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<blockquote data-quote="Memnoch3434" data-source="post: 5952438" data-attributes="member: 6676476"><p>My girlfriend had an idea for a campaign last night and I am trying to make it mechanically interesting for the players.</p><p></p><p>Her idea was Carnival Folk in a steampunk setting. In her world the Carnival Folk both represent the lowest caste, and the police force. </p><p></p><p>Anyway some Ideas I had for the game were the following Characters:</p><p></p><p>Gypsy- The gypsy would be our spellcaster, and she would cast from a deck of tarot cards. Each time the gypsy casts, she would draw three cards from the deck. Each card represents a spell, "non-inverted" cards are cast at the enemy and "inverted" cards are cast at an ally. As the gypsy gains more experience they have the ability to reserve so many cards per day, to invert so many cards per day and draw more cards at a single time.</p><p></p><p>Professor/Mechanic - This would be the more steampunk character. To this character is attached some sort of steampunk "engine" or machine of general awesomeness. The Mechanic has different attachments (flame throwers, death rays, missiles, guns etc etc). Each one has different effects, and the Mechanic must make some special skill check to use any particular part. Before each effect is used a standard deck of cards is used, the top card drawn. If it is a spade this is a very bad draw, clubs are bad draws, diamonds are good draws and hearts are very good draws. If you draw a spade you subtract the face value (aces are 14, but the only exception) from the roll before you make it, if you fail the roll the machine doesnt work AND breaks that part. With a club you only subtract the roll with no ill effects for failure, the dimonds add with no great effect for success and the hearts give a crit on a successful roll. As he levels up he draws more than 1 card, or can create a different 52 card deck then the one he has by replacing one card at a time.</p><p></p><p>Knifethrower/Warforged - We discussed the different kinds of circus freaks there might be, and the bearded lady (a dwarf woman who needs to shave) and strong man (insert orc here) arent terribly exciting. However if warforged are rare, then they ARE quite interesting. We were also thinking about giving the warforged 4 arms. The interesting mechanic for this character is rolling dice onto a sheet of paper. The sheet has a persons body on it, and each turn a d4 is rolled from each corner of the paper. Any dice that land on the body hit successfully. As the character levels up the body is enhanced.</p><p></p><p>Other ideas (but without mechanics so far)</p><p>Tightrope walker and Acrobat - I'd like something rogue and or ninja like for this one</p><p>Wild animal Tamer - Uses a whip in combat and has an elephant and or tiger animal companion</p><p>Magician - uses illusions, and has no real magic. Is likely to be more on the steampunk end of things</p><p></p><p>Mostly I am just asking for imput. I am not sure how these things will work out, I hate to limit people to these things in combat but yet again I feel like that's ok because it might force teamwork. Other ideas for the types of freaks you might expect would be cool too. The system we are working on is d20 in nature (because that is all she is confident enough in running).</p></blockquote><p></p>
[QUOTE="Memnoch3434, post: 5952438, member: 6676476"] My girlfriend had an idea for a campaign last night and I am trying to make it mechanically interesting for the players. Her idea was Carnival Folk in a steampunk setting. In her world the Carnival Folk both represent the lowest caste, and the police force. Anyway some Ideas I had for the game were the following Characters: Gypsy- The gypsy would be our spellcaster, and she would cast from a deck of tarot cards. Each time the gypsy casts, she would draw three cards from the deck. Each card represents a spell, "non-inverted" cards are cast at the enemy and "inverted" cards are cast at an ally. As the gypsy gains more experience they have the ability to reserve so many cards per day, to invert so many cards per day and draw more cards at a single time. Professor/Mechanic - This would be the more steampunk character. To this character is attached some sort of steampunk "engine" or machine of general awesomeness. The Mechanic has different attachments (flame throwers, death rays, missiles, guns etc etc). Each one has different effects, and the Mechanic must make some special skill check to use any particular part. Before each effect is used a standard deck of cards is used, the top card drawn. If it is a spade this is a very bad draw, clubs are bad draws, diamonds are good draws and hearts are very good draws. If you draw a spade you subtract the face value (aces are 14, but the only exception) from the roll before you make it, if you fail the roll the machine doesnt work AND breaks that part. With a club you only subtract the roll with no ill effects for failure, the dimonds add with no great effect for success and the hearts give a crit on a successful roll. As he levels up he draws more than 1 card, or can create a different 52 card deck then the one he has by replacing one card at a time. Knifethrower/Warforged - We discussed the different kinds of circus freaks there might be, and the bearded lady (a dwarf woman who needs to shave) and strong man (insert orc here) arent terribly exciting. However if warforged are rare, then they ARE quite interesting. We were also thinking about giving the warforged 4 arms. The interesting mechanic for this character is rolling dice onto a sheet of paper. The sheet has a persons body on it, and each turn a d4 is rolled from each corner of the paper. Any dice that land on the body hit successfully. As the character levels up the body is enhanced. Other ideas (but without mechanics so far) Tightrope walker and Acrobat - I'd like something rogue and or ninja like for this one Wild animal Tamer - Uses a whip in combat and has an elephant and or tiger animal companion Magician - uses illusions, and has no real magic. Is likely to be more on the steampunk end of things Mostly I am just asking for imput. I am not sure how these things will work out, I hate to limit people to these things in combat but yet again I feel like that's ok because it might force teamwork. Other ideas for the types of freaks you might expect would be cool too. The system we are working on is d20 in nature (because that is all she is confident enough in running). [/QUOTE]
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