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[RUNEPUNK] - Updated Arcane Background ideas

 
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The One
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Joined: 14 May 2003
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PostPosted: Sun Mar 24, 2013 8:52 am    Post subject: [RUNEPUNK] - Updated Arcane Background ideas Reply with quote

I posted these over on realityblur's forum, but it's pretty quiet over there, so I thought I'd throw this open to a wider audiance for feedback.

Wondering whether my take on trappings as optional rewards for players (and thus have a monetary value), makes sense. I won't reproduce the entire text I'll be using, as the summary includes information from the Runepunk book but new powers from the Fantasy Compendium and main book were distributed according to theme, with Chemists getting the largest selection.

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I've recently been pointed in the direction of Runepunk as a suitable "fantasy city with technology", and have become pretty enthused with it all.

I've been busy converting the Arcane backgrounds to fit closer with SWD, and was wondering if I was on the right lines of thinking. The only "house rule" section I've done is that I use trappings as rewards for players, in return for having to chose which trapping you'll use at the start of the day (akin to a Wizard memorising spells)

In summary, I have the following

AB: Chemist - Uses the rules for AB: Alchemy from the Fantasy Compendium, felt it was better split from Inventor. Doesn't use trappings at all.

AB: Inventor - Uses the rules for Weird Science (seemed a far better fit than yet another "caster". Trappings for these guys are always fixed

AB: Runecaster - Left as is, except trappings are minor runes which modify the spell, these can be changed once a day with a Runecrafting roll (too many changes would distablise the rune). Thus runecasters can go out and collect knowledge of modification runes from ancient tomes or databanks.

AB: Shadowcaster - Left this more or less intact, they get one trapping per power as well, as they chose their path through the church.
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