MSPA aka HomeStuck!
Dec 29, 2014 22:44:24 GMT
Post by kasa on Dec 29, 2014 22:44:24 GMT
Did some reading and pondering while at work today and I realized that the pdf actually has pretty good rules in place for creating custom MSPA class's.
Under attunment in character creation it asks players to write a little description of their character's abilities etc, now in a game balance sense this makes things difficult but for class creating it's not so bad, it follows something like this using the knight class as an example:
15 character defining traits when making a class
ex: knight
- defend their friends
- is a warrior
- acts heroic
- uses aspect as a sword
- targets enemies one by one
- never rests when danger is nearby
- doesn't give up
- will fight to the end
- save those they cares for
- decides quickly
- rushes forward aka acts boldly?
- inspires others
- clever words
- determination
- martyrdom
- prefers martial skill
So with this in mind, if some one wanted to make a custom class all they have to do is think of 15 things to define there new class, since these definitions would help give an idea of what their class could and could not do normally with there aspect. Since if you try to use your aspect that's not within what makes sense of your class it costs 1 miracle point and if you try to do something that goes in the opposite direction of your class, ex: a knight trying kill one of his friends for no reason, then using an aspect ability would cost proportionally more miracle points.
Note* miracle points are not needed to use your aspect powers normally as long as it's within your defined class. So a knight utilizing time travel to make clones of mxself to defeat a powerful enemy threatening mx's friends.
This also got me thinking about creation of new aspects, really I don't think there needs to be rules for new aspects in mind since a players class defines what an aspect can or cannot do, so even if some one where to create and aspect of say victory, with the intention of having victory meaning the hero always come out on top, how this would be used in game depends on the class.
So for example a Knight of victory use's the aspect of victory as a sword to defend their friends, with the 5 levels of attunment that would more or less translate into their combat abilities getting enhanced.
Under attunment in character creation it asks players to write a little description of their character's abilities etc, now in a game balance sense this makes things difficult but for class creating it's not so bad, it follows something like this using the knight class as an example:
15 character defining traits when making a class
ex: knight
- defend their friends
- is a warrior
- acts heroic
- uses aspect as a sword
- targets enemies one by one
- never rests when danger is nearby
- doesn't give up
- will fight to the end
- save those they cares for
- decides quickly
- rushes forward aka acts boldly?
- inspires others
- clever words
- determination
- martyrdom
- prefers martial skill
So with this in mind, if some one wanted to make a custom class all they have to do is think of 15 things to define there new class, since these definitions would help give an idea of what their class could and could not do normally with there aspect. Since if you try to use your aspect that's not within what makes sense of your class it costs 1 miracle point and if you try to do something that goes in the opposite direction of your class, ex: a knight trying kill one of his friends for no reason, then using an aspect ability would cost proportionally more miracle points.
Note* miracle points are not needed to use your aspect powers normally as long as it's within your defined class. So a knight utilizing time travel to make clones of mxself to defeat a powerful enemy threatening mx's friends.
This also got me thinking about creation of new aspects, really I don't think there needs to be rules for new aspects in mind since a players class defines what an aspect can or cannot do, so even if some one where to create and aspect of say victory, with the intention of having victory meaning the hero always come out on top, how this would be used in game depends on the class.
So for example a Knight of victory use's the aspect of victory as a sword to defend their friends, with the 5 levels of attunment that would more or less translate into their combat abilities getting enhanced.