Post by thedragonmaster on Dec 27, 2006 23:18:38 GMT -5
I'm working on modifications to MURPG so that I can run a game based in the environment of "The Forest" (It's the title given to a series of stories that were passed to me from my Great Grand Father, though I've forgotten more than just the gist of it over the last few years. This is sort of my way to hold on to what I remember while introducing my nieces and nephew to the tales.) I'll be posting what I come up with, as well as my thought processes, and I hope that everyone will throw in their two cents based on experience (or even just that gut feeling that it doesn't work). I'll try to keep the top post updated with the most current revisions. Alright, here goes...
Messageways Navigation:
In this world there are passageways (the messageways) that can be traveled through. These exist in non-euclidean space, and can be very difficult to find your way through. The most skilled at traveling through these are the Messengers. (Small insectivorous rodents, they look something like ferrets.)
Teleportation CL = AN + 2
- CL - 1: Limited Duration
- CL + 2: Other Dimensions (The dimension being the Messageways)
- CL + 2: Open Portals For Others To Return (optional)
(2+2+2-1=5)
So Messageway Navigation would cost AN + 5
I want to create a Navigation action for Rivers and Woods (2 separate actions) any ideas about what would work best? The idea is that without the navigation action you are liable to get lost on the way, but I don't know quite what to model the other two after, I was figuring on a cost of AN + 1
Location:
When they are hired to carry a message, the Messengers are able to find the person, and use this in combination with Messageway Navigation to find the shortest path to them.
Scrying CL = AN + 1
- CL - 2: Power Weaker Away from the Messageways
- CL - 1: Can Only Be Used In Conjunction With Messageways Navigation
- CL + 3: Action Taken As Modifier
(3+1-2-1=1)
So Location would cost AN + 1
Prescience:
Alright, I know this one is a modifier in MURPG, but for the purpose of the storyline I am adding it in as an Action. There are several species in The Forest who are able to look ahead a short amount in time (Stones spent up to AN on Duration Row of D&R). Each species will have their own method (Arachnids pull the fabric of space/time away from their eyes so they can see more of it, woodpeckers can peck into a tree to see the pattern, and trees are able to check the pattern left in them by time). The idea of time is that for most things the past shows the pattern of how things work. Difficulty is determined by how far either direction you are looking. Resistance by how much what happened at that time differs from the normal pattern.
Prescience CL = AN + 6 (The thinking on price is that the modifier, which allows you to look 1 panel ahead costs 6w. So the action that allows you to see 1 panel into the future should cost the same.)
CLAIRVOYANCE
Cost Level = Action Number + Options
Description
This Action allows you to send your senses to other places and times, and perceive that with normally cannot be perceived.
A big thank you out to Pirate Spice for coming up with this one
Clairvoyance: Perceive the imperceptible. You can spend stones to observe the invisible, spirits, the dead, astral bodies, magical and psionic energies, etc. Once you have perceived something, it costs 1 stone/Panel to continue perceiving it (unless something occurs to hide it again).
For all options that allow you to observe another time, refer to the Duration row of the D&R to determine the length of time from the present that can be perceived.
Options
• Remote Viewing: You can observe places beyond your normal ability to sense (even your current location if rendered blind, deaf, etc.). Refer to the Ranges row of the D&R to determine the distance from current location that can be perceived. (+2 to Cost Level)
• Psychometry: Can read the "psychic imprint" that people leave on objects they have handled, allowing you to perceive past events around the object and handler. (+1 to Cost Level)
• Precognition: Perceive the future events of your current location. Will show the most likely future, but the future can be changed, so it is not totally accurate. (+2 to Cost Level)
• Postcognition: Perceive the past events of your current location. (+1 to Cost Level)
• Aura Sight: You can perceive the auras of living things, giving you clues as to their emotional state, as well as their nature (i.e. a supernatural creature, a mutant, etc.). (+1 to Cost Level)
• Intelligence Bonus. (+2 to Cost Level)
• May purchase Prescience at -1 to Cost Level (if using my new version of Prescience found in this forum...otherwise "May purchase Prescience for -1 white stone.").
Comments
Don't like being surprised? This Action permits you to learn all about events far away from you…or even those that haven't happened yet. Though this may seem powerful, remember that you still have to actively look to discover these things.
Rules for Action Box:
• Perceive the imperceptible
• 1 stone/Panel to continue perceiving
• (Insert options)
Psi-Webs:
The Arachnids (tentative name) can use their webs to form a neural link with those around them. They are able to control those they link withand add their own ability to the other persons (up to double AN), but the network they make is difficult to maintain and becomes harder the longer they try to hold it.
Telepathy CL = AN + OPTIONS
- CL - 1: Limited Duration
- CL + 1: Create Links With Others
- CL + 1: Illusions (optional)
- CL + 2: Control Others (optional)
(1+1+2+4-1=73)
So Psi-Webs would cost AN +73
Any thoughts on how much Psi-Webs would cost if the Arachnid could add the value of an Action other than Telepathy (as in not the AN of telepathy but rather, for instance, add their Ninja skill to the other NPC's or their Thieving skill to the other NPC's).
Messageways Navigation:
In this world there are passageways (the messageways) that can be traveled through. These exist in non-euclidean space, and can be very difficult to find your way through. The most skilled at traveling through these are the Messengers. (Small insectivorous rodents, they look something like ferrets.)
Teleportation CL = AN + 2
- CL - 1: Limited Duration
- CL + 2: Other Dimensions (The dimension being the Messageways)
- CL + 2: Open Portals For Others To Return (optional)
(2+2+2-1=5)
So Messageway Navigation would cost AN + 5
I want to create a Navigation action for Rivers and Woods (2 separate actions) any ideas about what would work best? The idea is that without the navigation action you are liable to get lost on the way, but I don't know quite what to model the other two after, I was figuring on a cost of AN + 1
Location:
When they are hired to carry a message, the Messengers are able to find the person, and use this in combination with Messageway Navigation to find the shortest path to them.
Scrying CL = AN + 1
- CL - 2: Power Weaker Away from the Messageways
- CL - 1: Can Only Be Used In Conjunction With Messageways Navigation
- CL + 3: Action Taken As Modifier
(3+1-2-1=1)
So Location would cost AN + 1
Alright, I know this one is a modifier in MURPG, but for the purpose of the storyline I am adding it in as an Action. There are several species in The Forest who are able to look ahead a short amount in time (Stones spent up to AN on Duration Row of D&R). Each species will have their own method (Arachnids pull the fabric of space/time away from their eyes so they can see more of it, woodpeckers can peck into a tree to see the pattern, and trees are able to check the pattern left in them by time). The idea of time is that for most things the past shows the pattern of how things work. Difficulty is determined by how far either direction you are looking. Resistance by how much what happened at that time differs from the normal pattern.
Prescience CL = AN + 6 (The thinking on price is that the modifier, which allows you to look 1 panel ahead costs 6w. So the action that allows you to see 1 panel into the future should cost the same.)
CLAIRVOYANCE
Cost Level = Action Number + Options
Description
This Action allows you to send your senses to other places and times, and perceive that with normally cannot be perceived.
A big thank you out to Pirate Spice for coming up with this one
Clairvoyance: Perceive the imperceptible. You can spend stones to observe the invisible, spirits, the dead, astral bodies, magical and psionic energies, etc. Once you have perceived something, it costs 1 stone/Panel to continue perceiving it (unless something occurs to hide it again).
For all options that allow you to observe another time, refer to the Duration row of the D&R to determine the length of time from the present that can be perceived.
Options
• Remote Viewing: You can observe places beyond your normal ability to sense (even your current location if rendered blind, deaf, etc.). Refer to the Ranges row of the D&R to determine the distance from current location that can be perceived. (+2 to Cost Level)
• Psychometry: Can read the "psychic imprint" that people leave on objects they have handled, allowing you to perceive past events around the object and handler. (+1 to Cost Level)
• Precognition: Perceive the future events of your current location. Will show the most likely future, but the future can be changed, so it is not totally accurate. (+2 to Cost Level)
• Postcognition: Perceive the past events of your current location. (+1 to Cost Level)
• Aura Sight: You can perceive the auras of living things, giving you clues as to their emotional state, as well as their nature (i.e. a supernatural creature, a mutant, etc.). (+1 to Cost Level)
• Intelligence Bonus. (+2 to Cost Level)
• May purchase Prescience at -1 to Cost Level (if using my new version of Prescience found in this forum...otherwise "May purchase Prescience for -1 white stone.").
Comments
Don't like being surprised? This Action permits you to learn all about events far away from you…or even those that haven't happened yet. Though this may seem powerful, remember that you still have to actively look to discover these things.
Rules for Action Box:
• Perceive the imperceptible
• 1 stone/Panel to continue perceiving
• (Insert options)
Psi-Webs:
The Arachnids (tentative name) can use their webs to form a neural link with those around them. They are able to control those they link with
Telepathy CL = AN + OPTIONS
- CL - 1: Limited Duration
- CL + 1: Create Links With Others
- CL + 1: Illusions (optional)
- CL + 2: Control Others (optional)
(1+1+2
So Psi-Webs would cost AN +
Any thoughts on how much Psi-Webs would cost if the Arachnid could add the value of an Action other than Telepathy (as in not the AN of telepathy but rather, for instance, add their Ninja skill to the other NPC's or their Thieving skill to the other NPC's).