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Hey, so, I managed to get a group together and one person wanted to have Soulless as a Hue. I'm honestly...not too sure about it. Is there any way to adjust it so Soulless can be played without the inherent traits of not having a literal SOUL?

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Also, a player thought about homebrewing hues and I want to homebrew one that makes sense for their character. Got anything to keep in mind when coming up with boons, blessings and banes?

It's all themes at the end of the day! Each hue touches on a particular sort of broad category of persona, or dynamic, which influences their boon/blessing/bane. Beacons being fonts of hope and try-again determination, but ultimately being ESPECIALLY effective only a few times while others try to snuff them- Heartbreaker's taking the first and most direct routes to come to mind, and being very inflexible in diverting from indulging that impulsiveness. Soul-Possessed having access to an almost uncanny perceptiveness and knowledge, but ultimately being forced to live through a very real depersonalization/derealization at the hands of an entity who is ultimately alien to them, etc.

Boons are often a smaller, lesser benefit- whether passive or paid in guts, or single use, that players can draw on freely; blessings are more overt/potent, representing the core of the hue's themes as well as offering considerable influence or power. Banes are, on the other hand, the crux of those same themes- like flipping a tarot card upside down, and mirroring a hue's flaws in distinct clarity.

If you'd like examples from other TTRPGs that influenced this kind of thinking and approach, i highly highly recommend both Changeling: The Lost and it's predecessor Changeling: The Dreaming; both are games about the fae in the modern day, where player archetypes/fae-kith come with their own birthrights and frailties in similar manner to what i've written in Heartbreaker.

It depends on how you mean- my approach to dialtone's soulless was a bit different than UT/the bits of deltarune we've seen up through chapter 2, in that the lack of a soul doesn't deny someone their personhood or MAKE them into an unfeeling monster. The tagline i wanted to highlight most was "Is this how you are? Maybe- but it doesn't mean you have to be. It doesn't mean you can't try." 

A lot of the hues-writing was made to pave way for character hooks one could use as a guideline if they didn't have anything else- in the case of the soulless, perhaps making it a long-term goal to regain their soul or question what it means to lack one/still have agency in their lives. That being said, even as the writer/designer for the game, i'm always going to defer to players and encourage them to approach or adjust mechanics as they see fit; if the boon/blessing/bane for the soulless is a lot to handle, you can adjust as you see fit.

If it helps you any, my intent was to kind of emphasize the weight of consequence with them- the boon and blessing are radically potent in combat... but by and large just combat. TTRPGs by and large often aren't just combat, and have a lot of interpersonal relationships or dynamics going on between party members and npcs- thus the bane literally makes it harder to wear your heart on your sleeve, and to be known by others in an emotional capacity.