Fantasy Setting Using EP System

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Laskeutua Laskeutua's picture
Fantasy Setting Using EP System
Hey all, So I'm aware I asked about this some time ago (2 years ago I think?), but I lost internet and the thread died quietly in the background. So I figure, as painfully slow a process as it might be, to do it myself. Unfortunately I love Sci-fi and Magitech a little too much so my initial draft ideas have wound up with something more on the Science-Fantasy end of the scale. I'm still deciding on the direction of the fluff though, so subject to change if I have better ideas. I'll be saying words like 'maybe' and 'considering' a lot because I'm open to feedback and honestly, I don't expect the finished product to look anything remotely like this first set of ideas. So I guess my interest at the moment is: anyone else interested in this kind of thing?
Laskeutua Laskeutua's picture
Also: to start, I've got
Also: to start, I've got adjusted skills for the character sheet. -Spray Weapons - Removed -Seeker Weapons - Removed -Programming - Removed -Infosec - Removed - ‘Enchantment’ Added o Type: Active, Technical o Linked Attribute: COG o What it is: The trade of imbuing magical properties into objects or manipulating the magic already lining the artifact. o When it is used: The obvious use is in adding passive magical effects to objects (such as a sword that ignites when drawn from its scabbard), but another important use is to manipulate the enchantment to change its properties. When extended to golems and similar other constructs, programming the construct using mundane methods. It can also be used disenchant: breaking objects down into base magical extracts. o Specialisations: Construct manipulation, disenchanting, enchantment, magitech, inscription (i.e. writing magic scrolls). - ‘Alchemy’ Added o Type: Active, Technical o Linked Attribute: COG o What it is: Potions, elixirs, poultices, flasks, salves, mundane transmutation, basically any applied chemistry influenced by magic or that mimics or produces magical effects. o When it is used: It is used in the creation of the aforementioned mixtures. o Specialisations: Potions, elixirs, poultices, flasks, transmutation, salves. -Adding Polearms o Type: Active, Combat o Linked Attribute: SOM o What it is: Weapons that comprise of a pole and typically a head of some kind. o When it is used: In combat when the character uses a corresponding weapon. It can also be used to maintain the weapon but not fix or customise it (that would require the skill ‘Craft: Blacksmith’ or ‘Craft: Carpenter’ depending on the materials used.) o Specialisations: Quarterstaff, Spear, Halberd, Pike, Reaping Scythe, War Scythe, Glaive, Poleaxe, Polehammer. -Adding Drawn Weapons o Type: Active, Combat o Linked Attribute: COO o What it is: Ballistic weapons that rely on the tension of a string to throw a projectile such as bows and slingshots o When it is used: In combat when the character uses a corresponding weapon. It can also be used to maintain the weapon but not fix or customise it (that would require the skill ‘Craft: Bowyer/Gunsmith’) or specialized ammo (that would require ‘Craft: Fletcher’) o Specialisations: Bow, Slingshot. -Beam Weapons - Not actually being changed, but re-fluffed to be more appropriate. I'm terming them 'Foci Weapons', think wands and wizard staves, purely magical ranged weaponry. -Gunnery - Replaced with Siegecraft. Still uses intuition though as you have to eyeball all your measurements in setup and placement. -Pilot/Ride - Just clarifying that this skill is used to ride animals too. EP doesn't have much call for an animal riding skill, the existence of smart animals means you can get away with just having Animal Handling. Special mentions are going to the following skills as I feel I need to clarify: -Demolitions - Look up a 'petard' - we've been using bombs for a very long time. -Free Fall - While it would have far less use and importance in a fantasy setting than a sci-fi one, it covers things that aren't easily replicated by other skills. Maybe I could be persuaded in changing my stance on that one, though my thoughts are: it would switch places with Swimming on the totem pole of usefulness between setting. -Psi Assault, Sense, Control - I'm considering going a full, 'old god' route (though if I do go that way, I'll try my best to not just rip off lovecraft), I'm considering keeping Psi as a symptom of their corruption. Besides, D&D gave us Illithids, so there's a precedent in fantasy. -Psychosurgery - Interesting linguistic quirk: 'Psycho' refers interchangeably to mind and soul, despite the fact that we almost exclusively use it for the former. Most fantasy setting simply assume souls a real as a feature of the setting and with the prevalence of magic, it wouldn't be hard to make the leap that magic could be used to affect that soul. -Kinetic Weapons - Guns are quite an old invention when you think about it, they just weren't very good. This skill would also cover crossbows -Exotic Weapons - I'm thinking that for this setting, Exotic Weapons might be open to whole fields rather than individual weapons, basically meaning that 'Spray', 'Seeker', 'Magitech', etc. would be the different exotic weapon field skills. Mostly because the skills they've been replaced with are rather... narrow. -Thrown Weapons - Also covers any weapon that you don't throw, but still cast the projectile with a 'throwing' motion, such as slings or atlatls -Interfacing - Not sure what to do with it because even without Sci-fi tech it still has a very important role: The mechanisms behind an elaborate tomb trap would call for this roll to work out. I'm thinking of just leaving it as it.
Laskeutua Laskeutua's picture
And of course, magic because
And of course, magic because people will ask. Thinking of doing magic as an extra set of skills, but without any adjustments to CP, so that becoming a full wizard basically means sacrificing everything else. Also thinking of splitting spells up like Savage Worlds or Malefaux does it: with the spell's effects on one side and trappings to adjust it on the other. Though I haven't done any work on the trappings yet. o Evocation – The magic of forces Type: Magical Linked Attribute: COO What it is: The creation and manipulation of forces. When it is used: In its combat sense, Evocation is the discipline of pure might. All forces, whether gravity, heat, pressure, etc., are the plaything of the evoker, though in its simplest form this generally just means throwing fireballs. Evocation is also the domain of ‘channelling’, the means of a caster maintaining a spell past its normal cast time to either amplify or repeat the spells’ effects. A channelling mage who remains uninterrupted can unleash a myriad of awesome effects. Specialisations: Spell-flinging, force manipulation, channelling, by trapping. o Invocation – The magic of planning Type: Magical Linked Attribute: COG What it is: The formulation and activation of rituals. When it is used: Normally Invocation is a non-combat discipline, as rituals take time and effort to coordinate. These rituals have a wide range of uses, from enslaving a yeti to shifting mountains or unleashing a magical trap on a poor schmuck. The catch is these things take time. However, its invocation’s secondary use ‘Inscription’ that allows some use in combat. Preparing spells on scrolls, tattoos, etc. or even just as a ‘cooked’ ritual that is expended after one use, allows the spell to be captured to be activated at a later time. One major use of Invocation is contingency magic: the ability to place a ward or spell on an ‘if/then’ trigger. E.g., If I get harmed by fire, Then a frost nova will trigger, snap freezing anything within a fifteen metre radius. While not true contingencies, the skillset also lends itself to ‘sequencing’ as it uses the same rules. It is the ability to stack spells in a ‘queue’ whereupon if the first is cast, the sequence triggers, automatically triggering the rest of the queue. Specialisations: Rituals, inscription,contingencies, by trapping. o Conjuration – The magic of creation Type: Magical Linked Attribute: WIL What it is: The creation of tools, minions and other physical forms ex nihilo. When it is used: Creation from nothing is one of the greatest expressions of magic, but even the greatest magical construct lacks permanence and will eventually fade away. Conjuration’s main usage is in the creation of inanimate objects, whether that’s a sword or a wall. Most conjuration is instant, but the more massive the object, the more noticeable the impermanence. A wall will generally only last as long as the mage’s focus on the spell, whereas a sword will last as long as the caster is generally aware of the object (i.e. they don’t need to focus to keep the object existing). Minions are similar, but the degree of autonomy as well as the mass factors into its permanence. Permanence can be reinforced with skills from other schools (such as channelling). Stable lasting structures and autonomous minions require this effort on the mage’s part. Specialisations: Tools, structures, minions, by trapping. o Transmutation – The magic of changing Type: Magical Linked Attribute: REF What it is: Any form of shape-changing and redirection. When it is used: The main usage is in ‘bending’, the ability to redirect an environmental force. This differs from Evocation as an evoker can set fire to a raging blizzard, whereas a Transmuter can only weaken, redirect or intensify it. The trade-off to this limitation however is that as a transmuter is simply borrowing what’s already there, their spellcasting is often simpler and easier, requiring less effort to achieve the same level of control. Another consideration is intensity, the more intense the environmental effect, the easier the transmuter can manipulate it. ‘Transfiguration’ is the act of shifting aspects, such as changing fingers into talons or growing gills in a non-aquatic form. In inanimate objects, this allows for example, a spear head to be changed from wood to stone, stone to steel. ‘Shapeshifting’ is changing the entire form, such as turning into a bear or a tiger. In inanimate objects this can be used to change a sword into an axe. Magical implements that are not bound to the caster in some way resist this and require more effort and magitech often becomes unstable due to the specifics required to keep it functioning. Specialisations: Bending, Transfiguration, Shapeshifting, by trapping. o Abjuration – The magic of protection Type: Magical Linked Attribute: INT What it is: Any form of healing, protecting or harm reduction/mitigation When it is used: It’s most iconic use is in healing, which is an entire field of study in itself due to the infinite number of ways a body could find harm. Its lesser applied usage is in prevention, barriers that stop blows even connecting with the recipient. The other use is in mitigation, bracing the patient against more harm by only allowing a fraction of the force to actually take effect. Abjuration cares more about the final result than the actual means, as a result it borrows from each and every other school in one way or another, but still brands it all as ‘Abjuration’ for the purposes of the skill. In essence, healing is the only truly unique Abjuration ability, everything else is an adaption designed to protect. A short list of examples of the kinds of spells that Abjuration allows from other schools: Barriers [that is, a force summoned to mitigate or nullify an incoming force] (Evocation), Ward-heals [that is, healing spells that trigger when the recipient takes damage] (Invocation), Armours/Shields [that is, structures that are either worn or hover around the recipient] (Conjuration), Drains and siphons [that is, transferring abstracts such as magic or life-force from one being to another] (Transmutation), Emboldening or other positive psychological affects (Innervation), Conveying defensive and movement skills [such as fray, freefall and freerunning] to a party member (Divination), Shrouds and other effects that make the target difficult to hit (Obfuscation). Note that this doesn’t mean Abjuration can be used as a substitute for other schools, the single minded focus of the school means that many fundamentals are glossed over because they aren’t relevant to the specific spells Abjurers are interested in. Not that this matters much, the theory side of Abjuration itself is better able to handle these spells than their native schools anyway. Specialisations: Healing, prevention, mitigation, by trapping. o Innervation – The magic of feeling Type: Magical Linked Attribute: SOM What it is: Any magic that alters psychological states or focuses magic solely into the body. When it is used: Innervation is a duality of conflicted, but intimately related concepts. One side of the coin is Somatic magic, which is magic that allows an adept to strengthen or weaken the body. The other side of the coin is Psyche magic, which allows the caster to alter the mental states, whether for better or worse, inflicting either bravery or fear. The balance of these concepts that ties them together is Spirit magic, which allows the soul to separate from the body and allow unusual spells such as astral projection (wherein the caster projects their soul out of their body, but using their body as an anchor as not to unsleeve) or even possession (taking control of another body), though using this magic leaves the separated body and soul vulnerable as awareness is tied to the spirit while the body serves to protect the soul, primarily from existential threats. Spirit magic can be used to heal or harm the spirits of others as well and is a subject of its own study. Specialisations: Somatic, Psychological, Spiritual, by trapping. o Divination – The magic of knowing Type: Magical Linked Attribute: COG What it is: Magic that focuses on general awareness or knowledge When it is used: Divination is either the most powerful, or most disappointing, school of magic depending on who you ask. On one hand, the main draws of magic (flashy things like fireballs and healing) simply aren’t there. On the other hand, its applications are almost as varied as Invocation but far less restrictive. Diviners play with knowledge, whether that’s in conveying their ability in various skills to others or gathering mana to increase their own. A more traditional usage of Divination is in foresight, a novice diviner often tries to peer into distant futures, while the master knows that two seconds is usually enough time to duck for an oncoming crossbow bolt. Diviners are the single most important wizard in large scale sieges as they can handle logistical problems with far more efficiency than their peers. While often subdued magic, Divination however does have its impressive side in Summoning. While Invocation can do it and is often mistaken for the native school of the ability, Diviners are the true masters. Any wizard can enslave an elemental (and when the spell inevitably wanes, they find out the hard way why that’s a bad idea), but only a diviner can navigate the bizarre world of alien contracts and form rapports with extra-planars. Specialisations: Skills, Foresight, Summoning, by trapping. o Obfuscation – The magic of hiding Type: Magical Linked Attribute: SAV What it is: Misdirection, hiding, illusions and trickery. When it is used: The most overt form of Obfuscation is the humble illusion, this can range from a phantasm of a dragon to just overwhelming the sensory input of some poor shmuck with a spray of colours. In either case, the illusion is simply false sense data fed to a recipient. But it’s the covert forms of the school that hold its true power. Mirror images that copy the Obfuscator so that his opponent doesn’t know which is real, blurred images so the attacker can’t tell where to sink his blade, creating an image to swing one way while the real sword strike is coming from the other, these all fall under the ‘Misdirection’ side of the school. The other is ‘Hiding’. This can be outright invisibility to hiding the sharper tones in a carefully worded speech. Specialisations: Illusion, Hiding, Misdirection, by trapping Not sure where I'm going to go with magic from there, probably a list of spells and the like to back it up and maybe figure out a way to do spell-crafting for more 'on-the-fly' stuff?
Trappedinwikipedia Trappedinwikipedia's picture
Sounds interesting. I'm
Sounds interesting. I'm guessing resleeving is still around? Only thing that immediately comes to mind is that you might want to keep spray weapons, as stuff like flamethrowers have been around for a very long time. They were pretty big though, so I suppose siegecraft would work as well.
Laskeutua Laskeutua's picture
Resleeving definitely still in
Should have made that clear, the idea I had in mind for the fluff was the most of the transhumanist ideas, such as resleeving were still very much a part of the setting. Still toying with the idea, thinking spray would be an exotic field skill, in standard EP, bows are an exotic skill themselves, so they just kind of switched places. EDIT: not sure how I should keep this... 'project' I guess you could call it? up and easy to follow. Wikia page maybe?
Trappedinwikipedia Trappedinwikipedia's picture
Google Docs is really good
Google Docs is really good for that kind of thing. Wikia works as well, but I'm less familiar with that.
Laskeutua Laskeutua's picture
Might do Google docs for the
Might do Google docs for the near term, move into the Wikia when I have more than just bare bones