aerialastronomer
Greentike
Co-creator of the Homestuck RPG, 2nd Edition
Posts: 6
Pronouns: he/him/his
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Post by aerialastronomer on Jun 1, 2016 17:39:28 GMT
Introduction and New Features All Canon Classes! The four missing Classes from 1.1 (Rogue, Bard, Prince, and Maid) have been added, with full rule sets and powers.
Reworked Classes and Aspects! All Classes and Aspects have been reworked in some way, with many receiving entire overhauls. For example, the Sylph was a charging brawler in 1.1, but has now been turned into a more canon compliant spritely combat medic. Particular attention has been paid to using mechanics as a means of storytelling – mechanics that imply and reinforce ideas about what the classes and aspects mean.
More Character Templates! New Common Templates like Seadweller, Vampiric, and Addicted have been added, and there have been some minor adjustments to a few older templates.
Concatenation Oaths! Skaia's light is a transformative one. Starting at Level 4, you may be able to take a packages of extra traits that reflect some aspect of your character, like Palemates, Disturbing Obsession, and Tentacle of Oglogoth. You may be able to work with the DM to choose an Oath that fits your character, but the GM may also bestow a mandatory Oath upon you depending on how you have been roleplaying your character.
Resistances and Elemental Damage! Resistances and Elemental Damage are more prevalent in this edition, adding an extra dimension of strategy to battles.
More Skills! Two new skills, Healing and Nature, have been added, bringing the total to an even... 12. Well, it's technically an even number, I guess. In addition, what skills have been assigned to which classes and aspects has been tweaked to make more sense.
Completely Overhauled Inventory Management! The Sylladex system has been completely overhauled. Gone are the days of fuddling around with confusing card-based systems. Instead of cards, items are now grouped in a series of tabs. Weapons can be drawn at will and using weapon Encounter Powers causes you to switch to that weapon. Most importantly, there are a variety of fun new ways to access your armor, trinkets, and other items in battle. 8 modi have been added, from the incredibly random Miracle Modus, to the DC-based Array Modus, to rap battling for your items with the Rhyme Modus, playing blackjack against the DM with the Game Modus, and more!
Completely Untouched Sprite and Server Combat! Yeah, that stuff was pretty good so we didn't really mess with it.
More Alchemy Options! Traits and powers for alchemized items have been expanded with some minor balancing tweaks here and there. All card based alchemy traits from 1.1 have been folded into the main traits pool.
So Many Common Tab Items Like Wow! The Common Deck has been renamed the Common Tab, and is stuffed to the brim with nearly DOUBLE the amount of items available in 1.1! Use everything from classics like the Pogo Ride to new items like nice, cooling Shaving Cream and even powerful items like the Rings of Life and Void, the Fourth Wall, and a Pumpkin. Wait, what pumpkin? What are you talking about?
High Level Content! The game has been redesigned to extend to Level 15 for PCs, with scads of new high-level content and different interesting progression paths for Level 10+ players to take. Oodles, even.
Claspect Paragons! There are two new alternative high-level paths to going God Tier: Class Paragons, and Aspect Paragons. Each class and aspect now has a specialized path for high-level traits, powers, and boons. I really can't stress how much new content there is here – there are just so many neat powers and things, you'll want to play multiple campaigns just to try out all the flashy new shit!
Signature Alchemy Now a Path! Those who did not find what they were looking for in the roles Skaia imposed upon them may now instead follow a more scientific path in higher levels. Signature Alchemy has been expanded from a one-time deal to a full high-level path, allowing for three levels of Signature Alchemy, resulting in some truly monstrous gear, as well as some nifty bonuses and traits, like expanded access to the Common Tab and the ability to completely disregard modi (moduses?) and just grab the item you want, when you want.
Revamped God Tier! The God Tier path has been greatly expanded upon. In addition to flight and your God-Tier Skill, you now gain a somewhat handicapped Signature Alchemy, specialized weapons and armor, and can even snag a couple aggrievements from the aforementioned Claspect Paragon paths! Plus, if you reach level 15, you and your GM can work together to craft the Ultimate Fraymotif – a special Daily Power of monstrous strength, to make even the most horrific of monsters quake in fear.
Let Us Tell You About Homestuck! In an attempt to make running the game more friendly for those with only a passing interest in or knowledge of Homestuck, if at all, there has been more info about how the mechanics of Sburb works, including a revised guide to Exploring Sburb, a new atlas to the various locations of the Medium, and a glossary for those of us who mix up our Alchemiters with our Incipispheres.
Companion Characters! We have added a new standardized way of creating friendly, helpful, combat-ready NPCs, from Consorts, to Carapacians, to irritating Guardians, to even the odd friendly Imp or helpful Basilisk!
More Prototypings! The list of Prototyping Templates for Scary Monsters (and Nice Sprites, if you have the Sprite Amulet) has been expanded, with fun new additions like JPEG Artifacts, Sexual Anatomy, and A Goddamn Dragon.
Monstars! Come and slam, and welcome to our highly expanded Monster Manual! Entries for a variety of Carapacians, Consorts, Denizens, creatures, and even terrifying end-game Universe Killers, like Lord English or The Noble Circle of Horrorterrors, have all been added, as well as a few tweaks here and there in the rest of the manual.
And Much More! Well, not THAT much more, since I've already detailed all the important stuff, but the book is filled with tweaks, fixes, new flavor text, and all sorts of fun goodies. ---
Homestuck RPG – 2nd Edition Handbook Additional Game Materials Expanded ErrataExpanded Errata is an expansive sourcebook that provides a large variety of additional rules, features, and other components to add into any campaign. Loaded into this text are new Claspects, Alchemy options, character customization rules, monsters, races, treasures, and a boatload of other material! Expanded Errata is still in its early beta stage, so not all features will be included, and additionally, not all features may be properly balanced, so use this sourcebook at your own risk! --- ---
Character Sheet Included is a character sheet for your player characters. This version is an early draft, and may change as the game is developed, expanded, and improved, so check back often! --- ---
GM Screen Built for GMs, this Screen comes in four parts and includes plenty of charts, grids, and reference materials for quick rules decisions! --- --- Crib Sheet Built for Players, this Crib Sheet includes helpful combat rules and quick references rules! --- Included below are pre-written adventure modules you can use in your campaigns. If you have an adventure you've written, please feel free to send it to me so I can add it to this forum post and credit you! Feel free to download these, adjust the rules, setting, and other details to suit your own personal quests.
Attack on Melonmold Village
A sinister force of Underlings have been pouring out from an abandoned crypt at the base of the Drowned Canyon. Consort villages throughout the area are under threat from these vile foes, and they need your help! Penetrate the tomb, find the hidden genetic factory and its cruel master, and liberate the Land from evil! This adventure module is written for players at around 2nd and 3rd Level.
--- Google Docs | Mediafire --- Community Feedback and Contribution I'd love to hear back from anybody in the community about the work we've done on this project. If you have ideas, criticism, feedback, or simply want to share your opinion on the Homestuck RPG, please feel free to either leave a post below or send me a message. I'd also love to hear back from you if you would like to contribute to the project! If you have things like adventure modules, rules, Alchemy items, or anything else you think would fit well into the game, please feel free to share it here or send me a message. We'd be happy to accept anything, and your contribution might end up being incorporated into the project!
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Post by Neptz on Jun 1, 2016 19:16:38 GMT
I hate looking at the credits screen before the book because none of the lands fit with the aspects and it bothers me so much.
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aerialastronomer
Greentike
Co-creator of the Homestuck RPG, 2nd Edition
Posts: 6
Pronouns: he/him/his
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Post by aerialastronomer on Jun 1, 2016 19:24:29 GMT
I'm not sure what they were thinking when the original Homestuck RPG writers made their Claspects and Lands, but they sure are... interesting. As for us, I feel like our Claspects and Lands match up pretty well, but I am a bit biased!
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Post by Neptz on Jun 2, 2016 23:57:28 GMT
Only the space player (you)'s land is correct, as it has frogs. Frogs is the space aspect in each land's title. I don't think magnetism and cathedrals fit with Void. Cathedrals fit with Hope, as religiousness is a pretty big part of it. Melody and Neon don't fit void. Neon he probably took it from Roxy's land, which has tailored for her due to the session being special snowflake. This typically doesn't happen. Melody fits Time, as music is a theme of Time. Haze and Motion I'm not quite sure about, Motion doesn't fit, but no idea about Haze. Night is... ehh. You can excuse it, I guess, although I'd probably go for something a bit more obvious. Shade and Relics do not fit Doom. Doom's themings usually include death, sacrifice, fire, explosions, bombs, technology, etc. This fits with none of what I have listed. Shrines and Quartz? I think Quartz is reflective, so it... could fit? I'm not sure. Shrines, once again, could fit Hope. I can't do Moments and Reason, those are both fan aspects.
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aerialastronomer
Greentike
Co-creator of the Homestuck RPG, 2nd Edition
Posts: 6
Pronouns: he/him/his
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Post by aerialastronomer on Jun 3, 2016 16:52:44 GMT
Only the space player (you)'s land is correct, as it has frogs. Frogs is the space aspect in each land's title. I don't think magnetism and cathedrals fit with Void. Cathedrals fit with Hope, as religiousness is a pretty big part of it. Melody and Neon don't fit void. Neon he probably took it from Roxy's land, which has tailored for her due to the session being special snowflake. This typically doesn't happen. Melody fits Time, as music is a theme of Time. Haze and Motion I'm not quite sure about, Motion doesn't fit, but no idea about Haze. Night is... ehh. You can excuse it, I guess, although I'd probably go for something a bit more obvious. Shade and Relics do not fit Doom. Doom's themings usually include death, sacrifice, fire, explosions, bombs, technology, etc. This fits with none of what I have listed. Shrines and Quartz? I think Quartz is reflective, so it... could fit? I'm not sure. Shrines, once again, could fit Hope. I can't do Moments and Reason, those are both fan aspects. I don't really think that Lands necessarily need to have particular features in common with their Player's Claspect. Cathedrals may be Hope-filled, or they may be empty, quiet places. The brilliance of Land generation is that you can create features that don't seem to make sense and then connect them with Aspects, or even to have them fit a pattern. The Alpha kids all had Lands that followed the pattern of burial chamber and noble gas, not their Claspects. And for instance, I came up with the Land of Cathedrals and Magnetism for a large Session of my friends, all of which had some kind of scientific phenomenon. pixelatedPeripatetic had Magnetism, whereas I had Spectrums.
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Post by daringHero on Jun 8, 2016 2:09:11 GMT
Hey, this is some neat stuff you've written. I sort of skimmed over the entire document, it looks pretty neat. I'll probably write up a much more thorough critique of the rpg when I have some more time available to me. In this reply, I'm just going to go over some of the stuff my friends and I have found that we believe may be a little over the top. You've got to be careful with some of the effects the at-will abilities can hand out. Vuln 10, Weakens, Dazes at at-will(even with some drawbacks), might just be too powerful. Also some at-will abilities are just very strong. Off the top of my head, Witch's Petrificus Totalus, potentially Leviosa, other attacks which give out multiple attacks, can be dangerous. Thief's Sneak attack damage is pretty strong, especially when they've got an ability which can grant Combat advantage and then scorp strike. Some alchemy stuff is really broken and never got fixed really. Auto-effect and Stunned are reallllllly strong. Also if I remember right, flying and healing items were pretty broken during the campaigns we played through. With weapons, some of them are sort of strictly worse? Like really, why is Fist-kind worse than crushing kind in 2handed, and worse than 1h blade kind in 1h? No real reason. Well, that's just my brief reply. Thanks for posting this, very nostalgic. Also, Neptz: we made those lands like 6 years ago, so it's not very suprising they don't "fit" what you think they should.
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Post by Neptz on Jun 8, 2016 2:15:16 GMT
Also, Neptz : we made those lands like 6 years ago, so it's not very suprising they don't "fit" what you think they should. The "what you think they should" sounds oddly attacking to me for some reason, but whatever. Oh yeah, 6 years algo, lands weren't very well understood. I'll forgive it.
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Post by prosperoushighroller on Jun 10, 2016 3:21:31 GMT
I’m prosperousHighroller, someone else who worked a lot on v1.1, and I figured I’d drop in and add my two cents on what you’ve done here, too. I really like the new formatting and all the effort that’s gone into this version and I think it’s awesome that you guys have pushed forward so much with what was in the original document. That said, DH and I noticed a few issues I figured I’d bring up in case you guys hadn’t considered them. Mainly these are balance problems that I think stand out even in a system that has, from its inception, been riddled with balance problems. I've gone ahead and shoved them into a google doc so that I don't make an enormous post here and ruin your thread. I really like a lot of what you guys did here. Adding healing and nature seems like a good idea, the Oaths are neat, and it's cool to see your take on end-game content like god-tiers and paragon classpects. As someone who has GM'd several games with v1.1, I think this updated version is definitive enough to be the one that everyone interested in the system should be using. My main concern is the same one that I've always had with v1.1 - players are incredibly strong. The Lord English fight is awesome, but a quick playtest between a friend of mine and I confirmed that a level 15 Thief (preferably of Heart, Void, or Time, but several more aspects probably work, too) can easily solo him without alchemy. With alchemy I'm fairly confident that any class can solo any of the creatures in the playbook* (assuming they're at an appropriate level), because a player who knows what they're doing can completely break the alchemy system over their knee. I think with alchemy there's a case to be made that the GM and the players just need to sit down and talk about what should and should not be allowed ("Amy, maybe don't alchemize that 12d12 ranged burst save-ends stun that can't miss and heals you for all the damage it does"), but that's harder to do with the classes that the playbook explicitly gives overpowered abilities. It's not really a number thing with a lot of these abilities - fundamentally some of them are just too strong; strong enough to trivialize almost any encounter regardless of level or gear. There's a (very difficult to discern!) line between making the players feel strong and making them feel like there's no challenge, and sometime around when their aspect powers are kicking in the system crosses well into the latter. Just some thoughts from someone who has played several campaigns into this system's endgame! It makes me happy to see people revitalize this and put so much work into it, it's brought me some great campaigns and I'm sure that this updated version will bring more. *Some of the melee-only classes might struggle, just because ranged is significantly more powerful than melee in this system.
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aerialastronomer
Greentike
Co-creator of the Homestuck RPG, 2nd Edition
Posts: 6
Pronouns: he/him/his
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Post by aerialastronomer on Jul 11, 2016 23:06:10 GMT
Thank you for your reply, and apologies for the late response! I'm honored to hear from someone who worked on v1.1, I really loved the work that was put in and it definitely inspired me to get more into making my own games and running my own tabletops. I appreciate the constructive criticism concerning the work we've done. Second Edition is primarily my personal project at this point, and I try to keep a mindset that the work we've put in can always be adjusted to be better balanced and better at telling a story (as much as possible, considering this IS Fourth Edition we're working in, hehe). I'm gonna be digging more into the Google Doc you sent me when I have more time to sit down and give it the reading it deserves (much love for that by the way, I appreciate the effort, Second Edition was one of my early attempts at putting together game rules, so I expected a lot of material would have flaws). I agree with the point that PCs can become rather beefy - I'm currently running a long-term campaign using the rules in order to gather data and adjust rules, and one of my big problems is that my players are really swole. In particular, I have a Bard of Hope that stomps everything around her and shrugs off a lot of damage because of her high HP. Even my relatively squishy Page of Blood has AC out the hoohaa. Powers too tend to be a bit beefy, resulting in monsters getting stomped rather quickly before they can do proper damage. My expectation is that I will do something to limit the output of Aggrievements and Fraymotifs. I appreciate the testing on Lord English, and I hope you enjoyed the multiple phases. I feel like Solo monsters are difficult to manage because they tend to run out of powers fast and get surrounded quickly; breaking up the fight into multiple segments allows me to shift the battlefield, recharge monster powers and make the encounter more interesting. Nevertheless, I imagine someone playing to the best of their abilities could easily find ways to break things in their favor. In regards to the dissonance between monster and PC strength, I've been debating whether it would be easier to simply buff monsters to match the PCs more effectively, or weaken player strengths to be more in line with the monsters. I'll have to evaluate more and look into what to do there. For the time being, I've been loading up on larger groups of monsters or monsters with higher levels, but that can only go on for so long. As for Alchemy, I've heard this discussion before concerning how loose the rules are concerning Traits combinations, and I agree... to a point. I'm not one for giving players the keys to the castle, but in my opinion I want a little bit of fuzziness concerning Alchemy development. I feel that GMs should have a hand in crafting Alchemy Items with players, partly to give them advice on Traits that might fit well with their PCs tactically, partly to find Traits that fit the look and feel of an Alchemy Item (fluffwise), and partly to look out for dangerous combinations. Unfortunately for me (sorry guys, not trying to throw you under the bus here!), my players aren't particularly interested in Alchemy, so much so that Alchemy has been somewhat of a chore to manage with them. Nevertheless, I'm thinking they may be warming up to it, especially as they see more benefits to using their Items. I appreciate the comments and work you've put into the response! I'm really happy to see that people are interested in the work I've been putting in, and when I have more time to myself (a precious commodity these days), I'm going to do more to update the Handbook to a comfortable place. If you have any more notes on the work (or perhaps are interested in working with me on the project? ), please feel free to send them to me, I'd love to collaborate. I'm currently partway through my expansion book Expanded Errata and would love to hear your thoughts on that, along with some of the adventures I've put together. Thanks! PS: I'd be interested to hear your thoughts on the Melee/Ranged divide, only my Mage of Time utilizes Ranged attacks, and his Weapon/Weapon Duality Strife Specibus tends to have him filling in a lot as a melee attacker.
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aerialastronomer
Greentike
Co-creator of the Homestuck RPG, 2nd Edition
Posts: 6
Pronouns: he/him/his
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Post by aerialastronomer on Jul 12, 2016 8:09:44 GMT
Crap, I totally didn't see you daringHero. I'm really bad at the forum thing, I have not been on a forum since I was in my teens. I appreciate the help in pointing out some of the flaws in the powers we developed. Neither of us had any experience writing roleplaying rules when we started this project, so we both expected to mess up a lot, and even with all the work I've poured into this project I still expect to make a mess of a few rules. I've been away from Second Edition for a while (my group has been forced to take a bit of a break from playing because of a lot of events happening at the same time), so I plan to look at the work I've put down with fresher eyes now that we're planning on getting back together soon. I have seen my players handily defeating monsters during combat, and I feel like it's a combination of weak monsters (comparatively; I've been using monster calculators for 4e in order to produce some sort of consistency in my monsters) and overpowered PC powers. I had a chance to look over the Google Doc you folks produced (lovely text, by the way!) and I'm implementing a lot of the changes pointed out to me. I'm definitely planning on looking over Alchemy traits once Classes and Aspects are squared away. Many of those traits can be better-worded and/or better-balanced. PS: The Lands aren't bad, haha.
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Post by whackjood on Oct 9, 2016 1:48:34 GMT
Hey! Just registered to say I GM'd a campaign of this RPG back when it was 1.1 and had a blast. And I'm absolutely delighted to see a Version 2.0 exists now that my player group want me to return to Sburb and start a new Homestuck campaign.
This is good stuff!
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Post by whackjood on Oct 12, 2016 2:44:54 GMT
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Post by markozeta on Dec 1, 2016 9:27:10 GMT
Hey, wanted to say this is very interesting. I'm working on learning the D&D 4e rules so I can try and run one of these sometime. I've got a 4e group I'm meeting with soon via Roll20. In the meantime, I'd like to know a few questions:
1.) Any conventions you're going to run this at upcoming? Would love to meet some fans and play a game or two. I should have 4e mastered by the time convention season hits next year.
2.) I've been going over your expanded errata and wanted to test out an idea I had for a battlefield on Skaia. So far, I've got an evolving, continuously shape-shifting battlefield that is based upon Archamedian solids. Based upon my maps, everything connects correctly between the shape shifts, and it looks pretty damn cool to. I've never played a mass combat game other than simple board games like risk and would like a player's perspective, as well as perhaps a playtest on Roll20. If I get this right, I think this would be a neat addition to the game, as I feel it would add a unique campaign setting to add to the manual. If not, it wasn't much more than a day, and I learned a lot about geometry. It's probably too complicated to be done by pen and paper (though I personally feel that without this element, it just doesn't fit the Homestruck theme), but a simple program in the Roll20 mechanics should keep shifting the pieces to the new planes would probably be pretty simple.
3.) I'm also interested in running a forum campaign in the cradle that eventually turns into this RPG game. Has anyone tried that approach before? How did it work out.
4.) Any updates since June?
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aerialastronomer
Greentike
Co-creator of the Homestuck RPG, 2nd Edition
Posts: 6
Pronouns: he/him/his
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Post by aerialastronomer on Dec 12, 2016 23:28:28 GMT
Hi again everyone! First off I wanna say sorry about the late responses to your messages. I don't check these forums a lot so please excuse me. Hey! Just registered to say I GM'd a campaign of this RPG back when it was 1.1 and had a blast. And I'm absolutely delighted to see a Version 2.0 exists now that my player group want me to return to Sburb and start a new Homestuck campaign. This is good stuff! Thank you for the kind words! I really hope your group enjoys the system update, if you have any resources like an Obsidian Portal or anything I'd love to check it out. Awesome! That's really great! When I get a second I'll include that in the post so that people can find the links easily. Hey, wanted to say this is very interesting. I'm working on learning the D&D 4e rules so I can try and run one of these sometime. I've got a 4e group I'm meeting with soon via Roll20. In the meantime, I'd like to know a few questions: 1.) Any conventions you're going to run this at upcoming? Would love to meet some fans and play a game or two. I should have 4e mastered by the time convention season hits next year. 2.) I've been going over your expanded errata and wanted to test out an idea I had for a battlefield on Skaia. So far, I've got an evolving, continuously shape-shifting battlefield that is based upon Archamedian solids. Based upon my maps, everything connects correctly between the shape shifts, and it looks pretty damn cool to. I've never played a mass combat game other than simple board games like risk and would like a player's perspective, as well as perhaps a playtest on Roll20. If I get this right, I think this would be a neat addition to the game, as I feel it would add a unique campaign setting to add to the manual. If not, it wasn't much more than a day, and I learned a lot about geometry. It's probably too complicated to be done by pen and paper (though I personally feel that without this element, it just doesn't fit the Homestruck theme), but a simple program in the Roll20 mechanics should keep shifting the pieces to the new planes would probably be pretty simple. 3.) I'm also interested in running a forum campaign in the cradle that eventually turns into this RPG game. Has anyone tried that approach before? How did it work out. 4.) Any updates since June? Hello, thank you for the comments. 4th Edition is definitely a different beast and can take some time to get a solid grasp on, so I encourage you to keep working at it. I'm not even terribly proficient at 4th Ed so don't give up! 1. I've thought about it but I've never actually run a panel or a game at a con, so I'm not sure. If I would, it would probably be at Sakuracon or Kumoricon since I live out on the west coast of the US. If you are interested in running an event with the system, you have my explicit permission to do so! Just tell me how it went or maybe take some photos! 2. I think that's an interesting concept. Personally, I tried using my mass combat rules with my players on a relatively simple map, and it ended up being rather difficult. I feel like with some groups, throwing a bunch of new rules at them that they aren't prepared for can really gum up the works, and I definitely didn't give them much time to learn, considering I wanted to surprise them with an interesting way of fighting. If you happen to get a chance to playtest it, please let me know your thoughts; going over those rules, I would consider editing them significantly, so as to allow for more streamlined combat. 3. I haven't tried to run a forum campaign unfortunately, mostly because I don't have the time or ability to run more than one or two games at a time. I have a hard enough time scheduling my friends to get together on a Saturday, haha. If you or anyone else has some experience with running a forum game please fill me in on how it went or how it's going. 4. Once again, time has been more limited than I would like. In particular, I'm trying to guide someone to run a game at the moment, so I'm assisting them in adventure planning. I would like to add more updates to the Expanded Errata for sure, especially in the department of classes and aspects, but that all depends on when I have the time and motivation.
I'm also putting a call out to individuals with experience working in D&D 4th Edition to contribute some work into the Expanded Errata. I really love the idea of fan-sourced work, particularly when it comes to a Homestuck RPG, so if you have any ideas or would like to add to these sections below, please message me those details on this forum, write them into this Google Doc here, or message them to me at the Homestuck RPG Tumblr. - Aspects: Piss and Lips still need to be fleshed out fully, so if you have ideas on how to approach each Aspect, send me some ideas! Information about the nature of the Piss and Lips Aspects can be found at the top of the Classes And Aspects chapter.
- Expanded Aggrievements: Most of the Expanded Aggrievements are complete, but the new Classes and Aspects introduced in Ex.Era are still missing theirs.
- Concatenation Oaths: Many of the Oaths are named but lack any detail, or are missing some pieces. Please use the names and other Oaths as inspiration for the traits a blank Oath could provide.
- Common Tab Items: Aside from a few vague ideas, most of the Common Tab Items are merely names and their levels. Go wild here please! Make sure each Item is level-appropriate, but interesting and unique effects are encouraged!
- Rare Items and Treasures: This is a big deal here. I'm including some of the Alchemy Items my own players have created, but the more Items I can get, the better. Weapons, Armor, Shields, and especially Trinket Items are all very much appreciated.
- Bestiary: This is also a really big section. Several sections need to be completed here, and pretty much no work has been done. First, Carapacian Ships are all named but need to be statted. Second, creatures like Skeletal Underlings and Lusii will created by Templates applied to Underlings and Animals, boosting their strength and granting them unique abilities. Robots will require a few examples of monsters at various levels of strength and size. Next, a few boss monsters need to be created, including such notorious figures as Bec Noir, Doc Scratch, The Condesce, etc. Lastly, new Prototyping templates need to be included, to allow for a greater variety of options when players end up Prototyping something particularly weird.
I believe that covers everything needed to complete Ex.Era, so please submit any ideas or work you have done to the links at the bottom of this post. I will attempt to work on it as well, so stay tuned!
Google DocsTumblr
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archiewhite
Juvesquirt
Give Homestuck back to Hussie and banish his current team
Posts: 12
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Post by archiewhite on Apr 10, 2017 20:17:14 GMT
I am prettu sure that you could add a few fanclasses and fanaspects as options. Sburb Glitch FAQ and 48classesand48aspects might be good places to start.
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Post by Yorktown on Dec 20, 2017 3:13:33 GMT
Huh, surprised you guys have still been working on this homebrew even after all these years. Shame no one works on this anymore.
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nobleXenon/skrublord
Guest
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Post by nobleXenon/skrublord on May 9, 2019 14:24:30 GMT
Aw, sad to see a system has died. If anyone's looking for a system, I have one for you. And that system's name is skrub. I'll admit that some of the mechanics suck, so you'll need a flexible DM for that. But skrub awaits discord.gg/PwvmTP4. If anyone wants to join a session, my name is skubLord and my number is #4566. To those who honestly don't care, go do something with your life instead of reading this. To those who do, thank you for expanding upon this game. It's still in development. No, I'm not the creator, so if anyone wants to create a system, I'm always up for it.
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