Defining Things- Help Needed

Post/Author/DateTimePost
#1

skyhoof

Aug 04, 2009 15:51:57
Alright, in case you don't already know I'm working on a campaign setting that has recently undergone a bit of a major reworking. As of such, I need to come up with ideas for how everything from races to power sources work in this world. That's where I need help from you folks.

Now keep in mind that my campaign is set in a futuristic world somewhat reminiscent of Firefly (somewhat, it's not a carbon copy), so this will impact things. I could always remove the things from my setting, but I'm not one for doing that. I'm fine with races being stereotypical, but I want to do something that's not making them too much so or throwing too many of them in with other civilizations.

Alright, let's get my list up:

Power Sources
Martial- Not much to say here. Stabbing and shooting things is pretty common no matter what the time period.

Divine- This one is interesting to work with. Since this is the future, focus on religion is not nearly as strong as it is in the medieval era of traditional D&D, so I'm unsure how to work with these folks. I thought that perhaps there are some higher beings that were originally thought of as gods that give their followers powers (like the Ori from Stargate). I'm open to suggestion here, though.

Arcane- Completely unsure of what to do, here. This is what I really need some help with.

Primal- I'm considering axing this group altogether, since it really doesn't fit with the fluff of sci-fi and space travel.

Psionic- Again, this one is pretty common given the setting.

I've considered leaving only Martial and Psionic classes available, and I think I may go with that for simplicity's sake, but insight as to how the others could work is always welcome.
#2

sigil_beguiler

Aug 04, 2009 16:09:32
I'll give it a shot, some initial thoughts:

Arcane: With the completion of the Theory of Everything as well as the ability to map and manipulate Strings (from String Theory) a whole new branch of study, and potential was awakened. This has taken on a anachronistic terminology of Arcane. Arcane is based around manipulating Strings to cause specific alterations of their frequencies thus warping the universe. For instance turning air into fire.

Very few know today that the Theory of Everything was actually solved, they simply know that somehow these Arcanist can manipulate Strings.

Primal: With the ability to change and manipulate the DNA of someone even after birth has opened up numerous windows, most notable in extreme physical alteration. Some alterations it is said has opened up the senses to wider spectrums allowing interactions with beings that only exist in these spectrums.

Dwarves and Halflings: These races were born thanks to their environment. They are the descendants of Humans who spent generations in the cramp conditions of spaceships. Given the small spaces of such craft they evolved to be smaller in stature.

Kalashtar: They are Humans who made contact with a race who were on the edge of reality, having evolved beyond normal bodies they feared what was to come after. Thus they clung too and inhabited the minds of those Humans who uncovered them.
#3

humanmind

Aug 04, 2009 16:26:55
Sounds like a cool campaign. Some ideas for you.

Divine: You don't have to have gods to have a divine presence in your game. In 3.5 you could have a cleric that worshiped an ideal, rather than a god. You could use a similar concept here. The Jedi had a strong religious sense about them but they were devoted to the Force.

Arcane: Again, use could have arcane energies running through all of space. Maybe space itself is the source of the arcane energy. Of coarse someone flinging fireballs and summoning monsters isn't exactly something you see in Sci-Fi. But its there if you want it.

Primal: There could easily be some planets that haven't discovered space travel and only recently (say within the last decade) been given access to space ships. These planets could have some very primitive cultures and could have a very primal feel to them


Halflings: That kind of "feel" belongs more to gnomes then halflings I think. Of coarse you can change it if the stats of halflings suit you more. But I think gnomes are the better choice.

Dragonborn: If you want to remove the breath attack, then maybe add some kind of tail attack. A free attack after an enemy attacks them (hit or miss) that knocks them prone would be good.

Felin: You could use the stats of shifters two gain the two seperate builds your after.

Mishabjorn: Again, you could use Goliaths for the stats.


Hope this helps
#4

skyhoof

Aug 05, 2009 0:21:19
Thanks folks, I'll be considering these. A few thing with Humanmind, though.

Halflings: That kind of "feel" belongs more to gnomes then halflings I think. Of coarse you can change it if the stats of halflings suit you more. But I think gnomes are the better choice.

I know, but I aimed to break that stereotype. I've also made it a point to exclude gnomes from my lineup for reasons of preference.

Felin: You could use the stats of shifters two gain the two seperate builds your after.

Mishabjorn: Again, you could use Goliaths for the stats.

Actually, I have the stats down for both of them as homebrew races. I was looking for more in the way of fluff suggestions instead of mechanics.

Thanks again, and feel free to stop by and post to everyone else.
#5

skyhoof

Aug 06, 2009 2:13:56


*whistles idly*
#6

skyhoof

Aug 08, 2009 1:44:56
Nigh on 60 views and two responses. Yep. Welcome to Gleemax, me.

#7

strand0

Aug 08, 2009 5:35:10
Now keep in mind that my campaign is set in a futuristic world somewhat reminiscent of Firefly (somewhat, it's not a carbon copy), so this will impact things. I could always remove the things from my setting, but I'm not one for doing that. I'm fine with races being stereotypical, but I want to do something that's not making them too much so or throwing too many of them in with other civilizations.

Firefly?
So, multiple planets?

So, the story starts 10+ years after a war that most of the characters lost?

So, the PCs are looking for regular work, but end up in situations that they might have to think and/or shoot their way out of?

So, there is a big Empire out there? Even the smallest military unit of which can smash the PCs into a pudding-like substance?
#8

skyhoof

Aug 08, 2009 13:49:22
Firefly?

Indeed.

So, multiple planets?

Aye.

So, the story starts 10+ years after a war that most of the characters lost?

No. I was talking about the general setting of things, I'm not plagiarizing the plot.

So, the PCs are looking for regular work, but end up in situations that they might have to think and/or shoot their way out of?

Isn't that true of all adventurers, at least at some point?

So, there is a big Empire out there? Even the smallest military unit of which can smash the PCs into a pudding-like substance?

Some can. Others, not so much.
#9

strand0

Aug 09, 2009 2:50:51
I hate having multiple BIG places for PCs to go at will. They almost always go to the place you don't like, aren't ready to run, or decede to move on before the story gets going. Hard to be ready enough.

I think you need to make sure they make friend and useful contacts that they will have a reason to hang around for, and they could be hurt if the PCs just run of after they make a mess.
#10

coppro

Aug 09, 2009 4:34:22
When in Sci-Fi, do as the Sci-Fi do.

Cliches aside, Reavers seem pretty primal, if you ask me. Perhaps Primal characters (especially barbarians) are characters that use various drugs?
#11

skyhoof

Aug 12, 2009 21:07:41


#12

Enlightened1

Aug 12, 2009 22:44:21
Just some random firings....

Dragonborn: rather than blast-area breath, make it a single-target spit - acid and poison both work given known potential zoology.

Dwarves: given their traditional propensity for mining and manufacturing, you could give them a cultural tendency toward viewing everything as in some respectr theirs; after all, at least some if not all of the ores and material involved came from dwarven deep-crust mines, so at the very basic level, it's all dwarven stuff, right? (IIRC this was actually used in some other fiction or game, but I can't remember where...) Thus the piracy, because they're *sure* the other races are all cheating them somehow.

I'll second the 'divine' powers as a Force-like mystical energy. People who devote themselves to understanding this energy field can 'channel' some amazing powers, and the 'domains' are really aspects of their own personalities or studies that open specific abilities.

It could be an interesting twist to allow Warlocks as the *only* arcane class. You literally have to make a deal with a demon (or whatever) to use magical powers. Some potentially major social disadvantages to this, of course...

Another thought might be to go the Clarke's Law route with magic; it's really a super-advanced technology. Obviously, this would be an easier fit with Artficiers; but the wizards' focus on the various implements seems to hint at something similar. (Maybe make it so that without an implement, you can't use *any* 'arcane' powers!)

If you cut Primal, keep the Barbarian - it would fit easily, especially with some of the anthropomorphics.
#13

drewswizard

Aug 13, 2009 2:31:08
how about arcane is a form of programming?
like, the futuristic world has become so digital-reliant that technologies have advanced just so that holograms and programming have invaded reality and arcane users tap into the power of binary code to rewrite the universe.
kind of like truenaming?