So, I started this around mid-November, and it's finally gotten to a point where I both like it and think the lawyers won't chase me - so here you are. Discussion, commentary and criticism are all more than welcome:
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Wrights: Architects of Soul and Will (Minor Splat)
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Everything about this is awesome. THIS is basically the Mummy character template I want. This looks fantastic.
There are two things I would want to add, both rate to the same thing, time. I would find a way to make them immortal and find a way to let them jump through time, as I like that element from the second edition.
Oh, and I might find another way besides sacrifice to raise Sekhem.
But yeah, this is brilliant. Its a great structure.
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Originally posted by LordHeru View PostEverything about this is awesome. THIS is basically the Mummy character template I want. This looks fantastic.
There are two things I would want to add, both rate to the same thing, time. I would find a way to make them immortal and find a way to let them jump through time, as I like that element from the second edition.
Originally posted by LordHeru View PostOh, and I might find another way besides sacrifice to raise Sekhem." border="0" alt="" />
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I like the idea of gaining power abilities slowly, piecemeal. Its fun. At first such a character is only barely more then human but given time, and the experiences of adventure, they become more.
I also really like the Rites of Dancing with the Dusk and Rising with the Sun. The idea one makes them super old and then tje next toung again, well, its awesome. I do think a year is too short, and I also see no benfot in the risk - im pretty sure I wouldnt end a gme cayse a player's character dies due to a bad roll in his home. BUT, that said, I like the idea.
(Honestly, I think my issue with the roll thing is Im not really a fan of the way Rites are designed. At least not when supernaturals perfprm them.)
On the time travel thing, that's fine. Honestly, its easy to add in - add a Rite - when its wanted.
Your Vessel notes, plus talisman, is cool. I like the nature.
On Sekhem, I guess I am just a fan of exprience being used to boost it, not beeaking other things. But I can see the fun in your way.
I should add that at first glance I wasn't a fan of burning sekhem dot to power an Utterance. But, upon thibking, thematically its nifty. The power isnt easy and natural and so a Wright meeds to fuel it potently. Its cool. It aso makes all the sense as Utterances are late session, boss fight powers, not "i walk into a room and cast an Utterance just because!" power.
The Wights having Sekhem 1 to 10 is perfect (I hate the other progression.) The Merits they have are very cool. I also love there access to Pillars, Affinities, and Utterances. That and Vessels aa well.
Oh, as a wuestion, and maybe I missed it, but Wrights can buy new Affinities with experience. Right?
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Longevity. Those two rites being a stepping stone is great. Maybe a followu Rite could exist that rewuires a Vessel and boosts them to decades or something. This cpuld be a stuff of campaign story rather then something else.
Rites. The whole only one Pillar can be used to modify a Rite is not something I'm a fan of. I think I might add amerit that allows for multiple Pillars to be used to change a rite. Maybe call it Sorcerous Shaping and have a 2-dot and 4-dot version, each adds +1 to pillars points used while increasing certain Sekhem and pillar dot requirements.
Just read your Affinities doc. YES!!!!! These are awesome. Honestly, this is exactly what I wanted. Sooo many nifty ideas as I read through it.
On Utterances. I like how you mention some visuals can change but that what they inherently are should stay. Thats great.
As a random question, have you thought of societies for them. I could see the Wrights forming a fellowship based on a common nature.
So much fun to be had here.
(Ps. Using my phone, hence the typing errors. Just sayin! Hehe)
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Originally posted by LordHeru View PostLongevity. Those two rites being a stepping stone is great. Maybe a followu Rite could exist that rewuires a Vessel and boosts them to decades or something. This cpuld be a stuff of campaign story rather then something else.
Originally posted by LordHeru View PostRites. The whole only one Pillar can be used to modify a Rite is not something I'm a fan of. I think I might add amerit that allows for multiple Pillars to be used to change a rite. Maybe call it Sorcerous Shaping and have a 2-dot and 4-dot version, each adds +1 to pillars points used while increasing certain Sekhem and pillar dot requirements.
Originally posted by LordHeru View PostAs a random question, have you thought of societies for them. I could see the Wrights forming a fellowship based on a common nature.
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I'm also a fan of adding supernatural potency to all mundane magic using rolls to represent your greater knowledge of arcane truths when casting magic.
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Originally posted by LordHeru View Post
Honestly, I think if you are basically a supernatural being with high magic on your own you should be able to conduct magic without using the crutches of mundane folk. You don't need time or place or object, your sheer overwhelming power lets your will conduct the magic. To me this is both practically and thematically important when the suprnatural has powers that are intrinsically greater than mundane rites.
I'm also a fan of adding supernatural potency to all mundane magic using rolls to represent your greater knowledge of arcane truths when casting magic.
So, in short, I could see a Merit which allows you to spend two Pillar points on a single Rite, but not all three elements - a 'three options, pick two' situation.
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Roght, but see te thing about "mages' use of yantras, Werewolf rites, vampiric blood sorcery" is that they are group specific. They are calibrated around the power source of said template.
Sorcery Rites are mortal magics. They are lesser things compared to what other beings can do. Which is why in this case the Wrights, or the Reborn for example, overwhelming power should allow them to ignore aome trappings.
All that said. I can see letting Wrights replace one element with a Pillar naturally. I could see a merit and sekhem under 5 letting a second element be reduced. Now that would be all fpr most BUT I could see a second merit at 3 dkts and Sekhem 6+ allowing the replacement of all three elements. At this point you are a potent bein and there should be an advantage.
As a note, I'm not a fan of the Resolve and Occult maximums on Rites either. I say even mortals should get some based on that and others based on slots purchased by experience.
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Originally posted by LordHeru View PostAll that said. I can see letting Wrights replace one element with a Pillar naturally. I could see a merit and sekhem under 5 letting a second element be reduced. Now that would be all fpr most BUT I could see a second merit at 3 dkts and Sekhem 6+ allowing the replacement of all three elements. At this point you are a potent bein and there should be an advantage.
Originally posted by LordHeru View PostAs a note, I'm not a fan of the Resolve and Occult maximums on Rites either. I say even mortals should get some based on that and others based on slots purchased by experience." border="0" alt="" />
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Originally posted by LordHeru View PostThe cool thing about merits is its easy to add. Hehe
Also, for the record, your awesome Sorcerous Knowledge merit is different from the one in 2e curse. That one has a Resolve maximum, yours don't. I like yours, and would ignore their max.
Though I might make my version Wrights-only." border="0" alt="" />
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