Sgt. Cookie
Sponsor
Since there is no PnP board, yet, I have decided that this is the best place to put it. I haven't given up on Dungeon Crawler, Last Kiss is something to think about and design when I don't have my RPG maker.
Last Kiss is being designed by me and has only really got off the ground this afternoon.
Right now the game play mechanics are what I am working on, once that is all done I can start working on the background and some starter campaigns.
What I have so far
The game will be played by using six sided dice, as these can be bought from most big shops.
The character creation will have various stats ranging from 1-10 (1-6 for strength if female) that will be decided by rolling dice. Before you ask "how will that work?" I have decided that the best way would be to roll three six sided dice. Two counting as a D3, 1-2 on the D3 counting as 0, which would give a number between 1 and 10. Luck is rolled on one six sided dice as it has a base of 4. Sub stats have a maximum of 5 and a minimum of 0 are dependent on stats, every two points in the linked stat, logic would be linked to intelligence, the "personal" max is raised by one. After all, is some one that has an intelligence of 2 really going to be adept at puzzle solving? Sub stats are equal to the natural maximum limit. I.e someone with intelligence 6 would have a logic score of 3. There are more linked stats but that is just an explanation.
There are also things like: Looks, eye sight and others that can deteriorate with age. Yes, Last kiss has problems that can come about because your character is too old. The maximum starting age is 70. Though only scientist characters would be that old. These are also done on a d6+d3 1-2=0 on D3 basis. There are also ways to deal with obesity or lack of training. Looks and Trained Fitness, respectively, would suffer because of it.
When the stats are chosen, the player then does: Luck + Charisma x 3. This gives the player a certain amount of quality points that are spent on the character's upbringing (Characters can be sixteen at the youngest) and this effects "pseudo-stats" (see below), talents and are also used to trade in for cash that can be used to buy things during character creation.
Pseudo stats are stats that are not natural, but not trained either. These are little ways or tricks that give the appearance of, say, strength for instance. If the character was brought up in the workhouses as a labourer, he would learn that by standing a certain way, he could lift more than if he stood normally. If the character was born into aristocracy, she might have been brought up to stand and talk and walk a certain way that gives an element of grace, giving pseudo charisma. Perhaps the character was the son of a code cracker and often cracked some codes himself, giving pseudo logic. Pseudo stats have a maximum of six and a character may have only two pseudo stats, perhaps the aforementioned aristocrat was a spy and made sure his daughter was always aware of what was going on around her, giving that character 6 points of pseudo charisma and 5 points of pseudo awareness.
When all the quality points are spent or converted into cash, the player then chooses the characters age, this reflects the experience and skills that the characters have learnt over the years. Stats and sub stats cannot be increased but you can have a "trained" set of stats, trained stats and sub stats start at half the characters natural stats and sub stats rounded up. So someone with natural charisma 9 would have a starting trained stat of 5, this is because of an aptitude for that stat and it would thus be simple to learn. Most skills are equal to sub stats, fencing would be equal to finesse, which is half of dexterity. As such it is best to train stats first and skills second, as trained stats and natural stats are added together to give the half for skills. Skills have a limit of Sub stat + trained sub stat x 2.
That's all I got for now. Any criticisms or comments are welcomed.
Last Kiss is being designed by me and has only really got off the ground this afternoon.
Right now the game play mechanics are what I am working on, once that is all done I can start working on the background and some starter campaigns.
What I have so far
The game will be played by using six sided dice, as these can be bought from most big shops.
The character creation will have various stats ranging from 1-10 (1-6 for strength if female) that will be decided by rolling dice. Before you ask "how will that work?" I have decided that the best way would be to roll three six sided dice. Two counting as a D3, 1-2 on the D3 counting as 0, which would give a number between 1 and 10. Luck is rolled on one six sided dice as it has a base of 4. Sub stats have a maximum of 5 and a minimum of 0 are dependent on stats, every two points in the linked stat, logic would be linked to intelligence, the "personal" max is raised by one. After all, is some one that has an intelligence of 2 really going to be adept at puzzle solving? Sub stats are equal to the natural maximum limit. I.e someone with intelligence 6 would have a logic score of 3. There are more linked stats but that is just an explanation.
There are also things like: Looks, eye sight and others that can deteriorate with age. Yes, Last kiss has problems that can come about because your character is too old. The maximum starting age is 70. Though only scientist characters would be that old. These are also done on a d6+d3 1-2=0 on D3 basis. There are also ways to deal with obesity or lack of training. Looks and Trained Fitness, respectively, would suffer because of it.
When the stats are chosen, the player then does: Luck + Charisma x 3. This gives the player a certain amount of quality points that are spent on the character's upbringing (Characters can be sixteen at the youngest) and this effects "pseudo-stats" (see below), talents and are also used to trade in for cash that can be used to buy things during character creation.
Pseudo stats are stats that are not natural, but not trained either. These are little ways or tricks that give the appearance of, say, strength for instance. If the character was brought up in the workhouses as a labourer, he would learn that by standing a certain way, he could lift more than if he stood normally. If the character was born into aristocracy, she might have been brought up to stand and talk and walk a certain way that gives an element of grace, giving pseudo charisma. Perhaps the character was the son of a code cracker and often cracked some codes himself, giving pseudo logic. Pseudo stats have a maximum of six and a character may have only two pseudo stats, perhaps the aforementioned aristocrat was a spy and made sure his daughter was always aware of what was going on around her, giving that character 6 points of pseudo charisma and 5 points of pseudo awareness.
When all the quality points are spent or converted into cash, the player then chooses the characters age, this reflects the experience and skills that the characters have learnt over the years. Stats and sub stats cannot be increased but you can have a "trained" set of stats, trained stats and sub stats start at half the characters natural stats and sub stats rounded up. So someone with natural charisma 9 would have a starting trained stat of 5, this is because of an aptitude for that stat and it would thus be simple to learn. Most skills are equal to sub stats, fencing would be equal to finesse, which is half of dexterity. As such it is best to train stats first and skills second, as trained stats and natural stats are added together to give the half for skills. Skills have a limit of Sub stat + trained sub stat x 2.
That's all I got for now. Any criticisms or comments are welcomed.