A design for a system/setting based on a conversation in a pub.
Credits to Duckbunny, Canashir, Ghostpaw, Fyrheafoc?
Names will be changed in the final version.
Basic Concepts
- Skills are attributes of a magic rock you have.
- You can only be 'attuned' to one rock at a time.
- Changing attunment takes a reasonable length of time (day?, hour?)
- Over time you get better rocks that give better skills.
- Rocks can be looted from enemies.
- Killing someone breaks their rock (i.e. to loot a rock you need to immobilize the person and rip it out.)
- Rocks are produced by the monks of the magic mountain.
- Rock production is an incredibly laborious process (think 50 years to perfect an art, then months to years to imbue that into a rock)
- When people start they get given two rocks
- One rock is a low level skill rock of their own choice.
- The other is a bare rock, this collects experiences they have as they live their life (exp), if they do things that are more eventful (linears) the rock charges faster, if they do very naughty things (sacrifice people over the rocks) they charge even faster.
- Sacrificing people over the rocks is taboo.
- The monks are neutral, they only care about making rocks (insert mysticism here).
- The monks can tell if a rock you had them has been filled with sacrifice due to the experiences in it being filled with blood and knives.
- If people ask the monks 'Has Hrun the barbarian been shivving people over his rocks' they will answer truthfully.
- There is the possibility of adding mechanisms to change rocks faster:
- Possibly make it similar to regen in TT (x seconds uninterrupted roleplay where the best you can do is tell people to shove off)
- When you have a charged blank rock you can exchange it with the monk for a new rock and a fresh blank rock. (Possibly let you exchange filled rock + skill rock for better skill rock, or just blank rock for new base skill rock)
I swear duckbunny invented this also. - Salavant
- Yes, this was invented by Duckbunny andfleshed out at a pub. --Hark