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Sabledrake
Magazine
September,
2000
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In the Name of Survival
Freeman
Sea Haven
Warriors of Faith
Arcadia
Changeling Seed, Chapter 9
A King for Hothar, Part IX
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Arcadia
This
is a rough sketch for a fantasy game with a Victorian flavor. It was
initially inspired by reading about the upcoming computer RPG Arcanum,
but is not intended to be a conversion for that game. (For one thing, I
haven’t used Arcanum’s premise that technology and magic interfere
with each other.) There are other precedents for the style as well, such
as Castle Falkenstein, For Faerie, Queen & Country, and probably
others I don’t know about. This is not a completely-detailed campaign
setting. I haven’t attempted to create a history and geography for the
world. The focus here is on the society and the interaction between the
races. Furthermore, these rules have not been playtested; if you use them,
feedback would be greatly appreciated.
In
deciding on a rules system, the one that sprang immediately to mind was
the Storyteller system – specifically, Mage: the Ascension. It has an
extremely flexible character creation system, and a magic system that’s
designed to allow spells to be made ‘on the fly’. It’s also designed
for a modern setting that mixes magic with technology. However, this is not
another expansion for the World of Darkness. This setting is intended to
have a much more optimistic feel to it.
There
are seven races in this world, but all of them are subspecies of Homo
sapiens. Interbreeding is possible, though usually looked down upon,
especially if it occurs between one of the “higher” races and one of
the “lower” races. (Prejudice, unfortunately, is alive and well in
this setting.)
Although
magic is commonplace in this world, and the rules system is modeled after
Mage, that does not mean that player characters are required to be
magicians. In fact, probably only one in a hundred people in this world is
actually a practicing magician. If you wish to play a non-magical
character, ignore any reference to spheres in the racial descriptions. I
suggest giving non-mages more ability points to reflect the fact that
learning magic takes time which could be spent practicing other skills.
If
you do play a mage, you should keep in mind that Paradox does not exist in
this world. I’ve made no effort to force the metaphysical assumptions of
M:tA onto this setting. In this world, reality is not swayed by belief,
and the difference between coincidental and vulgar magic is simply
descriptive. Coincidental magic is still easier to perform than vulgar
(and recommended if you want to be inconspicuous), and the rules mechanics
covering magic are the same, except that it doesn’t matter whether there
are witnesses. Use the rules for “vulgar without witnesses” to cover
all vulgar magic. Foci are still used as per the original rules; they help
control the flow of mystical energies until the mage becomes fully attuned
to them and can manipulate them without assistance. (NB: In case any of
you are wondering, this is not the setting which I referred to in my
article on the metaphysics of magic.)
Paradox
is replaced by Strain, and Arete is now called Aura. A character’s Aura
starts at zero, and can only be raised using freebie points (this will
help balance mage with non-mage characters). As usual, no Sphere rating
may exceed Aura. Also, a mage’s rating in Magic knowledge must be equal
to or greater than his Aura. Mage characters start with five dots in
Spheres instead of six.
There
are equivalents to Traditions in this setting, called Societies. There are
nine Societies, one for each sphere. If you play a mage, you may choose a
Society or be a maverick. The Avatar background is replaced with
Initiation, which represents the mage’s standing in a Society and has
the same effect on Quintessence. A maverick may not take the Initiation
background. Essence no longer has any game effect, but is still a useful
descriptor.
The
character sheet now looks like this:
-
Name,
Player, Chronicle
-
Nature,
Demeanor, Essence
-
Race,
Occupation, Society (optional)
-
Attributes:
same as always
-
Talents:
Alertness, Artistry, Athletics, Brawl, Dodge, Expression,Instruction,
Intimidation, Intuition, Leadership, Subterfuge
-
Skills:
Animal Handling, Crafts, Etiquette, Firearms, Gambling,
Larceny, Melee, Stealth, Streetwise, Survival, Tinkering
-
Knowledges:
Academics, Culture, Enigmas, Investigation, Languages,
Law, Lore, Magic, Medicine, Politics, Science
The
alert reader may notice that, in addition to adding some new abilities to
replace those which don’t fit the setting, I have also changed
Streetwise from a talent to a skill, and Leadership from a skill to a
talent. I think this arrangement makes more sense, because being
Streetwise is something you learn from experience, whereas Leadership is
usually more of a personality trait. Tinkering stands in for both
Technology and Repair, and Lore now covers Occult as well. Magic is
knowledge of magical theory and can be possessed even by non-mages. A
character’s Initiation background rating may not be higher than his
Magic knowledge.
Humans
Humans are found throughout all strata of society, but mostly in the
middle class. Other races are sometimes hesitant to trust a human, not
because they are considered dishonest (like gnomes or goblins), but
because they have a reputation for being unpredictable. They are
considered wild cards, and are the most likely of all the races to seek a
living as ‘free agents’.
Humans average 5½’ tall, and are the most physically variable of all
the races.
Advantages: None
Disadvantages: None
Requirements: None
Role-playing Suggestions: Don’t settle for a life of dull
routine. There’s a world full of possibilities just waiting for you to
explore it. Never pass up an opportunity; it might not come your way
again. Seize the day!
Sample character concepts: Troubleshooter, Military Officer,
Trader, Privateer, Journalist, Spy
Dwarves
If there’s one word that describes the typical dwarf,
it’s gumption. Dwarves often do the jobs that the other races
consider too hard or too dangerous. As a result, although most dwarves are
in the working-class, they get accorded a high degree of respect by many
people. Those who don’t like dwarves will rarely say so to their faces,
as they don’t take an offense lightly. Dwarves have a strong community
spirit, and will almost always stick up for other dwarves and help them
out of a tight spot.
Dwarves average 4’ tall and have stocky, muscular builds and thick body
hair. Most males grow beards (surprise, surprise), but females do not
(despite jokes to the contrary).
Advantages: Dwarves have excellent night-vision. In any situation
where other races would have a penalty to Perception rolls due to
darkness, dwarves do not. (This does not apply to other vision-limiting
factors such as smoke or fog, nor does it help in total darkness.)
Furthermore, dwarves are exceptionally hardy and gain an extra Health
Level.
Disadvantages: They’re short. A dwarf can only move at two-thirds
the speed of a human, and can only jump half the distance (horizontally or
vertically). They’re also not very agile, so they have a +1 to the
difficulty of dodging attacks or performing acrobatic feats.
Requirements: Min. Strength and Stamina of 3, max. Dexterity of 4.
Dwarven mages must have at least one dot in Matter.
Role-playing Suggestions: Never give in, never say die! It
doesn’t matter if everyone says it’s impossible. Impossible feats are
your meat and drink. You laugh in the face of danger and spit in the face
of death. The greatest shame in life is to walk away from something
without finishing it, whether it’s a fight or a work of art.
Sample character concepts: Mercenary, Miner, Sapper, Engineer,
Gunslinger, Alchemist
Elves
Many races hold upper-class positions in society, but the
elves are the true nobility – although the title doesn’t always give
them any real influence. Many of them are haughty and elitist. Almost all
of them have refined aesthetic sensibilities, which often translates to
expensive tastes. The easiest way to insult an elf is to tell them they
have poor taste.
Elves average 5½’ tall, but are more slender than humans and have
pointed ears and very little facial or body hair. They are almost always
attractive by the standards of any race.
Advantages: Because of their position in society, elves start out
with an extra 5 points in Backgrounds. They also have keen hearing, and
have a +1 to Perception rolls to hear things. Finally, elves never botch
Leadership rolls.
Disadvantages: Elves are relatively fragile; soak rolls are made at
Difficulty 7 instead of 6. Also, because of their reputation for
arrogance, the difficulty of Leadership rolls to command non-elves whom
they are not already on friendly terms with are increased by 1 (nobility
cuts both ways).
Requirements: Min. Dexterity, Appearance and Intelligence of 2,
max. Strength of 4. Elven mages must have at least one dot in Life.
Role-playing Suggestions: You are the crème de la crème,
and you know it. Demand respect and give it in return. Never stoop to
rudeness, even when others are rude to you. Never accept less than the
best.
Sample character concepts: Aristocrat, Artist, Socialite,
Naturalist, Green Circle Initiate
Gnomes
Gnomes occupy many prominent positions in society, both publicly and
behind the scenes. They’re the ones who pull the strings: the bankers,
the politicians, the robber barons. They have a reputation for being
devious, which in many cases is well-deserved. Many famous scientists and
inventors are gnomes as well.
Gnomes average 3½’ tall, and are thinner than dwarves. They tend to
have bulbous noses, large eyes and large, pointed ears.
Advantages: When creating a gnome character, the player may choose
any one Social or Mental attribute, except for Appearance, which has a
rating of at least 3. The character will never botch rolls using this
attribute. Gnomes also gain 3 additional points to spend on Knowledges.
Disadvantages: Gnomes are short and suffer the same penalties to
jumping and movement rates as dwarves. Furthermore, target numbers of
Intimidation rolls are increased by 2.
Requirements: Min. Intelligence of 3, max. Strength of 3, max.
Appearance of 4. Gnomes cannot take Physical Attributes as Primary, or
Knowledges as Tertiary. Gnome mages must have at least one dot in Forces.
Role-playing Suggestions: Always try to profit from every
situation. Remember that knowledge can be just as much a form of profit as
money. Never show your hand.
Sample character concepts: Burgomaster, Demagogue, Professor,
Gadgeteer, Snake-oil Salesman, Circus Ringmaster
Goblins
Description: Goblins make up the largest part of the lower class. They are
the most gregarious of all the races, which is a good thing since they
tend to have large families and usually live in small, closely-packed
houses with six or more to a room. Goblins are treated as the underdogs of
society, and have adapted to the role very well.
Goblins average just over 5’ tall, although they often look shorter
because they tend to walk with a hunched-over posture. They are usually
thin and lanky, with large noses and small eyes.
Advantages: Goblins never botch Subterfuge rolls. Goblins also have
acute senses of smell and gain a +1 to Perception rolls involving smell or
taste (since taste is really mostly smell).
Disadvantages: Due to their poor living conditions, goblins
typically have weak immune systems. Difficulties to resist disease are
increased by 2. Goblins also start with the Flaw: Illiterate, but can buy
it off using freebie points. (They do not get extra freebie points
for illiteracy.)
Requirements: Min. Perception of 2, max. Strength, Stamina and
Appearance of 3. Must have at least one dot in Streetwise (this is not
free). Goblin mages must have at least one dot in Entropy.
Role-playing Suggestions: Use your best Cockney accent. Bow and
scrape to your superiors. It won’t kill you, and it’ll usually cause
them to underestimate you. Those who recognize your true capabilities are
worthy of your respect. Never hesitate them to do them a good turn, as
long as they do one for you first.
Sample character concepts: Fixer, Fortune-teller, Petty Thief,
Smuggler, Jockey, Cabbie
Ogres
Description: Ogres average 6½’ tall, and are extremely heavyset, with a
tendency towards square jaws and low brows. Some people assume that ogres
are stupid because they look stupid, but in fact they’re just as
intelligent as any other race. They aren’t often found in leading roles
in society, not because they aren’t capable, but because they are
discriminated against and relegated to the role of the grunt. Ogres tend
not to take this as personally as orks do, however. They know they’re
superior, so why should they care what the “little people” think of
them?
The superior strength of ogres raises the question of why they haven’t
taken over the world. The answer is that they lack the subtlety and
patience required for long-term planning. They are also too independent to
work very well together.
Advantages: Ogres get an additional dot in Strength and Stamina,
both of which have a maximum value of 7. Ogres also have the Merit: Huge
Size and the extra Health Level it bestows. Disadvantages: Ogres
start with a Willpower of 3 and can never raise it above 8. They suffer a
one die penalty to all actions requiring fine manual dexterity (e.g.
lockpicking, picking pockets, sleight-of-hand, forgery) because of their
large hands.
Requirements: Min. Strength and Stamina of 4 (after adjustment),
max. Dexterity and Appearance of 4.
Role-playing Suggestions: Most of the time, you are very laid-back:
que sera, sera. When you want something, however, you always take
the direct approach. You don’t have the patience for anything else.
Sample character concepts: Bodyguard, Soldier, Gentleman
Adventurer, Crime Lord, Constable
Orks
Description: Orks are the most discriminated against of all the races,
because they have a reputation for being violent trouble-makers.
Unfortunately, this is a self-perpetuating prejudice, because orks’
behavior is a reaction to being treated as second-class citizens. Most
orks hold low-paying jobs such as factory- or dock-workers.
Orks average about 5½’ tall, with stocky builds. They have slightly
pointed teeth, flattened noses, and pronounced brow ridges.
Advantages: Orks are tough as nails, gaining an extra Health level and
an extra die for soak rolls. The difficulty of Intimidation rolls is
reduced by 1.
Disadvantages: Difficulties to create a good impression on a non-ork
are increased by 2. This applies to attempts to charm, seduce or gently
persuade someone, but not to Intimidation or Subterfuge rolls.
Furthermore, orks are notoriously short-tempered and must make a Willpower
roll to avoid flying off the handle anytime someone insults them. If the
insult is especially bad, a penalty may be imposed.
Requirements: Min. Strength and Stamina of 3, Max. Appearance of 4.
Role-playing Suggestions: Don’t let anyone push you around.
You’re an ork, and that’s something to be proud of! Anyone who says
otherwise needs a good pounding.
Sample character concepts: Roughneck, Union Leader, Prizefighter,
Brigand, Enforcer, Sailor
Societies
The
Alchemists (Matter): Seekers after the secrets of the elements. This
is the second-oldest Society, after the Green Circle. Its members are
usually solitary, although they do share discoveries with one another,
generally through their published journal, Arcanum. Gnomes and
dwarves make up the majority of this Society.
The
Chronographers (Time): The Chronographers are the smallest Society,
since Time magic is difficult to master. Their main role is that of
historians, using their magic to uncover lost information. There are very
few who have the ability to actually time-travel, and they have strict
rules of non-interference. They informally police the timestream against
rogue mages trying to alter history. Most members, however, are limited to
viewing the past remotely or reading impressions from objects. They are
frequently employed to help with criminal investigations and
archaeological digs.
The
Enchanters (Prime): Most people of Arcadia recognize the existence of
three gods: the All-Father, who conceived of the world in his mind; the
Great Mother, who gave birth to the world and nurtures it, and their
rebellious offspring, the Dark Son, who seeks to destroy the world. The
Green Circle reveres the Great Mother, the Sorcerers served the Dark Son,
but the Enchanters worship the All-Father. Their goal is to achieve
individual enlightenment by emulating his act of creation. They place
great emphasis on the concepts of the idea given form and the shaping of
patterns. Their magic is used primarily to enhance the properties of
objects or of living things, including their own bodies, by binding
Quintessence into their patterns. They have long had a relationship of
mutual respect with the Alchemists.
The
Gadgeteers (Forces): The newest of the Societies, the Gadgeteers are
inventors who use magic to make their inventions work. They range from the
completely eccentric to the intensely practical. Many of the best-known
are gnomes, but they also count a large proportion of humans, dwarves and
goblins among their number. Elves tend to steer clear of this Society,
since the strange contraptions they produce don’t please their aesthetic
sensibilities.
Before the Gadgeteers, the sphere of Forces was the province of the
Sorcerers, who used dark magics to increase their power and smite their
enemies. The Sorcerers were outlawed over a century ago, and are pretty
much extinct, although there are still a few who dabble in the old ways.
The
Green Circle (Life): This is an ancient society with druidic tones. In
times of old it was part of the ruling class, and hence its members are
still mostly upper-class, primarily elves. Their magic is tied to ancient
forms and rituals. They are organized in Rings of 10-20 members, who hold
conclaves in their sacred circles every full moon.
The
Gremlins (Entropy): Gremlins are mages who have learned to make the
laws of chance and fate work in their favor. They barely qualify as a
Society, since their methods are very diverse and their organization
non-existent. Becoming an initiate is a matter of finding one of them to
instruct you. Some Gremlins use Entropy to divine the probable
course of events (i.e. fortune-telling). Others use it (illegally) for
gambling. Then there are those who specialize in bending machinery to
their will. These are the ones who give the Society their name, and they
have a love-hate relationship with the Gadgeteers.
The
Psychics (Mind): The Psychics believe in enlightenment through
understanding of the workings of the mind, which they say is the path to
the soul. Their methods rely heavily on meditation and self-discipline.
They organize themselves in monastic Houses. Some people scoff at their
philosophies, but there is no denying that they possess some incredible
mental powers.
The
SpiritGuard (Spirit): The SpiritGuard specialize in hunting down and
banishing malevolent spirits. They are not hostile to all spirits,
however; in fact they employ the aid of spirits in their work more often
than not. They have a loose militia-like structure, but they do not follow
a strict chain of command or use military titles (except for regional
leaders, who are referred to as ‘captains of the guard,’ and the
overall head, who holds the title of ‘Commander’). Individual members
are usually assigned to watch over a specific area, but they are free to
use whatever methods they choose, and to take on assistants without
seeking approval from the rest of the Society. Other members wander from
place to place, seeking out potential trouble-spots.
The
Voyagers (Correspondence): The Voyagers are great explorers, using
their magical skills to go where angels fear to tread. They have explored
almost the entire world, and are now setting their sights on the unknown
vistas of space and the ocean depths, with the help of vehicles produced
by the Gadgeteers.
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