Here’s a quick breakdown of how playable character classes or Vibes are built in The Lost Bay RPG - a dark fantasy game set in weird 199Xs There are 10 playable Vibes like Firestarter, Splinter, Wildling, Seer, Monarch, and much more to come
Below the SCREAMER, 3 pages
INTRO Name and a quick description of the vibe’s theme/universe/internal dilemma. Vibes are powerful characters, they draw their powers from the Weird, an energy that flows everywhere, and immortals that lend them a chunk of their own power. Screamers serve an immortal called the Nameless.
WEIRD The force that gives Vibes their power, and a resource in the game. Weird is critical to PC survival and growth in many ways. Characters recover Weird via specific mechanics (failing a Horror Save) or doing something specific to the vibe
POWERS The core abilities of the Vibes. Each character has a Passive Power, always on, and Active Powers. You spend Weird points to trigger Active Powers. They are always successful, but might trigger a Scar. Powers are inspired by the LUMEN framework by S. Campbell
GEAR Each character starts with 4 items. Items give bonuses when used in an Save or Action Roll, and are required by some powers. There are several special items: Relics, Food, Cursed items. They are one of the main ways TLB lore is built.
SCARS When you use an active power you might get a Scar. The more you use your powers, the higher the probability of getting a Scar. Scars can hurt you and your allies, or make you stronger. When you get all of them, you become a Living Saint. Cairn is the main inspiration for Scars.
The Lost Bay RPG launches to Kickstarter soon, it contains 3 booklets, User Guide, GM Guide, and Travel Guide + 6 adventures - follow to be notified on launch https://www.kickstarter.com/projects/thelostbay/the-lost-bay-suburban-dark-fantasy-rpg
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