Steampunk the RPG

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Prak
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Steampunk the RPG

Post by Prak »

Seems like it's past time to make this it's own topic separate from the question about invention proficiencies.

Steampunk the RPG


Step One: Name the PCs
The Pcs are called a Crew. The adventuring party grew out of scientists and their expedition support crew. As more scientists started to do everything in the workshop themselves, from design, to build, to repair, and became more connected to their support group to the point where they often considered each other equals, the Crew was born.

Step Two: Write up a Six Person Party
  • Dr. Nikolev Aischwe- Scholar of Advanced Aetherdynamics and metalurgy. Designs, Builds and Maintains devices powered by Aether and composed of wondrous alloys.
  • Lord Atterly- Studied Gentleman of fine breeding. Scholar of etiquette, manners and the pursuits of the rich and entitled, such as several languages, and the noble arts of Fencing and bartitsu
  • Dr Watts, PhD, MD, Esq. ADHD- Jack of all trades and master of several. Knowledgeable in medicine, philosophy, law and phrenology. Also possessed of no small amount of skill in boxing, aikido, singlestick and krav maga.
  • "Hut"- A quirelous, and disagreeable scoundrel possessed of a Medical Doctorate and the tools and physical skill to put it to use. He may be a bastard, but he will not allow his patients to die on his watch.
  • General Halftrol- Retired Veteran of Her Majesty's Royal Army. Long a student of tactics, war and fighting, he can look at a situation and devise a strategy for dealing with it, whether the situation be warfare, a civil arguement, or wooing the Mayor's beautiful daughter, although many more of his plans do involve stabbing people in the face much more than is strictly necessary.
  • Capt. Mercado- A dashing pirate captain who is on Dr. Aischwe's payroll. He captain's the Crew's personal ships, overseeing the hired men, then accompanies them onto dry land, lending his knowledge of weather, astronomy, sword fighting and the unsavoury businesses of torture and execution, along with the more obscure knowledge of certain island tribes where the women folk all walk around without garters or bustles (scandalous!), such as the proper way to ask such women to aid in examination of a gentleman's needs....
Step Three: Write up a Three Person Party
  • Dr. Nikolev Aischwe does Science!, shoots people in the face with his Death Ray and gets everyone off their lazy arses and on the trail of "Adventure!"
  • Hut- Patches the crew up, infiltrates Opium dens to chat up contacts
  • Gen. Halftrol- Strategizes encounters, stabs people in the face, Pulls the old feel of command out of his back pocket and shouts the hired men into running ships and stuff
  • Lord Atterly- Strategizes, Stabs people in the face, gets bored and decides to go on safaris and shit, so the others have to follow him
  • Dr Watts- Patches people up, punches people and smacks them in the face while being a gentleman. Theorizes crazy shit
  • Capt. Mercado- Pilots ships, liasons with unsavouries, stabs people in face

    Step Four: Outline an Adventure
    Dr. Aischwe stumbles out of his lab, covered in soot after an earth shattering kaboom. Seems he's run out of Aether and needs to make a new alloy to handle certain stresses from his latest invention. This alloy should be equal parts Arbitrarium and Unobtainium, with an infusion of Vibraether. Unfortunately the corner inventor's shoppe only carries aether, and not in suitable quantities anyway, so the Crew must travel to the heart of Dark Continent, and cart away as much of each thing as their electro-santa sacks can carry.

    Capt. Mercado goes to the docks with Hut and Gen. Halftrol to pick up some hired help, Atterly decides he wants to slum it a bit, and goes with them. They buy drinks, talk to people and shang hai a couple of tourists, and eventually gather a suitable crew for their voyage, and the crew departs, with Mercado manning the helm during rough patches, but other wise stalking around and carrying the slack created by having a rough skeleton crew of out of work people rather than a crack team of seasoned seamen.

    Once they get to the Dark Continent, the crew sets out to find a tribal village, negotiate for a few supplies and then set up camp near by, but out of spear range. First contact with the tribe involves a few more pointy objects and much more shouting that Mercado figured on, so everyone fights to a compromise, and Aischwe has to go apologize for atomizing someone's son, who probably doesn't even begin to understand what atoms are.... Atterly accompanies to help Aischwe refrain from greeting people with warning shots, and Mercado goes to translate, while Hut, Halftrol, and Watts go to negotiate with the chief for hallucinogenic plants, a temporary peace treaty, and any new skills they may have.

    Once the Crew and the locals are no longer on shooting terms, the Crew begins their hike to a mountain to begin looking for veins of the required materials and a vent of aether. They fight off various jungle beasts, rival tribes, and a forgotten clockwork invention running on it's last command of defending a certain cave. Having to retreat to restock, the crew mentions this to the tribesmen, and learn that the invention is a legendary monster among the locals, who quickly learned to not approach the cave, and listen to some stories, from which they can discern it's weaknesses, abilities, and begin to form a strategy. They learn that it's power is increased during storms and Mercado does some observations, finding out that there will be a storm tomorrow evening, meaning they either have to work quick or hold off, and hope that it won't retain it's power up from the storm until the energy is spent.

    The crew puts there plan into action, and overcomes the invention in such a way that Dr Aischwe may be able to put it to future use, given a chance to repair and reprogram it. Upon investigating the cave, they find the body of the invention's last owner, a journal detailing that he took refuge in the cave to rest up from an infection and left the invention to defend him, and the materials they came for. Mercado relays a message to the ship for the men to come to their position and they begin stuffing Electro-sacks with everything they can.

    Step Five: Write out a campaign
    Adventure 1: The crew is invited to a fancy gala, and they attend. They make the social rounds, and as Aischwe is wowing people by shitting out new theories and talking about his inventions, his rival accosts him and calls him a hack and such. Eventually his rival issues a challenge by saying "anything you can do, I can do better"
    -Invention progress is handled with ongoing rolls and offscreen work time.
    While working, Aischwe discovers he needs materials he doesn't have, the crew goes through the above outlined adventure.
    Adventure 2: The crew, minus Hut, realizes Hut hasn't been seen in the last week, and his bed hasn't been slept in for at least that long. They must go find him. Atterly and Watts can ask around the local univeristy, Aischwe can either join them (stepping away from his workshop and possibly letting his rival gain time) or he can invent an Electrmolytic Hut Finder. Halftrol and Mercado can check the docks. Eventually Hut is tracked down to an opium den across town and found after internalizing a truly prodigious amount of opium. The crew can either cut their losses, try to convince Hut to quit, try to drag him home, or just tell him to come home when he's ready (which may well be never...) While the crew and Hut are discussing/arguing, a man suffers a medical emergency, possibly an opium overdose, and Hut can seize upon this opportunity to prove he's an expert doctor, even when he's high on opium (30% increased difficulty to medical tasks). (the ideal outcome is that Hut proves this and the crew doesn't hassle him about his opium habit, but he tries to be more reliable in the future)
    Adventure 3: A man from last weeks gala has apparently decided that Atterly impugned upon his honor, and has tracked him down to the crew's townhouse. He is now demanding an honor duel. Atterly will need to choose a second, and possibly teach that person the rules of an honor duel (Aischwe doesn't understand why he can't use a device, Mercado wants to just shoot the bastard now, Hut doesn't understand why they can't just inject morphine into the idiot, and so on.)
    Adventure 4: An army of rogue Devices has laid siege to the city and the mayor calls upon the illustrious Gen. Halftrol to organize the town's defenses and lead the assault.
    Adventure 5: A royal navy captain has decided to win himself a promotion by bringing the dreaded pirate captain Mercado in, and has actually managed to track him down. Mercado has to figure out what he's going to do, whether he'll forge a letter of mark, and have Gen. Halftrol back it up; kill the Naval Captain (outright or trump up an excuse for an honor duel); or run.
    Adventure 6: A letter from Watt's mother arrives from across the country telling him that his sister has been murdered, and the police investigation is going nowhere other than finding the murderer has left town. His father's asking around has determined that the murderer went to the city the crew resides in and Watts can pursue his own investigation to track down the vile rogue and exact justice.

    Step Six: Choose a Base System
    I'm thinking that I like the idea of a attribute + characteristic (+ equipment) dice pool vrs. target number system.

    Step Seven: Do the Math
    I actually have no clue what this step means...

    more to come
Last edited by Prak on Sat Feb 20, 2010 1:06 am, edited 3 times in total.
koz
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Post by koz »

Admittedly, I blocked up something like this for a laugh a little while ago, so I thought I'd share it here. I'm not going to finish it, likely ever, so feel free to enjoy it and use it.

[Magitech] Game Design Flowsheet

Note: All names in square parentheses ([]) are working titles, and are thus essentially descriptive placeholders until new, better names can take their place.

Description: This is set in an essentially magic-driven Industrial Revolution. This is a world of gentleman inventors, exploration of deep, dark continents, and mages unravelling the secrets of the universe using magic instead of science. Personages you can expect to find include, but are not limited to, Tesla, Dr. Frankenstein and the Phantom.

The world itself is but one planet of many, although travel between celestial objects is still difficult, and thus, not really something commonly done. The world itself contains three continents: [Arthuria] ( inspired by a very advanced Arthurian realm - essentially, what would have happened if the stories around Arthur's kingdom were advanced into the 19th century, but based on magic, not technology, with all the happy-funtimes that the Industrial Revolution generated), [Hanguo] (inspired by Imperial China, complete with barbarians up north, not sure of the exact time period I'm trying to replicate here, but it would certainly be aesthetically, rather than literally, read into the 'advancement level' of this world), and [Mungi] (being based on Africa, with all the colonialism that this entails, full of large, unexplored tracts with very few settlements and lots of scary strange things).

Some basic world assumptions: Everyone is playing a human of different flavour. Like, seriously, no elves, dwarves or any of that crap whatsoever. That said, humans of different origins do get some 'racial' differences.

Magic is the science of this world. Literally. The Scientific Method is named 'The Collegiate Method', which is the underpinning of the Revolution which is currently making everyone's lives better and more pleasant and whatnot, with all the fallout of the Industrial Revolution. It stands in opposition to what is called the 'Traditionalist' method, which essentially represents older ways of seeing things, which involve things like the mystification of knowledge, individual training and so on.

Large parts of the world have been explored, but not necessarily thoroughly or in detail. Urbanization is growing, but not yet to the point when everything is urbanized - large tracts of all three continents are still mysteries.

Nineteenth-century thinking on many things prevails. While in some ways, this is an improvement on what came before, quite a lot of it is still quite backward and unpleasant-seeming to us. Exactly what extent of nineteenth-century-ness I wanna have as part of all this remains to be determined, but this is definitely going to be of considerable influence in how people who live in this world think and act.

Step 1: Name the PCs

The party within this system are termed a team. The whole point of this game is to be a field scientist, an explorer, a dude (or girl)-who-ventures-into-dark-and-scary-places, whatever. These usually work for one of the (very nationalist) governments that have established themselves on each of the continents, but some groups are freelance.

In [Arthuria], such groups are usually sent into slums on retrieval missions, 'wet work' involving slum lords getting too large for their footwear, other investigative work which no-one else wants to (or dares) touch, as well as dealing with the 'darker' underside of society which everyone wishes didn't exist. Additionally, [Arthuria] often sends people into various wilder regions of all continents (in [Arthuria], these are forests and swamps, often full of nasty things like witches; in [Hanguo], the northern barbarian reaches are full of places to go exploring; in [Mungi], well, not much explanation needed here) as explorers, retrievers of people or things, or just plain out-and-out graverobbers.

In [Hanguo], the main focus of such groups is preventing undead-related nastiness from plaguing the population, as well as dealing to the barbarian groups up north in a low-key fashion. Additionally, the Dragons have to be kept quiet by someone...

In [Mungi], teams are necessary for just ensuring certain communities survive, as resources can be scarce and nasty things are a fact of daily life. Additionally, teams are used to restore contact (or discover the unpleasant truth) about communities deep within the wilderness, as well as stopping those annoying Totem Gods that occasionally decide that all outsiders need to be turned into custard.

Step 1a: Determine Some Missions

- Deep within the sewers of a city in [Arthuria], a rogue Traditionalist mage is busy creating an army of 'lizard-men', having been removed from his teaching position at the University for these experiments. He is fully intent on using this army to hold the city to ransom, or possibly simply run it. The team are to descend into the sewers, find the lair of the mage, and make sure he stops his experiments... one way or the other.

- A large uncharted part of the [Mungi] jungle is said to contain a temple constructed entirely from gold and gemstones. However, all expeditions involving regular troops into the area never returned, nor has contact with any of them been established. The team is to go the same way they were supposed to, and are to determine what exactly came of these expeditions... assuming any evidence remains.

- It is well-known that none go to the [Hanguo] barrow-graves at night, as spirits haunt these places. However, one magical researcher, regarded by his University colleagues as slightly deranged, decided to prove this theory false once and for all, by going, alone, to the largest barrow-grave site in [Hanguo]. Since then, all the surrounding villages have reported a surge in the activities of the living dead, particularly in one town, which was the last place the researcher was seen. The team is to go to the town and investigate exactly what has been happening, and see if the researcher survived, and what he discovered. Additionally, it is stressed that anything that could be useful to national security in [Arthuria] be left out of the report, and instead, given directly to the Director of the Special Committee for Paranormal Affairs... preferably in non-documentary form.

- The Philosopher's Stone, an item which breaks all the rules of mage-physics as they are currently known, has always been suspected to be a legend. However, not more than a week ago, a professor at a prestigious University has been claimed to have discovered it. Fearing the [Arthurian] government, other researchers and criminals alike, the professor has since vanished into the criminal underworld of [Arthuria], a place where finding him would prove difficult. The team is to rake the slums for the professor, or, failing that, his research notes, which he took the liberty of making off with.

- The Great Shaman Council is to convene, as they do every ten years. While this is a practice seen as mostly harmless, recent encroachments by [Arthurian] and [Hanguo] settlements on the lands that the Council regards as 'theirs' means that this time, a new being will be joining the Council: the Totem God known as Life-Taking Jaguar. This is of great concern, as this Totem God has been known to go on murderous rampages, especially when correctly motivated. The team is to infiltrate the Council and see what exactly they plan to do with the Jaguar... and make sure he doesn't go on another rampage. By whichever method is necessary.

- The current [Hanguo] Emperor wishes to call forth the Armies of the Buried Emperor, a powerful force of over 100, 000 soldiers, horses and their equipment, buried with an ancient Emperor of [Hanguo]. However, the tomb in which they are buried lies deep in barbarian territory, and a large expedition would draw too much attention (and resources). The team is to travel to the tomb, bring forth the Armies and return them to the capital. However, some say that the Buried Emperor was an extremely paranoid individual, and the Armies might be protected by far, far more than what is known....

Step 2: Write a Six-Person Party

Mage-Biologist: Having learned the secrets of life using the Collegiate method, the Mage-Biologist has the ability to heal injuries, augment muscles and mental processes, accelerate and slow living processes... even bring the dead back to life, given enough time and the right tools. A darker side of Mage-Biology, involving the reanimation of the dead, also exists, but it is something looked upon with distaste.

Martial Scientist: The ancient fighting arts did much of what they managed with emulation, mysticism and years of practice. When the methods of the Collegiates are applied to these ancient techniques, a surprising body of knowledge emerges, which can turn any individual with time, dedication and intellect into an amazing warrior. With the ability to withstand extremes of temperature, dehydration, hunger and injury, as well as the power to jump several metres high with ease, and the power to punch through brick walls (and people, if it comes to that), Martial Scientists are warriors without compare. However, much time is also spent training the mind and senses, and Martial Scientists can observe things in objects and people that others would simply miss. It is also said that the philosophies behind these ancients arts, if studied using the Collegiate methods, become powerful tools of mental training and influence (a claim stridently denied by the Mage-Psychologists).

Mage-Psychologist: The mind, in all its mystery, is not a mystery to the Mage-Psychologist, who is able to use the methods of the Collegiates to understand the mysteries of thought, emotion and sensation. Mage-Psychologists are commesurate masters of the mind, able to read the thoughts of others, push people toward actions brave, cowardly or suicidal, as well as driving insanity into the minds of others. Their techniques also give them the ability to perform amazing mental feats, such as memorizing whole books within one reading (many claim this gives them an unfair advantage where academic work is concerned), recalling precise details about an event which took place decades ago and even willing themselves not to die if they so desire (although bodily destruction will eventually overcome them).

Gentleman Explorer: It is a fact that the Revolution brought wealth to many who before could have never possessed it - captains of industry, financiers, University rectors and so forth. Many of these individuals, not content with the pursuit of wealth and all it brings, desire adventure in their lives, and have the money to put the finest equipment to work in assisting them. Gentlemen Explorers (many, but not all, of whom are male) often wear the latest magic-conductive armour (designed with the finest furs, and totally wearable to finer occasions), carry weapons that shoot flame and lightning (and also double as beautiful cigar lighters) and ride around on miniature steam-locomotives (designed in brass and chrome, to better bring out the pocket-watches they wear), making them the best-equipped team members. Furthermore, their ample idle time allows them to perfect many skills, some of which (such as sailing) are extremely practical and others (such as traditional fencing) are usually not.

Mage-Physicist: Matter, energy, forces, electricity, light: these are the tools of the Mage-Physicists, who command some of the most impressive powers from a purely visual standpoint. Whether it's the power to throw fire, create smoke and lightning or the powerful sounds that can liquefy ear-drums, Mage-Physicists' presence on a battlefield is incredible in its unsubtlety. However, this is not the limits of their capabilities: if nothing else, Mage-Physicists possess some extraordinary knowledge, that allows them to solve many problems, provided they relate to the physical world somehow.

Master Scoundrel: Among the ruins, ropes and complexities of the real world, a Master Thief moves unfaltering. He is a master of acrobatics, traps, underhanded fighting techniques and the streets, being able to achieve things which others would simply not have thought possible. Master Scoundrels are also great where people are concerned, as they know where everyone's weaknesses lie, whether these are knife attack points or the right persuasive words to get everyone past that annoying tribesman. They are also users of poison that put almost everyone else to shame, and can improvise (risky) solutions to many problems.

Note: The 'Mage' prefix attached to each of the 'scientific' character names are likely not necessary, but are put in there to clarify. In the game, those prefixes won't exist.

Step 2a: Determine Contributions

Sample Scenario:
It is well-known that none go to the [Hanguo] barrow-graves at night, as spirits haunt these places. However, one magical researcher, regarded by his University colleagues as slightly deranged, decided to prove this theory false once and for all, by going, alone, to the largest barrow-grave site in [Hanguo]. Since then, all the surrounding villages have reported a surge in the activities of the living dead, particularly in one town, which was the last place the researcher was seen. The team is to go to the town and investigate exactly what has been happening, and see if the researcher survived, and what he discovered. Additionally, it is stressed that anything that could be useful to national security in [Arthuria] be left out of the report, and instead, given directly to the Director of the Special Committee for Paranormal Affairs... preferably in non-documentary form.
Contribution from the Mage-Biologist

The biggest contribution would be information regarding the undead, which is basically the specialty of this party member. Whether fighting undead would be involved or not, being able to know what exactly is going on with the undead stuff bothering these people, and what exactly it is that this researcher wanted to prove or disprove, would help. Additionally, if anyone gets injured (highly likely if any undead are to be fought), mending them back up is something this guy can do.

Contribution from the Martial Scientist

Improved awareness would be good for dealing with spirits and similar undead, who appear only briefly, if at all. If fighting is involved, the Martial Scientist would be ideal for keeping away zombies, or just about anything with a physical body. He would also be able to sense if someone was lying to the team about the undead, or whether someone had been possessed or mind-controlled. Lastly, he would be able to perhaps negotiate with the undead creatures or the humans serving them to let the researcher go, as well as 'convincing' the researcher they posed no harm.

Contribution from the Mage-Psychologist

The investigative side of this scenario would benefit from the Mage-Psychologist the most, as the ability to read minds and tell who's lying and who isn't (as well as extracting information from those who don't want to give it up) would be his ideal tricks. Additionally, many undead wield mental powers (such as fear), where a Mage-Psychologist would be ideal, as they can counter these things. Bolstering his allies mentally wouldn't hurt in almost any situation either.

Contribution from the Gentleman Explorer

Almost any point in this scenario could use a Gentleman Explorer, depending on what gadgets he decides to spend his money on. Particularly useful, though, would be his money and social standing, which would likely help the team not have to break so many skulls.

Contribution from the Mage-Physicist

In combat against massed or individual undead, the damage potential of the Mage-Physicist is probably his best bet. In other situations, he can manipulate forces to remove unfortunate obstacles. His knowledge about the physical world would also help the party analyze any bizzare phenomena, and give them more idea of what they are facing.

Contribution from the Master Scoundrel

As one of the best users of social and acrobatic skills, there is no shortage of things for the Master Scoundrel to do. Particularly useful would be the ability to sneak into places that the team should not be going, as well as the assistance rendered to the Mage-Psychologist in manipulating people. The acrobatics also make for some useful ability in tight spaces, which barrow-graves tend to be.

Overall

The Mage-Physicist's lack of social role is the biggest problem. The most likely use for them is a mass of knowledge-type abilities, but other 'academic' types will likely have knowledges they don't, in much greater numbers. One possible solution is giving them some manner of social role (intimidation seems likely) that allows them to contribute more. Otherwise, there's a good deal of distribution.

Step 3: Make a Three-Person Party

Out of the characters, either a Gentleman Explorer or a Master Scoundrel is probably necessary, with the others being more optional. Basically, pick one of these:

Master Scoundrel
Gentleman Explorer

Plus one of these:

Martial Scientist
Mage-Physicist

And one of these:

Mage-Psychologist
Mage-Biologist

And you're actually in a pretty good place. Even if you don't take anyone from the second category, you won't be in a terrible place. However, without at least one of the Master Scoundrel and/or the Gentleman Explorer makes things considerably harder.

Step 4: Outline an Adventure
The Philosopher's Stone, an item which breaks all the rules of mage-physics as they are currently known, has always been suspected to be a legend. However, not more than a week ago, a professor at a prestigious University has been claimed to have discovered it. Fearing the [Arthurian] government, other researchers and criminals alike, the professor has since vanished into the criminal underworld of [Arthuria], a place where finding him would prove difficult. The team is to rake the slums for the professor, or, failing that, his research notes, which he took the liberty of making off with.
Using this path to plan one adventure, with the following team:

Master Scoundrel
Mage-Biologist
Mage-Physicist
Martial Scientist

The plan would look something like this:

The team is briefed by their bosses (likely some governmental department). The team then arrives at the office-laboratory of the missing professor. The Master Scoundrel and Martial Scientist busy themselves with questioning any and all possible witnesses and anyone who knew the professor. The Mage-Biologist and Mage-Physicist instead examine the office-laboratory itself for clues. This is mostly investigative die-rolling and roleplay, and thus, should not consume more than an hour of real time.

In the process of their investigations, they spot a man in black trying to snatch something of relevance from the scene. If they pursue him, they will be impeded by a whole team of black-clad 'spec-ops' guys, who the Martial Scientist and the Master Scoundrel can pursue across the rooftops. The Mage-Biologist and the Mage-Physicist instead do it differently; the Mage-Biologist would supercharge his reflexes to allow him to engage in pursuit, whereas the Mage-Physicist would just change his personal gravity so he can pursue them flying. When they catch them and fight, the Master Scoundrel will do backflips and fling knives at people, the Martial Scientist would do backflips and fling shuriken (or kicks) at people, the Mage-Biologist would do backflips and fling bio-electric blasts at people, and the Mage-Physicist would do backflips in the air and fling gravity bombs at people. This is a chase scene linking into a combat scene, with considerable stuff happening, which means it could take as much as two hours to resolve.

After they successfully overcome the black-clad figures, the Mage-Physicist identifies that they carry the Seal of Tradition, which marks them as an anti-governmental agency. The Mage-Biologist notes that they have been magically modified to be stronger, faster and smarter than normal humans, while the Master Scoundrel notes that he recognises a few of them, and they certainly weren't that flash before. Concluding the analysis is the Martial Scientist, who says that their fighting technique is an ancient form no longer taught.

Their heads full of conspiracy, they collate their clues, and determine that the best place to look is a slumlord's gathering hall, which is located in the nastiest part of town. These two things should perhaps take a half-hour between them.

This would fill up probably some three-and-a-half to four hours, which is about as much as you could get done with a four-player group within one, non-extended night of play.

Step Five: Write Out a Campaign

If we continue using the example from Step Four, the party would next head to the slumlord's gathering hall, to attempt to establish if anyone has turned up recently matching the professor. It's more than likely that they'll be picked on (or end up picking a fight, whichever comes first), which would likely lead the slumlord to step in and tell them to get off his turf, but not before telling them that nobody here shelters the professor. However, clues they have gathered would realise his harsh reaction - the government has been putting the squeeze on him, and he fears that if he is found harbouring someone being looked for, he would lose his place in the power hierarchy. As a result, the party would likely try to extract the professor from his competition.

After several successful attempts to track down who is harbouring the professor, they finally realise that he's about to get on an illegal slave ship bound for [Mungi]. Not wanting to make this a cross-continental chase, the team attempt to go after the ship before it leaves. Obviously, the slavers want none of it, and the professor, not wanting to be captured, uses the power of the Philosopher's Stone to bring forth powerful regenerating monsters from the fallen slavers and guards. Once the party finally overpower him and his would-be defenders (freeing the slaves in the process), they need to either convince him to turn himself in, or tie him up and drag him back to the authorities. The team are rewarded with medals and a public award ceremony, as well as honourary doctorates. However, considerable suspicions are left in the eyes of the group about what would happen to the professor.

Subsequently, the newspapers report the professor dead. The team is then approached by another official, from the Committee for State Security, who wish the matter investigated. As the investigation unravels, the party discover that they are caught in a giant inter-faction war within the government, who both desire the knowledge of the Philosopher's Stone in order to gain control of the government of [Arthuria]. The Committee for State Security is instead kept in power by the Seal of Tradition, who wishes to bring down the new order of the Collegiates. Eventually, the team will have to decide who they work for, if any of them at all.

In this particular campaign, the characters remain more or less level in vertical power. What increases is their horizontal power - as the characters advance, the breadth of their ability increases, whereas the height remains more or less the same. They remain vulnerable to the things that humans are vulnerable to, but each get defences that can counteract this for some length of time or against specific threats, whether it's the Mage-Physicist's forcefield, the Mage-Biologist's body augmentations, the Master Scoundrel's acrobatics and tricks, or the Martial Scientist's ability to avoid and resist many types of attack. Additionally, their offensive powers remain approximately as strong as they began, but they simply acquire larger and larger numbers of them - the Mage-Physicist can hurl fireballs as well as gravity bombs; the Mage-Biologist doesn't just shoot bio-lightning, he can also cause his blood to strike his opponents like bullets; the Master Scoundrel learns more and more techniques to blind, confuse, disorient etc. his opponents, and the Martial Scientist learns more and more exotic techniques, allowing him to fire balls of internal energy, push people without touching them etc. In terms of social abilities, the Mage-Biologist eventually learns enough about living bodies to understand them on a level more fundamental than the mind, the Mage-Physicist learns more and more about the physical world, giving him an ability to understand the basis behind almost any phenomenon concerning it, the Martial Scientist eventually becomes so aware that he can read others, as well as direct and manipulate them, and the Master Scoundrel learns more and more ways to use his social flair.

Step Six: Choose A System

This system seems to be fulfilled well by something to do with dicepools; SR4, some take on WoD or something similar seems to work here. However, beyond that, I'm not sure how to take this further.
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koz
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Post by koz »

Double post!
Last edited by koz on Mon Feb 15, 2010 9:33 am, edited 1 time in total.
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koz
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Post by koz »

Fucking lag, triple post.
Last edited by koz on Mon Feb 15, 2010 9:33 am, edited 1 time in total.
Everything I learned about DnD, I learned from Frank Trollman.
Kaelik wrote:You are so full of Strawmen that I can only assume you actually shit actual straw.
souran wrote:...uber, nerd-rage-inducing, minutia-devoted, pointless blithering shit.
Schwarzkopf wrote:The Den, your one-stop shop for in-depth analysis of Dungeons & Dragons and distressingly credible threats of oral rape.
DSM wrote:Apparently, The GM's Going To Punch You in Your Goddamned Face edition of D&D is getting more traction than I expected. Well, it beats playing 4th. Probably 5th, too.
Frank Trollman wrote:Giving someone a mouth full of cock is a standard action.
PoliteNewb wrote:If size means anything, it's what position you have to get in to give a BJ.
Image
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Prak
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Post by Prak »

Magetech looks good, and could actually even be an alternate campaign setting for Steampunk, as it would deal in similar themes, just with a different facade...
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Prak
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Post by Prak »

most of the rest of the design sheet filled out, let me know what you guys think.
Last edited by Prak on Mon Feb 22, 2010 8:25 am, edited 2 times in total.
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Prak
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Post by Prak »

So, let's look at attributes.

The most obviously important attribute is Intelligence. But there's a certain focus on the difference between Intelligence and Innovation in the source material, so maybe instead of something like Wisdom we could actually have an attribute called Innovation. Strength, Stamina, Sturdiness, etc, aren't so important, I think, to actually warrant separate stats, so, unusually for me, I think a single Body stat would be fine. For social interactions we could probably have a single stat, couldn't we? I don't know, I'm thinking this setup might be fine:

Body
Intelligence
Innovation
Charisma

do we need anything else?
TavishArtair
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Post by TavishArtair »

You have to ask yourself a question. If you make an Intelligence stat, then people can be rewarded for not putting points into it. Likewise with Charisma. Are there any main characters that should not be intelligent or charismatic, and are still actually main characters, and not someone's lower-level henchman? Because you can represent the lower level henchman by giving them smaller bonuses or letting them do less things.

You could make the system based entirely not on stats, but on skills, for instance, with no contribution from stats.
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Prak
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Post by Prak »

TavishArtair wrote:You have to ask yourself a question. If you make an Intelligence stat, then people can be rewarded for not putting points into it. Likewise with Charisma. Are there any main characters that should not be intelligent or charismatic, and are still actually main characters, and not someone's lower-level henchman? Because you can represent the lower level henchman by giving them smaller bonuses or letting them do less things.
That's a good question, actually, I'll have to think on that.
You could make the system based entirely not on stats, but on skills, for instance, with no contribution from stats.
I've never seen a system like this, are there any?
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Post by CatharzGodfoot »

Prak_Anima wrote:
You could make the system based entirely not on stats, but on skills, for instance, with no contribution from stats.
I've never seen a system like this, are there any?
I do believe that Spirit of the Century qualifies.
The law in its majestic equality forbids the rich as well as the poor from stealing bread, begging and sleeping under bridges.
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Mount Flamethrower on rear
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