL declaration for their book. :D
Levi Gonzalez
Thanks for cleaning up my mutations for the beastfolk (although I hope to see some return as class abilities). Perhaps the minor claw mutation should be a climb advantage, so it doesn't conflict with the appendage. Also, can you clarify what "boiling blood" is? I was thinking an 'Alien' type acid blood.
Easton Carter
Yeah, I was just picking some easy illustrative examples. Not sure if the best option is an exhaustive list, or just good guidelines for players and GMs to make them up themselves.
The acid blood is roughly what I mean with boiling blood, but because of the somewhat more major effect, I'm imagining it turns your blood very black and visible in your veins or like it makes your skin vibrate noticeably, or something like that.
Gabriel Campbell
Where do we stand on The Shackled from last thread? There was a lot of fun lore being thrown around.
I also liked the idea of certain entities in the world being examples of player classes going off the deep end and turning things up to 11 (Shackled King as a hyper powerful soulbinder).
Aaron White
I personally like the idea of some named entities, but I think for the setting it makes sense to keep things vague rather than locking down a ton of specifics about them. CoC handles this really well, where there's a ton of lore about each of the eldritch horrors, but there's not a lot of "this guy looks like this and has these powers and likes this kind of M&Ms".
The GM (and even moreso the players) will be responsible for filling in the details of an encounter, either in the theater of the mind or in actual stats.
Lucas Brown
If someone wants to summarize it here, or just repost it, I'd be happy to accept it as canon.
Nicholas Powell
Agreed. I feel like that ideally, the players should only know of the Shackled King's vague background (tyrant imprisoned inside his own throne room in the Citadel of Shackles after an uprising, is he responsible for the Shackled Horrors originating from the Citadel?) and then the GM decides how they want the party's encounter with the King and his Horror underlings to go.
Do the GM want them to encounter a giant shackled in chains? Do the GM want them to discover that the King's soul has since departed from his original body, and it's been scattered across all of his shackled Horrors? Is it just a decrepit old man who's barely able to put up a fight once the party find him? Does it turn out that there's nothing in the throne room when the players enter it, and The Shackled King is actually nowhere to be seen in there except for broken shackles? Or do the GM come up with the plot twist that the Shackled King is not even the source of the Shackled Horrors in the first place, and the real enemy is someone else?
Ryder Morgan
I'm in agreement with cryptic lore>stat blocks for certain things
The Shackled are a weird subset of horrors which seem to function on the same "team", even across different speicies. This came from a description of the Shackled Citadel as a cursed location, and the Shackled King himself (although physically long since dead) persisits as a hive mind of sorts by loosely controlling horrors, which then become 'the shackled'. He is still incomprehensible, but gathering/focusing enough shackled can evoke him in a more conscious form. Someone should double check the early stuff, though. I was only there for the later half.
Elijah Perry
Yeah, I definitely like the idea of a "master controller" type Horror, indiscriminately enthralling lesser Horrors within its domain.
It opens an interesting opportunity to grant a serious special ability to the party's Haunted (especially a Soulbinder build), at the GM's discretion, and probably over the course of a mid-sized module.
I liken it to most of the longer CoC modules, where there are hardcore magics and artifacts to be won, but it take a long, desperate, dangerous adevnture to get there, and even after all that the reward might not be worth the cost.
Brandon Nelson
Should have an update with some of the proposed class abilities and some additional faction info up in a while. Keep rolling, anons.
Jaxon Cox
A few things I think we could use:
A rumor system, which provides and organic, casual way to spread around little bits of lore, without sounding like Plot Hooks.
Insanity/Mutation/Injury effects from things gone wrong, and ideas of what triggers them (enemies? Damage? Weird phenomena? DM discression?)
Maybe a few more named entities, if we choose to continue the theme of the Shackled king.
Actual spells and rituals, with materials and components swpped out with duress and corruption. I think we already had some good examples earlier, like Speak With Dead.
I'm not very familiar with CoC, but I imagine there is a lot of inspiration to be taken from there.
Tyler Morgan
I really like the idea of a rumor system. Maybe WISE or another faction employs touts to show new prisoners — ahem — Cartographers around the settled parts of the Maze. I have to imagine they'd hear a lot of the goings on.
Agreed on the additional material, too.
As for CoC, I think a lot of the "how" part of presenting an alien and horrific world can be gleaned from both the literary sources and the RPG sourcebooks, especially as regards the vagueness of the Horrors and the greater powers of the Maze.
Jordan Nelson
>a dark fantasy setting cool, I hope you get further than I did.
I'll read it and be back with thoughts and opinions
Oliver Stewart
Make sure to read pdfanon's rulebook, original OP's pdf, and the past three threads if you're interested
Jack White
Added some ability blocks for the Faithful variants based on suggestion in the last thread.
We've got some material for magic, so it'd be good to get some rolls for how this works overall. Are Blightmages the main source of spells (ctrl-F in the archive of the last thread for Flickering Flame for some examples), or are spells something any class can use, while the mage abilities are more raw applications of magical force?
Mason Parker
Forgot tripfag and actually attaching the PDF.
Austin Taylor
working on it
HAVING JUST READ OUT OF THE PDF I HAVE THESE THOUGHTS.
>ORGANIZE THAT SHIT SUB-HEADINGS HELP this roughly assembled chain of thoughts isn't gonna help for much longer. it's easier in the early stages, but you'll start needing to put stuff in order. subsets like "enemies" "locations" "factions" etc.
start getting the greater descriptions down
>page 7 under "blightmages" >using it to trap there prey and I think in this case it's "their" and not "there"
>QUESTIONS so, this is a MASSIVE underworld of a forgotten lost civilization, BUT there is an over-world? or is it nothing but underworld?
what is the average light level? and what governs that in these caves?(greater elder wisps?)
>so far I am liking this, keep it up it sounds like a good setting, cant wait to see where it goes.
well shit, I guess you DID put it into a better organized format...disregard above statements regarding that...
Anthony Bailey
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Adam Reed
My understanding of the world is that there's the Surface, which plays little or no role in the actual setting except as a framing device, while the Maze is something found underground in the relatively recent past (long enough ago for settlements to have been established). The fanon I have for the Mazecaps suggests that they were lost explorers who found the Maze before the rest of the Surface.
Light level is not established canonically, but is probably up to the atmosphere the GM wants to set.
Tech level was established in the last thread: approximately Industrial Era in Warren's Gate, nearest the Surface (gas lamps, basic guns that work properly, etc.), while technology rapidly declines in efficacy as you go deeper into the Maze.
Leo Perez
Saved. I've got some dope images to add in for flavor here and there, and more are always good. Thanks!
Brayden Jackson
>rapidly declines in efficacy as you go deeper into the Maze. because the conditions are shit and the mechanisms can't handle it? or in a Dresden Files/Sabriel sort of way?(because MAGIC FUCKS WITH TECH)
I'LL POST ALL MY SPOOKY MONSTERS THEN. I HAVE A COUPLE OF GIGS IN JUST MONSTERS.
once that's done I'll post spooky place pics, then spooky people, etc.
Lincoln Hall
I wonder if there would be unique insanity effects associated with specific horrors.
Samuel Gomez
I think canon says it's more the latter. Guns misfire or fail to function at all, machinery breaks down, electricity is a no-go.
If you wanna set up a Mega dump of spooky imagery, that'd be useful, too, just to increase our pool of images. By all means post stuff in the thread, too. It'll definitely help break up the monotony of working out mechanics. :D
Alexander Taylor
The threads have been leaning toward GM-driven specifics with guidelines provided by the book. I think Horror-specific madness effects could fit that model nicely. 8s and multis confirm, so if you've got any ideas, just post. Things are still very open-ended.
Isaiah Perry
I won't make a mega dump because I dont have stuff organized by spookiness and I really don't want to
Charles Myers
Light level hasn't been talked about yet, good thinking. There is an overworld (roughly ~1800's tech level) but it's mundane, and there is no magic there. The underworld has lethal withdrawl symptoms, so travel between the two doesn't really happen, but transportation of goods is frequent.
I'm glad to see someone taking an interest. Welcome aboard.
Hunter James
The way I imagine the Maze, there's probably a dull, unnatural sort of light for at least part of what constitutes a day, nowhere near daylight on the Surface, but probably something like a pale twilight sort of deal.
Major cities near the Surface have artificial lights running nearly all the time, and deeper settlements are likely to keep communal fires and light lanterns to make their streets navigable during the darker hours.
Michael Turner
Reposting some Locales and Locations that weren't taken up as canon.
Gloomfungus Village >An underground village that produce and harvest edible glowing fungi for cave wanderers, especially Cartographers. The fungi have an unusual property that helps regenerate people from wounds. Eating too much of the fungi in one day will cause physical mutations, however with local Old Man Conrad (also known as "Shroom Addict") being proof of that.
The Tower of the Grey symphony >One of the first few permanent landmarks outside the settled region of Warrens Folly. A large, building of between 50-80 stories. This tower has seen a great deal of history involving the Cartographers and bears the scars of the battles between our damned adventurers and the Horrors below. As one enters the building they can hear the distant sound of music above, they feel compelled to go up the tower to find the origin. No one has yet ever gotten to the top, both due to mounting resistance from the tower's denizens and from the fact that the tower seems to gain and lose floors at random. Thia obviously makes exploration difficult.
The Deaths Library >Sometimes the corpses great scholars or adventurers are simply too precious to bury or cremate. Instead, they are given their own room in a building that has come to be referred to as "the library". The function is the same, people come to learn from public documents, the main difference being that instead of books, they speak with the corpses of great persons throughout history. Rerolling, with the following addition: Libraries aren't all high-minded literature and secrets of the past. Just as our libraries are full in equal measure with great works and trashy paperbacks, so is Death's Library. Those who don't know their way around are just as likely to speak to the fallen Duke they sought as they are to have their ear talked off by Chaddick Horseapple, who gives new meaning to "mindless undead".
Mason Sanders
The Curio shop >A strange store located on the very edge of the inhabited city. It caters mainly to the Cartographers and sells artifacts to the various factions recovered from down below. It also in connected to a seemingly endless warehouse below it. Many have entered that warehouse to recover some trinket but few have ever returned. The owner is an enigma himself. Wrapped head to toe in bandages, none have seen his face. His apparent affliction has not diminished is enthusiastic, if eerie demeanor.
Archive of voices >An amphitheater turned nest for a flock of mimicry creatures. They acquire and share sounds from around the underground, from whispered secrets to cries of agony. Many powerful secrets and stories can be heard from them, assuming that the cacophony doesn't first lead to madness.
Hall of sculptures >A massive warehouse complex filled with a pervading silence as well as a massive myriad of statues. The various denizens of the Folley are depicted in gruesome poses, which seem to shift at the edge of one's vision. They are immovable by force, but when unobserved will silently rearrange themselves to create a shifting labyrinth of figures. Many explorers have become lost or simply vanished seeking refuge within this sprawling gallery
Twisting tunnels. >The endpoints are the only fixed things about these passageways. Everything from the size, shape, and length of the tunnels, to their materials and orientations, is constantly in flux as one progresses. They often seem to contort and span distances in impossible ways which are never the same way twice. Even time seems to distort when inside the tunnels, and a traveler can reach his destination hours, or even days out of sync with his passage. Spanning the underground, these tunnels can serve as useful, if slightly risky, shortcuts to those wishing to quickly traverse the Folley.
Isaac Kelly
Death's Library did actually end up canon. I think I've got in in the PDF.
The Maze is (probably) infinite, after all, so I'm all for adding more locations if they get rolled in. Ultimately they're just guidelines for a GM, anyway, so even if they don't end up canon, we could put 'em in a splatbook. :v
Isaiah Sullivan
>"stay clear of open cavern chambers boy. else the dark flyers may alight upon you and carry you away"
>page 3, right column, subheading "progress", line 1 ...war could not be WON...
>dead brigade believing themselves to be damned in advance of their own death these mercs adorn themselves with bone and skull motifs. typically dour and prone to a serious disposition on the exceptionally rare occasions when they might "loosen up" property damage is expected.
>page 5, right column, subeading "Death's Library", line 1 ...the corpses OF great scholars...
>page 7, under "gluttons" it mentions the cult of the feast but up to this point there is no mention of that.
>The underworld has lethal withdrawl symptoms, this needs to be stated clearly. preferably in an ominous tone early in the fluff and again in the start of any dedicated mechanics section.
>I'm glad to see someone taking an interest. Welcome aboard. it's what Veeky Forums does, it's not what most people realize we mean when we say "Veeky Forums gets shit done"
yup, it's in there.
Mason Sullivan
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Hudson Perry
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Gavin Collins
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John Miller
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Ryder Lee
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Luis Sanchez
Ok, so will the skill system be reflective of 5e for example. Acrobatics = grace mod + prof bonus. Where the Beastfolk are naturally proficient in scaling a cliff face or a building. and when making a character you can select the skills you're proficient in? Possible skills list: Acrobatics (grace) Beast Handling (will/charm) Arcana (lore) Athletics (might) Deception (charm) History (lore) Insight (will/charm) Intimidation (charm) Investigation (lore) Medicine (will/lore) Nature (lore) Perception (will) Performance (charm) Persuasion (charm) Religion (lore) Sleight of Hand (grace) Stealth (grace) Survival (will) Any suggestions to modifying the skills list is open, I've never played CoC but I think some of their skills might fit in the list quite well.
>we're still deciding between grace/haste/vigor/finesse
Logan Sanders
There was some discussion about skills being based on a sort of feat system (I think the agreed term was Knacks), where skill checks are made against your ability scores on a d100 with bonuses given by Knacks.
This saves us the work of coming up with an exhaustive skill list, and gives players and GMs more flexibility when performing actions in the Maze.
That said, no mechanics were made canon, to my recollection, so whatever the rolls decide will work.
Nolan Gray
Spookanon, got any good mushroom people pics? I'm rolling some of the stuff you've posted into the PDF, now, and it'd be good to get representative pictures for the races.
Julian Cook
Updated PDF with some images and some of the suggested text corrections/expansions, just to get a visual on how the images flow with the text.
Jacob Kelly
PS, I know there's a bunch of stuff from the original PDF that I haven't added in, yet, so if you've got ideas about how to structure that within the rulebook (chapters, sections, whatever), just post and I'll do what I can to get it migrated in.
James Smith
Reviewing material from the previous thread I've found this. >So if skills are d100 checks, do we want to set up a system for that? Like, Average situation = DC 30 (roll above), Tricky = DC 50, Difficult = DC 70 , Impossible = DC 90? And to do the check, roll d100 and add any relevant stats/skills.
Sounds good, it also sounds like less in-game crunch which is always good.
Caleb Gonzalez
So are you suggested having a DC based on the difficulty, adding/subtracting your raw stat, then factoring in any relevant Knacks to see if you succeed? Sounds like a solid system to me
Evan Ramirez
Is it "Warren's" Initiative, in that it was started by Warren? Or is it the "Warrens" initiative, in that the initiative had something to do with 'the' Warrens?
Nicholas Wright
I support either haste or finesse. Haste doesn't exactly capture dexterity, but I think it fits the theme best
Luke Gutierrez
Are the low- and high-duress options class options that have to be taken? In that case they should probably have stat effects or unique abilities. I can try to write a few of those, if that's what we need.
Nicholas Nguyen
In the last thread, I suggested maybe having Duress enter into skill rolls, as well, but it occurs to me that that might introduce unnecessary bookkeeping. It would be fitting with how Duress permeates a lot of different mechanics, though.
Canon says "Warren" is an individual, so it should probably consistently be "Warren's".
I'd vote Finesse if Grace is going to go. Both Haste and Finesse have D&D baggage in their names, but the latter better encapsulates the actual mechanical effect. I think I've seen Poise used in other settings, so that could be a good option, as well.
Ryan Nelson
Have you guys figured out how to assign stats? If so we could start statting some monsters
Anthony Diaz
You mean for characters? It's a 3d8 roll. We don't actually have a way to determine HP. Something like 2*Might?
Leo Scott
I know it was intended to enter into some skill checks like medicine, which would probably otherwise be a Grace/Haste/Finesse roll, making it harder. Although, I could totally see High duress making a Might check easier, since you're driven to use every last bit of strength you have to overcome a task because of the dire situation you believe you're in.
Noah Foster
The mechanics aren't set in stone, yet, but I think the general consensus is that the five classes represent a continuum of Duress, with the variants representing different possible builds, rather than deliberate choices. I added some example abilities to the Faithful variants.
took some votes for how skills and stats work for players. I've been working under the assumption that stats are generated by rolling 3d8 for each stat.
Duress is then 4*Lore - 2*Will. HP hasn't been worked out, but a function of Might seems most likely.
Also, some feats from last thread
>Medical Expertise Somewhere along the line you learned to sew up wounds, bind and set bones, and use flame to prevent rot, and with it the calm under pressure necessary for emergency treatment. Duress is counted as 10 lower when making checks involving wound treatment.
>Hard-Headed While some might consider weak wits a curse, your slow-to-move mind resists new ideas. Your base Duress value is calculated as 3*Lore - 2*Will.
Xavier James
Yeah, that's roughly the feel I was imagining, I just want it to feel natural rather than provoking an argument every time you need to justify why such and such roll should be treated as a low Duress usage rather than high.
Zachary Morales
Just an idea but what if HP was linked to Duress somehow? Like the damage rolled also added to Duress or something.
Juan Harris
To clarify the dichotomy, low Duress builds (Fallen Knight, Anchor, Chirurgeon, Hearthborn, Spirit-talker) have largely mundane abilities, whereas high Duress builds will tend toward the mystical, largely due to how higher Duress makes magic more likely to succeed.
Blake Barnes
another mechanic to the hp system could be similar to 5e's death saving throws where a 1-50 is a fail and 51-100 is a save. whenever the player drops below 0hp they will lose a permanent part of their hp-pool while also gaining a scar or something like a scar.
Jayden Watson
We should roll for HP mechanics. This is a roll for the lethal option. 0hp is dead, and recovery/resurrection options are likely extremely dangerous, if they exist at all.
Jack Fisher
Same. 0 is 0, no resurrection unless you want to become a monster
Levi Watson
Completely agree with 0 being death, also no resurrections, the second death is impermanent, you strip the setting of most of it's horrors.
Effecting the campaign after death should be limited to speak with dead or becoming a monster controlled by the DM
Nolan Green
Just my two cents, 0hp is bleeding out, but there's no saves involved. If a healing spell of some sort is used before the end of the round (after which you die) then you can survive, but you'll be unconscious and likely permanently damaged. This gives a sense of urgency rather than a throw-up-your-hands kind of feeling.
Lincoln Lopez
rolling for 0hp=dead and if a single attack deals over half of total hp it will result in a scar/duress/some other effect
Wyatt Powell
rolling for this combo
Samuel Bell
Yeah this is good
Brody Ross
Passing out for now, but I'll have the thread open overnight so I can update stuff when I get some time in the morning/around lunch. Once we've got these basic bits in canon, monsters can start getting statted out so we can get a feel for their lethality.
If somebody wants to write something structured explaining the basic stats and mechanics we've got so far, I'll add that to the PDF, as well. I'm pretty hyped about the progress we're making.
Oh, and as always, post your spookiest people, places, and things (that's what we call nouns) for glorious full-color nightmare pictures in the PDF.
Elijah Brooks
Stats
Might >damage and hp
Lore >general knowledge about the Maze
Will >resisting mental effects and Duress
Grace (haste, flow, finesse, vigour, verve >Speed of movements and attacks, and a measure of manual dexterity
Charm >talking power
Broad enough to allow some tweaks down the line if need be, but focused enough to get through a wide variety of encounters without faffing about figuring out what attribute's relevant.
So primary stats for each class would probably be something like this? >Wandering Warrior: Might >The Faithful: Will >Blightmage: Lore >The First: Agility >The Haunted: Charisma
We're using d100 for skill checks, smaller dice for damage, and maybe d8 for desperation?
So if skills are d100 checks, the DCs would be (roll above), Easy = DC 15/25, Average situation = DC 30, Tricky = DC 50, Difficult = DC 70 , Impossible = DC 90? And to do the check, roll d100 and add the relevant stat (Will,Might etc) and any bonuses from Knacks (feats) that you have.
If HP = 0 then at the start of your next turn you die, promting your allies to tend your wounds with magic/medicine. If your HP drops to 0 you suffer a scar/max hp decrease or something like that and same if you lose over half your max hitpoints in 1 attack.
Duress and Desperation soon to come
Gavin Williams
Might as well reroll
Ayden Robinson
Perhaps duress should work on an scale with multiple thresholds, each one conferring penalties.
Tyler Kelly
Duress >Posting everything said about duress since thread 1. some of it may contradict but most of it was agreed as canon Duress is a scale from 1 to 100. Successful spellcasting requires a roll below current Duress, and successful sanity checks require a roll above current Duress. This reflects the unsettling and ecstatic nature of magic in the Maze. The relationship between Duress, sanity, and magic allows for one class to fulfill multiple distinct roles within a party according to their Duress, with certain builds favoring high or low Duress, and the transition between these being relatively fluid. Duress management would be a key mechanic to flesh out with this style of character class. You failed your Duress check by [20/50] points, so you now [minor penalty/major penalty] What sort of situations would provoke a Duress check? Or should Duress represent a constant penalty on skill rolls? Suppose a human Faithful has a relatively low base Duress of 20. Terrible at spells, but able to keep a cool head in the face of Horrors. The Faithful's party descends into the bowels of the Maze, into the Bones of the Dread God. As they go deeper, the Faithful hears the whispers of their horrid patron. Environmental Duress: +5 in the early levels, up to a punishing +20 in the bowels. Personal Duress: As the Faithful approaches the godhead, the whispers begin to seep into their mind. In the early levels, the whispers are barely there, +1d8 duress. As they approach the sanctum, we add dice, up to a maximum of (some arbitrary god power statistic)d8. By the time we reach the core, the Faithful is looking at 50-70 Duress, if not more. No longer the anchor for the party, they begin to discern unknown, even unknowable secrets. The sacrifice they make in stability is paid in part with increased knowledge of the Maze, and how to bend it to the Faithful's will.
Jonathan Miller
I think personal duress is your own number which you need to roll under (sanity/corruption checks), while environmental duress provides a static modifier to your d100 checks based on how fucked up things (environment, enemies, company, trauma etc.) are. Ability power scales positively with duress, while sanity checks need to be rolled under. I think we should roll for (starting) duress as a separate stat, disregarding all values lower than 10 and greater than 80. Additionally, having high Will lessens the amount your duress increases by. My idea of how Duress works is that it's all just one number, the sum of your personal Duress and the environmental Duress. My understanding of magic as laid down in the last thread is that to cast a spell successfully, you must roll below Duress, and to pass a sanity check you must roll above. Mechanically, this means that it's easier to cast spells the crazier you are (or the more stressed out and open to the whispers of the Maze). It also follows with the overall awfulness of the deeper parts of the Maze, and managing Duress as you encounter more oppressive locations will be important to any party not composed entirely of gibbering murderhobos. To follow that, I think it almost makes sense for Duress to cause a skill penalty, except that the skill monkey standin (the Mazeborn) is high Duress, so they might need class features that reduce or negate this skill penalty at the cost of mutations or something.
Nolan Rivera
Being more knowledgeable about the Maze makes you more prone to madness, but a high Will can temper that. Thematically, I think that makes sense. I don't think most people are going to start out at high Duress when they're new to the Maze. Like in CoC, you don't start out knowing all the horrible stuff, but as you're exposed to it you can begin to use it. This seems like a good way to calculate it. This gives our example stat block 30-odd Duress, and with a few points in magic mushroom drugs, a baselines of solid 50 could be achieved That makes more sense and is more reasonable, However, we probably should still have a minimum starting duress. This sort of fits the natural progression of most characters, where (for our example) a mage is pretty squishy and questionable in combat early on, but scales quadratically once exposed to some threats. Also keep in mind that the Chirurgeon will likely be able to produce Duress manipulating drugs and such for additional management options. Minimum Duress depends on how dangerous madness is. Setting it to 10 means anyone will go insane at least 10% of the time on any check, but also that anyone has at least a 10% to cast a spell. That seems a bit high to me, at least on the sanity end, but I'm open to ideas. Well, at 10 Duress they won't go insane, since at most they'll fail the check by 9. All it will do is spook them and increase Duress. 10 minimum Duress seems all right. Going along with stuff people said earlier we could have scaled results and if you fail a test at 10 the downsides aren't too harsh, also insanity could only happen if your get higher than 100 duress.
Gavin Adams
I think some abilities should be locked to only High Duress and some to only Low Duress. A chirurgeon might roll above Duress while attempting to heal a wound, because the action requires a steady hand and a level, focused mind, and becomes more difficult as stress mounts. To balance this, a magical healing spell might require a roll above, but have a chance at mutation. Because these two abilities are sufficiently different, I think they should be two separate abilities (although they do work well together) This is everything written about duress so far, Some of it has since been decided but its a quick rundown anyway.
Luis Anderson
So, for Duress tests, should there be a relevant skill/secondary ability related to resisting Duress or should it be entirely based on Will?
Anthony Perry
This is the best I have in my Beksinski folder.
Josiah Nguyen
Are we committed to using skills? If not, I think there should be an ability or two for duress resistance with different flavors
Jeremiah Jackson
Abilities like knacks or abilities like class specific dailys? If you mean knacks then a tech - based ability and a will/fortitude based one would fit the flavor I think.
Mason Myers
I was thinking knacks
and a note on 'dailys'. I think powers shouldn't have a cooldown time, but if you try to use the same spell multiple times in quick succession, its definitely going to push you and will probably royally fuck you up, but it should be an option
Ayden Ramirez
Yeah with the duress and spell mechanics I think it was mentioned that there is no daily limit but each use of a duress based spell or ability (past you daily threashold) will incur a penalty. The severity of these penalties increasing exponentially.
Robert Turner
With the health mechanics, should we have hit die for each class/race eg. Wandering warrior 1d6 Haunted 1d4 Blightmage 1d3 Faithful 1d5? Forgot the other one. >And your race will add onto that Human 1d3 Slugman 1d2 Fatguys 2d2 or 1d4 Beast men 1d4 Mazefolk 1d3
So if your a haunted human 1d7 If your a Blightmage human 1d6 If your a warrior Fatguy 1d6 + 2d2 or (1d10) If your a beast folk haunted 1d8 Just throwing ideas around.
Owen Cox
uploading the Haunted picture without the white background
Christopher Bailey
What do we know about snail-amn?
Do they have a Shell? Do they use human armor as a shell thus giving them a humanoid form?
Hwo are they related to slimes? (Honeslty as a more serious setting I would have no slimes). What about salt? Salt golems?
Bentley Bell
Should we create a discord for this? Consecutive threads seems ineffecient when there are less than 20people posting compared to the 40,80 and above in previous threads. I'm not sure how to create a discord myself but I think it might help to split up the conversation into a bunch of sun-topics on the discord such as Duress & Desparation, Stats, Monsters, PCs and NPCs, Lore, General etc. >Twisted and deformed by exposure to the Maze, Slugfolk are bipedal invertebrates common in the shallow parts of the Folly. They are resistant to poisons and toxins, and heal more readily than other races due to their unusually malleable physiology. They don't have shells but the odd crazy-shell-snail would act as a crazy NPC whose been down in the maze long enough to think he's actually a snail or something.
Liam Cox
I've created a discord but it's only a basic discord and needs a bit of improvement. discord.gg/pfGnhrk
Brody Johnson
Because of the lethality of the system (rerolling HP mechanics) I feel like we should just stick to a quick calculation (probably something like 2*Might, maximum) to keep death from being a huge hassle when you have to reroll.
Aaron Rodriguez
The issue with Discord is that canon is determined by post number.
Jace Cooper
Rolled 8, 5, 8 + 3 = 24 (3d8 + 3)
2xMight can be OP in the early levels, we should think about how people will gain Might (and by extension HP) as they progress in levels. Lets say that I'm putting my lowest 3d8 into might because I'm a squishy blightwizard. My starting HP will become 2x(lowest 3d8). Now if I'm playing a Warrior Glutton my Might will be the highest roll +3(racial bonus) and the HP pool will be 2x(highest). But if we don't end up with a HP/level progression system we could use Knacks that allow players to increase their HP pool somehow. Yeah, I didn't think about that. I'm just concerned that creating a recurring thread for Warren's Folley will just die out too quickly, maybe we could make our rolls and some of the content posts in the worldbuilding general and have the discord to permanently hold pdfs and other resources.
William Morales
With the Hp=2*Might method our strong warrior glutton here would have 48 hp where as the mediocre Mage from the last thread would have 24 hp. This seems a little high for both of them so we should probably have a hit dice system with races and classes both contributing to the dice rolled and might being merely a modifier.
Lincoln Nguyen
CoC does it as the average of SIZ and CON, so maybe we can work out something similar.
Also, no monsters have been statted, and the combat system hasn't been touched, so even 48 hp might be tissue paper.
Tyler Cooper
The equivalent in this system would be Might and Will and I think this is that would do as a modifier on the racial and class hit dice. The dice should probably be reworked as they should also have a significant impact on the character's Hp, but the General outline here should be used as a guideline.
Mason Cox
Hit dice are just 3.5 bookkeeping at its worst, especially if both race and class go into it. Your character is going to die, so you need to be able to roll five stats and get back into things pretty quickly.
Zachary Nelson
Just use set modifiers for the races and classes, it's an easy fix. However, Hp should definitely differ depending up both race and class.
Landon Russell
Rolling for HP = (Might + Will)/2
Anthony Murphy
The fast character deaths are a thing to be considered and says 'set modifiers' but I'm not sure what this means. sounds good, it allows both warriors and faithful to have a balanced HP pool and a Primary attribute putting toward their HP. Rolling for it. Lets use pic related for an average HP pool for Warrior/Faithful where they've gotten 18 for their primary and 14 (average roll) for their secondary, this gives them (18+12/2) = 16 starting HP. Lets say that the blightmage uses 9 and 10 for their Might and Will. 19/2 = 9HP rounded down. It only seems off because this is lvl1 stats I think, even in 5e, an average tank will start with 13HP and a caster will have 6 or 7.
Wyatt Bell
Seems good enough, differences in stat distribution will result in enough difference in Hp.
Adam Moore
HP=(Might + Will)/2 seems like a good fit to me, and gets you some good numbers, the lowest possible being 3 and the highest being 24 for super tanky (and lucky) characters.
Matthew Baker
Dubs confirm! And with that, I think we have enough player information to tentatively stat some monsters.
Ryan Ortiz
OP or not?
>Strong-Willed Your indomitable will allows you to power through all but the most grievous of wounds, even if your body is physically weak. Your HP is calculated as Will/2.
Aiden Green
Likely underpowered, as that now sets your maximum starting HP at 12 if you get really lucky.