“And I absolutely adore Hollowpoint. I have been playing RPGs for a little over 10 years now, so many different systems, different genres, etc. I’ve never played a. Hollowpoint, by VSCA, “is a role-playing game that uses a novel engine to generate fast on-the-fly violent action at the drop of a hat, brought to. The RPG of superior agents carrying out missions by any means necessary. INTRODUCTION. Hollowpoint is a complete and mechanically.
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Burning a physical trait means the loss of that object or thing. These characters are explicitly described as hyper-cool and above any other considerations.
From the back cover: However, once something becomes contested in a scene, the mechanics shift over to conflict, at which point the dice come out. A version of Hollowpoint could be used to handle interesting situations in which the characters of the Covenant have to go out and negotiate. Additional minor mechanics also come into play. Add a copy to your collection. After dice are rolled, everyone arranges their sets by length and then value. In play, players have the opportunity to narrate the how of these actions, casting the story as they wish.
If the target tpg agrees, they hand their dice to the requester and sit out the conflict, offering support. Those campaign will have to be short because characters will die.
Authors Brad Murray and C.
G2P – Hollowpoint – d20 Radio
It specifically cites BulletsKill Bill and Wanted as models. Having an agency offers a central tension for the game. Latest posts by GM Chris see all. Magi are powerful, unique and decidedly independent.
And it offers the opportunity for a significant story twist later in the session. They remain in the scene until it is over, or they chose to move on. Burned Traits are always replaced at the beginning of the next session, usually with something completely new — hopefully representing the mission just completed.
Hollowpoint offers no rules for these elements- the players can play freely as hol,owpoint as they want.
Tabletop Review: Hollowpoint
Single die sets get set aside in case players want to burn traits. They also run a brisk mail order business.
I love Hollowpoint and I cannot wait to share it with others! Fulfill the player’s power fantasies and then take away their means of imposing that power on their peers. No Comments Feb 1, She described it as the same kind of admiration she had for an elegantly engineered fighter jet. More Information Edit History.
An Agent might be a rocket scientist or a hollpwpoint cellist or have seven Ph.
Inspired by every ultraviolent action movie bollowpoint ever seen, Hollowpoint hollowpoinnt about being that good at something that bad. And whenever a character moves on, and a new one is introduced, five dice to the Teamwork Pool come with them. In Ars Magicaplayers already control multiple characters magus, custos and grogs. Expeditions to other Covenants or dealing with the affairs of the “mundane” world could also be handled in this way.
The authors provide three very different mission examples to help referees get a handle on the process. I’ve been thinking about how Hollowpoint could be used to do particularly visceral one-shot takes on my favorite “machine guns vs. Newer Post Older Post Home. It models violence between skilled parties carrying out specific objectives, and it is pretty amazing game.
Hollowpoint | RPG Item | RPGGeek
CopyrightVSCA Publishing Agents also begin the game with five traits, the real soul of the character play experience. They belong to a Covenant. Games with more fantastic elements might have skills cover those powers, but focused on what they try to do.
Hollowpoint uses a dice pool system to resolve these conflicts, and each round of a scene, each player will commit an action and corresponding skill, rolling dice equal to their rank in that skill perhaps more, by burning Traits. Hollowpoint could easily emulate battles between werewolves and vampires. One side has sheet with a seventh skill of Occult and the reverse has a quick outline of conflict resolution. These are iconic characters — unchanging and unaffected except at the end.
The Missions chapter provides a lot of solid advice — about how to maintain pace, construct hooks, and create memorable moments. The gang has just completed a heist and find themselves confronted by the police while leaving. Lastly, each Agent — though a hyper-competent bad-ass — may create an optional Complication. Needless to say we don’t play first person shooters together.