Tag Archives: lockwood

Quick note on IRC

I’m planning another post tonight detailing the Resilience skillsets, but I just wanted to mention that we have an IRC channel on FreeNode, #Lockwood. I usually try to hang out in there as much as possible when I’m around, so … Continue reading

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A look at the Denial skillsets

The Denial model’s primary attribute is Agility, and it is opposed by the Vigor model. Denial tends to deal out afflictions very quickly; because of this they are good at slowing enemy offense and bogging down their curing. Denial also … Continue reading

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A look at the Control skillsets

This will be the first in a series of five posts that cover the skillsets initially available in game, by model. Today we’ll focus on the Control model. Again, skillsets are just a way to break down skills based on … Continue reading

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Player Crafting

Lockwood is a game designed around player ingenuity and creativity. To that end, we’re planning on creating a number of initial trade skillsets to serve as outlets for that creativity, a crafting system, if you will. Like our normal skills, … Continue reading

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Portrait of Anna Dahl

Jungmann, I received your letter in regards to the artist working out of Booneville. The photograph you included has convinced me: It is her, I am certain. The auburn hair and soft features; that look of uncertain contentedness that I … Continue reading

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Qlippoth

Beyond the Kepha, where the peaks twist to nestle the city of Halsyin lies the Destabilized Zone. Early maps included the area as part of the Waste Lands. Bordered on all but its eastern side by the effete and mountainous … Continue reading

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The Third Party

What’s up party people?! I’ve been away from the blog for a while, and Matt’s been keeping you guys up to date with racial art and what-have you. So, as I discussed in an earlier post, I thought I’d write … Continue reading

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Forums (again)

The forums are now online at forums.appendixg.com Feel free to check them out. We’ll be tossing up stickies and what-have-you as time progresses. I know I’ve been kind of vacant from the blog recently so I’ll be putting up a … Continue reading

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Let’s talk about skills…

One thing we haven’t mentioned yet is our skill system. In designing our skill system, we wanted to afford our players as much freedom as we could. We want our players to be able to be anything they want, from … Continue reading

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Player Created Cities

You’ve heard us talk a lot about city building, and I want to go into a little bit more of a mechanical discussion about how that is going to work. In Lockwood, there exist areas outside of the Inhabitable Zone … Continue reading

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