Saturday, September 19, 2009

World of Ruin - Characters

Well, I haven't posted here in a while--been busy with my new job and all. I'm being oh-so-subtly pushed toward running GURPS again, so I'm back on World of Ruin, which is probably what I'll run. Since it's looking more like this will be an actual game setting rather than a conceptual exercise, I'm going to talk about a different topic than previous ones. Specifically, player characters.

I like game settings with a "default" campaign concept. That is, unless the GM decides otherwise, the players will be making a certain type of characters, with the intention that they be used in a certain way. For instance, Dungeons and Dragons assumes a mixed party of adventurers, some with magic or other powers, others without, who delve into monster-filled underground dungeons in search of treasure. This is an instant hook for players (action! adventure! vast riches!) and a good guideline for character creation. Similarly, Shadowrun assumes as a default the titular shadowrunners: skilled but low-status operatives-for-hire, who are hired by shadowy and secretive agents of various corporations and other organizations to perform black operations. Again, a hook for players and a guide to character creation.

World of Ruin assumes Zonerunners. These are somewhat like a high-tech version of D&D adventurers. They venture into the Dead Zone in search of treasure, though unlike D&D treasure, the loot they find will more likely be in the form of strange extradimensional artifacts, pieces of magically-imbued plants and animals, bizarre mineral deposits, and the like. Zonerunning is dangerous, and thus PCs will need training in combat and survival, and will likely have powers to assist them.

Zonerunners are not low-status outcasts--SanTiMA society values their contribution. However, they are not the type to live quiet ordinary lives, and often hang out with other violent or unorthodox people. While various organizations (governmental, corporate, or otherwise) sponsor expeditions into the Dead Zone, the default PCs are "wildcat" Zonerunners who explore as they wish, selling their finds to the highest bidder. This gives them more freedom do do what they want, and not be required to ride a plot train. For those players who prefer the plot train, however, it is there for them to ride in the form of the aforementioned sponsors.

The World of Ruin is home to many extradimensional beings who were banestormed in, and who brought their own traditions of magic or other powers with them. To keep things simple, I'm limiting the number of such beings and powers in the SanTiMA area. This makes character creation simpler, and also allows for other regions to have their own mix of races, magical traditions, and so on.

Humans remain the predominant race in SanTiMA (and are the only race in Angel City, with the exception of certain artificially-created beings). Also present are the ever-popular elves, who are the ones who introduced magic to the area, and a race of cat-like humanoids. Elves are probably the most popular non-human race in gaming, so it was a no-brainer to bring them into the default starting area. I had considered adding dwarves as well, but decided against it--in most of my games, they bring with them a tradition of rune-magic, and I wanted to have only a single magic system in SanTiMA. I do however like cats (and catgirls) so a race of cat-people was an obvious choice. I may introduce others, or have the occasional individual or small group of other races banestorm in. NPCs of any race may be encountered in the Dead Zone, as the victims of a recent banestorm. Some of these may be monstrous and simply attack anything and anyone, while others might need rescuing from the horrors of the Zone. The idea is that I can throw pretty much anything I want, from any world I want, into the Dead Zone, and other similar areas around the globe.

But anyhow, back to PCs. There are two main sources of supernatural powers available to PCs: Magic and Psionics. Both are in wide use in SanTiMA. Magic was introduced by the elves, but has since been adopted by humans as well. Magic uses the standard GURPS Magic rules, but I'm using Thaumatology: Magical Styles to create various styles to help players pick their spells based on the character's background. I find that doing this helps flesh out how magic works in the world. The main source of magical instruction in SanTiMA is SUMMA (SanTiMA University of Magical and Mystical Arts). This is structured much like a regular university, and teaches mundane subjects along with magic. For instance, students of High Energy Manadynamics will learn energy-oriented spells, as well as thaumatology and mundane high-energy physics. Magic is very much a science in SanTiMA. Other organizations, such as corporations, government agencies, and criminal gangs also teach magic to their members.

Psionics are humanity's home-grown powers. Parapsychologists have been studying the powers of the mind for many years even before the cataclysm. Afterwards, instances of practical psi powers have been increasing steadily, possibly as a result of (or adaptation to) the extradimensional disaster. These use the rules from GURPS Psionic Powers. PCs will have access to all the powers there, except for Anti-Psi. I'm reserving this for certain NPCs.

Player characters will be TL9 by default, and will have access to most or all of the technology of that TL, including superscience items like plasma flamers. PCs with Gadgeteering may have invented higher-tech items. Gadgeteers (called "Makers" in-setting) have invented a lot of the technology in common use, and are widely considered essential to the continued survival of the human race. Most work as inventors, freelance or corporate-employed, but some prefer a life of adventure, and are thus also available as PCs.

I will provide more information later as I settle on specific race templates, etc.

No comments: