Game where cloaks are relevant?


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As a kid, one thing the cloak did was define me in whatever imaginary game we were playing. Without the cloak, I was just some nerdy kid in suburban America. But with the cloak, I was a mighty warrior, or a roguish assassin, or a wizened spell slinger. In some sense, the cloak actually was the character.

So, here's a bizarre mechanic idea: what if the cloak some how "absorbs" some of PCs essence. Every couple of levels, some bit of the character is actually assumed by the cloak rather than the character himself. Maybe a hit point or two, a +1 Ref save or BAB, maybe a couple skill points. Exactly what part of his soul goes 'into' the cloak is a PC decision.

The cloak doesn't really possess these qualities, but, without the cloak, the PC lacks these qualities. The PC is simply not so heroic without his cloak, just as that suburban kid 25 years ago was not so heroic without his cloak.

In general, this makes no difference in play-- except in a few rare moments in which the PC is particularly vulnerable.

Now it's a bad idea to have a mechanic that only weakens the PC, so there needs to something to offset this, especially at crucial moments. So whenever the PC is deprived of his cloak for dramatic reasons-- incinerated by dragon breath, snatched by malevolent fey, hung up on grasping branches in the evil forest-- he can choose to expend a "hero point" (or some similar resource) to get back double the essential points in the cloak enabling him to really shine in his moment of dire need-- and without the need of his "security blanket".

Again thinking back to being a kid, the most dramatic moments were often those when the cloak came off: the monster grabbed the hem, I tripped up, wriggled out of the cloak, then came instantly and plunged my sword into its scaly breast!

Of course, this character "essence battery" doesn't have to be a cloak: a walking stick, a hat, a waistcoat, a weapon, a pair of boots, whatever fits the player's character concept. Furthermore, I'd allow the player to redefine the item at anytime (between adventures, obviously), in order to keep up with the evolution of the character: change the item itself (eg, from cloak to walking stick), and change the nature of the "essence" it contains (eg, move a couple hitpoint back 'into' the PC and transfer +1 will save into the item). It might also be appropriate to have the cloak slowly stop storing this essence as the character levels and gains the "wherewithal" to contain all his heroism himself.

Something like this would probably work best in a low-power setting in which the characters aren't already presumed to be superheroic. It most likely doesn't do well with power-gaming, either; I'm sure there are LOTS of loopholes to exploit using a mechanic like this.
 


Cloaks are *very* important to any Star Trek campaign taking place along the Romulan Neutral Zone...

B-)

Hah, awesome...

I recall the first incarnation of F.A.T.A.L. had some odd rules on cloaks. That popped up in a forum debate on vampires in the system. Cloaks were deemed a disadvantage to vampires at the end of the debate along with the waste of time debating the merits of F.A.T.A.L. :erm:
 


I believe the game you're looking for is called "Real Life."

I love wearing my cloak... Sadly, even though I live in Salem, MA, I can't quite get up the nerve to wear it in public except during October.

Damn you, societal norms!
 

Really? What mechanical benefit do you "need" boots to have in your games? I'm just wondering.

I had an AD&D character lose his boots in a dungeon one time. Poor guy had to roll Con checks to be able to run over rough ground, take extra damage from some traps, and other effects. Maybe a cloak doesn't have a game effect because you assume all D&D characters have cloaks. Without one, perhaps you take penalties to sneaking around or enduring harsh weather or even getting a good night's rest.
 

Everybody past a certain point in 3/3.5 D&D had a cloak of resistance. That bonus to saves was just too necessary to pass up.

ETA: In GURPS (4e, at least) there are rules for using cloaks defensively. Given the system's basis in realism, it probably counts as warm clothing or what have you.
 
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I think I'm with Edna Mode on this one.
That was capes.

Big difference. ;)

I just remembered something: I gave characters in a d20 Modern game an equipment bonus to certain skill checks and saves for wearing a particular style of boot. Cloaks could easily provides a similar benefit in a fantasy game.

Oh, and no thief in our 1e AD&D games was considered dressed appropriately for hiding in shadows without a cloak.
 

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