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Tweaked Arcane Backgrounds

 
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PenBoy99
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PostPosted: Wed Jun 06, 2012 11:32 am    Post subject: Tweaked Arcane Backgrounds Reply with quote

I would appreciate your suggestions regarding implementing the following for a SW Campaign. The thing that makes implementing this challenging is that I'd like to AVOID rules hacks (making up untested stuff) and instead use existing rules either in Licencee or PegInc products.

Arcane Backgrounds:
Psionics: I'd like to have a psionics AB that (1) was organized by discipline (e.g., energy control, telepathy, projection, etc.), with each tree having a set of increasing powers. Instead of backlash as the risk, I'd like failed psionics rolls yield Fatigue and, following that, wounds - since the energy is coming straight from you and you can kill yourself accidentally (or heroically). I'm sort of modeling this on the Trinity RPG, the Movie Scanners, and Stephen King's work. I'd swear there was a book that modeled this (maybe one of the old Sci-Fi things).

Blessed: I'd like to emulate the blessed of fiction (e.g., Stephen King's works), and most horror movies involving competent priests. That is, rather than having a bunch of powers, all Blessed get a fixed set of powers (maybe to choose from), whose juice is dependent upon their faith (Spirit). Failure means it doesn't simply work. The powers would be REAL but SUBTLE - you could abdjure evil creatures, concecrate holy ground against evil creatures, heal the sick, but it wouldn't seem particularly magical. I think that we could model most of these on existing powers. Maybe failure should yield a temporary reduction in Faith/Spirit - since you're now doubting your Faith or your commtiment.

Superpowers: Both versions (companion and deluxe). No changes.

Magic: Mages get access to a wide variety of powers automatically, so even in a campaign not using the super-power companion, they've got "super-sorcery" - so they can potentially produce any effect, but it takes juice to make it effective. Failure should be epic, involving either (a) reality backlashing on you (like in nWoD mage) or accidentally summoning something.

Ritual magic wouldn't be an arcane background. It would be like that presented in Solomon Kane and elsewhere.
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Zadmar
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PostPosted: Wed Jun 06, 2012 12:22 pm    Post subject: Reply with quote

SPC (and Super-Sorcery) are on a different power scale to the other Arcane Backgrounds. I would strongly recommend against mixing them, particularly as you don't want to hack the rules.
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ValhallaGH
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Joined: 25 Apr 2010
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PostPosted: Wed Jun 06, 2012 1:57 pm    Post subject: Re: Tweaked Arcane Backgrounds Reply with quote

furashgf wrote:
I would appreciate your suggestions regarding implementing the following for a SW Campaign.

You asked for it. Mr. Green

furashgf wrote:
Psionics:

The closest I've seen is Zeeks for Interface Zero. Transforming that into this is simply a matter of starting with fatigue and going to wounds. Note that by the time a Psion kills themself, they've got a negative five penalty to every trait roll (-3 if they have Improved Nerves of Steel). It would take one hell of a brainer to actually succeed at stuff with that level of penalty.
Note that Zeeks are slightly weaker than core rules Psionics.

furashgf wrote:
Blessed:

Deadlands: Reloaded. Limited power list, almost all trappings are completely innocuous (a bit of religious quotation and things miraculously work out as prayed for - no flashy magic), and the cap on casting is your Faith and dice luck.
Note that Blessed are stronger than core rules Miracles.

furashgf wrote:
Superpowers: Both versions (companion and deluxe). No changes.

What Zadmar said. Anyone using the SPC will be head and shoulders above all other characters, arcane or not.

furashgf wrote:
Magic:

Without using the Super Sorcery rules from the SPC, I can't think of an existing mechanic that comes close to this. The Huckster Backfire table from Dealands: Reloaded would be a start on the backlash, but even they have a limited supply of tricks per magus.
Thematically, this makes Magic the best arcane background ever. Thematically, wizards are flat better at everything than anyone else, once they get an ounce of preparation - other than sniper bullets to the brain or heart, you can't stop a wizard until he runs out of gas.
It towers over everything that isn't the SPC, and gives that book a challenge. Serious conceptual issues need to be considered before implementing game mechanics.

furashgf wrote:
Ritual magic wouldn't be an arcane background. It would be like that presented in Solomon Kane and elsewhere.

By "elsewhere" I presume you mean the Horror Companion?
That should work pretty well. It's a fairly simple system that has a lot of flexibility, adaptability, and as much balance as the power system being used.
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PenBoy99
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PostPosted: Wed Jun 06, 2012 2:19 pm    Post subject: Reply with quote

No, the above is everything I need, and it's all pre-existing stuff. Yeah!

Hmm... I wonder if there is a way to make magic more free-form (like in the superpowers companion) without unbalancing the game. I get the issue: you'd have access to "all" of the powers at your level, with the ability to put serious trappings on them (ice, etc.), which puts you way beyond everyone else at your level. I can't think of a way to gimp it which would bring it down to the level of SP backgrounds.
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Zadmar
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PostPosted: Wed Jun 06, 2012 2:27 pm    Post subject: Reply with quote

furashgf wrote:
Hmm... I wonder if there is a way to make magic more free-form (like in the superpowers companion) without unbalancing the game.

There are a few freeform magic systems, but I don't know of any "official" ones other than SPC/NE. You could just use superpowers for everyone though.
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jpk
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PostPosted: Wed Jun 06, 2012 2:45 pm    Post subject: Reply with quote

Like the Deadlands Blessed? That's pretty darned freeform.
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ValhallaGH
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PostPosted: Wed Jun 06, 2012 2:52 pm    Post subject: Reply with quote

jpk wrote:
Like the Deadlands Blessed? That's pretty darned freeform.

It really is. The limited trappings would be an issue, except that the Blessed have the best possible trappings for most of their powers "No visible effect."

Of course, the Blessed have a limited power list, with a steep casting penalty, no power points, and no rank restrictions. A simple adaptation might work for what furashgf seems to be after - keep Power Points and Rank restrictions, with an expanded powers list and ... something else, but I'm not quite sure what.
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PenBoy99
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PostPosted: Wed Jun 06, 2012 6:04 pm    Post subject: Reply with quote

No, you're all on target.

1. AB:Miracles - you're like the Priest from Stephen King's "Salem Lot" and later the "Gunslinger." If you have faith, you can drive away and cause harm to supernatural evil, but it doesn't really look like anything is happening. So, I think the Blessed from Deadlands fits perfectly, and it exists and is robust.

2. AB:Psionics - all of the references seem on target. Either Interface Zero's Psionics or the old Sci-Fi companion's psionics (I found it). Again, fits and is robust.

3. AB:Superpowers - Non issue. Works fine for my context as is.

4. Magic: I'm into the free form idea, so that magic is really magical. I took a the various citations you all supplied, and they were really about "you can do anything" just calculate X, Y, and Z. They're all very interesting, but don't seem official. Is there an equivalent of Super Sorcery for AB:Magic? It would be pretty straighforward - you can do anything at your level (e.g., novice, etc.), adding the appropriate traping (acid, bad luck, whatever). As I type this, I see the issue - it's still way to powerful. Hmm... I really liked the simplicity of Super Sorcery.

Hmm... I guess another alternative would be to just use the SP companion and give a discount or something for "power sets".
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kronovan
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PostPosted: Wed Jun 06, 2012 6:07 pm    Post subject: Re: Tweaked Arcane Backgrounds Reply with quote

furashgf wrote:
Magic: Mages get access to a wide variety of powers automatically, so even in a campaign not using the super-power companion, they've got "super-sorcery" - so they can potentially produce any effect, but it takes juice to make it effective. Failure should be epic, involving either (a) reality backlashing on you (like in nWoD mage) or accidentally summoning something.


While it's called Sorcery instead of Magic and the backlash only comes on a critical failure, the backlashes are damn severe in Beast & Barbarians. On a backlash a d20 is rolled with the results ranging from a -4 Fear roll to taking 3d6 damage in a large burst template centered on the Sorcerer while they're also forced to make a Fear roll! Actually every roll on that table is down right nasty. I think if you want repercussions on any failure you should limit it to 1 level of Fatigue or being shaken.
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PenBoy99
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PostPosted: Wed Jun 06, 2012 6:57 pm    Post subject: Reply with quote

Perfect. I think we're done here. B&B sorcery is (a) robust/official and (c) what I was looking for.

Just curious, does everyone always just use RAR or do they tinker with a few things. SW is very resilient to tinkering and customization to a genre.
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xxlgeeklord
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Joined: 21 Nov 2011
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PostPosted: Thu Jun 07, 2012 3:54 am    Post subject: Reply with quote

Wait, if you want a freeform magic system, there is one Clint posted a while back. You can probably find it in the "Clint's collected insights and opinions" sticky. Of all systems I've seen, Clint's system is the easiest to play, the most fun, and has the most flexibility.
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