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Zereth
Jul 8, 2003

Would you think I was playing if I did...
THIS!


It's time once again for The World of Synnibarr!

Part 3: The Example of Play
A Mage Warrior, a Ninja, and a Chameleon Drake recuse an Elvome or something, and also lose their ship becuase they lost the unnecessarily complicated coin flip.

Part 4: Character Creation
I'm going to be stepping through this and actually creating a character myself, using physical dice. And keeping track of the number of times I have to roll dice, and the number of choices I get to make.

First step is generating my "Basic Charactersitics". I roll 7 20-sided dice.
I get results of 14, 14, 7, 6, 5, 2, and 1. (7 rolls)
Now I reroll anything under 8 until I have seven results equal to or greater than 8.
So that's another 5 rolls, resulting in 12, 12, 8, 19, and 13. (12 rolls)
I now discard the two lowest results (12 and 8), and roll until I have a result better than the highest one I dropped.
I roll an 18 first try, for 13 total rolls, and stats of 19, 18, 14, 14, 13, 12.

Now I must choose which of the four separate methods of proceeding I use:
  • Traditional: I roll on the table of classes three times, rerolling any I don't meet the stat requirements for, and then picking one of the three.
  • Basic Races: I choose from Aquarian, Dwarf, Elf, Gnome, Human, Weremen, and Winged Warriors, and then have them enter one of the Alchemist, Archer, Mage Warrior, Gnome, Shaman, Ninja, Shadow Master, and Tiger guilds. I get some of the abilities from each, based on how they're classified and it's all kinda confusing.
  • Non-Classed Adventurer: I determine my "Starting skill points", which only happens for this and the next option, by adding my basic characteristics together and doubling the result. In this case, I would have 180 skill points to spend. I then either choose or randomly roll to be a dwarf, elf, gnome, or human. I may now spend the remaining points on skills, mutations, and cybernetics.
  • Variant Races: I generate the points as in the previous step, only I then choose off the table of various monsters I can be, some of which are ridiculously awesome and some of which are pretty lame. Several of the guild races are also on this list, generally massively overpriced. I can actually afford to be an Ice Lott, which is one of the actual reasons you'd want to use this.

However, I am goign to use the Traditional method, becuase it's unnecessarily stupid, and was also the only one in first edition. So, three more rolls (16), resulting in 9, 13, and 15, for... Gnome (requirement: one stat 14+), Psielf, (20, 19, 19, 18), and Shadow Warrior (18, 18, 16). I only qualify for Gnome, so that's another two rolls (18), of 16 and 20, for Shaman (17, 17), and Winged Warrior (anything).

I can now choose (1 choice) between being a Gnome, a Shaman, or a Winged Warrior. I don't feel like messing with spellcasting right now, so I choose to be a Winged Warrior. I must now assign my ability scores, and apply the class bonuses (+1d6x10 strength, +3 agility).

I choose (2) to place my stats a follows: Constitution 14, Strength 13, Agility 19, Dexterity 18, Intelligence 14, Wisdom 12. I roll(19) a 4 for strength bonus, giving me a final Strength of 53 and Agility 22. My Ego is the sum of Intelligenc and Wisdom, 26.

I now roll(20) for random mutations, the chance of which is 5% becuase I'm not a Mutant or Bio Syntha Cyborg. I roll a 23, so I don't have any random mutations. Now I roll for random psionics, and the table informs me that becuase my intelligence is between 10 and 16, I have a 5% chance. A result of 42 means I do not have random psionics.

Now I go note down all the poo poo I get from my stats! Having an agility of 22 or 23 means I get an Advantage(init) Bonus of +1.5, and two attacks per turn, meaning I act on combat segments 6 and 11. A Dexterity of 18 gives me a further +1 Advantage, for total +2.5, a Shot Bonus of +4(to-hit, rolled on d100), a Dodge Bonus of +10, and a Surprise Adjustment of -7. My base dodge is twice my agility plus the Dodge Bonus, for a normal dodge of 54, and a Beam Attack Dodge of 75% of this, or 40.5. My block score is equal to my dodge.

My 54 Strength means my maximum lift is 3,700 pounds, and when I hit with a weapon, I add 10 points of damage to its base dice, and then multiply the result by 19. High strength is really good. I'm goign to go out of order and consult chapter 12 here for the throwing objects chart, which indicates I can throw a 370 pound object at 243 miles per hour a distance of 6,660 feet, and the object will take its weight in pounds in damage, modified by the value on the strength chart in mph it was moving. 240 is x85 damage, so this hypothetical 370 pound object would take 31,450 damage (before damage reduction) when it hit something over a mile away.

My wisdom of between 8 and 14 gives me a 30% chance to locate traps. My constitution of 14 gives me +140 Life Points, of which I have 1d6*100, and I roll(21) a 1, giving me a total of 240 life points. I am flimsy as hell. I also have a bunch of base Fate rolls, but I'll get to those later in another update.

My Ego of 24 gives me +2% Fate bonus verses Magic, Psionics, and Earthpower, and non Reaction Adjustment (which makes people like me more). I now roll (22) for my current Ego Flux, getting a result of 31, indicating that my Personality is "Good+", although this isn't explained. Once I reach level 25, I need to re-roll this.

I now note down my base surprise scores, which are fixed off a table based on my class. I also apply my dexterity-based surprise class adjustment.

I now have to roll for my physical appearance! I am a (22) 1d6=3, Female; (23) 1d6=4, Indian; with (24) 1d6=5, Silver hair; (25) 1d8=3, Gray eyes; who is (26) 1d100=84, Left handed; (27) 48+6d6=74 inches tall, with a wingspan of 148 inches because I'm a Winged Warrior, who weighs (28)1d6*10+90=120 pounds, and I am 1d6=4 of average appearance. I am (29) 18+(1d4-1)=19 years old, and will die of old age at 85.

I now roll (30) for my starting social status and (31) resulting money! I roll a 45, indicating I am of Normal status, giving me 1d20*1000 starting $. I have $10,000 starting cash.

I now choose (3) my Aura, which is basically alignment. I choose the Neutral alignment of Green becuase it's slight on the "good" side, resulting in one of the only auras which doesn't have draconian behavior limitations and/or make you a psychopath.

I now read the section on Karma, which boils down to act according to your alignment or the GM will screw you, and if you do really well you get a point which can give you +2 to all abilities on your next character. Also, "Both types of karma are kept track of by Fate and the player and do not pass from one referee's campaign to another without express consent." Implying that characters might do so without express consent.

And now, I need to go find my class description and copy down all the poo poo I get! First I get "skills for all Guild-Trained Adventurers", which consists of "Balancing and Juggling; Climbing; Combat, Dodging and Blocking; Combat, Hand-Held Weapons; Combat, Hand-to-Hand; Combat, Projectile and Throwing Weapons; Computer Operation; Cooking; Detect Traps and Secret Doors; Fishing; Math, Basic; Medical, First Aid; Navigation, Air; Navigation, Land; Navigation, Water; Piloting, Boats; Reading; Running; Sewing; Survival, Wilderness; Swimming, Basic; Weaving; Wood Carving; Writing".

As a Winged Warrior specifically, my Natural Abilities are Enhanced Senses, giving me "enhanced" sight and hearing with no explanation of what that means, double visual range compared to a human and 20% bonus on surprise rolls (which I think is separate from my base surprise class for some unclear reason); two inherent 10ths of damage reduction; 50% resistance to magic, psionics, and earthpower; +5% on my dodge when flying; "Two steel-hard feathers I can use as weapons", which do 1d8*100 modified by strength adjustment (I think these are part of my wings, but it doesn't specify), and the additional skills of Acting, Comedian, and Hunting. My Basic Abilities are... oop. (32 rolls) a 50% chance of having a "master mutation". I roll a 36, so I do! I'll get to that later. I also have Psionic Tracking, at a 50%+1% per level chance, with unlimited range, which allows me to lock on to up to five "things" at a time, as long as I do so within five days of having last seen it. I also have a permanent Cloak of Mist in my skin, as per the third-level Mage Warrior spell Cloak of Mist. This means I am invisible to clairvoyance, crystal balls, sense-life forms, enhanced awareness, detect danger, and locate person or object spells, from people of equal or lower level.

I also have special Winged Warrior abilities! I roll (33) a d4 to see how many I have, and get a 3, indicating I have 1. (A roll of 1 or 4 gives me 2, while 2 or 3 gives me 1. ) I then roll (34) for both of them (35) randomly, getting results 1 and 2, Quickness and Super-Strength. Quickness takes... 1/4th attack to use, can costs 1 Con Point per turn, and gives me +10% dodge, +1 attack/turn, and +1 Advantage, while Super Strength takes the same time, costs 2 con points per turn, and adds 200 strength, plus 10 per level after 5th, to my strength score while in use, letting me throw things even farther away.

Now, back to that Master Mutations. Mutations come in lesser, Master, and Major, increasing level of awesomeness. I roll (36) to find what I have, getting a result of 92: Tricancellation! This lets me either create a beam, or make a flat 10-foot diameter shield, which will "cancel any of the three powers stated in the next paragraph when the beam strikes a person or monster". Or I can shoot it at a spot, creating a 20-foot plus 10 foot per level sphere which will nullify am area, and a bunch of fiddly poo poo about levels of "the spellcaster" () and using more Con points and blah blah blah. It will cancel magic, psionics, earthpower, chi, mutations, alchemy, or "energy", but only three at once, which I specify when I make the beam or shield.

I now get to choose (4) how to spend my whopping 10 skill points. Because I am tryign to make Synnibarr look bad, I learn Motion Picture Direction and Cryptography for 5 skill points each. Except then when I check what my base chance of success at them is (my ego score, for a whopping 24% on cryptography, and ego +10 for motion picture directing), I find that I need to know Linguistics, Math, Basic, Reading, and Writing for Cryptography, and I don't know Linguistics, and Cinematography, Holography, Math, Basic, Photography, Reading, and Writing for Motion Picture directing. So instead I learn Landscaping (2 points, 65%+5% per extra skill point), Massaging (2 points, Ego score +20%, +25% per extra skill point), Mime (2 points, Ego +35%+1 per skill point),Glass blowing (2 points, 60%+5% per extra point), and Combat, Grappling (2 points, Dex + Agility, also gives me +1 to Strength) so I can actually grab people to throw them over the horizon.

I can now choose (5) how to spend my starting cash to equip myself, but I'll handle that later. I made a whole 5 choices, and rolled to randomly determine 36 loving things during character generation.

But wait! What if we DID choose to be an Ice Lott instead? Well, we'd spend 140 of our 180 skill points on it, and gain: +1d6*100 Strength, +2 agility, +1 dex, and 50%+15/level resistance to alchemy, psionics, and mutations, flat out immunity to Earthpower, gain 5 skill points per level after fourth, and learn all non-martial-art combat skills, Ambush, Concealment, Disguise, Impersonation, Infiltration, Moving Silently, Reading, Swimming, Basic, and Writing, the Major Mutation Thermal Kinetic(only for cold modes), the Master Mutations Metamorph and Control Body Molecules, and "Freeze instantly with touch". Metamorph lets us turn into somebody else, or heal ourselves completely, and Control Body Molecules lets us do poo poo like turn our hands into keys or give ourselves 3 10ths (out of maximum 4) of protection. Thermal Kinetic (cousin to Energy Kinetic, Environmental Kinetic, Gravity Kinetic, Hyperkinetic, Major Temporal Kinetic, Mass Molecule Kinetic, and Sonic Kinetic) will, in this case, let us lower the temperature in an area, fire and ice bolt which freezes somebody solid, meaning thy either die if they fail their Metabolic Shock roll, or go into suspended animation if they succeed, and we can make it a wide beam to hit multiple people at once, and make an ice shield with 3 million life points. We can't buy a lot more with our remaining 40 skill points, but we could take some "Recessive Mutations" to get more skill points. Things like Acrophobia, being blind, claustrophobic, and so on.

Tune in next time, for More character creation! Featuring the complete bullshit Immortal Born option!

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Sticky Beethoven
Dec 22, 2010


Death becomes you, Charlie Brown.

This is currently my favourite discussion thread anywhere on the forums. Good work, everyone involved. Would anyone be interested in reading about Immortal a chunk of 90s so concentrated it bends light and lowers sperm motility?

Evil Mastermind
Apr 28, 2008

You pick up the nugget of URANIUM and...

Oh that was so stupid. Why would you do that?


Sticky Beethoven posted:

This is currently my favourite discussion thread anywhere on the forums. Good work, everyone involved. Would anyone be interested in reading about Immortal a chunk of 90s so concentrated it bends light and lowers sperm motility?
gently caress yes. I actually played that in a short campaign; I think I still have my dice somewhere, too.

Jarofmoldymayo
Mar 5, 2008


I have a copy of the Dragon Ball Z adventure game.

While not totally terrible it does come up with some funny solutions for the fact that it will be having you roll thousands of D6.

Halloween Jack
Sep 11, 2003


I own a copy of Immortal; we can commiserate over the fantastic ideas buried beneath horrible rules and smothering layers of pretension.

NotInventedHere
Apr 15, 2005

Life is a tale told by an idiot -- full of sound and fury, signifying nothing.

I just can't imagine why the creator of Synnibarr decided to make the character creation so random. Why implement a bunch of classes, and then arbitrarily limit any given character to three options? And what is the point of rolling 18+(1d4-1) to determine the character's age?

Zereth posted:

I now choose (3) my Aura, which is basically alignment. I choose the Neutral alignment of Green becuase it's slight on the "good" side, resulting in one of the only auras which doesn't have draconian behavior limitations and/or make you a psychopath.
I'd like to hear more about the draconian behavior limitations.

ManMythLegend
Aug 18, 2003

Highly trained to defend
your freedom


NotInventedHere posted:

And what is the point of rolling 18+(1d4-1) to determine the character's age?

You can't have any 22 year old PC's. That would just be too crazy.

Zereth
Jul 8, 2003

Would you think I was playing if I did...
THIS!


NotInventedHere posted:

I just can't imagine why the creator of Synnibarr decided to make the character creation so random. Why implement a bunch of classes, and then arbitrarily limit any given character to three options? And what is the point of rolling 18+(1d4-1) to determine the character's age?
Ah, that's to determine the age of Winged Warriors specifically. Other guilds/races/etc start at various different ages. Plus 1d4-1, in all cases. Also, classes which MIGHT leanr spells add 7 years to their age if they did.

quote:

I'd like to hear more about the draconian behavior limitations.
Okay then!

The World of Synnibarr, Part 4.5: Auras and Draconian Behavior Limitations

Thdere's nine auras, divided into three groups of three, "Good", "Neutral", and "Evil". Good consits of Gold, Silver, and Blue, Neutral Green, Violet, and Amber, and Evil Gray, Red, and Scarlet.

Gold: "Fanatically good. Hates and seeks to destroy all evil and semievil creatures, including their closest friends if may they show even the slightest tendency toward evil. They are the ultimate force for good."

Silver: "Doer of good. Hates evil but will not necessarily slay evildoers. Usually a silver aura will endeavor to stop and capture evildoers but not at the risk of a hostage's life. In this situation, silvers will not hesitate to do all they can to save the innocent."

Blue: "Heroes. They work to reform evildoers. They will not take another's life under any circumstance, not even to save themselves.They always attempt to perform rescues and will subdue and capture their quarry rather than kill them."

Green: "These characters have a tendency for the good but they also have a mischievous streak that allows them complete freedom. They will never perform evil acts except under provocation or extreme pressure."

Violet: "Totally neutral. These characters do as they wish and are concerned only with themselves. They will not perform good or evil acts unless it is necessary and not threatening to their own plans."

Amber: "A person with a tendency for mischief, who does not care for others unless they are close friends. They do not value their enemies' lives at all."

Gray: "Villain. An evildoer with a marginal respect for life. They do not kill needlessly, but will prey upon others for survival."

Red: "Evildoer. Villains() who tend to use killing as a way to win a conflict. However, they prefer their greatest enemies to be subdued and to grovel at their feet. They perform evil with pleasure. Still, they do not arbitrarily waste innocent lives- Unless their victim is good-natured. They will attempt to slay until they run the risk of defeat, whereupon they will cease their aggressions and retreat."

Scarlet: "A fiend. The ultimate evil. A character with this aura will actively seek out and destroy good or semigood creatures, taking extreme pleasure in slaying the innocent. These beings will turn on even their closest associates at the first sign of weakness."

Even the neutral ones are oddly restrictive.

Sticky Beethoven
Dec 22, 2010


Death becomes you, Charlie Brown.

Halloween Jack posted:

I own a copy of Immortal; we can commiserate over the fantastic ideas buried beneath horrible rules and smothering layers of pretension.

Frankly, there isn't much fantastic about it at all. There's Just. So. Much.

Young Freud
Nov 25, 2006

My old avatar sucked anyway.

Sticky Beethoven posted:

This is currently my favourite discussion thread anywhere on the forums. Good work, everyone involved. Would anyone be interested in reading about Immortal a chunk of 90s so concentrated it bends light and lowers sperm motility?

Man, opening that website gave me a shock. I saw that picture of a woman in a low cut dress and some cleavage, vamping it up. I said to myself, "That woman looks a lot like Claudia Christian from Bablyon 5. But it can't be, because this is a table-top game company and they probably couldn't afford her, but got a decent facsimile".

Then I look over to the left side of the page.

"Immortal Millenium: Claudia Christian as "Shade""

theironjef
Aug 11, 2009

The archmage of unexpected stinks.


Was that the game where you played as basically a sort of mini-god and you had an alternate form called a "himsati?"

clockworkjoe
May 31, 2000

Rolled a 1 on the random encounter table, didn't you?

Oh, I just remembered a game that's perfect for this thread: Phoenix Command. Insanely complex gunfighting rules.

http://grognard.com/reviews/phoenix.txt

quote:

in the basic book there are 39 different hit locations for a human, from head glance to liver spine, heart lung, etc. All the frag, shotgun and auto fire rules use geometry to calculate how many bits hit a target. basically of a 5 round burst is fired into a 2 yard hex then there will be about 1 bullet every 40 cm. so as a persons chest is around 30 - 40 cm wide then there is a % chance of being hit by one bullet. if the 5 rounds were fired into a .5 yard area then there would be an automatic hit or 2. This may change with range firing stance etc.

Sticky Beethoven
Dec 22, 2010


Death becomes you, Charlie Brown.

theironjef posted:

Was that the game where you played as basically a sort of mini-god and you had an alternate form called a "himsati?"

Among other things, yes.

Lemon Curdistan
Aug 6, 2009

THIS POST IS UNACCEPTABLLLLLLLLLLLLLE!!!


Zereth posted:

my Natural Abilities are Enhanced Senses, giving me "enhanced" sight and hearing with no explanation of what that means, double visual range compared to a human and 20% bonus on surprise rolls

Erm, surely the double visual range is enhanced sight, and the bonus to not being surprised is enhanced hearing? Apart from poor formatting in the rulebook that seems pretty straightforward.

Also: I have to admit that Synnibar character sounds like he could be pretty fun to play... in another system. Maybe there's hope for Synnibar as a generator of totally batshit insane Wushu or PDQ characters, or something.

Evil Mastermind
Apr 28, 2008

You pick up the nugget of URANIUM and...

Oh that was so stupid. Why would you do that?


Lemon Curdistan posted:

Also: I have to admit that Synnibar character sounds like he could be pretty fun to play... in another system. Maybe there's hope for Synnibar as a generator of totally batshit insane Wushu or PDQ characters, or something.
BRB, gonna design a Synnibar retroclone.

tzirean
May 1, 2007



Zereth posted:

Plus 1d4-1, in all cases.

But why the hell would he do this? 18+(1d4-1) is the same loving thing as 17+1d4. Did he seriously just want it to look more complicated?

Zereth posted:

Gold: "Fanatically good. Hates and seeks to destroy all evil and semievil creatures, including their closest friends if may they show even the slightest tendency toward evil. They are the ultimate force for good."

Zereth posted:

Red: "Evildoer. Villains() who tend to use killing as a way to win a conflict. However, they prefer their greatest enemies to be subdued and to grovel at their feet. They perform evil with pleasure. Still, they do not arbitrarily waste innocent lives- Unless their victim is good-natured. They will attempt to slay until they run the risk of defeat, whereupon they will cease their aggressions and retreat."

I'm almost impressed that he managed to make his Lawful Good analog more evil than his Neutral Evil analog.

Young Freud
Nov 25, 2006

My old avatar sucked anyway.

clockworkjoe posted:

Oh, I just remembered a game that's perfect for this thread: Phoenix Command. Insanely complex gunfighting rules.

http://grognard.com/reviews/phoenix.txt

Reposting a post I did on Phoenix Command from the Rule Books thread...

quote:

BTW, this recent derail has made me look back into Phoenix Command. That game has some known problems, the least of which is realism: in comparison to T2K, a Line Soldier in Phoenix Command can be expected to hit a stationary targets from a kneeling or prone position an average range of 100 yards with a M16 about 70% of the time. The problem was finding out this percentage: Phoenix Command uses so many derived statistics and cross-referencing with tables to find out the chance-to-hit.

To find out that percentage, I had to look up the Skill Level of the shooter; look up the appropriate Skill Accuracy Level (SAL) for the Skill Level on Table 1C of the Gun Combat Skill Level table page; add the Aim Time Modifiers of the weapon to the SAL to determine Shot Accuracy and assume that at least 11 Actions were used to properly aim the weapon (a bit more on this later); then I go to Odds Of Hitting table page and look up the Situational Modifiers on Table 2C, adding the firing posture modifiers and target modifiers to Shot Accuracy; then I ready to go to the Odds of Hitting on Table 2A, cross reference the calculated Shot Accuracy with the Range in 2-yard Hexes to find the percentage to hit.

And that's only to determine if hit or not. To determine damage, I have to look up on a detailed hit table to determine which area of the body got hit, if it glanced (which requires me to look up if the glance increase the Effective Armor Penetration Factor (EAPF)), and if it hit anything vital. Then I have to cross reference the Effective Penetration (EP) (subtracting armor's Protection Factor (PF) from the weapon's penetration (PEN) to determine EP), with the Damage Class (DC) of the round to see the final Physical Damage (PD), which can go from 1 point to 1 million depending on the severity the damage and location hit. However, to see if the target has been killed instantly or just mortally wounded, I take the PD from the damage, multiply by 10, then divide by the health characteristic to determine Damage Total (FD). Then I look on the Medical Aid and Recovery Table 8A to find out how long the character can survive before receiving medical attention without making a Recovery Roll (RR). If the damage is too great, they expire at the end of the Critical Time Period (CTP) because there is no chance for a Recovery Roll.

Also, the basic time frame is done in 2-second Phases, but is also broken up into half-second Impulses, in which your character's Actions-Per-Impulse. BTW, Skill Level is attached to Actions-Per-Impulse, so a Green soldier has 3 per Impulse, but a Line soldier has 4 per Impulse. So, a Line soldier can have as many as 16 Actions per Phase, at which aiming (which depends on the weapon's sight radius), changing stance (2 actions), going prone or standing (2 to 3 actions), running (1 per 2-yard Hex), etc. all take from that pool.

And you want to hear something funny? All of the above are just the Basic rules. The Advanced rules are even more complex.

Fire
Aug 26, 2002
As for myself I am a 28 year old special ed teacher from Jacksonville. Ironically, I myself also have asperger's syndrome. I'm a gamer, both video games and also tabletop role-playing games. I have an interest in science fiction, fantasy, and horror.


Daeren posted:

Changing Breeds Part I: The Introduction

Before I begin: the new World of Darkness line is, for the most part, well written and playable, with occasional bits of broken mechanics or asstastic fluff that we make endless fun of in the WoD thread. This book is not representative of the quality of the rest of the books White Wolf makes. This book is pretty much the distillation of absolutely everything wrong with oWoD that caused White Wolf to reboot in the first place, reprinted as an excuse to make loads of money off furries.

Let's just start with the cover.


I posted this to my facebook and someone from my LARP responded:

quote:

It's not the worse thing they've ever written, sorry, these guys are idiots.

Second, the thing they claim to hate about oWoD Werewolf are the kinds of things that the majority of people who STILL play that game find so fascinating and intriguing about said game. If they just had STs that are too pussy to use the background right, that's not White Wolf's fault.

missing the point

Etherwind
Apr 22, 2008
Probation
Can't post for 4067 days!


quote:

If they just had STs that are too pussy to use the background right, that's not White Wolf's fault.

This is hilarious. "Oh yeah you guys don't like the book? It must be because your ST is too pussy to investigate the complex emotional and social issues that surround the subject of animal loving."

Alternatively, don't have "Skill Focus: Making the ST Man Up"? Then you don't get to be the dog-fucker.

theironjef
Aug 11, 2009

The archmage of unexpected stinks.


Sticky Beethoven posted:

Among other things, yes.

I tried to play Immortal with a few friends one weekend in high school. We literally couldn't create characters. No idea what edition we had, but the general problem was that information about how to play the loving thing was all buried in random sidebars all over the book, generally taking backstage to bad fiction. So we'd get to a point where the book would say "well this rating depends on that stat" and we'd have never heard of that stat and couldn't find it in there anywhere.

All I remember is the word Himsati and that it seemed to largely be about weird tribes of somewhat-godly dudes with extremely varied powersets that sort of hated each other.

Zereth
Jul 8, 2003

Would you think I was playing if I did...
THIS!


Lemon Curdistan posted:

Erm, surely the double visual range is enhanced sight, and the bonus to not being surprised is enhanced hearing? Apart from poor formatting in the rulebook that seems pretty straightforward.
Upon reviewing the Lesser Mutations Enhanced Hearing and Enhanced Sight, seems you are correct, that's what they do. Except they also "let you hear a heartbeat 10 feet away" and give you darkvision. I am not sure if the Winged Warrior is supposed to have these or not!

quote:

Also: I have to admit that Synnibar character sounds like he could be pretty fun to play... in another system. Maybe there's hope for Synnibar as a generator of totally batshit insane Wushu or PDQ characters, or something.
Yeah, if there's one thing Synnibarr isn't, it's bland. poo poo is weird. Of course, part of this is using "Kinetic" as the term for "This mutation allows you to control something" pretty much universally. "Temporal Kinetic"

tzirean posted:

But why the hell would he do this? 18+(1d4-1) is the same loving thing as 17+1d4. Did he seriously just want it to look more complicated?
*shrug*

quote:

I'm almost impressed that he managed to make his Lawful Good analog more evil than his Neutral Evil analog.
I know, right? Welcome to The World of Synnibarr.

Evil Mastermind
Apr 28, 2008

You pick up the nugget of URANIUM and...

Oh that was so stupid. Why would you do that?


theironjef posted:

No idea what edition we had, but the general problem was that information about how to play the loving thing was all buried in random sidebars all over the book, generally taking backstage to bad fiction.
Immortal had the worst layout. They had the late-90's-White-Wolf thing of making new terms for everything, but instead of defining the terms where they were first used, or providing a normal glossary, they spread the glossary across the entire book with two or three entries at the bottom of each page.

quote:

All I remember is the word Himsati and that it seemed to largely be about weird tribes of somewhat-godly dudes with extremely varied powersets that sort of hated each other.
I always loved the power selection in Immortal, because the powers has pretty much nothing to do with the metaphysics of what makes someone Immortal and was clearly "i'd be SO COOL if we had this power!"

It's a shame the game was so bad, because the base ideas about "auras" and such were pretty cool. I'd say more but I don't want to steal Sticky Beethoven's thunder.

Mugendai
Oct 23, 2002

You realize, of
course, that that
will not kill him

I will say this. having been a part of a group that played both Fatal and Synnibarr to see how bad they really were, we at least had an enjoyable time playing Synnibarr. Fatal was just pure misery. Like 4 hours to roll characters and about 20 minutes of all the PCs being raped to death. Our characters at least got to do some cool things in Synnibarr. I don't have the book with me but I recommend people that do read the section about Gnomes. My friend running the game hadn't done so before and I ended up rolling Gnome for my class. Much amusement ensued.

Evil Mastermind
Apr 28, 2008

You pick up the nugget of URANIUM and...

Oh that was so stupid. Why would you do that?


Zereth posted:

Yeah, if there's one thing Synnibarr isn't, it's bland. poo poo is weird.

I know, right? Welcome to The World of Synnibarr.

World of Synnibarr: "It's the Synnibarriest!"

Halloween Jack
Sep 11, 2003


Evil Mastermind posted:

Immortal had the worst layout. They had the late-90's-White-Wolf thing of making new terms for everything, but instead of defining the terms where they were first used, or providing a normal glossary, they spread the glossary across the entire book with two or three entries at the bottom of each page.
Immortal was also one of those games that tries to be original by coming up with new names for every single bit of gaming terminology, including "turn," "action," "penalty," and "points you have in something." (You can spend motes of immaculum to get more than one escapade in a clash, but don't forget to subtract your hostiles.)

E4C85D38
Feb 7, 2010

Doesn't that thing only
hold six rounds...?


Halloween Jack posted:

Immortal was also one of those games that tries to be original by coming up with new names for every single bit of gaming terminology, including "turn," "action," "penalty," and "points you have in something." (You can spend motes of immaculum to get more than one escapade in a clash, but don't forget to subtract your hostiles.)

Are those the actual terms it uses?

Evil Mastermind
Apr 28, 2008

You pick up the nugget of URANIUM and...

Oh that was so stupid. Why would you do that?


recon_etc posted:

Are those the actual terms it uses?
Yup. I actually can't believe I remembered what all those terms meant.

Translation: "You can spend magic points to get more actions in a fight, but you'll suffer penalty dice."

Zereth
Jul 8, 2003

Would you think I was playing if I did...
THIS!


Halloween Jack posted:

Immortal was also one of those games that tries to be original by coming up with new names for every single bit of gaming terminology, including "turn," "action," "penalty," and "points you have in something." (You can spend motes of immaculum to get more than one escapade in a clash, but don't forget to subtract your hostiles.)
And I thought Synnibarr was weird, but it has the excuse of most of this poo poo being from

*checks* My first edition says copyright 1991. Huh, thought it was older. Okay, never mind! It's just using odd terms to be different/becuase Raven c.s. McCracken is weird.

Android Blues
Nov 22, 2008



Zereth posted:

Yeah, if there's one thing Synnibarr isn't, it's bland. poo poo is weird.

Actually, though, Synnibarr is MEGA bland. It has lot of goofy poo poo with goofy names but in terms of the structure of the actual game as it is played, it's essentially "mega-elf enters the very dark forest and fires an earthpower beam at a mega-tiger". Instead of dealing 3 damage you deal 3000, but it's all flash and all but zero substance.

The hollow earth supertech world-city, for instance, is barely detailed, and the details it does have are embarrassingly, unimaginatively mundane - it's basically Baby's First D&D Town in terms of the meat on its bones. There's a guild for every class and some shops, that's it. All the shopkeepers and guild leaders are statted out and as a result they're pretty much the most important, engaging NPCs in the book. The overworld map where you're supposed to spend your time adventuring is literally some rough continental shapes marked COLD AREA or DRAGON PEAK. Once you get past the fact that you're using a Midnight Sunstone Bazooka to battle a user of Venderant Nalaberong, there's absolutely nothing there.

FMguru
Sep 10, 2003


Android Blues posted:

Actually, though, Synnibarr is MEGA bland.
Yep yep. Here's something I wrote about the game a decade ago on rpg.net

me posted:

You have to dig through the game to really see why it has the reputation that it does. What's really striking is the near-total failure of imagination. For all the effort that was put into this thing, the result is as banal, bland, and unfantastic as can be imagined. The God of Disease and Sickness is named "Plague". Terrain features have evocative names like "The Great Swamp", "The Hot Cliffs", "Volcanic Peninsula", and "Grass Lands". The giant city of Terra is fully detailed - it has organizations named "The Assassin's Guild" and "Artists' Association" - but most of the detail is devoted to all of the shops. There's one for each race and each occupation (the "Mage Guild", the "Gnome Lord Guild", the "Golden Tiger Guild"), each staffed by a 50th level example of that race/class, and all keeping regular office hours (also detailed). The remaining shops are just as inspiring - the Poison Shop is down the block from the Armor shop which is near the Knife Shop and the Rope and Cable Shop. It's like playing Bard's Tale or Might & Magic - early computer games where the cities existed solely to service adventurers in as functional a manner as possible.

There are rules for high-tech weapons, cybergear, and spaceships, but they are so boring you could probably scribble better ones in your sleep. The currency unit is the Dollar. A typical antagonist is the alien Helderem ("a cross between professional wrestler and a blue-skinned elf") which carry blaster pistols that have a range of 100 feet, do 1000-10000 points of damage, and use 20 shot clips (of which they carry 10) that cost $10,000 each. A lot of inventiveness went into that, obviously. Does the monster section have rules for giant spiders and snakes? You better believe it. Also such gems of originality as "Electric Eagle" "Flying Elk", "Flying Deer", "Flying Grizzly", "Flying Sea Horse", "Flying Tiger" - you get the idea. Also, "Mutant Lobster", "Mutant Buzzard", "Mutant Octopus", and the "Giant Mutant Fire Clam". Inspired yet?

I know that a lot of gamers like to pick up used/cheap/out-of-print/odd games, not to play, but to use as "idea mines". Synnibar, with its 488 pages of content, 50 character classes, 1000 spells&powers, and 300 characters&monsters, with all of its martial arts and magic and psi and cybertech and gods and planets and spaceships, with all of the obvious effort and love and care that was lavished on this volume, manages the nearly impossible - there's not one single good, useful, original, interesting idea worth stealing in the entire book.

Zereth
Jul 8, 2003

Would you think I was playing if I did...
THIS!


Android Blues posted:

The hollow earth supertech world-city, for instance, is barely detailed,
Oh no no no. The "your dudes problaby live here when not on an ADVENTURE!" city of Terra is on the surface.. The core is all crazy and poo poo. EDIT: and even less detailed.

But yeah, you're right, it's a weird mix of crazy rear end poo poo, misused terms, and bland. But it's definitely different.



HOWEVER. The Ultimate Adventurer's Guide tries to add a lot of flavor and background info and such, and only succeeds in making poo poo stupider. I'll be getting to that later.

Xand_Man
Mar 2, 2004


If ever you get bored mining Synnibar for terrible, you can drink straight from the well.

McCracken's website posted:

Raven c.s. McCracken is perhaps best known for his creation: The World of Synnibarr. For which he has sincerely apologized, except for the Flying Grizzlies.
He offers these explanations: Choose one.
A: “There was no INTERNET!”
B: “I had a spare decade lying around.”
C: “It takes a lot of paperwork to play god.”
D: “I was thrown in a small cage, sent forward in time via the astral plane, and forced to create Synnibarr for a bunch of inbred hillbilly …uh…Viking chess masters, yes!… No wait!… Myopic alien Viking vampire speed readers on steam-powered robot ninja dinosaur ghosts secretly protecting Area 51 and the Holy Grail, from the wicked hovercraft riding pan-dimensional hypoglycemic mutant werewolf conservative shaman strippers in mystic leather tube-tops! They made me do it! If I failed, they said that the fate of every extension cord in Indonesia was at stake!”
E: “All of the above.”

Nope, hasn't changed a bit.

Except he lost the sweet perm

Evil Mastermind
Apr 28, 2008

You pick up the nugget of URANIUM and...

Oh that was so stupid. Why would you do that?


My game store has a copy of Aria: Canticle of the Monomyth for sale.

I'm very tempted...

Mormon Star Wars
Aug 13, 2005
It's a minotaur race...

The Everlasting: Book of the Unliving: An Interactive Legendmaking Experience by Steven Brown.



We all know that the World of Darkness games are the top-dog in secret-urban-monsters RPG genre. However, these games were obviously not enough for White Wolf author Steven Brown, the author of such classics as The Player's Guide to the Sabbat, The Storyteller's Guide to the Sabbat and Freak Legion.

The Everlasting is his solution. It's the World of Darkness with all the "bad" stuff - "immature" quests for power, monty-haulism, and the tendency to want to play superheroes - taken out and replaced with a heaping of mysticism and whining about how civilization has destroyed story-telling and we're all dead inside because of it. It's also the vehicle by which we are supposed to better ourselves - but I'll get to that in a bit.

The game is made up of four corebooks, each of which offers three playable splats and two splats that you should definitely not try to play but which are given a chapter and a character creation write-up anyways. You are given a bit of powers for each one, but the vast majority of characters abilities are in a different book. Every splat section has a big-rear end XP chart for buying abilities in this separate book.

You know this book is going to be awesome, because he doesn't even make it past the first page before he starts needing to refer to the glossary. The credits thank the:

Inventor and Artisan (Creation, Design and Development)
Scribe (Writing and Editing)
Limner Administrator (Art Direction)
Limner of Tome Cover (Cover Artist)
Heralds (Graphic Design)
Wise and Noble Oracles (Business Consultants)

We also get a shout-out to God and a Blessed Be to the Bible to start out, so I'm definitely getting a Mark Rein Dot Hagen feel already. I'm ready to get blessed with gnostic wisdom for playing a game about ghouls, let's go to the first chapter.

You know, after the 11 page intro story involving Teombi, the black "tribal witchdoctor and priest of the dark nature religion of his people" teaching his occult secrets to a blond-haired superman who then moves to the united states and finds "his career as a speaker at American lyceums about both improved health through natural remedies and African folk-magic and religion."

Book One: Orientation: Into the Darkness

Like all good vampire books, we gotta start off with an Anne Rice quote. I've never read Anne Rice so I'm not sure how sad all her vampires are, but Louis sounds like a really sad dude. To give the book credit, the first image here is a rad skull zombie chowing down on a fat accountant.



This is immediately undermined by the intro: "Do you believe in the supernatural?"

This guys answer is, "You might not, but you probably should because it owns and science is alright but it's just missing something about the soul of mankind."

I kinda want to type this out to get the full impact, here. I'll just do one of the choicer bits:

How can something be proven not to exist just because you don't see it every day? Can you disprove atomic particles or the Crimean War just because you have not been a personal witness to either? And if you are willing to take science as fact because it can be defined or because it is given credence by authority, do you reject the supernatural because it has never been defined? Certainly there are people in positions of authority (other than scientific positions) who believe in the supernatural, including all religious leaders and many political leaders.

Wrap it up sciencailures, you can't prove this book won't make you virile and attractive and a social butterfly. No technocracy here. Welcome to the goody room.

Now we get into the actual game section. I'm going to post a picture here, because I'm not sure if the description can really do this justice. Every chapter is made up of normal text, and then lots of the rules and terminologies that are written in tiny italics in the margins of almost every chapter in the book.



Imagine this for like a hundred pages. The character creation section has tinier character creation rules, it's madness.

Here's Steven Brown to explain what the game is and why you should be PUMPED UP right now:

This foundation book provides what you need to know in order for you to take your own Hero's Journey, developed by the great mythologist Joseph Campbell and described in chapter 13. You were called to adventure when you bought this book and now your journey into the Secret World waits...
...Through
The Everlasting you can build your own personal mythology, reflecting your fears, doubts, dreams, loves, hatreds, courage, and strengths. You can display and study your own convictions and assume other personalities. Interacting with other participants, you will see yourself reflected in other people and other people reflected in yourself. Hopefully you will grow spiritually, emotionally, creatively, and socially from this experience and it will aid you in your day-to-day life..

Halloween Jack
Sep 11, 2003


Mormon Star Wars posted:

The Everlasting: Book of the Unliving: An Interactive Legendmaking Experience by Steven Brown.


Dammit, you beat me to it! I was going to dig my copy out of the closet for this thread.

You must discuss Deathmech Cyborgs. Say it with me, class: Deathmech Cyborgs.

TheTatteredKing
Feb 15, 2011

If we could turn nerd entitlement into energy it would prevent the heat death of the universe.


Is anyone going to bite the bullet and do Black Tokyo?

Ariamaki
Jun 30, 2011

Balance in all things.


Alright, so, between the MMBN superthread and this, I finally decided to join up on SA, and I figured I would offer up the fresh slice of madness that is Anima: Beyond Fantasy.

Anyone else interested / own a copy? I'd like to do an actual example of play just to show how mind-bending this thing can be.

Young Freud
Nov 25, 2006

My old avatar sucked anyway.

Ariamaki posted:

Alright, so, between the MMBN superthread and this, I finally decided to join up on SA, and I figured I would offer up the fresh slice of madness that is Anima: Beyond Fantasy.

The only thing I really know about Anima is that I confuse it all the time with Eoris.

BTW, this is the character sheet for Eoris....


I know Anima has a miniatures game. I want to believe that it actually has a playable set of rules.

Halloween Jack
Sep 11, 2003


Ariamaki posted:

Alright, so, between the MMBN superthread and this, I finally decided to join up on SA, and I figured I would offer up the fresh slice of madness that is Anima: Beyond Fantasy.

Anyone else interested / own a copy? I'd like to do an actual example of play just to show how mind-bending this thing can be.
I picked up a copy and leafed through it in the store once; I'd be really interested if you could attempt to explain what the hell is going on with that system.

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theironjef
Aug 11, 2009

The archmage of unexpected stinks.


I wanna join in on this fun, but I don't have anything too monstrously obscure. Maybe I'll just do a character creation walkthrough with the Marvel Ultimate Powers Book. That's always good for a laugh.

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