- I want a world hopper in a classic fantasy sense
- I want a summoner
- I want someone who effects the outcome of the cosmos
- I want wide variety of rules on magic, varied by world
- I want the character to be able to interact with all of them
Will this still be gurps? Umm... yes. The core character will very much be a gurps character. His powers may get a little large and their may be a little hand-waving, but in the end, this will all be about a 250 point character with hundreds of points in powers and access to epic gear.
Ok, what do I expect out of my worlds?
- I want worlds to be non-trivial to access -- getting in and out of them should take effort.
- I want quests for both artifacts of power and for the fate (and possession) of kingdoms
- I want opponents in my same league, with similar power sets. I also want
- The TL should stay below 5, though 4+2^ should be possible.
- Non-world changers should treat magic as technology
- I need a way to handle large amounts of combat
Ok, what do I Expect my Hero and his Peers to do?
- I expect them to have the ability to sniff out magic -- some sense that lets them find entrances to worlds and artifacts of massive power, as well as each other
- They should be somewhat bound to local magic, able to use local magic, and able to use some of their abilities when you wouldn't expect them to.
- They should be able to travel between worlds. Beyond that, they should be able to take others with them.
- They should have innate personal combat abilities. These abilities should be varied and flavorful, and centered along themes. Even the most powerful should have a limit on what they can do against a single opponent though. They should be good at slaughtering mooks as well as fighting each other.
- They should have a cool name for themselves that feels unique.
- They should have a common template that lets the GM both stat them quickly and sets expectations.
- Truely great powers should be obtained through quests and actions -- and be able to be lost.
- Powers should be able to be stolen
- Most of the time should be spent obtaining power or shaping worlds to their liking
- They will not be more worlds than heroes, but there should be more kingdoms than heroic peers.
Magic should be as powers. The template has the following:
Detect (Magic) [10]
Detect (Places and People of Power, Reliable +12) [8]
Detect (Places and People of Power, Long range, Vague) [4]
Energy Reserve (Power Type) 10 [30]
Regeneration (Reserve only, 1/10 seconds) [70]
Wide ranging power set [200]
Close and personal power set [500]
Unusual Background (Potent) [100]
Jumper (not yet determined) [?]
Traveling between worlds
The first time should be the hardestShould be location based - you must be in a general area -- but you should need more than just location.
Time should certainly be an element: 5 to 10 minutes of dedicated magic, more if you're trying to figure things out.
Portals should be obvious-- bright, loud, magically signification, and so forth.
You should be able to 'book mark' a world and be able to return to it with much fewer restrictions: location you show up in should still be less than ideal, but you should be able to get there from just about anywhere
Access to each world should be unique -- each world should feel like an accomplishment.
Ok, I think I have a general idea of how world travel works: you piece together its existence from clues found in other worlds, left by former potents.
Wide Area Effects
The Potents are fond of wide area effects. There are lots of things that these effects can do, but they essentially boil down to giving bonuses or penalties over a large area. For this, we're going to base it off of obscure. We will be effecting large areas. The advantage will be re-calibrated so that modifiers give reasonable results. The base effect covers a half mile radius, and costs +5% for each level of area effect. If you can choose who gets the bonus, use the defensive modifier. The ranged modifier is +100% but lets you attack at 5 miles away and lasts for 6 hours. A positive Benefit has a +100% cost. If you have a specific but general effect, the cost is [20] per level, with [+10] for each thing it can do, [10] for a very specific effect, [25] for a set of narrow effects (all kinds of terrain effects), [50] for a broad set of bonuses. This are tripled for non-combat effects, like navigation, hiking, or farming rolls.For example, controlling the weather for 8 miles around is Obscure 1 (area effect 8 miles +20%, general weather bonuses, onset 10 minutes -25%, Power modifier -10%) [50*1.2*.65 =39]+ Obscure 2 (area effect 8 miles +20%, general terrain bonuses, onset 10 minutes -25%, Power modifier -10%) [50*1.2*.65 =39]
Languages
On the one hand, languages should certainly drift between worlds. On the other, learning a new language every time you need to visit a new kingdom is highly annoying to say the least. Languages will run racial -- each instance of a language can be understood from the others at one less. Also of note is "The Ancient Tongue", Draconic, and the three languages of humans: high, north, and east. Ancient is considered the linga franca between Potents.Summary
Other decisions will have to be made, but this should be enough. I can build a character and start my adventure...
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