Cthulhu Void Tech: Difference between revisions
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1) Arcology Born Human (very technologically sound and very well read) | 1) Arcology Born Human (very technologically sound and very well read) | ||
2) Rural Born Human (less well read, but more survival skills) | 2) Rural Born Human (less well read, but more survival skills) | ||
3) Coastal Born Human (similar to rural born human, but focus on some occult knowledge from encounters with deep ones and dagon cult) | 3) Coastal Born Human (similar to rural born human, but focus on some occult knowledge from encounters with deep ones and dagon cult) | ||
4) Refugee Born Human (battle skills and occult knowledge) | 4) Refugee Born Human (battle skills and occult knowledge) | ||
5) Fleet Born Nazadi (combat and leadership skills) | 5) Fleet Born Nazadi (combat and leadership skills) | ||
6) Arcology Born Nazadi (culture focused skills) | 6) Arcology Born Nazadi (culture focused skills) | ||
7) Nazza-Duhni Born Nazadi (mix of culture and military focused skills) | 7) Nazza-Duhni Born Nazadi (mix of culture and military focused skills) | ||
Revision as of 04:46, 2 December 2013
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Cthulhu Void Tech is an attempt by some intrepid fa/tg/uys to replace the broken-ass Framewerk system of CthulhuTech with a system based on The Void. The goal is to swap out the mechanics of CthulhuTech while leaving the story and setting intact.
Character Building
1) Arcology Born Human (very technologically sound and very well read)
2) Rural Born Human (less well read, but more survival skills)
3) Coastal Born Human (similar to rural born human, but focus on some occult knowledge from encounters with deep ones and dagon cult)
4) Refugee Born Human (battle skills and occult knowledge)
5) Fleet Born Nazadi (combat and leadership skills)
6) Arcology Born Nazadi (culture focused skills)
7) Nazza-Duhni Born Nazadi (mix of culture and military focused skills)
Humans:???
Nazzadi: Nightvision
White Xenomix: Parapsychic? Latent Parapsychic.
Black Xenomix: Something diplomatic?
Ghoul:???
>We need to redo the races to fit the new racial architecture in the void. 3 skills to a race.
>We need to redo the professions. Each of them will have a different starting number in each stat (between 1-3 as I recall), a definitive list of skills, and a definitive list of qualities they can buy from at the start. --->Each class has a distribution of 15 points that are hard set by their class, and an additional 5 points that can be distributed by the player. --->Players have 30 points to spend on skills. --->Players choose 2 secondary specialties out of 5 total. These are subclasses, and each adds between 5 and 8 skills to your class' skill list. You have 10 points to spend on each secondary specialization. Soldier might have for example 'criminal past' and 'sailor' or something. --->You have 5 points to spend on advantage qualities. up to 12 in disadvantages --->I can't recall. Does CTech have a 'talents' section? If it does, you get 1 talent.
>Free form design for a character with no profession is as follows: --->20 points in attributes --->choose homeworld and the 3 skills you get from it. Then spend 50 points total on skills. --->5 points of advantages, and up to 12 points of disadvantages. --->choose 1 talent --->personal wealth 2, sponsored wealth 1.