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Author Topic: My post-apocalyptic steampunk P&P RPG  (Read 2435 times)

Majestic7

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My post-apocalyptic steampunk P&P RPG
« on: January 15, 2013, 03:54:29 am »

This is technically a repost from another sub-forum, but I noticed there are P&P rpg threads here now, so....

I’ve been working on a post-apocalyptic steampunk pen & paper RPG for a long time. It entered beta state – with a beta PDF – in April. I’ve been playtesting (running games with) it for a couple of years, running it for a total of 30-40 people. The game is called ARIUS: the Ashen Age.

ARIUS: the Ashen Age takes place in a post-apocalyptic world that was shattered by a religious revolution. Fanatics plunged the world in an apocalypse, burning it with hellfire and smiting down the wrongthinkers with plagues. They remade the blasted remains as their image. On came the Burning, where all past knowledge was purged. Great book pyres burned for months. The worst thinkers burned with their writings. All history before the great purge was declared forbidden. Now, five hundred years after the Burning, technology has declined into magic. Superstition has replaced reason. Witches and warlocks don't lob fireballs - they use napalm grenades, but the effect is just as magical to the peasants.

General technology level is around 17th century, with muskets and rapiers. Of course, the setting is not historical, but anachronistic. A mercenary might have a targeting laser attached to a musket, a nobleman could have a digital watch as part of a court attire. Hereditary nobility and corrupt merchant princes run the world. Religion rules supreme and fanatics threaten to destroy what remains of the old world infrastructure. Slavery is common. Much of the world is ruined and poisoned by the ancient war. People live beneath the shadow of the burned past. Technology is the domain of enigmatic, inhuman Techmancers, whose skills are treated as sorcery.


You can read the introduction here.


Current beta pages are here. They are a little plain to my liking. I haven't got around to doing the proper pages yet. There are some illustrations I could already use. Oh well, soon!   

So, why is the game awesome? Four reasons.


1) The game world is modular.

You can play it as fantasy, post-apocalyptic Earth or steampunk (well, clockworkpunk) space opera. In the fantasy version, there are flying ships traveling between pieces of the shattered world. In the space opera, they are haphazard, radioactive spaceships made of scrap. On post-apo Earth, the ships are actually submarines faring through the poisoned, polluted seas. Alternatively, they could be airships. Modularity applies to everything in the world. There are no final truths, just a list of suggestions. You can choose what is real. Reality is a matter of perception.

2) Just like the world, the rules are modular.

There are light core rules and stuff you can add to modify them. With all the extra layers Purgatory is heavy, dark and cumbersome. With the lightest rules it works just fine for light, heroic swashbuckling. You can choose your genre and the rules that support it best.
 
3) Lots of fluff. Everything aims towards a very strong and special atmosphere.

4) Excellent support.

Big plans for online support with stuff like the plot generator and scenarios available online. Eventually, when the game is published, this will be the carrot to buy it instead of pirating.

I'm currently editing version 1.2. You can see the changelog here.   

I know the grammar in the current version has problems. English isn’t – obviously – my first language. Proofreading waits for the main book to find the final form. (It is too big right now, at least 50 - 100 pages need to be axed.) No point in going through the text with a fine comb when the contents will change.
« Last Edit: January 22, 2015, 03:05:29 am by Majestic7 »
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ScriptWolf

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Re: My post-apocalyptic steampunk P&P RPG
« Reply #1 on: January 15, 2013, 04:00:13 am »

you had me at lazer targated musket
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Viken

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Re: My post-apocalyptic steampunk P&P RPG
« Reply #2 on: January 15, 2013, 12:10:58 pm »

Is there any sort of meta-gaming elements, or perhaps the chance to delve into strategy-types, as well as having RPG characters? Say, after discovering some lost ruins, the group decides to plant down their own city over the site to hide the fact they're digging for whatever lost knowledge they can, and perhaps even threaten the religions on a larger scale than just the personal?
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Majestic7

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Re: My post-apocalyptic steampunk P&P RPG
« Reply #3 on: January 15, 2013, 03:14:45 pm »

Short answer:

Depends on your definition of meta elements. Strategic abilities, yes.

Long answer:

Regarding meta-gaming, it depends on what you mean by it. Like are there ways for players to influence the game outside their characters? Characters have Advantage Points, which they can use to change things. Basically, they are used for stuff like taking less damage, succeeding in a check and so forth. During character generation, they are used for buying special equipment and special abilities. APs are a rare and valuable resource. They can be used to gain temporary narrative power as well. (GM tells the door is locked, a player spends an AP and says the last guard was so tired he forgot to lock it.)

In addition, there is the Plot Generator. It contains many plot twists divided under five categories (Weird, Conflict, Skullduggery, Techmancery, Relationships). If the GM chooses to use it, all players roll a couple of plot twists in the beginning of a campaign. They can choose the category, but the exact twist msut be rolled. The twists are stuff like "She's gonna blow!" in Techmancery, "Love at first sight" in Relationships, "Surprise witness" in Skullduggery and so forth. Players can use these twists to change the world. They must provide a narrative based on the twist they use and explain what happens. There are small and large twists; small twists affect only the scene being played, large twists affect the rest of the campaign. Small ones pass automatically, large ones require a vote among the players (including the GM) on whether the narrative was good enough.

For example, let's say a player has a plot saying "Spoiled gunpowder". He could use it as a minor plot by explaining "The bandit base has a leaky roof. It rained yesterday and it spoiled their gunpowder". Then tell that because of this, the bandits' muskets are not working properly. It only affects the encounter underway and will pass as such. A major plot twist would be something like declaring that the whole gunpowder supply of the 2nd Imperial Army has been spoiled. It would affect whole companies of soldiers and take a long while to be replaced, so it is a major twist. The player would need to spin, say, a story about corrupt quartermasters, a drunk camp de aide, unfortunate weather and enemy agents all plying to make this happen. It would need to be good enough to convince rest of the group. The group shouldn't stonewall the player using the plot. If they are not satisfied, they should rather haggle for a narrative and end effect everyone are happy about.

The plots can be used against or for the player. If it is used for his advantage (well, his character's advantage), the narrative change is the reward. If he uses the plot twist to hamper his character (like declaring his gunpowder is spoiled), he gets one or two APs, depending on whether it is a minor or a major twist. In a campaign, players get to roll more plot twists at critical junctions in the campaign. They can further spend AP to buy twist rolls, if they wish. Yes, this means you can spend a major twist to hamper yourself and then immediately buy a new twist to wait in your hand.

Strategic elements

Regarding strategic elements, there is Influence, a skill-like ability characters may or may not have. Influence is divided into several categories and always tied to a specific organization. Power of the organization basically puts cap to the maximum influence you can have. Influence works as a skill and portrays power, connections and authority. Basically, you can use influence to make things happen.

For example, if you have criminal influence, you can use it to buy black market weapons. You could do the same by using personal streetwise. The difference is, while using streetwise, the character is doing it personally. It takes time and possibly endangers him. Using criminal influence, someone else does the footwork for you. You just put the gears in motion and get the end result. When you have a lot of influence, you can make bigger and bigger things happen. When trying to do some really big stuff, it is advisable to make way for it with roleplaying scenes associated with it. For example, you could technically make a coup with a single influence check. In practice, it would make sense to play the preparations involving diplomacy, subterfuge and whatnot. If everything went as planned, it would make the final coup check easier and all failed portions would in turn increase the final difficulty.     

There are further two subtypes for influence, overt and covert. Overt influence is public power - for example, everyone know that General Urist commands the 2nd Imperial Army. When General Urist uses his military influence, he does so by signing orders. So the influence usages can be backtracked to him. Then there is covert influence, which is gained through conspiracies, blackmail etc. It is harder to get, but it can't be backtracked. So if General Urist spoils all gunpowder of the 2nd Imperial Army using covert influence, there is no paper trail tracing it back to him. Of course, things aren't this black and white. You can try to cover your tracks with overt influence etc etc. This is just an example.

I just ran a campaign where the character were the ruling council of a large province in a realm where a revolution had just taken place. They were leading armies and intelligence apparatus and so forth. Influence system alone worked fine for this end.

I've drafted systems for running Gloomships, actual large scale combat and other strategic stuff. However, none of that will make it to the main book. They are just hanging on the background till I get the basic book finished. It is ambitious enough project on its own, heh.
« Last Edit: January 16, 2013, 03:47:01 am by Majestic7 »
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LeoLeonardoIII

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Re: My post-apocalyptic steampunk P&P RPG
« Reply #4 on: January 16, 2013, 01:32:39 am »

You lost me when you started talking about players spending points to gain narrative power.

I guess the thing I want to know is why you're trying to make this a standalone RPG when it's rules-lite and mainly setting material. It sounds like it would work better as a setting supplement for new-school co-op storytelling games. That way you don't miss out on players who want to play, for example, Burning Wheel and aren't interested in new rules.
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Majestic7

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Re: My post-apocalyptic steampunk P&P RPG
« Reply #5 on: January 16, 2013, 02:43:31 am »

You lost me when you started talking about players spending points to gain narrative power.

Do you dislike the plot generator as well?

*shrug* The system is modular. Parts you don't like, you don't need to use. Spending an AP is more about changing the narrative in a way affecting the game part of the world, anyway. Like it is taken for granted players have narrative power over stuff like their own characters, associated NPCs and so forth. You just need to spend an AP to change something middle of a scene, like coming up with a way to escape from a prison cell outside the existing mechanics or explaining why you survive the bullet to the head.

Nothing prevents you from playing with completely shared powers or with a strict GM-ran world. You could easily play GMless or with minimum storysetter-type GM by only using the Plot Generator as your only mechanic. Alternatively, you could drop all narrative and meta-gaming powers players have and limit all to GM jurisdiction.

Quote
I guess the thing I want to know is why you're trying to make this a standalone RPG when it's rules-lite and mainly setting material. It sounds like it would work better as a setting supplement for new-school co-op storytelling games. That way you don't miss out on players who want to play, for example, Burning Wheel and aren't interested in new rules.

Systems tend to be best with a certain kind of setting or genre. Let's take one of my favorite systems, Savage Worlds, as an example. It is great with light, action-packed gaming, but I wouldn't use it for realistic psychological horror or political maneuvering. Sure, you *can* use it, but it isn't optimal.

I wanted a system that can portray different parts of the game world. I'm not sure you can call Purgatory rules-lite as such. I mean, there are a lot of rules. You can just choose to ignore 90% if you so wish without any houserulings. You can still play the game with a different system, but use the existing rules as a base for inspiration. Many things, like the sanity system or the plot generator, are easily borrowed for use with other rulesets. The point is providing the best tools for exploring a certain setting and the themes it contains. Whether you use them with the provided rules as a core or add them on other systems, it doesn't matter. 

What comes to co-op storytelling games, they are so rules light I don't think making specific settings for them is even necessary. Of course, this depends on what you mean with co-op storytelling games. For me, this means stuff like Fiasco (which I like a lot). In my books Burning Wheel is still a pretty traditional roleplaying game.
« Last Edit: January 16, 2013, 03:38:47 am by Majestic7 »
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Viken

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Re: My post-apocalyptic steampunk P&P RPG
« Reply #6 on: January 16, 2013, 04:15:33 am »

Its sounds like an enhnaced version of Fate/Hero/Courage/Willpower points that characters can 'spend' to gain automatic successes in their actions, or to ignore a detriment for a specific time, except on a grander scale.
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LeoLeonardoIII

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Re: My post-apocalyptic steampunk P&P RPG
« Reply #7 on: January 16, 2013, 04:20:49 am »

Then I guess I jumped to the conclusion that it was rules-lite from reading your posts.

Your rules for the ships, for example: how are you planning that? Like a detailed wargame (like Warhammer), or a stylized higher-level wargame (like War Machine), or an adaptation of the face-to-face combat or some other set of rules, or an abstract "ship events matter if they impact the players walking down the corridors" kinda thing, or something else?

Also, when you talk about player control over their character's narrative, what do you mean (I mean for your ideal)? For example, if the referee rolls up a thing that says my character gets dysentery, can I as the player just say it cures itself? I don't mean the AP thing, of course if a player can create a secret escape passage using AP then he could cure a disease with AP. I meant how much authority does a player have over things that happen to his character? How much authority does a player have over things that his character tries to do?
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Majestic7

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Re: My post-apocalyptic steampunk P&P RPG
« Reply #8 on: January 16, 2013, 04:54:20 am »

Its sounds like an enhnaced version of Fate/Hero/Courage/Willpower points that characters can 'spend' to gain automatic successes in their actions, or to ignore a detriment for a specific time, except on a grander scale.

That's pretty much it, yeah. In addition, you can use APs to buy special abilities for your character during a campaign, if you have a narrative explanation for it. In general, APs are a rare reward for something exceptional. Players get ordinary experience points all the time, which they save to buy APs or use for normal development. Extraordinary things - like reaching a major personal goal - can get you an Advantage Point directly.

Quote from: LeoLeonardoIII
Your rules for the ships, for example: how are you planning that? Like a detailed wargame (like Warhammer), or a stylized higher-level wargame (like War Machine), or an adaptation of the face-to-face combat or some other set of rules, or an abstract "ship events matter if they impact the players walking down the corridors" kinda thing, or something else?

Basically, Gloomships use the same rules as characters. They have abilities like characters, take damage like characters and so forth. There's a different fluff for them - instead of Perception you have Sensors, instead of Agility you have Maneuver - but the logic is the same. Basic mechanics are very similar, just on a different scale. Player characters are part of the ship (presumably officers/specialists) and their personal abilities matter in what happens. The ship rules are meant to be used in situations where you want detail at that level. You don't need them for abstract ship events that happen to singular characters inside the ship. You have the basic rules covering that already. Though even if you run a very narrative campaign, you can benefit from the extra depth and content something dedicated to Gloomships would bring to the matter.

All this being said, like I said, strategic and ship rules are just drafts waiting for the future. They haven't even been playtested yet for that reason. I'm concentrating on getting the basic package done and out first.

Quote from: LeoLeonardoIII
Also, when you talk about player control over their character's narrative, what do you mean (I mean for your ideal)? For example, if the referee rolls up a thing that says my character gets dysentery, can I as the player just say it cures itself? I don't mean the AP thing, of course if a player can create a secret escape passage using AP then he could cure a disease with AP. I meant how much authority does a player have over things that happen to his character? How much authority does a player have over things that his character tries to do?

My personal ideal would depend on the genre and style of the game I'm running. However, if you are asking what is possible in this game... It depends on how you want to play it.

The basic assumption is the traditional sharing of power between players and the GM. This means that the players play their characters. Meanwhile the Game Master, referee, storyteller - whatever you want to call him - plays the rest of the universe. Players have power over their characters, their actions and deeds as defined by the mechanics of the game. They can try anything, but the system decides whether they succeed, as refereed by the GM. This goes another way too. The system exists as a buffer for arbitrary decisions by GM. (Of course, a GM can cheat etc, it all falls down to the style of play. For example, I like to GM sandbox campaigns where I'm the neutral arbitrator, but sometimes I lead very story driven games. In the latter I might fudge the dice to keep the player character alive and so forth.)

In this instance, a dysentry would get some sort of resistance check to see if it sets in. After that it would start inflicting negative effects. The player would need to work according to the rules to get rid of it. This would require treatment with the included treatment checks. Treatment availability would be set by the GM. The characters would have narrative power over dysentry in telling how his character reacts to the situation and possibly in how exactly the damage of the disease takes place. He couldn't magically just declare the disease cured. That would step on GM's toes as the person playing the universe.

Stuff you can buy with APs, in this basic level, grant you special privileges to foray into GM realm. Like curing dysentry - with a sufficient explanation - by spending an Advantage Point. Likewise, you can buy allies. They are NPCs you share with the GM - you can play them yourself on the side or the GM plays them according to guidelines you've put forth. You've paid the APs for their trustworthiness, so GM won't backstab you with them. A character could have a plenty of helpful friends ingame, but the Ally is someone you know the GM won't use to fuck you with.

Now, this is how this dysentry thing would be played with the basic rules. You could play it differently if your define the narrative powers differently. It just isn't the basic assumption.

Regarding authority on what player wants his character do, you tell what you want do and how you do it. The GM sets the difficulty level, the system tells if you succeed or fail and to which degree, GM or player and GM together weave a story on what happened. Pretty standard, I think. So the player has 100% authority on what he wants to do, but no guarantees that what he wants to do succeeds. The game system exists to define what players can do to each other. GM (which I consider the player of the universe) can't affect the player characters (or their Allies) without using the rules, the players can't affect the universe or each other without using the rules. This is of course a simplified example. I really doubt anyone requires a skill check from a player to eat a burrito, even though it is technically a character affecting the universe.   

If you use some parts of the rules, there are things which may drive characters act in a way the player might not necessarily want. Basically, there are rules for vices and virtues, passions and addictions, mental instabilities. This means that, for example, a merciful character might not be able to kill someone, even if the player wants to. This is usually resolved with a dice roll to see if the character can act against his emotions. If the player chooses to act according to such drive in a dramatic situation without a roll to resist, he gets a little bonus. This is all optional rules though, for people who want to try such mechanics.     
« Last Edit: January 16, 2013, 05:05:07 am by Majestic7 »
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Rowanas

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Re: My post-apocalyptic steampunk P&P RPG
« Reply #9 on: January 16, 2013, 05:04:57 pm »

When I first saw this thread, it struck me as being much like CthulhuTech, and that feeling has only grown over the page of discussion. The AP, though, sounds a little like Deeds in the Legends Of Wulin system, which allows each player to reward a Deed at the end of a session to one other player, where the first player gets to pick something interesting for the other player's character, ranging from plot hooks to reputations.

The religious apocalypse is a fairly tried-and-true setting, but I'd be interested in seeing the mechanics before making a judgement. Unfortunately I won't have any time to test it, so I can't in good conscience ask for a copy.

My main question, I suppose, is: What's the schtick? Generally, games have a unique(ish) mechanic or theme that makes them worth playing. What's yours?
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I agree with Urist. Steampunk is like Darth Vader winning Holland's Next Top Model. It would be awesome but not something I'd like in this game.
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Majestic7

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Re: My post-apocalyptic steampunk P&P RPG
« Reply #10 on: January 17, 2013, 02:13:01 am »

Isn't CthulhuTech the game with the anime mechs punching mi-gos in the scrotum? I'm surprised there are similarities, I guess I should check it out then. I'm just passingly familiar with it from the Mongoose forums. Uh, is it good or bad? I've only heard bad things about the game and the setting...

My main question, I suppose, is: What's the schtick? Generally, games have a unique(ish) mechanic or theme that makes them worth playing. What's yours?

Well, I'd call the world itself that schtick. Especially the modular part. You can play the same setting as fantasy, science fiction or horror. The players don't even necessarily need to know which of the interpretations the GM has chosen. It fits with the grand theme of superstition overpowering reason. Reality is a matter of perception. I see the setting as the grand thing, while the mechanics are there just to give tools to explore it. However, I get the feel you want to hear more about special mechanical stuff.

Hmm. Well, there is the whole "everything follows the same basic logic" in the modular system. Many games have special subsystems for everything, in Purgatory, a couple of basic mechanics just find new forms. It makes it easier to attach new parts to your game once you just grasp the basics. For example, thee are rules for opposite checks when two people try to do the opposite things. It is a simple thing. Then there are chase rules if you want a detailed chase. Chases use opposed checks with a little narrative twist. If you want detailed social "combat" (instead of focusing on roleplaying them), it repurposes the chase rules for the effect. Likewise, gloomship combat uses repurposed chase rules.

If we look at special parts, I like how Techmancers work, mechanically. They are cyborgs connected to the God-Machine and it fuddles their identities. I've even been told the whole game should concentrate on Techmancers alone. Here is a campaign log about the second Techmancer campaign I'm running. It might migrate to Obsidian Portal eventually, once things get a little prettier. 

The sanity system - madness meter - is certainly nice, but the idea is originally borrowed (with permission) from Greg Stolze. Basically, when characters encounter horrors, they are always affected. Either they become colder towards the specific things or their sanity starts breaking down. Becoming colder makes future shocks affect them less, but in excess, will turn them into sociopaths.

Testers have complimented the Hidden Blessing/Curse mechanic, which I didn't honestly expect to be that big of a thing. Basically, with Hidden Blessing, you give the GM a bunch of points and ask him to buy something nice with them for your character. They are qualities and resources the character and the player don't know about. For example, a character could have a powerful hidden Ally. They still function in the background and might be revealed later in game. Hidden Curse works the same way, except it is used for flaws which hinder the character, like having a powerful hidden Enemy.

Regarding equipment and tactics, anachronism creates interesting situations. Muskets and the like are powerful, but take a long time to reload. In combat, it matters when you take a shot and if you are prepared with a stack of several loaded firearms in your position. Guns are deadly, but melee is viable since they shoot slow and not very far. Everything changes if the enemy is packing a clockwork pistol, which is basically a modern semiautomatic weapon (thought locals will treat it as a magical, though comprehensible weapon). Even then Techmancery is not totally reliable, ammunition is expensive and there is a limited supply. Same applies to stuff like horses vs clockwork horses. 

The influence system described in a long reply to Viken above is a nice way to integrate authority and power into characters without unnecessary clunkiness. No need for accounting for every random hireling and minion when you have influence for that. Then there are many small things like handing mobs of common enemies as one character, various Techmantic gadgets, the optional plot generator, the way dodging/parrying and initiative work and various little things about combat, skill checks etc. 

So, to repeat myself, I think the main thing about mechanics is how you can add and subtract parts to/from the whole pretty seamlessly. Even small changes can make big difference in the feel and genre of the game. 
« Last Edit: January 17, 2013, 03:50:56 am by Majestic7 »
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Rowanas

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Re: My post-apocalyptic steampunk P&P RPG
« Reply #11 on: January 17, 2013, 05:02:48 am »

Hmmmm. Fair enough. At first, your description of the modular system had me thinking that it was essentially GURPS-like, but I'll admit that the deeper reveals that that's not really the case. Cheers.

As for CthulhuTech, the initial setting is kinda lame because it tasks the players with defeating eldritch monstrosities with mechs and guns instead of the old Lovecraftian way (with screaming and soiling yourself), but with some fairly minor tweaks it can be easily turned into a successful game of cosmic horror, just like the original. The main difference between good CoC and good CthulhuTech is that CoC will have you survive things that should not be, while you desperately hang on to the threads of your sanity. CthulhuTech will see you wrestling with yourself and the world, with eldritch abominations pulling strings from the darkness. It sounds similar, but the focus of conflict is waay different.

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I agree with Urist. Steampunk is like Darth Vader winning Holland's Next Top Model. It would be awesome but not something I'd like in this game.
Unfortunately dying involves the amputation of the entire body from the dwarf.

Majestic7

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Re: My post-apocalyptic steampunk P&P RPG
« Reply #12 on: January 17, 2013, 04:35:38 pm »

Well, "wrestling with yourself and the world, with eldtrich abominations pulling strings from the darkness" is definitely one way you could run Purgatory. Did I mention that Techmancers offer rejuvenation treatments? Very expensive, but they make you young again, just a tiny little risk of deformations if you keep taking them again and again...
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