In my last post I talked about the TB classes and Hooks, which while possibly amusing was also not terribly useful I bet. So let me try to illustrate how my hook/class system works for TB. I am going to convert the magic system used in the Mistborn series by Brandon Sanderson into the TB format. Now, if you haven't read the Mistborn books this might not mean anything to you - so you should go read them right now !!! :) Seriously, if you like fantasy at all, even just a tiny bit, you have to read Brandon Sanderson. The Mistborn series is a fantastic trilogy about God Emperors and overthrowing them, with a very unique magic system based on metals. It was then followed up by The Alloy of Law which took fantasy into the old west era. Not to mention the great work he did finishing Robert Jordan's Wheel of Time series, and his book Warbreaker (the first of his works I read). He's got another series, Elantris, which I haven't read, and a few more books aimed at younger readers I also haven't read, yet.
Anyways. Mr. Sanderson's books are awesome, and his magic systems are very unique. In the Mistborn series all magic revolves around metal. Different types of metals can give different powers. There are three classes of magic, Allomancy, Feruchemy and Hemalurgy. I am only going to present my notes on Allomancy here. So, read along and see if anything makes any sense (I firmly believe a well-designed game is somewhat intelligible even if you haven't read the rules - so here's a test of how well-designed my game is so far).
Allomancy- the ability to 'burn' ingested metals to gain supernatural abilities. One is either a Misting and has only one of the following abilities, or a Mistborn and has all (Mistings are somewhat common while Mistborn are very rare). Hereditary power of the nobility, a skaa Allomancer has noble blood somewhere, and will be put to death if discovered (note, for skaa this ability must come with the Secret Hinderance or else the character would have been caught and executed). For nobles being a Misting or Mistborn is a position of status. Mistings tend to work openly, selling their unique abilities while Mistborn tend to hide their abilities and work in secret as spies and assassins. Mistings are often referred to by a nickname given in parenthesis below, and burning that type of metal is also sometimes referred to by the same/similar nickname.
Extraordinary Abilities (Augment/Evolve/Bender)
Powers are based on the metal being used:
Iron ("Lurcher") [Bender]
(Reduce/Physical(distance)--Others/metals only)
Fighter- as this can only bring the metal source to the character, it can be used to attack if the source of metal is behind the target, which is a form of Indirect Combat using the Maneuver skill instead of Offense; this can also be used to pull metal weapons/items out of the hands of others which is a Disarm using the Offense skill.
Explorer- used for limited travel, by pulling on a heavier or anchored piece of metal one can 'jump' directly towards that metal. Combined with Steel by a Mistborn allows fully three-dimensional movement in an area with lots of metals, like a city.
Investigator- burning this metal allows the character to see faint blue lines leading from them-self to all nearby metal sources, the strength of the line increasing for more metal and decreasing the further away (a large, far source looking roughly the same as a small, close source).
Worker- metals can only be moved in a straight line towards the character, they cannot be turned or twisted; also the weights involved determine if the metal source will move or if the character will move instead (the lighter one being the one to move towards the heavier).
Talker- not typically useful in conversation except for possibly distraction or intimidation.
Steel ("Coinshot") [Bender]
(Increase/Physical(distance)--Others/metals only)
Fighter- frequently used for combat by throwing coins or small metal items the character is holding (which uses Ammo), uses regular Offense/Weapon skill and Ranged Combat rules.
Explorer- used for limited travel, by pushing off a heavier or anchored piece of metal one can 'jump' directly away from that metal. Combined with Iron by a Mistborn allows fully three-dimensional movement in an area with lots of metals, like a city.
Investigator- burning this metal allows the character to see faint blue lines leading from them-self to all nearby metal sources, the strength of the line increasing for more metal and decreasing the further away (a large, far source looking roughly the same as a small, close source).
Worker- metals can only be moved in a straight line away from the character, they cannot be turned or twisted; also the weights involved determine if the metal source will move or if the character will move instead (the lighter one being the one to move).
Talker- not typically useful in conversation except for possibly distraction or intimidation.
Tin ("Tineye") [Augment]
(Increase/Mental(perception)--Self)
Fighter- not significantly useful in combat if one can already see one's opponent, can be used to reduce the penalties for Ranged combat or when fighting with limited visibility (ie, darkness, smoke).
Explorer- the perception increase can be used to detect creatures, ambushes and hidden or concealed people/places/things.
Investigator- aids in finding clues and investigating locations.
Worker- not significantly beneficial.
Talker- aids in detecting lies/deceptions and seeing through disguises/forgeries, only works reactivly though (ie, does not give a bonus to tell a lie).
Pewter ("Pewterarm" or, more vulgar, "Thug") [Augment]
(Increase/Physical--Self)
Fighter- the boost to strength and speed are added to all Offense, Defense and Maneuver rolls as if the character had a higher Physical attribute score.
Explorer- allows for faster sprinting and as a bonus in pursuits. Can "pewter drag" (see below) for an extended period to increase non-combat/overland movement rate.
Investigator- not significantly beneficial.
Worker- adds to all Physical-based activities (ie, manual labor, sports).
Talker- not significantly beneficial, except for Intimidation.
Brass ("Soother") [Bender]
(Reduce/Emotional--Others)
Fighter- against opponents with Emot-based fighting abilities (ie, the Rage power of a Barbarian) this can be used to decrease that effect and it's corresponding penalties (for the example of Rage, it would decrease both the bonus to attack and the penalty to defense). Can be used as a bonus when a Talker skill is being used to try to stop combat.
Explorer- not significantly useful.
Investigator- only gives a bonus when used during an interrogation.
Worker- can be used when attempting to get another to do an action/work.
Talker- this can be used to reduce the difficulty of a Talker action/skill related to a specific emotion (when that emotion would conflict with what the character wants the target to do), however, it does not give any special ability to read emotions. Can effect only one person or a group.
Zinc ("Rioter") [Bender]
(Increase/Emotional--Others)
Fighter- against opponents with Emot-based fighting abilities (ie, the Rage power of a Barbarian) this can be used to increase that effect and it's corresponding penalties (for the example of Rage, it would increase both the bonus to attack and the penalty to defense). Can be used as a bonus when a Talker skill is being used to try to start combat.
Explorer- not significantly useful.
Investigator- only gives a bonus when used during an interrogation.
Worker- can be used when attempting to get another to do an action/work.
Talker- this can be used to reduce the difficulty of a Talker action/skill related to a specific emotion (when that emotion coincides with what the character wants the target to do), however, it does not give any special ability to read emotions. Can effect only one person or a group.
Copper ("Smoker" or "Coppercloud") [Evolve]
(Deceive/Mental(perception)--Self/Allomantic powers only)
Fighter- not significantly useful, though can hide the character's Allomantic abilities from an opponent burning Bronze (however, note that several Allomantic powers have some sort of visible effect).
Explorer- can be used to hide oneself and those nearby (same Range-band) from someone burning Bronze.
Investigator- hiding one's abilities, and/or those nearby, makes it more difficult for an investigation to Suspect the character and/or accomplices of having Allomanic powers.
Worker- not significantly useful.
Talker- makes you (only) immune to the effects of Brass/Zinc, but also unaware of those metals being burned to influence you.
Bronze ("Seeker") [Evolve]
(Understand/Mental(perception)--Others/Allomantic powers only)
Fighter- can be used to reveal what Allomantic powers an opponent possesses, as they are used. Cannot penetrate a coppercloud unless your ability is of a higher scale.
Explorer- can be used to detect active Allomancers in the vicinity. Cannot penetrate a coppercloud unless your ability is of a higher scale.
Investigator- not significantly useful since it only detects active Allomantic activity and not past events.
Worker- not significantly useful.
Talker- not significantly useful.
Gold ("Augur") [Evolve]
(Understand/Mental(perception)--Self/Time(alternate present only))
Fighter- not significantly useful.
Explorer- not significantly useful.
Investigator- the insight into one's own possible life-paths could help reveal any Mysteries in the character's background. It could possibly be used to track one's own position on a scale of corruption (ie, if moving from the "light side" to the "dark side") by burning periodically to see changes in one's alternate selves. Otherwise this is not significantly useful.
Worker- not significantly useful.
Talker- not significantly useful.
Electrum ("Oracle") [Evolve]
(Understand/Mental(perception)--Self/Time(future only))
Fighter- the ability to see one's own future will counter the effects of Atium on oneself (ie, the character's Fighter skills will not drop to 0 against an Atium-burning opponent) but gives no other bonuses. Against non-Atuim users it gives a bonus to Defense only (as it does not reveal anything outside the character).
Explorer- the future-sight will reveal any traps or surprises that effect the character (not those that effect others around/near the character).
Investigator- not significantly useful.
Worker- not significantly useful.
Talker- not significantly useful.
Atium ("Seer") [Evolve]
(Understand/Mental(perception)--Others/Time(future only))
Fighter- reveals every action another person could take before they happen, reducing the Fighter skills of all opponents to 0. If both character and opponent are burning Atium the opposing effects cancel each other out and there is no change.
Explorer- will reveal any ambushes or surprise attacks by another person, but does not reveal the actions of objects/places/things.
Investigator- not significantly useful as it only shows the actions of people and not places/things.
Worker- not significantly useful as it only shows the actions of people and not places/things.
Talker- not significantly useful, it does not allow one to hear reactions of others (though reading lips or faces could give some indication to how a person would respond to an action by the character).
Malatium (not commonly known) [Evolve]
(Understand/Mental(perception)--Others/Time(alternate present only))
Fighter- not significantly useful.
Explorer- not significantly useful.
Investigator- Seeing the alternate paths of another's life can be potentially helpful in determining their character, and possibly reveal any Secrets or Mysteries related to their past/actions.
Worker- not significantly useful.
Talker- Seeing the alternate paths of another's life can be potentially helpful in determining thier character, and possibly reveal any Secrets or Mysteries related to their past/actions.
Limits:
Ammo/Fuel--Must "burn"/consume metals to maintain abilities, each has a different rate. Short duration- atium (trns) ; Medium- pewter (min) ; Long- tin (hrs?), copper [note: Mr. Sanderson does not specify durations in his stories]
Rarity--Gold is highly valuable (Luxury item), Atium is highly valuable and its sale is controlled (Luxury item, to purchase character must have the Allies & Influence (Organization: Noble Houses) Hook, or it must be stolen by taking the Secret Hindrance/Suspicion), the others are only moderately valuable (Material or Refined items).
Ingestion--the metals to burn must be ingested, usually carried in vials of metal flakes suspended in oil. It takes an action to drink a vial.
Limited Compounds--only certain metals are usable for Allomancy, the ones listed above (plus a few others), and they must be mixed in the proper way. Attempting to burn an improper metal can make the Allomancer sick or even be fatal.
External Targets Only--an Allomancer cannot effect metals inside the body (ie, the iron inherent in blood or metals that were ingested by another Allomancer)[note: this is technically possible if the character can increase their Allomantic powers by 2 Scales, ie, Flaring is not enough by itself].
Development and Usage:
Snapping--even though Allomancy is a hereditary gift, it lies dormant in the character. In order to be able to use the power the character must Snap, go through a significant physical and/or emotional trauma, to awaken the ability. It is possible, though extremely rare, for a significantly positive experience to also cause the Snap.
Unconscious Usage--as an innate ability, a Misting or Mistborn will typically burn any metal they need even if unconscious. For example, if wounded and unconscious a team-mate could force a Mistborn to drink pewter which would then be used to increase all Physical checks to resist dying.
Flaring--metals can be burned at a faster rate to gain a larger increase, this uses the metal up at x5 the normal rate, but gives a bonus of +1 Scale to the effect (thus, using pewter would normally be Human-scaled (same as the character) but can be flared to make it Enhanced-scaled, with the appropriate increases to damage/effect and penalties to aim/precision)
Dragging--with a sufficient supply of metals one can burn the longer-lasting types for an extended duration. This process, called dragging, is potentially harmful to the body however. Dragging a Pushing metal like Pewter requires an extended rest when the drag ends, and if wounded the loss of temporary strength could kill the character (also, any items carried with enhanced strength will be dropped, possibly harming the character, when that strength wears off). Dragging a Pulling metal like Tin makes one Addicted to that metal over time.
So, does this make any sense? Even if you haven't read the books, do you feel like maybe you could use this magic system in your game and know what it could do? If you have read the books, does this feel the same, is it a good guide for playing a Mistborn/Misting character? Granted, there are no numbers, no explicit rules, but right now I'm more curious about the format and feel. Please leave a comment below, I know I mention that at the end of most of my posts, but in this case I really, really mean it. Travellers Beyond is a game I have been working on for many years. It exists pretty much only in my head, so I really need to know how other people see it. As I said, this is an incomplete fragment, but does it seem like something you would want to learn more about? I hope to keep posting more examples of how TB works (well, the pieces of it I have, it is a work in progress after all) in the near future.
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