gilbo
2019 Group
Posts: 1,446
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Post by gilbo on Jun 10, 2019 18:39:57 GMT
There's a quite a community of gnomes in the Clan: they are the magical and mundane artificers - helping to create a lot of the magical items that the clan specialises in: what's your relationship like with them? I am thinking that although they generally get on with me, they still view me as a bit of an outsider and have never really accepted me as one of them. And: the black market in the clan is very much on favours: if you need an item then you can draw it from stores: if you don't need an item, then you shouldn't have it. Mundane items are literally not worth tracking OOC - you will just have them. Okay, I think that I would be mainly trading in information: knowledge, secrets and favours. And yes - I think that your glass eye definitely has the enchantment on it to give you normal vision out of it - otherwise you would be at disadvantage on any roll concerning distance or depth... - which includes all attack rolls... - so this means you cannot remove your glass eye and still see out of it... - yet. Although thinking about it - you could trade your "any 1 magic item" you can use for a mission into a custom spell of "can still see out of the magic eye when even when it is not in his head for 2 hours per day" That sounds good. I was thinking that, if you'll let me, I could sometimes choose an upgraded eye with powers similar to one of the standard items. For example a Circlet of Blasting allows you to use Scorching Ray once/day - so I could basically have a laser eye!? Do you still have visible scars from the burns? - when not in disguise that is. Yes but not too hideous. I want him to have a reasonable charisma (although his would be mainly of the persuasion/intimidation type).
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Post by brumguvnor on Jun 10, 2019 21:07:24 GMT
Well - if you wanted to have the powers of the magic item you are using this mission embedded into your eye - then why the hell not? - I mean - for a start - it is a lot harder to notice someone "wielding" a glass eye than a magic sword - and: the Archmage is all about efficiency: this way - your hands are kept free!
Ah yes: the traditional Hero Scars: kinda humdrum and in-the-background until the hero barks "you will do it RIGHT FECKING NOW!" at someone - at which point they become suddenly clear and distinct!
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Post by pericles on Jun 11, 2019 21:07:36 GMT
During the character generation last week you posed some questions about the origin of Psions. The writers of the Mystic class are clearly uncomfortable with people choosing Mystics and do not want them in the game. Characters are loners who have withdrawn from the world and gained insight as a hermit. If you accept the official dogma a Mystic is a complete oddity with no place in the greater scheme. It is debatable whether Psions can attune items intended for spell casters.
(Wizards of the Coast seem to view Psions as distractions that do not fit into the game; they have stitched different ill fitting classes together and have no clear idea what a Psion should be. The play test material is a sop for awkward players who are looking for something different.) Do you want to retain the dogma by Wizards of the Coast making it easier to abandon or recast my character if the group feels the play test material does not fit? What I am really asking is how common should Mystics be? Am I: Unique; An aberrant magic user (official dogma); Part of a new tradition/school discovered by the clan; part of a wider tradition/school; Something else? I can write backgrounds for any of the above. I don't want to upset the world order.
The simplest solution is to write an aberrant magic user background which depends on rare but not unique circumstances.
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Post by pericles on Jun 11, 2019 21:12:22 GMT
P.S. The best stab at Psionics was the 3.5 edition Psionic handbook. Spells were sorted into Psionic schools. Game text was changed to give flavour. Power points were introduced. Then the "spells" were nerfed to make Psions unplayable. All good except the last step.
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Post by brumguvnor on Jun 12, 2019 8:11:59 GMT
I'm not bothered about what WoC seem to think of mystics: if there are printed rules for them and they do not serve another master than the Archmage then feck everyone - they are OK by me.
As for how unique they are - up to you really - the world order is already changed a bit due to there being drow in the Clan, so have a stab at a background. One thought of mine is that you are an experiment by the Archmage into new and different areas of power that are not strictly magic - so as to be able to catch foes off guard when they think that all they need to do is use anti-magic to defeat the Clan.
And: does anyone else get a REALLY strong cyberpunk vibe from this party already? - we have two cyborgs - or warforged, literally created by the Clan; we have a mystic who is an experiment in new and dangerous spheres of power; we have a drow sorcerer who gets his power from Shadow, and a gnome with a cyber-eye!
Loving it!!
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Post by brumguvnor on Jun 12, 2019 17:01:55 GMT
Also - in connection with nothing at all - are there any variant rules for getting scars or losing limbs or eyes due to taking a massive amount of damage in a single turn?
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Post by Kristian on Jun 13, 2019 10:02:28 GMT
Just my thoughts but... ...debilitating injuries, while fun when used against monsters (who will generally only last one encounter anyway) can quickly get out of hand when applied to PCs. What I mean is, PCs will usually get into trouble several times per session - and thus, these kind of injuries can quickly mount up (making a character pretty much unplayable). However, I don't know what you have in mind for your game (tone-wise) ...so take that with a pinch of salt
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Post by Kristian on Jun 13, 2019 10:05:18 GMT
That being said. I do have a 'critical hit' deck lying around somewhere (I think it might have been for 3.5E*) - where you simply draw a card (which has separate entries for different types of damage), and apply the result (instead of applying x2 damage). So, I could see if I can find that out if you like? *since they're mostly damage based, I think they'd carry over reasonably well.
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Post by pericles on Jun 13, 2019 16:08:39 GMT
When Magic is involved not even death is permanent. Longer lasting debilitating injuries will add grist to the mill. The most obvious game mechanic is a type of debuff which can be removed using a higher level healing spell e.g. lesser restoration (2nd level), greater restoration (4th level), Heal (6th Level) or simply multiple long rests. Limb loss can be treated with prosthetics allowing mages to get in on the action. Prosthetics can also grow with the character.
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Post by Kristian on Jun 13, 2019 16:37:37 GMT
As I say, it very much depends on what James has in mind. If its mostly a 'city campaign' (or we start each session with access to 'heals') then it shouldn't be a problem If the campaign involves us being out in the wastelands for 3 or 4 sessions at a time, then playing a blind character with a missing arm, and a broken leg (after the first couple of combats) isn't gonna be great* Just my 2cp *unless that IS the tone of the game, and combat is something to be avoided at all costs.
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Post by pericles on Jun 13, 2019 17:45:19 GMT
Going with
One thought of mine is that you are an experiment by the Archmage into new and different areas of power that are not strictly magic - so as to be able to catch foes off guard when they think that all they need to do is use anti-magic to defeat the Clan.
Havrick Degastian was a contemporary of the Archmage. Haverick and the Archmage were engaged in research to harness magical fonts at the confluence of Ley lines to catalyse magical item creation. The goal was to produce rarer items with greater ease. While preparing THE ritual the magical font became wild. Haverick was caught in the mana flow and driven insane. For a brief period the mana enhanced Haverick allowing him to shape magic directly and complete the ritual devised by his mentor the Archmage. In the process the spell storage ring was imbued with the potential to grow and process mana in unimagined ways.
Haverick survived but was changed becoming an insane Psion with magic circuits burned into his soul.
The Archmage and author of the ritual for the ring was the only other person present and only person with any understanding of what happened.
Whether it was pity or cunning the Archmage decided to look after Haverick even going so far as to find an understanding maid to tend to Haverick’s needs. The magical soul branding suffered by Haverick bred true and all of Haverick’s descendants have the potential for Psionics. Over time the Archmage discovered Psions could be created in one of three ways • Intense study and meditation • Catalysing individuals with arcane training in a magical font • Breeding Haverick’s descendents
Points to note • The ring is the conception and creation of the Archmage. • The ring was created in unique circumstances which would be difficult to replicate. • Only the Archmage was present when the ring was created and is the only living person with the knowledge to recreate the circumstances required to duplicate the ring. • Haverick is a footnote in history caught up in great events • Only the Archmage knows the necessary ritual elements to catalyse ordinary arcane scholars into Psions
Llandree is a natural born Psion and descendent of Havrick. Llandree and all clan born Psions are taught they owe a debt of gratitude to the Archmage and frequently reminded the clan is the only community with a school for Psions. Quirk: Archmage groupie - Infatuated with the Archmage. Uses a miniature portrait of the Archmage as a meditative focus.
In short the Archmage has an almost complete monopoly on Psions.
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Post by brumguvnor on Jun 14, 2019 6:53:56 GMT
Well... put it this way: in cyberpunk combat is quite deadly, as you are using high tech weapons that don’t mess around... so in order to simulate that feel I’ll think of something to do...
The mindset seems to be “combat is deadly and chaotic - so if it kicks off not on our terms we should be worried” as opposed to the standard D&D “t’is but a flesh wound” approach...
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Post by pericles on Jun 14, 2019 16:28:40 GMT
Well... put it this way: in cyberpunk combat is quite deadly, as you are using high tech weapons that don’t mess around... so in order to simulate that feel I’ll think of something to do... The mindset seems to be “combat is deadly and chaotic - so if it kicks off not on our terms we should be worried” as opposed to the standard D&D “t’is but a flesh wound” approach... I'll start rolling replacement characters. What is the life expectancy of characters interns of play sessions?
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Post by brumguvnor on Jun 15, 2019 13:19:42 GMT
Life expectancy is all up to you and how dumbass you play: I'm mainly trying to instil some of the healthy respect for combat that exists in the parent genre of this setting: in cyberpunk you have ferociously powerful weapons - and in magepunk you have something similar in magic items.
I'm trying to change the default mindset from "kick the door in and take their shit even when we have no spells or special abilities left" to one of planning and preparation, as is suitable for a setting with this level of lethal magic and bad ass monsters.
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Post by brumguvnor on Jun 15, 2019 13:23:17 GMT
Also: I'm loving your background! You realise you've explained why the Spyre is where it is? Because it's the only place in the Known World that sits on the confluence of no less than 5 ley-lines!
And: the Archmage has an almost total monopoly on the creation of psions? Loving that! Have inspiration on your first combat!
And to the rest of you miscreants? THIS is how to write a background that co-creates the setting!
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