Shadowhunters/Mortal Instruments/Infernal Devices

Dec 18, 2017 2:43 pm
Moving this into Game Dev, and out of the Tavern.

Google Doc for the full details here.
Dramasailor says:

So my wife and I chatted about this concept on the way home the other night (she's a big fan of the series as well).

Here's the rough spitball idea that we blabbered out.....

Using more of a Vampire the Masquerade means of dealing with levels. You gain experience, and with that experience you can "purchase" upgrades to stats, abilities, etc. For example, Shadowhunters could spend experience to purchase a permanent rune or learn how to scribe stronger temporary runes.

In general, it seemed like from a player perspective, you'd have 5 possible classes:
Shadowhunters - Flexible role depending on their Rune/Mark choice.
Warlocks - Magic-users that focus on blasting and obfuscation spells
Witches - Magic users that focus on restorative and control spells
Werewolves - Physical combatants that can shift into a wolf for enhanced ability.
Vampires - Physical combatants that can restore their own health through vampiric means.
The Fey - Physical combatants with silver tongues and some obfuscation spells. (Added per Unknown6425)

Non-human (or partial human) creatures would only be NPC creatures, generally speaking.

Rune System - Shadowhunters would be able to manage two levels of runes: permanent and temporary. They would need to slowly purchase permanent runes. Temporary runes could be grouped into types (restorative, general enhancement, battle enhancements, etc). Players could spend experience to increase their competence in a group, which would give them access to higher level runes of that type. These runes would be for specific function (increased strength for 1 hour, hardened skin for 1 hour, etc etc).

Magic System - For Warlocks and Witches, the idea was for non-Vancian magic (no specific spells, but rather you can pretty much have the magic do whatever you'd like, gated only by how much energy/potency you wanted to dump into the casting). They would spend experience to allow them to expend more effort in the casting. For example, spending three "units" or whatever would cause you to do 3x the damage of the base casting. Warlocks wouldn't be able to heal people with magic, Witches wouldn't be able to cause direct damage with magic.

Weres and Shifting - The ability to shift would be their scalable mechanic. They start off being able to shift for very short bursts, and can spend experience to extend that amount of time or for additional times before resting. Also, possibly spending experience for enhanced abilities (stronger claws, thicker skin, etc).

Vampires and the Feeding - Vampires would have a higher general strength and the ability to drain their victims at times to restore a little bit of health. Numbers and such would obviously need balancing.

We didn't get too deep into what kind of stats that people would have or what kind of a dice system would make sense. In my head, I saw it more like Vampire (roughly: you put points into abilities/stats/etc. That equates to the number of D10s that you roll for that check. The more results you have over 7, the more successful you are.)

We discussed things like the Mortal Instruments and Infernal Devices being magical items you could involve in the story.

Things like rare steles that could improve the effectiveness of certain runes.
Dec 18, 2017 3:44 pm
This seems like a really interesting premise. I saw the movie, which is about as far as my familiarity with the series goes. I'd be game to try this if you run it.
Dec 18, 2017 7:30 pm
I just want to say how awed I am by this. I barely had an idea and you have got something absolutely awesome already!
Something to think of when it comes to the shadow hunters and runes. The possibility of parabatai. This creating a bond that increases 2 characters strength and opening access to more runes and some runes only available to parabatai.
Dec 18, 2017 10:24 pm
*nods* Absolutely.

To that end, may as well start with talking out the finer points of the rune system. If we're gonna run this down, may as well start there!

In my head, I see the runes more like "classic" Vancian spells. You can break them up into several categories. Possibly able to spend Experience to specialize in a single class of rune, granting enhanced versions.

Temporary Runes
These runes are meant to be used as needed, for short-medium term effect.

Enhancement Runes
Dexteritas - Short term boost to Dexterity/Agility. Specialists have 2x duration.
Fortis - Short term boost to Strength. Specialists have 2x duration.

Restorative Runes
Sangliers - Can transfer Hit Points from one creature to another (1 HP transferred/3 HP spent). High risk to "donor". Specialist can transfer 1 HP / 2 HP spent.
Amissio - Slows blood loss and speeds recovery. Kind of a "stagger" mechanic meant for tankier type characters. Defers damage and makes healing magics more impactful. Specialists may have longer duration or more damage mitigated?

Passive Utility Runes
Thermis - Keeps the recipient warm against all cold conditions. Specialists have increased duration.

Active Utility Runes
Nyx - Grants the recipient night vision for a short period of time. Specialists have increased duration.

Permanent Runes
Only a select few can be inked permanently, and they grant a long-term effect that persists so long as the rune is unbroken.

Normal Permanent Runes
Voyance - Gives the bearer the ability to see through low-powered glamours as well as minor extrasensory perception (mechanically unsure how this would behave).
Mnemosyne - Grants the bearer enhanced memory. Mechanically a bonus to recall information when they've had brief exposure to it.

Parabatai Runes
Only able to be used by parabatai after swearing the Oaths, these permanent runes rely on both parabatai to function. I couldn't find any good examples online, so making some up for giggles and grins.
Synchronized Heartbeat - Parabatai in battle together can take damage dealt to a single half of the pair and instead split the damage between themselves to prevent grievous injury to either party.
Twinned Strike - Enables the parabatai to make a joint attack that grants a bonus to striking and to damage caused.
Dec 19, 2017 5:03 pm
I like it! I know I have a copy of the shadow hunters codex laying around the house somewhere. I will have to find it and pull some runes from it.

Should we set some runes as mandatory to know? For example the voyance rune is one of the first runes a encounter child receives (pulling from book knowledge). I feel like that may end up being too game breaking though.
Last edited December 19, 2017 5:04 pm
Dec 19, 2017 5:20 pm
*nods* I know that Voyance is normally the first, though some get a different one first. I could see changing it for the sake of gameplay to allow for a few specific Permanent runes be available as first runes (really, it would be that you could make certain runes requirements of other runes. For example, if you wanted to have Sight, you have to first have Voyance). I figure when you become a Shadowhunter, you get 1 permanent rune for free. Other perms would have to be purchased.
Jan 5, 2018 4:37 pm
I like it. Makes a lot of sense.
So which runes do we want? Also, setting within the timeline will make a difference. Being pre-cold peace or post could leave room for creating new runes. Bahahaha can you tell that I just started Lady midnight?

I personally like the infernal devices setting the most but anything pre-cold peace would leave less room for confusion on the runes. However, post cold peace would almost eliminate the fey as a playable race.

You do not have permission to post in this thread.