Robert Calfee
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to Somethingville
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