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Found 4 results

  1. Skills and abilities

    I have been toying around with this idea for a while now and was trying to come up with a solution that is not very intrusive but could lead to some options during play for each of the characters without losing too much of their uniqueness. Instead of having abilities attached to characters, provide a set of cards or cardboard sheets with skills printed on them. Each skill comes with three levels and costs one skillpoint (SP) to acquire. Leveling them up costs also 1SP per level up, but grants improved abilities. For starters you could say that each character starts with five SPs and successfully finishing a scenario in a campaign gives one additional SP. In order to avoid overpowered combinations it might make sense to provide certain abilities in a very limited quantity, so that only one (or two) player can choose it and also to increase the costs for leveling up abilities. Acquiring the initial ability could then cost 1SP while the first level up might cost 2SP and so on... Some abilities cannot be learned by certain characters (for example Sherry can never pick a gun based ability), while other abilities are limited to a few characters only (for example Ada's Intrigue ability) to keep the unique feeling of each character. I admit I took some inspiration from Descent which has a really nice simplified skill tree that still allows for some variety and distinct 'builds' and lets your characters 'grow' a little over time. And if you have played Resident Evil 6 or Revelations 2 you might remember this kind of leveling up of abilities or skills and assigning them to a limited amount of slots. Here are some examples of abilities I had in mind: Agility (level 1 lets you roll one additional evade die when dodging, level 2 gives you one extra move action per turn, level 3 lets you automatically dodge Zombies without rolling for evasion, regardless of the number of zombies) First Aid (level 1 lets you revive a fallen character in your space for +1HP and will cost you 4 actions, level 2 increases the healing to +2HP and costs 3 actions, level 3 increases healing to +3HP and costs 2 actions) Handgun Expert (level 1 allows you to equip handguns, level 2 allows you to reroll one attack die per attack action, level 3 gives you the Steady Aim skill that allows you to spend two attack actions for a single fired bullet that gains an additional red die) Herbal Lore (level 1 heals +1 HP when using green herbs, level 2 heals +1HP when using blue herbs, level 3 gives a red + green herb mix the same effect as a First Aid Spray) Sneaky (level 1 lets you ignore corpse markers, level 2 makes Zombies unaware to your presence unless you cause noise, level 3 lets you reroll the threat die when entering yellow or amber rooms for the first time) Survivor (level 1 increases your inventory by two slots, level 2 makes attacking with a knife at range 0 an automatic double hit, level 3 grants you the ability to heal +1HP but you have to skip your entire turn) Those are all custom abilities for now... although I might have more later. Please let me know what you think and/or post your own suggestions
  2. Community suggestions

    Hello everyone! I thought it might be a good idea to collect all the suggestions that were made during the kickstarter in this place to avoid them getting lost and maybe get a confirmation or veto from SFG on them. Everything that's left when the game ships can then be added via houserules/homebrew 1. Symbols on the blue dice - a couple of people are afraid that the dice in their current state are too unforgiving, while others stated that the dice are perfect. Some people suggested to just add an additional single hit to all (or just the blue?) dice. I have an idea that might cater to both sides. Why not add 1 single hit to half of all the dice? That way people can randomly select from the pool or intentionally go for the dice with better or worse odds. 2. Put the abilities on an extra set of small cards - the character sheets will simply state what ability each character starts with, but players are also free to pick or shuffle and draw the cards in the beginning of the campaign. That way you can add abilities that do not match any character, but could potentially increase replayability. Those are just some random thoughts I wanted to get out there ... I have another idea regarding modular character sheets, but that's not fleshed out yet Have a good one everyone!
  3. Homwbrew Content

    So since I've gotten the game. I have been playing as the sadistic DM and doing new encounters, enemies and concepts of how the invader works. This was one of the homebrew equipment that I made as a reward.
  4. The Actor's Guild

    Way back a month or so ago, there was a thread here about guilds we'd like to see in the game. I had brought up the possibility of an Actor's Guild, and that idea stuck in my head, so I did a full write-up of homebrew rules for a 6 player Actor's Guild team, plus a little bit of backstory. Their playstyle is focused around influencing activation order, both their own and the opponents. They are slippery, and fall more towards the kicking side of the game than the killing, although they would certainly be comfortable with the 2-2 win. Let me know what you guys think, I'd be eager to get some feedback! https://docs.google.com/document/d/1yRarl63_FkAPxDGlFPK3NhrwxTzPl_ddnTJeak8AHvU/edit
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