May 16, 2025 6:17 pm
Ever wanted to play as the party that comes AFTER the endgame quest? Wanted unique superpowers built off your favorite word? Well look no further! You and 3 other (un)lucky people Answered The Call! Here's a unique system that's only limited by Stamina and your imagination!
I'm looking for players to come play with my personal system, Broken Concepts. It's a character-focused system that deals with heavy narrative-based interpretation of what your chosen 'class', your Concept, can do. There's no built in build; everyone is absolutely unique, and we build each character from the ground up.
Each Vestige is basically of two minds; the mortal person they were born as, and the concept that became said person.
Vestiges are basically testbeds for new laws by experiencing life from the perspective of (one of) the intelligent species of a universe. Imagine if suddenly a scientist discovers something new about Gravity that changes the way we understand it completely. That eureka moment can come naturally, or it can come as a result of a Vestige with the concept of Gravity ascending and adding that understanding to how gravity works.
You choose a word and imagine how you would apply it. This means even those choosing the exact same word can get different outcomes based on what they think. Someone choosing Fall may be able to get to control gravity, while another choosing Fall may be able to turn people and things back to their baser selves and/or components.
The potential is limited only by your stamina and imagination.
Expect our first session to be a tutorial for combat so we're all comfortable with how fights are going to go and a decision on how much fighting there will be in future sessions.
Note that, yes, Broken Concepts right now is big on combat. Everything else will be practically determined by your skill at rp, how you can twist your concept to fit what you need, and straight d20 rolls.
Here's a character sheet from a previous player; he was sort of a traveling preacher that had the Concept of Attraction. Apparently used it to good effect to get a congregation before he arrived.
I'm looking for players to come play with my personal system, Broken Concepts. It's a character-focused system that deals with heavy narrative-based interpretation of what your chosen 'class', your Concept, can do. There's no built in build; everyone is absolutely unique, and we build each character from the ground up.
Each Vestige is basically of two minds; the mortal person they were born as, and the concept that became said person.
Vestiges are basically testbeds for new laws by experiencing life from the perspective of (one of) the intelligent species of a universe. Imagine if suddenly a scientist discovers something new about Gravity that changes the way we understand it completely. That eureka moment can come naturally, or it can come as a result of a Vestige with the concept of Gravity ascending and adding that understanding to how gravity works.
You choose a word and imagine how you would apply it. This means even those choosing the exact same word can get different outcomes based on what they think. Someone choosing Fall may be able to get to control gravity, while another choosing Fall may be able to turn people and things back to their baser selves and/or components.
The potential is limited only by your stamina and imagination.
Expect our first session to be a tutorial for combat so we're all comfortable with how fights are going to go and a decision on how much fighting there will be in future sessions.
Note that, yes, Broken Concepts right now is big on combat. Everything else will be practically determined by your skill at rp, how you can twist your concept to fit what you need, and straight d20 rolls.
Here's a character sheet from a previous player; he was sort of a traveling preacher that had the Concept of Attraction. Apparently used it to good effect to get a congregation before he arrived.
[ +- ] Abraham
Create character
STATS
Current/Max Stamina: 32 / 32
Proficiency: 6
Move: 6
Concept: ATTRACT
Build: Svelte
Eye Status and Modifier: Closed / 0
Weapon: BILLHOOK 1d6
Proficiency: 6
Move: 6
Concept: ATTRACT
Build: Svelte
Eye Status and Modifier: Closed / 0
Weapon: BILLHOOK 1d6
Hand of Fate |
t |
0 |
Vestige
QUIRKS
Quirk: Magnetic Attraction
Notes
Notes
(0) Abraham embodies the concept of "Attract" on a fundamental level, drawing in both attention and elements to enhance his power. Whenever Abraham rolls an even number on a d20, magnetic Attraction triggers. Once per Combat or Scene.
When it triggers:
- (On 2, 4, 6, 8, 10) Abraham becomes a focal point, pulling nearby objects and energy towards him from 2 spaces away.
- (On 12, 14, 16, 18, 20)Nearby objects (not big ones) are drawn closer to Abraham, providing him with temporary makeshift armor and a bonus to his defense up to a certain amount of Extra Stamina spent before an attack actually hurts him. 4+(1/2/3/4/5, depending on how high the even roll was)
- On the next odd numbered roll after the activation, the energy and all remaining armor is released as a powerful burst. Damage Dealt: (The odd numbered roll + how much Extra Stamina is remaining at the time of the roll)
Eg, you roll a 3, and your armor has 9 Stamina. The damage dealt in the burst is thus 12.
When it triggers:
- (On 2, 4, 6, 8, 10) Abraham becomes a focal point, pulling nearby objects and energy towards him from 2 spaces away.
- (On 12, 14, 16, 18, 20)Nearby objects (not big ones) are drawn closer to Abraham, providing him with temporary makeshift armor and a bonus to his defense up to a certain amount of Extra Stamina spent before an attack actually hurts him. 4+(1/2/3/4/5, depending on how high the even roll was)
- On the next odd numbered roll after the activation, the energy and all remaining armor is released as a powerful burst. Damage Dealt: (The odd numbered roll + how much Extra Stamina is remaining at the time of the roll)
Eg, you roll a 3, and your armor has 9 Stamina. The damage dealt in the burst is thus 12.
Passive: Attracting Possibilities
Notes
Notes
- Whenever Abraham enters a new location or encounters a new group of individuals, this passive ability subtly draws the attention and goodwill of those present towards him. These don't affect combat but are a more narrative bonus.
- People are naturally inclined to trust and be more receptive to Abraham's words and actions.
- In challenging situations or negotiations, there's a higher chance that events will play out in Abraham's favor.
- When searching for items or information related to his cause or faith, he's more likely to stumble upon revelant clues or objects.
- People are naturally inclined to trust and be more receptive to Abraham's words and actions.
- In challenging situations or negotiations, there's a higher chance that events will play out in Abraham's favor.
- When searching for items or information related to his cause or faith, he's more likely to stumble upon revelant clues or objects.
Concept
Billhook's Return (1)
Notes
Notes
Abraham combines the power of attraction with his trusty billhook allowing him to throw it as a deadly projectile (15ft max) and then draw it back to his hand with attractive force for 4 damage.
Bloodthirsty Billhook (3), Once Per Round
Notes
Notes
Abraham harnesses the power of attraction to imbue his billhook swing with a vampiric effect, drawing the life essence from a single enemy. When used, Abraham's billhook becomes infused with attraction energy, drawing the target's blood with an eerie attraction force, siphoning a portion of their Stamina (1d5)
The Stamina siphoned is transferred to Abraham, healing him for the damage dealt.
If the attack successfully defeats the enemy, the healing effect is doubled.
Eg: The swing is infused with attraction energy, becoming like a magnetic force, drawing or *attracting* the essence of the enemy's life (their blood) towards it. Essentially pulling something vital, in this case, *blood*, towards Abraham's weapon, then Abraham consumes it.
The Stamina siphoned is transferred to Abraham, healing him for the damage dealt.
If the attack successfully defeats the enemy, the healing effect is doubled.
Eg: The swing is infused with attraction energy, becoming like a magnetic force, drawing or *attracting* the essence of the enemy's life (their blood) towards it. Essentially pulling something vital, in this case, *blood*, towards Abraham's weapon, then Abraham consumes it.
Gravitational Fist (3), Once per combat.
Notes
Notes
Abraham delivers a punch that taps into the darkest interpretation of "Attraction" by creating a lethal gravitational pull within the target's body upon contact. When Abraham lands a successful punch on the target, the Gravitational Fist ability is activated.
The punch causes severe internal damage (5+1d4), dealing significant damage to the target.
The gravitational attraction within the target's body becomes unbalanced, causing intense pain as their insides are forcefully drawn toward the point of impact (flavor).
The punch causes severe internal damage (5+1d4), dealing significant damage to the target.
The gravitational attraction within the target's body becomes unbalanced, causing intense pain as their insides are forcefully drawn toward the point of impact (flavor).
Items
Item [quantity] (weight)
Name | Description | |
1. | Thing(1pc)(5kg) | This is a thing. |
2. | ||
3. | ||
4. | ||
5. |
Last edited May 22, 2025 7:45 am