Buffalo

A place to discuss any PnP (Pen and Paper) role-playing games you are working on.
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SpencerDespenser
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Buffalo

Post by SpencerDespenser » Thu Oct 10, 2013 11:14 pm

If you're like me, you've probably thought about playing a buffalo. Psh. Just kidding. No you haven't. Know why? Because they don't have anything that makes them nothing but bigger Zebras. Image

Yet. That is why I, EDtiGron, Mister_Clacky, and several others have collaborated (mostly) to bring you this!

Buffalo!

This is a work in progress, but it's almost finished. Only the Ancestral Spirit Connections require any further work. I think it's about time somebody sat down and gave this under-appreciated race some love. (Maybe so we can go take a look at EPs again).

I'll post a Change Log both here and in the thread, if warranted.
Last edited by SpencerDespenser on Thu Oct 10, 2013 11:23 pm, edited 1 time in total.
"For sale: Foal's shoes, never worn."

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son0fgrim
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Re: Buffalo

Post by son0fgrim » Thu Oct 10, 2013 11:22 pm

Welp, I'm adding these rules to my game.
We are all Insane.

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icekatze
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Re: Buffalo

Post by icekatze » Fri Oct 11, 2013 12:55 am

hi hi

Since it is still a work in progress, I figure I might as well share how buffalo work in my system. Maybe it will inspire something, maybe it won't. Feel free to ignore at your leisure.

Normally, the ritual spell matrix must be learned separately for the spell it is being cast with, but Buffalo can automatically use the ritual spell matrix. This allows them to extend the casting time of spells in order to increase the power. (Spending several minutes in a rain dance, for example, might cause rain clouds to appear over a large area.)

Ancestor spirits are also able to provide guidance, effectively providing a teamwork bonus in areas that are relevant to the ancestor in particular.

Summoned spirits have an amount of energy that they can use to act. When spirits are successful at something relating to their focus, they gain power. (Like Windigos feeding on hate, or whatever.) As they gain power, they need more energy to stay summoned, which the shaman can provide. (The downside to powerful spirits is that if they get banished, the summoner loses what is effectively strain, depending on how powerful the spirit is, and if the summoner loses all of it, they're knocked unconscious.)

Anyway, just some ideas. Carry on! :)

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SpencerDespenser
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Re: Buffalo

Post by SpencerDespenser » Fri Oct 11, 2013 1:21 am

That uh... kind of sounds like what we've got going on here. The idea of matrix casting always seemed kind of "What's the point?" to me. It's out of combat uses are pretty neat, but I've never actually... well, seen anyone actually do that. Ever. The idea here was to create something that could be used in and out of combat somewhat equally to provide an overall satisfying experience in numerous aspects of the game.

Ancestor spirits are also able to provide guidance, effectively providing a teamwork bonus in areas that are relevant to the ancestor in particular.
This is literally how Buffalo work in this system. So... yeah...

I don't want to sound condescending... but did you actually look at the document?
"For sale: Foal's shoes, never worn."

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icekatze
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Re: Buffalo

Post by icekatze » Fri Oct 11, 2013 1:30 am

hi hi

I did indeed look at the document, and it seemed like it was more about enchanting things and providing special powers, rather than assisting with skill tests. I may have missed something though, thats entirely possible. Anyway, you don't have to justify yourself to me, I'm just adding my two cents. Once again, you are free to ignore me at your leisure. :)

(But I totally have thought about playing buffalo, and I've got a buffalo player in my game, so I sat down and thought about giving them some love too, cause they totally deserve some.) :D

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SpencerDespenser
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Re: Buffalo

Post by SpencerDespenser » Fri Oct 11, 2013 1:46 am

Plenty of the Nature spirit powers provide bonuses to skills to players, it's just worded as "enchant" because A) I like the idea of enchantments being overridden or dispelled, B) I wanted to make it seem that the Buffalo is imbuing his compatriots with the power of the spirits, and C) my MTG lingo is blending with my PnP.
That being said, the focus was deliberately moved away from just skills to other things, like healing, Special Rolls, loot rolls, etc.

And, I'd feel pretty bad just ignoring input about something I made. After spending some time in the core rules doc, I can see that lots of comments, questions, and fixes go ignored.
"For sale: Foal's shoes, never worn."

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Aqu
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Re: Buffalo

Post by Aqu » Fri Oct 11, 2013 1:11 pm

For the first time ever, I can say that I want to play a buffalo.

With these rules, of course.

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icekatze
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Re: Buffalo

Post by icekatze » Fri Oct 11, 2013 5:16 pm

hi hi

Well, I certainly am not expecting anyone to use my stuff, especially since they're two different systems. I just figured there was an off chance that it might inspire something that hadn't been thought of. If not, no harm done.

Also, the list of spirits is pretty neat. I tried to make a list of historical and incidental spirits, but that unfortunately had to be scrapped.

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TheWanderingZebra
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Re: Buffalo

Post by TheWanderingZebra » Fri Oct 11, 2013 6:01 pm

Finally, something is out for the Buffalo's. I was almost worried that this race was being ignored by /everyone/. But with this, I can come up with ideas on how to make a Buffalo character. Thanks man.
"There is no such thing as mental illness, hence also no such thing as psychotherapy." - Lachlan Morris

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SpencerDespenser
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Re: Buffalo

Post by SpencerDespenser » Fri Oct 18, 2013 9:28 am

It's time for the...

CH-CH-CH-Change Log:

*Added Soulsooth, The Caregiver to the Ancestral Spirit Connections. This spirit transfers Melee/Unarmed damage to healing for a short time.
*Added Thunderclap, The Rockbreaker to the Ancestral Spirit Connections. This spirit allows the caster to make a special Unarmed or Melee attack with an AoE radius.
*Added Horizon Seeker, The Farseeing to the Ancestral Spirit connections. This spirit gives its target the ability to preform melee-range attacks as though they were at distance.
*Added the Entwined Souls and Common Bond perks.
*Hóxe'et, The Bloodletter's crippled limb healing now works on the head and torso.
*Clarified the definition of "maintaining a trance/connection" in the "Trance" section.
*Provided some examples as to how players could receive more invocations from Hesótseve, The Rootborn.

Now, on to the Enlightened Ancestral Connections! :pinkiebounce:
"For sale: Foal's shoes, never worn."

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