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  • No One of Consequence
    replied
    Originally posted by Mateus Luz View Post
    How are you planning to deal with magic?
    Adapting/renaming Psionics or using another system? Matter of curiosity.
    Hard to say this early. A certain part of it would probably involve psionics, and possibly some aspects of the rules for making advanced tech. I also plan to take a close look at your Fists of Flux and Tomes of Inspiration stuff when I can get the time.

    Leave a comment:


  • LordHeru
    replied
    Well, I guess for me, on my whole Guild setting, the magic would vary based on what particular version of the idea I am going to use. At the lowest level the magic is more gift based, individual abilities that are low key for all that they can be potent. But I might also ramp that up in some versions to where there is a much more powerful, potent, version of power, and in that case I figure using Psion abilities might be useful. Such individuals would be rare, while the lower key abilities are much more common. I actually imagine that pretty much everyone in the society, in the nation, has a few Gifts they can learn. PCs of course have a bunch more, with an easier time learning them, and maybe even a full blown psychic ability.

    I say psychic rather than nova because I picture the society I aim imagining as one much more structured and organized, which psiad apttitude and mode and power structure fits better.

    I honestly imagine said society having either Thirty and One Guilds, thirty regular and one combined that serves to house the watchers and keepers, or the Thirty and Three and One Guilds, with the thirty and the one being the same and the three representing the guilds that handle the Art (that is the ability similar to what the D'ni of Myst use). Its due to this variability that I actually keep the idea somewhat modular, since I am not entirely sure how far I want to go.

    Either way I figure that some of the issues our own world's guild structure had would not be here. For example, since the Guilds run the nation nobody pays them, rather they pay their people, like modern companies. Everyone capable of handling the work can be in a guild, with those that can't (say for medical reasons) can join the Guild Service Corps of the Magisters Guild which allows them to gain all the benefit of being a good member of society without having to show the capabilities they might not be able to have.

    As a society I imagine such a Guild based one would be a bit more like the social conscious ideology of say the ancient Asiatic world, as summed up by say Legend of the Five Rings and such, rather than more Western social identity. The group, the guild, the society all come first before the self. That said I would want self-expression and self-improvement to be also something major, something important. Education, continuing education, is free for all who wish to take it. A person in a guild might want to open their own business and to do that they ask their bosses and they ask the Merchants Guild, and with approval they go on detached duty allowing them to stay in the guild but also operate somewhat independent.

    I would also like to note that the main society term used is, instead of Guildsmen, Sodalis and Syndic.

    Anyway, let me stop here before i find myself writing a dissertation. hehe

    Leave a comment:


  • Mateus Luz
    replied
    It was for you too, you and No One of Consequence.

    Ok. I understand originally that it was more powerful (or flashy) magic, while agree Talents can do some impressive things.

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  • LordHeru
    replied
    Mateus Luz if the above question about Magic is to me (which it might not be, and if that is true then I apologize) then my thoughts go more in the realm of individual powers of the Inspired, that is Mesmerist, Stalwart, and Daredevil. Though I probably wouldn't restrict the categories based on type and instead focus them on the individual guilds. So a Healer Guild Inspired would have gifts focused more on medicine, plus some common abilities, while a member of say the Entertainers Guild would have some more social powers.

    Leave a comment:


  • Mateus Luz
    replied
    How are you planning to deal with magic?
    Adapting/renaming Psionics or using another system? Matter of curiosity.

    By the way, I have been out of the forums for the last few weeks as the house my family rent for winter vacations has a weird connection to internet and a few sites just don’t exists to them, including OPP. So I may take a while before reading this and returning.

    If anyone what’s to contact me, I am on OPP discord and a few more servers.

    Leave a comment:


  • LordHeru
    replied
    Ooh yeah, generally speaking (again minus that one point which I won't harp on beyond saying I would never use it) that is a really fun and fantastic setting. Sounds really enjoyable. I really enjoy the snippets of history you mention and the different feel for the various countries. Its all very fun.

    I could totally see the Workers Republic of Merica be one based on Guilds. Like maybe everyone goes into state supported school, trained, and then upon adulthood joins one of the worker's guilds. It is said guilds that rule and such. The heads of each guild serve as a Guild Council, with one among then chosen as the Premier or something.

    It sounds really fun. Sounds pretty epic, larger than life and fun. So yeah thumbs upon that.

    ------

    Honestly, the whole Workers Republic of Mercia idea makes me want to design and write and play in a society where its the Guilds that rule. Where, as I said above, everyone (male and female) go through a general education from say 10 to some age, be it 20 or 25, before taking examinations that then showcase which guild they will be in for the rest of their live. After five years of guild specific training they become a full member, a status that not even death technically takes from them. I could see there being a sort of special para-guild called the Magisters Guild which serves as the watchers, serves as the general administration for multi-guild operations, and serves as the main clearing house for whenever multiple guilds need to do something.

    But yeah, cool ideas, really interesting, thanks for sharing them!

    Leave a comment:


  • No One of Consequence
    replied
    The working name for said setting is Perfidious Albion, and all of the island's various states are in a sort of perpetual rivalry/Cold War that generally plays itself out in a Great Game of political, economic and social intrigue through skilled agents and organizations. There's "magic" - or rather Flux based science that mimics it - but its sort of a low key kind of thing. There are fey/fair folk of a sort (essentially Flux based aliens/extradimensional beings) as well as rare oddities that are essentially vampires, werewolves and the like. Visually, it should look a lot like a top tier anime series.

    As far as names go, I'm generally borrowing from Robert E. Howard's tactic from the Conan setting, where all the names were very clearly meant to invoke whatever real world culture or region you were meant to envision.

    So, the Kingdom (Queendom?) of Gloriana is what would be London/The Home Counties, the Southeast and East England. (I wish I could find some decent and cheap map making tools that would let me make one without my old standbys of an atlas and tracing paper.) It's a constitutional monarchy, and it's traditionally been ruled by a queen since roughly 2000 years ago when not-Boudica led a successful revolt against the Caesarean Empire (ie, not-Rome). Partially this is just sort of a justification for why there's a much more modern sense of gender equality than would be in a historical 19th century period piece. Like I said, this is very much the nice and shiny leather-and-brass steam tech part crossed with Victorian/Regency romance and science fantasy part of the setting. Steam carriages, the first generations of air ships and trains, clockwork gadgetry, and the like. (And yes, there are bits of poverty, crime, and the like, especially in certain parts of not-London, but for the majority of the populace, it's a decent place to live.)

    To the north is the Workers' Republic of Mercia, encompassing the Midlands and some parts of the Northwest. This is the much more steam punk part of the setting, being heavily industrialized and somewhat Dickensian in some ways. This heavy industrialization is what led to a workers' revolt late in the last century and the establishment of its current somewhat bureaucratic and socialist republican government. Mercia is a smidge more patriarchal in its traditional culture than Gloriana, largely owning to invasion and occupation by Thule raiders back in the Middle Ages, but the government is rather adamant about the idea of equality under the law. Visually, this area has a lot more rivets and tarnish, as well as a lot of smoke and larger scale steam tech machinery.

    West of Mercia is the Faerie Marches, which has traditionally serrated them from not-Wales. It's a pretty wild and untamed region, populated by hermits, outlaws, and various weirdoes. It's also full of fair folk and various "mythic" creatures (including allegedly at least one dragon, but no one has actually seen it for a long while).

    Cornwall and the area stretching around the Bristol Channel including the southern part of Wales (Monmouth and Glamorgan) are what I tentatively call the Kingdom of Lyonesse, which has a very strong influence from Arthurian legend, including a stronger "magic" tradition than some of the other realms. This is probably going to be one of those places where the idea of "the king and the land are one" is very strong and more than a little true, and requires the monarch to be chosen as much on merit as on lineage.

    The northern part of Wales is its own realm, but I've no fixed idea about it, other than its probably fairly advanced industrially. Yorkshire and the Northeast will be its own realm also. Then north of its borderlands is the lands of Caledonia, which will probably have four or five realms. And probably werewolves.

    Immediately west of Albion is the island of Hibernia and its kingdoms. South and east is the Continent, and the lands of Hesperia, Gaule, Alamannia, and Thule.

    "Magic" in this setting would be largely centered around Flux-based alchemy and the various inventions it can produce, as well as psychic mesmerism and related abilities. This would probably mostly be a Talents focused setting, with a lot of espionage, sword play, and social intrigue.

    Leave a comment:


  • LordHeru
    replied
    Minus the matriarchal monarchy (not against a woman monarch but am not a fan of a matriarchal one) element of your one nation the rest of the setting sounds interesting.

    Leave a comment:


  • wyrdhamster
    replied
    No One of Consequence I would love to run your Steam-Fantasy setting! ❤️

    Leave a comment:


  • No One of Consequence
    replied
    I have been off and on poking at the idea of trying to use TC to do a 19th century Steam-Fantasy type setting, mostly centered around a "not-Britain" called Albion, which would be divided into a number of different rival nation states. (The only two I have really thought out is a south/southeastern area centered around not-London that's the very pretty looking leather-and-brass "if Jane Austin had written Verne-esque scientific romances and they were now an anime series" realm ruled by a matriarchal monarchy for 1000+ years, and the Midlands Dickensian steampunk collective that recently had a proto-Marxist workers' revolt.) I'm trying to work out how to adapt some of the various advanced tech and the like into Flux-based alchemy, as well as genre appropriate psychic abilities. Also the idea of adapting some of the alien race and Superiors into things like fair folk and non-human monsters. Very much a work in progress.

    Leave a comment:


  • TiwazTyrsfist
    replied
    Another idea, cribbed from a book i just finished, "Quantum Magician"

    One of the major powers in the story has a secret top level intelligence/police force run by AIs called Scarecrows. Except Scarecrows aren't made like normal AIs. Senior intelligence agents who have a good enough record and pass all the security tests are given the choice to become one.

    They're put into a nanite bath and their brains are replaced neuron by neuron with carbon nanotube circuits. When it's done, their brain has become a supercomputer but preserved their knowledge and personality. They're then put into a robotic body.

    I think it would make an interesting æon or anima antagonist.

    Leave a comment:


  • Mateus Luz
    replied
    Have you imagined the idea of a Nova (or group of novas) actually working this out? Like that episode of SG1 that Daniel thinks he got some powers but it was actually an ancient doing what he wanted to do.

    Imagine a very powerful Novas Q8 or so, that is bored and start messing with people, reading their minds/desires and doing what they want as if it was their powers.

    Definitely a plot twist...

    Leave a comment:


  • TiwazTyrsfist
    replied
    Things like the order claiming to have found the Chamber is something that wouldn't be publicly disclosed, but rather something the PCs would possibly find out as part of being important movers and shakers. Essentially, it's a plot point that only comes up if the players ALREADY KNOW in character that the other Prometheus Chambers were made by 'unknown' aliens and not the proxies themselves.

    -

    The idea is intended to be an open ended adventure hook. So all the following are EQUALLY Valid:

    - Everything is true, the Aptitude is real and valid, and the fact that such a ridiculously large portion of the (admittedly small) population were all able to become Psions is just a really REALLY unlikely coincidence. The total number of Gravitokinetics is still smaller than any of the other (non-QK) orders. (Or maybe it's not a Coincidence but engineered by some power. A suitably powerful telepathic race capable of infiltrating a human organization could have deliberately sifted candidates for jobs on this colony to create a much larger percentage of Latents in one place for some reason) [Yes this is DELIBERATELY worded so it could be the Doyen OR the Qin, or even a new third party]

    - Everything is a LIE. These colonists aren't actually human at all. Not even as human as a sub-aberrant mutant. This is a construction of immense proportion by an advanced alien power, and things are gonna get REALLY weird.

    - The colonists THINK what they're saying is true but they've been duped. The (pseudo)Proxy is a Terat level Aberrant who killed and replaced the original person. The Prometheus Chamber isn't just Nova tech, it's actually ANOTHER Terat level Aberrant, and it's "activation" process is actually an advanced form of Quantum Flux Disease Induction that turns baselines into Divergent grade Aberrants specifically with a Gravity Mastery suite of powers. A captured Quantikinetic has been used to create unique biotech apps that mask their taint and create pseudo-noetic signatures that mislead the agents examining the "Psions" and their powers.

    - A biotech supercomputer running an advanced A.I. with access to Telepathy via biotech extensions has actually captured and suborned the PCs minds. None of this is happening, but the pcs don't know that at first, and they'll need to notice background glitches before they have a chance to figure it out. (Haven't I seen that welder before? Is he like quadruplets? Pretty sure this corridor is longer than the building. How does a 100' x 100' x 10' cargo bay hold 112,358 cubic feet of material?) The players bodies are in a coma, somewhere, and they need to figure out what's happening to have any hope of waking up.

    Pick whichever one will MOST surprise and confuse your players, or make up some other option.

    -

    At least to me, part of what would make this interesting is that A> the PCs and recontact team should be like "What? No that's not how things work!" and treat the Colony/Order with suspicion. But EVERY test they are capable of making, even with Telepathic scans and Vitakinetics, shows the confusing and unbelievable result that these ARE actual Psions and that their powers ARE functioning on a Noetic level and producing no taint or other signs of being something sinister.

    Essentially, if the players are super-skeptical? It's all totally real (but probably still the result of like a Doyen plot).
    If the players just accept things and are like "Hey, cool powers, lets party!" They're Aberrants and it's Quantum Flux City, everyone get mutated!

    Leave a comment:


  • Bunyip
    replied
    Originally posted by Shepherdboi View Post
    Gravity is one of the quantum forces manipulated by Novas, so anyone claiming to have gravity control powers would be suspicious.
    Gravity control is already covered by the Quantakinesis Energetics Mode. Being able to manipulate it wouldn’t automatically make you an Aberrant suspect to the Legions, but maybe a QK Aberrant sympathizer.

    Leave a comment:


  • Shepherdboi
    replied
    Originally posted by TiwazTyrsfist View Post
    Nearly 1/4 of the colonists are Active Psions (WELL above the expected level) and have all been activated by the new Order's Proxy, who has a Prometheus Tank.

    The Proxy is, or was since they've moved up to 'Head of a new order and also leader of a new colony', the head of the former mining colony's hydroponics project, and also a terraforming engineer.
    They claim that, after discovering the Prometheus chamber and being activated, they activated all the latents in the colony, and that together they were able to use their new Aptitude, which they call Gravitokinesis, to pull the asteroid field together, and the Proxy and their strongest members to Crush the rocks together hard enough to form a solid planet with a liquid magma core.
    One in four is definitely well above normal, since I believe the normal odds are somewhere between 1-in-10,000 and 1-in-30,000. This would be common knowledge to pretty much anyone, and would be cause for extreme distrust on the part of the expedition.

    It is a secret among the Proxies that they didn't build the Prometheus chambers, so anyone claiming to have found one instead of having built it would also be met with extreme suspicion.

    Gravity is one of the quantum forces manipulated by Novas, so anyone claiming to have gravity control powers would be suspicious. Even more suspicious is that I'm pretty sure all 30,000 members of The Legions working together wouldn't have enough Psychokinesis to smoosh an asteroid field into a planet, and even then they'd just be left with a ball of rubble; it would take geological eras to convert that into a viable planet.

    My best guess would be that a Mega-Intellect Nova made a device that adds Nova DNA to normal people, then puts them through something akin to the Japanese Superiors process.

    Leave a comment:

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