I do game design material here. Mostly role-playing games, but I may devolve into card game design or other kinds of hopefully enjoyable drivel. E-mail may be sent to jkuleck@gmail.com.

Wednesday, March 31, 2004

Double Feature

First horror, then crime.

Let's finish the Dread material I said I'd do yesterday, shall we?

Anyway, Horrors have two types of weaknesses: Stun Flaws and Deadly Flaws.

Stun Flaws are things that can take a creature down for a limited period of time. They are defined in three ways - the type of attribute required to take them down, the check modifier required to succeed, the amount of time they're down for, and what precisely takes them down. With the time, an increment is given, and that number is multiplied by the check modifier in order to get the amount of time they're down. For our sample zombie, this might be:

Stun Flaw (meat 1): Physical damage of any type. Lasts for minutes.

Deadly Flaws are very similar, but typically more specific. However, they put down the creature for good. For example:

Deadly Flaw (meat 2): Physical damage to the brain.

Bear in mind flaws are as RPed as much as they are rolled. Most creatures won't be taken down by a vanilla attack - the player has to figure out their weakness and specify it. Getting the Deadly Flaw struck almost always takes a larger check result than the Stun Flaw.

If you succeed at the check and get the required check result, the creature is down or out, depending on the type of Flaw (as discussed above). If you succeed at the check but don't get the required check result, you fail. If you fail at the check, you take a Mark.

It has occurred to me that Dread might work well as a card game or the like, given the simplistic mechanics. I'll most likely collect my thoughts on it in a organized fashion for my next Dread posting, and make look more like an actual game than random musings.

I found my finalized class list for Streetwise.

  • Driver
  • Enforcer
  • Fixer
  • Hacker
  • Hitman
  • Muscle
  • Nose
  • Punk
  • Smith
  • Thief

The classes were designed to work for cops as well as criminals; a police officer would probably be something like an Enforcer or Nose, but could even be a Hitman (SWAT Sharpshooter) or a Fixer (dirty cop) or Thief (undercover cop).

I had some rough ideas of what their capabilities (HD, attack bonus, saving throws, etc.) would be, but there's definite need for balance before I go back to them - Enforcers and Hitmen were too good, for example, while the Nose wasn't good enough.

Next: Maybe more Naruto, maybe more D&D Dust Bin. We'll see.

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