Ok, that's really cool. That sort of reminds me of the Master Mage Benefit you can buy in the Book of Magic.
I was thinking about it, at one point- wouldn't it be cool to have a whole range of those? The Great Diviner, the Runemaster/Runemistress, etc.? You know, "this universe has archetypal magi who guard/caretake/tinker with/are bent upon destroying this universe. And there's a vacancy- which can be filled by one or more of the players.
That was a fun concept to play with.
Then I thought it would be really cool to give people Tarot-based feats, showing that they sort of had a "destiny" to their existence, a powerful purpose that sometimes gave them benefits of some sort. In addition to the benefits, they'd have some sort of duty they'd have to play out, some sort of task they'd have to fulfill every campaign, to keep the position.
I've come up with a few of these, but they're all magical-based, as I'm sort of a one-trick pony there. LOL In the end, it sort of came out like the Adepts from Piers Anthony's "Apprentice Adept" series, or his "Incarnations of Immortality," rather than anything Amberish.
That sort of disappointed me, so I came up with a few other ideas to reflect the Amber model- four Supernal feats, rankable up to half the level of the game. Possession of either of these allows (in certain circumstances) bonuses to absolutely any roll you make. But, almost every one requires you to use a hero point. LOL
I'm a jerk to my players. *grins*
Anyways, the kinks are still being worked out, but the game has been massively fun.
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I was thinking about it, at one point- wouldn't it be cool to have a whole range of those? The Great Diviner, the Runemaster/Runemistress, etc.? You know, "this universe has archetypal magi who guard/caretake/tinker with/are bent upon destroying this universe. And there's a vacancy- which can be filled by one or more of the players.
That was a fun concept to play with.
Then I thought it would be really cool to give people Tarot-based feats, showing that they sort of had a "destiny" to their existence, a powerful purpose that sometimes gave them benefits of some sort. In addition to the benefits, they'd have some sort of duty they'd have to play out, some sort of task they'd have to fulfill every campaign, to keep the position.
I've come up with a few of these, but they're all magical-based, as I'm sort of a one-trick pony there. LOL In the end, it sort of came out like the Adepts from Piers Anthony's "Apprentice Adept" series, or his "Incarnations of Immortality," rather than anything Amberish.
That sort of disappointed me, so I came up with a few other ideas to reflect the Amber model- four Supernal feats, rankable up to half the level of the game. Possession of either of these allows (in certain circumstances) bonuses to absolutely any roll you make. But, almost every one requires you to use a hero point. LOL
I'm a jerk to my players. *grins*
Anyways, the kinks are still being worked out, but the game has been massively fun.