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| The population of Mallubimbah is mainly human (mostly mutant), with a smattering of mutated animals and plants. | The population of Mallubimbah is mainly human (mostly mutant), with a smattering of mutated animals and plants. | ||
| - | The majority (or more precisely, a plurality) is a race known as the Yaroma, a hairy, humanoid species that's closely connected to nature. Perhaps a third of the population are Yaroma. Although they' | + | The majority (or more precisely, a plurality) is a race known as the Yaroma, a hairy, humanoid species that's closely connected to nature. Perhaps a third of the population are Yaroma. Although they' |
| + | |||
| + | A breakaway sect of the Yaroma are called " | ||
| + | |||
| + | Chief Koen is Yaroma and tries to bridge the gap between the traditional sect and the Apes. | ||
| + | |||
| + | About 25 klicks south on the coast is a bustling coastal settlement in the ruins of another Ancient city. This settlement calls itself Arawa. | ||
| + | |||
| + | ---- | ||
| + | |||
| + | Above will be put into a settings category, once I figure out how to do subcategories on this wiki. | ||
| + | |||
| + | Below is musings on system: | ||
| + | |||
| + | ---- | ||
| + | |||
| + | Since I'm not going to use gamma world 7e in its basic form, since its skeleton is D&D4e, which is great for D&D type games, which are all about combat type situations and not really about stories, I'm walking back from that. But I like their click and lock origins, and if we use those origins as as basic skeleton, we still have the six attributes: | ||
| + | |||
| + | * Strength | ||
| + | * Constitution | ||
| + | * Dexterity | ||
| + | * Intelligence | ||
| + | * Wisdom | ||
| + | * Charisma | ||
| + | |||
| + | and ten skills: | ||
| + | |||
| + | - Acrobatics (Dex) | ||
| + | - Athletics (Str) | ||
| + | - Conspiracy (Int) | ||
| + | - Insight (Wis) | ||
| + | - Interaction (Cha) | ||
| + | - Mechanics (Int) | ||
| + | - Nature (Wis) | ||
| + | - Perception (Wis) | ||
| + | - Science (Int) | ||
| + | - Stealth (Dex) | ||
| + | |||
| + | That's two for dex, one for strength, none for con (Con is useful elsewhere, just for basic survival). Three for intelligence, | ||
| + | |||
| + | I like dice pools, and exploding dice, so I'll probably adopt those. | ||
| + | |||
| + | So here's what I have: | ||
| + | |||
| + | Attributes are rated in numbers. Those numbers correspond to a number of six sided dice that are rolled. | ||
| + | |||
| + | * 3 is average character | ||
| + | * 2 is average human from our world (we're soft compared to the post-apocalypse) | ||
| + | * 1 is basically infirm | ||
| + | |||
| + | Skills are ALSO rated in numbers. Those numbers correspond to four-sided dice. When one rolls a skill roll, they roll the six sided dice from their attribute plus the four sided dice from their skill. Each die explodes. Pick the two highest. | ||
| + | |||
| + | Because d10s are not platonic solids, those aberrations are rolled by the GM as difficulty dice. They do NOT explode. Also pick the two highest. | ||
| + | |||
| + | We shall call this the **Timaeus** mechanic, as that is the first book Plato discusses the solids. | ||
| + | |||
| + | If player wins by 1 die, player gets a "yes, but" | ||
| + | |||
| + | If player wins COMPLETELY, players gets a "yes, and" | ||
| + | |||
| + | |||
| + | ---- | ||
| + | |||
| + | |||
| + | Characters in Timaeus are made up of a few parts: | ||
| + | |||
| + | __Statistics__ | ||
| + | |||
| + | These are rated by number, and are represented by six sided dice. They cannot be 0. | ||
| + | |||
| + | in Mu Mallubimbah, | ||
| + | |||
| + | __Skills__ | ||
| + | |||
| + | These are rated by number, and are represented by four sided dice. They can be 0. | ||
| + | |||
| + | in Mu Mallubimbah, | ||
| + | |||
| + | __Forms__ | ||
| + | |||
| + | These are the rough equivalent of classes or playbooks. They give special powers or moves (moves are " | ||
| + | |||
| + | in Mu Mallubinbah, | ||
| + | |||
| + | Contrary to Plato' | ||
| + | |||
| + | __Archetypes__ | ||
| + | |||
| + | An Archetype is, in essence, a miniature Form. It has a small selection of powers/ | ||
| + | |||
| + | in Mu Mallubimbah, | ||
| + | |||
| + | Players start with one Archetype, and can have several as time goes by. | ||
| - | A breakaway sect of the Yaroma are called " | ||
| - | About 25 klicks south on the coast is a bustling coastal settlement in the ruins of another Ancient city. This settlement calls itself Macquarie (some corruption thereof). | ||