Setting:InfiniCon/Proposed Mechanics
This page is meant to be a collection of different ideas and mechanics to use for the potential homebrew system for the InfiniCon setting.
Proposed Mechanics
There was discussion about a homebrew system, and the section below will be used to propose and brainstorm ideas for it.
Proposed Stats
Physical/Base Stats
- STR: Strength, Raw muscle strength, for melee and such. This the offensive physical stat.
- BOD: Body, contols sickness, endurance, and general body. This is the defensive physical stat.
- AGL: Agility, for running, acrobatics, and reflexes or aiming a gun. The accuracy/precision/movement attribute.
- INT: Intelect, knowledge, smarts, logic. This is the mental "offensive" statistic.
- WILL: Pain resistance and mental sanity. This is the mental defensive stat.
- HYG: The characters general hygene and cleanliness this needs to be tended to every so often or else it will negatively affect ALL other stats untill you clean yourself up.
Social stats
- CHA: Charisma, body language, general speech, good for diplomacy, bartering, etc. This is the main/misc. stat for social interactions.
- ATT: Attractiveness, Hygiene, attire, beauty/ugliness, what people judge on first sight. This can give bonuses to interactions with people with low will, who are easily influenced by looks and lust. This can be improved by costumes and such.
- LEAD: Leadership, controlling people or leading them via impressive stature, intimidation, and a role-model figure. Used mainly with commanding friendlies or intimidation.
- CON: Conning people, deception, and general lying and bluffing. Used for lying to people and deceiving them instead of intimidating them or persuading them.
- IMM: Personal Immersion in fandoms, can be split into multiple fandoms, enables reality-bending trickery at higher levels, and gives bonuses. This is the flagship stat. Also notated as pIMM (Personal immersion) as apposed to the faction equivalent, fIMM (Faction immersion)
Immersion
This is a combination of sanity and "magic". The more personal immersion you have, the more you believe your fandom is real and that you are part of it. With more immersion, you begin to perceive strange things related to the fandom. A Naruto fan may have spurts of martial arts, Furries may have feeling in their tails, or Warhammer 40k fans with nerf guns may start breaking glass with their darts, or their cardboard armor may be more protective than usual.
Faction/Fandom Immersion would be something each faction has as a shared collective, and it warps reality a bit on their own turf. D&D elven cosplayers may have heightened senses in their area, or that TF2 scout cosplayer may, when drinking his soda (with "Bonk!" taped over the original soda's label), would be a bit faster than usual.
Immersion effects, as currently proposed, would be very, very low-magic. Most normals (with low IMM) wouldn't notice things like this.
Also, Immersion has been talked about being tied into social encounters, with a sort of "Will + Immersion" check when someone disses your faction. If the check fails, you would physically assault whoever dissed the faction. Think fanboyism, but to the extreme.
There is a proposed idea of being able to "rub" this immersion onto others, like /d/eviants turning their prisoners more and more into the slaves they desire, or furries capturing and trapping poor victims in fursuits to brainwash them (in other words, increase the victim's IMM of the furry fandom).
The catch is, this doesn't really happen (to some extent, supernatural stuff still occurs occasionally), and all this thought of being killed by a nerf dart or some superpower is delusion from the immersion. The delusions are sometimes so intense that people actually believe they die when they are hit by a nerf dart between the eyes, and occasionally would.
Faction Mechanics
Factions would have stats. The following are proposed stats for factions.
Faction Stats
- REP: Reputation, or if the faction is known around the convention. This stat would be a duel-numbered stat, designated by "X/Y".
- X would be the general knowledge of the faction. Zero would be absolutely nobody knowing about it, and higher numbers being the common knowledge of anyone at the convention.
- Y would be the "Karma" or moral view of the faction. Negitive would indicate hated factions, while positive numbers would be generally liked.
- Examples would be Furries being 10/-5 (Well known, but disliked), or 3/5 (Not too well known, but generally liked by the general public/other factions).
- IMM: Faction Immersion, or fIMM, would be the collective IMM of the entire faction. Low IMM factions would be something not tied to fandoms such as guards, and high-IMM factions would be factions completely immersed in their factions, such as Furries. High-IMM factions are almost completely living in their own fantasy. Anyone in the fandom would have increased IMM in their own territory (fIMM + pIMM in their own territory?).
- POW: Power. This designates the influence over the general con. More land, more resources, more people, and better equipment are indicaters of higher powered factions. A high-powered faction may have a low REP, as it could be a secretive faction, like Elder Scrolls Dark Brotherhood fans making a assassination cult beneath Infinity City or a chaos/genestealer cult.
- POP: Population. This is simply the count of members, this affects all other faction stats in one way or another.
- KEYWORD: Every faction has a keyword or a set of keywords that are its defining traits for example: Wh40k has space marines they have 2 kewords: SPACE MARINE identifying them as a space marine and POWER ARMOUR power armour is a nonspecific keyword saying if the character wears powered armour of any sort and other characters can have the same keyword.
more things to consider with factions: the weapons they use, who they wouid want to recruit from, what may or may not be considered to be heresy/taboo in the fandom, what district they wouid live in, bulkiness of armor/clothing, icons/flags, specialist members of a faction, faction rank, if a pc can become a worthy leader in the faction. and so on.
Archetypes
The following are the proposed archetypes of people in the convention area.
- Staff: They have power all through Infinicon, as the convention IS their fandom. (Possibly have "moderator" like powers?)
- Security: Have the power to greatly reduce the effects of immersion. No kid, don't tell me about Homestuck. Get on the golf cart and put the puppet down.
- Vendors: This sometimes has some bleedover, but anyone who sells pockey, Ramune, plushies, or food or merchandise could also have some Immersion in a certain faction. Vendors simply sell things at their stands, as traders or merchants of a sort.
- "Norms": These are people who are either not aligned with one fandom in particular, or are, but haven't begun to walk down the "Path of Immersion". They make good social characters, and all fandoms are willing to interact with them. Usually.
- Fans: This is anybody who's primary affiliation is with one fandom. Their reputation within the fandom, and how much they immerse themselves within the fandom grants them powers. Due to the slippery slope nature of this, by mid-level immersion cosplay is a necessity. Eventually, along with powers and stat bonuses Fans start physically changing according to their fandoms. You may take on the personality and looks of Naruto, Gain the iron will of a space marine. or start yiffing and barking as a furry. This change almost always takes the personality of the fan into account, so your happy little hyperactive preteen won't be mysteriously changing into an emotionless zombie.
- Crazies: The furries, the homestuckers, and generally anyone with an extremely high amount of Immersion or low sanity. They usually take to the Undercon and partake in strange activities. Not all are mean, but most are going to attempt to mug you for your pocket change or possibly rape you.
- Runners: People who make money running items of questionable legality such as guns and drugs around the conventions, through (or around/beneath) security checkpoints and to their desired location.
- Businessman: A "Mr. Johnson" of sorts, manages and organizes things behind the shadows. Most black market workers will meet and work with one, but will rarely know much about one.
WARGEAR
Terminator Armor: Slow and bulky, reduces Dex by 2 but comes with a Nerf Storm Bolter. Reduces speed by 5 ft but increases Strength, Body and Will by 5 pts. Rarity: master-crafted, should take at least 1 long adventure to gain access to and can only be used by characters with the keyword SPACE MARINE. price: "PRICLESS HOLY WEAPON OF THE EMPERORS WILL MADE MANIFEST!"
Fursuit: Decreases sanity by 5 gives an increase to Cha when talking to other furries. -5 to hygiene as well. Rarity: common to master-crafted, can only be worn by a character with the keyword FURRY. price: ("redacted")
Nerf Blasters: There are many patterns of Nerf blaster, but here are the most common patterns:
- Maverick Rev-6: a small and compact blaster with minimal capacity for injury. Used mostly in organized Nerf wars, it is borderline useless in a real firefight.
- Rarity: common; damage class "negligible"; rounds held, 6 nerf darts. price: "dirt cheap"
- Recon CS-6: another blaster with barely any capacity for damage in its smallest configuration. It is the size of a pistol although there are many points of attachment for things such as a stock, a flip-up sight, a longer barrel and a laser sight. The blaster has the option to use higher capacity mags and drums.
- Rarity: uncommon; damage class "negligible"; rounds held, 6 with the standard-issue magazine. price: "low"
- Vulcan EBF-25: a heavy blaster resembling a chaingun. It is belt fed and fires full auto. It has an attachment point for 1 accessory and 1 tripod attachment.
- Rarity: uncommon; damage class "very light"; rounds held, 25 nerf darts. price: "med"
Ranged Weapons
Firearms are illigal in most places around the con, but that dosent stop those who shouidn't have them from having them.
- 9mm pistol:
The workhorse weapon of the ice but also popular with footpads, thugs, and other nasties. rarity: uncommon to master-crafted damage class: "deadly"; rounds held: Anywhere from 6 to 17. price: "med" to "high"
- Assault Rifle:
Issued when things get REALLY OUT OF HAND and the 9mm pistol just won't cut it anymore. A few have found their way onto the black market. Good for mowing down furry hordes. Rarity: rare to super rare; damage class "youre already dead"; rounds held, anywhere from 30 to 70 in extreme cases; price "expensive".
- .22 rifle:
Used for target shooting and varmint killing. "Nuff said" Rarity: uncommon to rare; damage class "powerful"; rounds held, 6-8 in magazine; price "med".
- Rocket Propelled Grenade:
Shoulder-fired anti-vehicle weapon system. If you hit a person, you would know because little bits of them would be all over. Rarity: "are you on crack?"; damage class "Kansas is going bye-bye"; rounds held, 1 rocket; price "next months rent".
- .50 cal pistol:
There's lots of bad folk out there and you have to send them to hell! Rarity: master-crafted; damage class "one symptom is exploding head syndrome"; price "worth more than your life you stupid runner!"; rounds held, 6-8 rounds.
Melee Weapons
- Crowbar:
"Half-life 3 confirmed" rarity: uncommon Damage class: "powerful" price: med:
- LARP Sword:
The weapon of choice for most larpers, requires some effort to hurt someone with it. rarity: common to master-crafted damage class: "med" price: cheap to expensive
- Hammer:
"Jesus was a carpenter, so why not?" rarity: common damage class: "med" price: cheap
- Baseball Bat:
"For playing t-ball with that thugs head!" rarity: common damage class: "med" to high price: cheap to expensive
- Big-Ass Sword:
"This is one big piece of weeb overcompensation!" rarity master-crafted damage class: "100% ownage" price: "are you out of your god damn mind?"
- Power Sword:
"DIE HERETICS!" keyword specifications: Can only be used by characters with the keyword space marine. rarity: master-crafted damage class: "NOTHING SHALL STOP US BROTHERS!" price: ONLY FOR THOSE BLESSED BY THE EMPEROR!
Proposed Factions
These are the factions being talked about currently.
Furries
Furries are hated by most, and have a reputation for swarming and being general annoyances. Their extreme immersion makes some believe they actually are their "fursonas", and their expensive fursuits may literally become a second skin. With this also comes rumors of animal-like senses and reflexes. If they capture you, you may just end up like them.
Narutards
These are the Naruto fans. These folks specialist in martial arts and "jutzus". Their immersion brings on hyper-martial arts, such as super-fast kicks, shonen-style punches, briefly running up walls, and with extreme bouts of Immersion, minor jutzus.
Strawhats
The Narutards mortal enemies, the one-piece fans. They dress in pirate costumes and speak in terrible accents. Their Immersion brings on increased fighting skills, much the same as the Narutards, general toughness, a love of treasure and glory and at high levels some members might even begin to display Demon-Fruit style special abilities
WH40k
The warriors of the God-Emperor and the nefarious servants of Chaos. They dress in power armor and usually carry nerf guns modified to resemble boltguns or other far-future weapons. High immersion powers bring miracles of faith and make armor more protective. They also make prop weapons function. They are currently on the largest crusade ever against the Furries. Warriors of Slaanesh sometimes ally themselves with the Furry tribes.
Marines divide into many chapter subfactions, each chapter having its own rep score. Also, instead of chapters Chaos has warbands and legions. Some people may be cosplaying as techmarines, chaplains, apothecaries, etc. with high immersion. Chaplains can inspire, techmarines can fix machines, and apothecaries can heal. some factions may dislike 40k while others are fine with it so 40k has its own karma score with every faction. furries will attack space marines execept slaneshi chaos space marines on sight.