Jump to content


Photo
- - - - -

Advanced Sorcery Arete


  • Please log in to reply
36 replies to this topic

#1 tooley1chris

tooley1chris

    Destroyer of Free Time

  • Members
  • 216 posts
  • LocationMissouri, USA

Posted 10 April 2014 - 12:21 PM

Over the last couple of months I've been toying with the idea of adding D&D3.5 feats to MW. The Arete chapter of the new Advanced Sorcery seems like a good way of doing this.
I've been working on feats tied to various skills, requiring a prerequisite % and possibly a prerequisite Characteristic #. I think this would add a lot of flavor to characters, as well as diversity.
Example:
Cleave: Weapon Skill 101%+ If the character kills an opponent with his first strike of the round, he or she may make an immediate attack against a different nearby opponent with a 50% penalty.
GREAT Cleave: Prerequisite: Cleave, Weapon skill 125%+ If the character kills an opponent with his first strike of the round, he or she may make an immediate attack against a different nearby opponent with a 25% penalty. If he also kills that opponent, he may make a third attack against a different opponent with a 50% penalty.

Was wondering if anyone else already did this, before I continue. Over powered? Not needed? Nick?

Edited by tooley1chris, 10 April 2014 - 01:18 PM.


#2 tooley1chris

tooley1chris

    Destroyer of Free Time

  • Members
  • 216 posts
  • LocationMissouri, USA

Posted 10 April 2014 - 12:27 PM

BTW I think the section "The Work of a Master" in the Arete chapter detailing how weapons/items become legacy items or heirloom items, is brilliant!

#3 seneschal

seneschal

    Senior Member

  • Members
  • 1,419 posts

Posted 10 April 2014 - 01:35 PM

Cleave: The Beaver

Great Cleave: Ward, his father

Just sayin' ...

#4 tooley1chris

tooley1chris

    Destroyer of Free Time

  • Members
  • 216 posts
  • LocationMissouri, USA

Posted 10 April 2014 - 01:59 PM

Little hard on the Cleave, weren't ya Seneschal?

#5 seneschal

seneschal

    Senior Member

  • Members
  • 1,419 posts

Posted 10 April 2014 - 02:08 PM

He has to learn to accept responsibility sometime, dear.

;)

#6 Chaot

Chaot

    Senior Member

  • Members
  • 801 posts

Posted 16 April 2014 - 07:05 PM

BTW I think the section "The Work of a Master" in the Arete chapter detailing how weapons/items become legacy items or heirloom items, is brilliant!


It looks surprisingly like my Lucky Trinkets and Heirloom rules, actually.

http://basicroleplay...and-Named-Items
  • Robsbot likes this
70/420

#7 tooley1chris

tooley1chris

    Destroyer of Free Time

  • Members
  • 216 posts
  • LocationMissouri, USA

Posted 16 April 2014 - 07:42 PM

It looks surprisingly like my Lucky Trinkets and Heirloom rules, actually.

http://basicroleplay...and-Named-Items


Then you MUST be brilliant as well! :)

#8 Chaot

Chaot

    Senior Member

  • Members
  • 801 posts

Posted 16 April 2014 - 08:04 PM

Then you MUST be brilliant as well! :)


But the called me mad! .... MAD!!! Mwahahaha!
70/420

#9 Mankcam

Mankcam

    Senior Member

  • Members
  • 678 posts

Posted 18 April 2014 - 10:37 AM

Very Tolkien-esque, the Works Of The Master, not the Mad Genius stuff above heh heh

#10 tooley1chris

tooley1chris

    Destroyer of Free Time

  • Members
  • 216 posts
  • LocationMissouri, USA

Posted 04 May 2014 - 12:37 AM

Any of you RPG geniuses had a chance to read through this yet? I'm interested in what you think.
http://basicroleplay...?do=file&id=546

Edited by tooley1chris, 04 May 2014 - 06:50 PM.


#11 Skunkape

Skunkape

    Ever Elusive

  • Members
  • 198 posts

Posted 05 May 2014 - 03:44 PM

I've read through it, you've got some very interesting ideas and I'm going to use them as inspiration for the same kind of rules in my game. I've been toying with the same ideas for quite a while, but hadn't taken it to the level which you did! Great job!
Skunk

You wanna be alright you gotta walk tall
Long Beach Dub Allstars & Black Eyed Peas

Check out what games I’m working on and their status by visiting here.

Wizard Quest fantasy campaign

Tampa Bay Game Players Forum

285/420

#12 CthulhuFnord

CthulhuFnord

    Great Old One

  • Members
  • 337 posts

Posted 23 May 2014 - 02:20 PM

I've wanted to do something similar for Call of Cthulhu/ Pulp games using either BRP or Legend, your rules look interesting. I skimmed them, and it looks like the combat feats are overall much more powerful than the non-combat feats. I really do like what you've done here, and might contribute some from the Mutants and Masterminds books. There is a stealth feat that allows you to "pull a batman", you can make a stealth check at no penalty even while being observed. You are just that good.

#13 tooley1chris

tooley1chris

    Destroyer of Free Time

  • Members
  • 216 posts
  • LocationMissouri, USA

Posted 23 May 2014 - 02:26 PM

Hide in Plain Sight. Did I omit that one? LOL. I know I wrestled with adding that feat but may have dropped it. The more powerful combat feats tend to have a prerequisite feat that is less good, so yeah. They are strong but at a cost. Glad you like it and as with any of my submissions, feel free to make it better! ;)

#14 skenderax

skenderax

    Junior Member

  • Members
  • PipPipPip
  • 30 posts

Posted 26 May 2014 - 06:56 AM

I just want to ask, if it is intentional to give sorcerer only 7 base skills.

#15 fmitchell

fmitchell

    Senior Member

  • Members
  • 293 posts

Posted 26 May 2014 - 01:32 PM

I just want to ask, if it is intentional to give sorcerer only 7 base skills.


No; add World Lore to the list.

For this and other errata, check the official Magic World Core Rules Errata.
Frank
"A hidden corridor! Fortunately it was labeled!" -- Sadie Doyle, "Beyond Belief: Sarcophagus Now", The Thrilling Adventure Hour

#16 CthulhuFnord

CthulhuFnord

    Great Old One

  • Members
  • 337 posts

Posted 29 May 2014 - 11:51 PM

I did some toying around with the Folk Magic from RQ6 as part of my pulp project. These are all designed to be roughly equivalent to a magnitude 1 spell. I thought some of these might work well as feats. Particularly the hide in plain sight, which I've renamed Vanishing Trick.

Fists of Steel
Unarmed: 50%
Self

This edge increases the damage of a hero's unarmed damage by one step. A character dealing 1D3 in unarmed combat will deal 1D4 instead. This edge hardens the character's hands somewhat, while under the influence of this edge they might find themselves denting doors when they knock on them.

Eyes of the Cat
Perception: 50%
Self

This edge increases the character's sensitivity to light, allowing them to see more clearly in dimly lit areas. For the duration of the edge the character gains night sight. If the character is suddenly subject to a strong light source such as a well lit room, or the highbeams of a car, they will count as if they were fighting in darkness (-40% close combat situational modifier) for 1D4+1 rounds.

Spring Heeled
Athletics: 50%
Self

With this edge the character's legs are like coiled steel springs. He is able to make great leaps with ease. For the duration of this edge the character may jump triple his height horizontally, and double his height vertically.

Vanishing Trick
Stealth: 50%
Self, Instant

The character is exceptionally stealthy, able to vanish in a heartbeat. While using this edge the character may make a Stealth check at no penalty even if he is being observed.

Skin of Bronze
Endurance: 50%
Self

The character is capable is enduring incredible punishment. Their hardened skin turning aside fists, blades and bullets. While using this edge the character has a armor value of one added to all of his hit locations.

Connected
Streetwise: 50%
Self, One Extended Action

The character is a master of urban survival with this Edge. The time needed to find something is reduced from 1D4 hours to 1D2 hours. On a critical the character finds what he needs within a half hour.

Backstabber
Stealth 50%
Self, Instant

The character is a master of underhanded and sneaky tactics. When attacking with surprise the character increases the damage die of the weapon by one increment. So a dagger from behind will deal 1D6+1 damage rather than 1D4+1 damage.

Distract
Deceit or Influence 50%
Ranged, Resist (Willpower)

The character uses charm or lies to fluster his intended target. A distracted target counts as being surprised for the next attack made upon them.

A friend of a friend
Influence 50%
Self, One Extended Action

The character's charm has won him friends in both low and high places. As a extended action the character may use his Influence skill to make a Streetwise skill roll. The time needed to find something is 1D6 hours. On a critical the character finds what he needs within 1D3 hours.

Befuddle
Ranged, Resist (Willpower)
Deceit or Influence 50%

The character's words causes confusion within the mind of the target. These could be bluster, intimidation, lies, or a hypnotic glance. The subject of the edge has difficulty thinking straight, forgetting where it is, what it is doing and why. Befuddled targets can still act in self defense, but cannot initiate any constructive activity until the edge ends. Any sort of attack or threatening action instantly breaks the spell. Whether it was directed specifically at the beffuddled target.

Photographic Memory
Self, Instant
Perception 50%

The character is capable of astonishing feats of mental recall. If the game master ever requires you to make a skill roll in order to remember a crucial fact you make invoke this edge and roll twice. Minor details require no roll at all, your character is assumed to have made the roll automatically.

Human Spider
Self
Athletics

Sheer walls mean nothing to the hero with this edge. His movement rate while ascending or descending is half of his normal movement rate. If the hero wishes to double his movement rate while climbing, he suffers a -10% penalty to his Athletics skill check rather than a -20% penalty.

#17 Mankcam

Mankcam

    Senior Member

  • Members
  • 678 posts

Posted 30 May 2014 - 12:10 PM

They are excellent for Pulp Genre Heroic Abilities. If using LEGEND then I would recommend that the skill requirement be raised to 70% or 80% during game play, that's if some are able to be chosen later in play, as many may not be appropriate to do so. If using Magic World then I would make the skill requirement to be 100% to be consistent with the Arete rules. I would allow them to be chosen at 50% during character generation however. Anyway, some great ideas here!

Edited by Mankcam, 30 May 2014 - 12:15 PM.


#18 CthulhuFnord

CthulhuFnord

    Great Old One

  • Members
  • 337 posts

Posted 30 May 2014 - 02:57 PM

What do you think of characters being able to take these edges multiple times? I was thinking of including a second level to each of the edges. Fists of Steel would increase your unarmed damage to a D6. Eyes of the Cat would switch from Night Sight to Dark Sight. And Skin of Bronze would give you an Armor Value of 2 in all locations. This would require a higher level in the relevant skill.

#19 tooley1chris

tooley1chris

    Destroyer of Free Time

  • Members
  • 216 posts
  • LocationMissouri, USA

Posted 30 May 2014 - 03:45 PM

I would definitely add a power cost, Especially if allowing multiple levels. Unless it's a superhero type game, there need to be a gain/loss ratio IMO. One problem with using "perks"is that you don't necessarily have to pick one skill at the sacrifice of another. A character can practice and raise ALL their skills to Arete levels. I think this diminishes the "reality" of the game as No one should be masters of everything.

#20 Mankcam

Mankcam

    Senior Member

  • Members
  • 678 posts

Posted 31 May 2014 - 01:49 AM

What do you think of characters being able to take these edges multiple times?

Yes, I reckon you could add in an extra tier or two if playing a Pulp Genre game. I have ported over variable magic into a Heroic Abilities system for my own Pulp Era setting and it seems to work fine. I use Power Points (retitled 'Pulp Points') for use though, so that might balance it out. If you were using these solely as Heroic Abilities like in LEGEND then I see no reason for not having a second or third tier. It could work for LEGEND, but may not be a good fit for MW/BRP I reckon.

I would definitely add a power cost, Especially if allowing multiple levels. Unless it's a superhero type game, there need to be a gain/loss ratio IMO. One problem with using "perks"is that you don't necessarily have to pick one skill at the sacrifice of another. A character can practice and raise ALL their skills to Arete levels. I think this diminishes the "reality" of the game as No one should be masters of everything.

If you are using the Arete system from MW, and it is for a standard gritty BRP setting, then I totally agree. I considered this when I read the Arete rules a few weeks ago, and if I use them I think I may houserule that you can only gain Arete in skills from a particular Skill Category. That way it does not limit characters having other 100%+ skills at all, but it forces the 'mastery' perks to be in a particular skill category. I may also rule that perhaps skills from outside that skill category can only go to 100+Skill Cat bonus%, as in RQ3 (I cannot remember if the BGB returned to that rule or not - it was obviously absent in Elric/Stormbringer and thus MagicWorld). I do agree that although you can have very highly skilled characters in a wide range of abilities, perhaps it is more 'realistic' if the masters still specialise in a particular field.




0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users