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(+1)

Awesome!

I personally enjoyed the more contradictory or odd results as making them work is part of the fun. 

Those constraints you mentioned are one of the great things about this zine. Just enough detail to get some sparks going without the crunch. Just enough world built to have a unique setting while still giving room for players to make it their own.

Coco as a touchstone is unexpected but pretty great. I can definitely see it!

From a design standpoint, how interchangeable are Skulls intended to be? I like the idea of X + Y character types as tools but am hitting a block on reflavoring that particular component. For my draft I'm currently using Sleeve + Overhaul (A sort of permanent full-body system) but it just doesn't feel as intuitive or defined as Skulls. There's also quite a bit of overlap there with  grafts/cyberware that's been tough to reconcile. 

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A few skulls have visual features that communicate what they can do, or are components of its powers. Each skull and skeleton is also designed to allow its bearer to be described in a new way, a different variant of Nekroborg. But these are constraints you do not need to abide by and if you don’t they can be  changed or re-flavoured.

One option could be re-flavouring your skeleton as Internal augments and Skulls as External augments. (Grafts as auxilliary augments maybe?)

  • Internal augments determine the silhouette/skeleton of your body. You have disturbingly thin stilt legs and a cubical abdomen. etc.
  • External augments is what your internal augments are wreathed in. Synthetic musculature clad in reactive-camouflage chrome etc.


No matter how you do it, I don't think it'd be possible to do a 1-1 conversion, you'd need to change quite a bit of things that come out awkward. Finally, if you’re doing anything vaguely transhuman SF I would recommend looking into using Eclipse Phase art as they have a very generous license for it.