Fantasy Hack of Smallville

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Jonathan Thompson

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Apr 21, 2011, 12:18:56 PM4/21/11
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Ive been itching to do a Fantasy Hack for Smallville, but I keep
running into one problem that keeps staring me in the face....Magic.
How would you handle the interaction of magical assets in the C+
system. Im looking for any suggestions, even the smallest one could
help spark something on my end.

Thanks in advance.

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atminn

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Apr 21, 2011, 1:18:56 PM4/21/11
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I've been recently considering the same thing, actually. Don't
Heritages and Abilities fit the bill for magic as it is, with
appropriate Descriptors and Limits?

On Apr 21, 11:18 am, Jonathan Thompson <thompso...@gmail.com> wrote:
> Ive been itching to do a Fantasy Hack for Smallville, but I keep
> running into one problem that keeps staring me in the face....Magic.
> How would you handle the interaction of magical assets in the C+
> system. Im looking for any suggestions, even the smallest one could
> help spark something on my end.
>
> Thanks in advance.
>
> --
> Jonathan M. Thompson
> Battlefield Press, Inc  (www.battlefieldpress.com) / Solar Flare Productions
> jthomp...@battlefieldpress.com
> d20 Magazine Rack (www.d20zines.com)
> thompso...@gmail.com

Jonathan Thompson

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Apr 21, 2011, 1:20:11 PM4/21/11
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You know, Im an idiot and havent approached it from that direction. I
think I was limiting myself without even realizing it.

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Jonathan M. Thompson
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atminn

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Apr 21, 2011, 2:40:20 PM4/21/11
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I'd love to hear how it goes if you try magic by Abilities and
Heritages. I'm considering something similar outside the Supers genre.
I actually just posted a new thread about it.
> > For more options, visit this group athttp://groups.google.com/group/somethingville?hl=en.
>
> --
> Jonathan M. Thompson
> Battlefield Press, Inc  (www.battlefieldpress.com) / Solar Flare Productions

Jonathan Thompson

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Apr 21, 2011, 2:41:35 PM4/21/11
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I may try that, though that doesnt mean I am not open to other
suggestions as well. Where did you post the thread?

> For more options, visit this group at http://groups.google.com/group/somethingville?hl=en.
>
>

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Jonathan M. Thompson
Battlefield Press, Inc  (www.battlefieldpress.com) / Solar Flare Productions

atminn

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Apr 21, 2011, 2:44:15 PM4/21/11
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It's here: http://bit.ly/ea0yIF

Jonathan Thompson

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Apr 21, 2011, 3:00:46 PM4/21/11
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Ok, I glossed over it because I am not a fan of One Piece.

> For more options, visit this group at http://groups.google.com/group/somethingville?hl=en.
>
>

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Jonathan M. Thompson
Battlefield Press, Inc  (www.battlefieldpress.com) / Solar Flare Productions

atminn

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Apr 21, 2011, 3:40:48 PM4/21/11
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Theoretically it could work for much more than One Piece. That's what
I'd like to explore. I may want to use it in place of 4e dnd (as I
mention in the post).

I did some Pathways using the alterations I mention in the OnePiece
post in the context of our fantasy D&D world. Diverse magic abilities
(Divine, Primal, Arcane, Elemental, etc) and Heritages such as Sun
Elf, or Vampire seemed to work remarkably well, but of course we
haven't played with it yet.

Robert Calfee

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Apr 25, 2011, 1:22:21 PM4/25/11
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I am working on a setting using Smallville rules to run Eberron at the
high levels of the Dragonmarked Houses.

Magical Legacy gains access to any Special Effect, so... one could use
that, but it doesn't really seem to be my favorite way to solve it. I
like a little bit more 'crunch' even with a storytelling game like
this.

But I also want to keep in mind that this system includes a large
amount of 'hand waving' at powers. Ultimately magical powers will
grant a die in a conflict, and maybe some other modifier, like a re-
roll. That means that not a whole lot of effort really needs to go
into building the magic if what I want to do is simulate characters
who are powerful enough that they can essentially do whatever they
want, or pay someone to do it for them.

I came up with some notions to manage divine powers:

New Distinction: Faith <Religion>
Each religion has a domain set. (e.g. The Silver Flame: Exorcism,
Good, Law, Protection, Inquisition, Purification, Truth), and a
Connected Ability. The connected ability of a Faith has no effect
unless you have the Divine Magic Heritage Distinction.

d4: Earn a Plot Point and Add a d6 to Trouble when your obedience to
your faith gets in the way.
d8: Add a d6 to Trouble to Add your Faith Distinction die to a roll
that would benefit from a domain in the set.
d12: Add a d10 to Trouble to Include your Faith Distinction die to a
roll that would benefit from a domain in the set.

New Heritage Distinction: Divine Magic
d4: Add a d6 to Trouble to reroll one of your dice.
d8: Add a d10 to Trouble to use a Special Effect from a Connected
Ability from your Faith Distinction.
d12: Add a d10 to use a Special Effect from any Ability you do not
have.

Connected Abilities: <list of standard abilities> and the Connected
Abilities from the Faith.
Limits: Mute, Binding, Lack of Faith

Sample religions:

Silver Flame: Exorcism, Good, Law, Protection, Inquisition,
Purification, Truth
Arawai: Creation, Good, Life, Plant, Weather
Aureon: Knowledge, Law, Magic, Force, Mind, Oracle, Spell
Balinor: Air, Animal, Earth, Celerity, Retribution
Boldrei: Community, Family, Good, Law, Protection

and then a similar plan for Dragonmarks:

New Heritage Distinction: Dragonmarked House:
Choose one of the Connected Distinctions: Family Reputation or Wealthy
is available as a choice to all.
d4: Add a d6 to Trouble to reroll one of your guild-related dice, or a
die from a Connected Distinction or Connected Ability.
d8: Earn a Plot Point and Add a d6 to Trouble when your obedience to
your Dragonmark House gets in the way.
d12: Add a d10 to Trouble to Include your Dragonmarked house as an
Extra.

Limits: No Dragonshards, Black Dragonshards


House Cannith -- Mark of Making:
Tinkers Guild: repairs and maintenance
Fabricators Guild: construction and production
Dragonmark Abilities: The Mark of Making grants the power to mend or
fabricate material goods.
Connected Abilities: TECHNOPATHY HEALING(constructs only) FABRICATION
Connected Distinctions: GEARHEAD HACKER

House Deneith -- Mark of Sentinel:
Defenders Guild: Protection
Blademarks Guild: Hirelings and mercenaries
Dragonmark Abilities: The Mark of Sentinel grants various powers
related to personal protection.
Connected Abilities: FORCE FIELD
Connected Distinctions: SOLDIER, MARKSMAN, WEAPONS MASTER

House Ghallanda -- Mark of Hospitality.
Hostelers Guild: bars and inns.
Dragonmark Abilities: ability to manipulate arcane energy to generate
shelter and sustenance
Connected Abilities: <need to come up with this>
Connected Distinctions: COSMOPOLITAN CONNECTED LIKEABLE

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