[Infinity Archmage] I need your help building the world of Archmage!


Homebrew and House Rules

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Because casters use their stress reserve to cast spells, higher-costed spells would invariably cause them to roll on the magical overload table or drive them insane. Mana crystals can be substituted for that stress cost.

In Pathfinder, they'd be cheap single-use pearls of power, I guess.


Another minor race!

Chirops

Genesis:

Yet another product of gene-smithing, the Chirops are part cave-dwelling bat and part humanoid (it's not clear which species were used). The origin of the Chirops is shrouded in mystery. Rumour has it they were engineered as spies for the underground and when Rhayud fell, they escaped to breed true and form their own civilisation.

Description:

Chirops are small creatures, rarely standing taller than three feet and appearing shorter due to their usual hunched posture. They look like bats in clothes. Their wings allow them to jump and glide well, but their larger physique compared to common bats makes it difficult for them to achieve sustained flight. They have dextrous fingers on their wings but cannot grasp objects with them while in flight, so are typically seen wearing many-pocketed vests or belts. They have extremely keen hearing and adequate night-vision but their eyes are almost blind in strong light.

Society:

Chirops live in tight-knit colonies in the Deep, usually within a short distance of major trading routes or settlements of Myrdanar or Rhuz. It's not uncommon to see them acting as middlemen for merchants or neutral parties in negotiations, as their culture emphasises a detached, unbiassed political stance. It's well known, although they'll rarely admit it, that Chirops culture favours Lyriasha's aspect as Goddess of Secrets. The bats hear all, and might be willing to give up those secrets for a price.

Adventurers:

Chirops are naturally rather paranoid but there are those that venture out into the greater world as scouts, assassins and other nefarious types. Chirops adventurers have a bad reputation.

Supposedly, there's a dangerous Chirops vigilante prowling the streets at night in the Mahtog, a large human city known for its powerful criminal underbelly.


So, I think I'm going to have to call the system something other than Infinity. There's already a tabletop game by that name.


Hi. Some first-pass thoughts on Lyriasha, from a trans woman. I hope that's okay.

Umbral Reaver wrote:

The Transgendered God

Lyriasha is considered the most beautiful of the gods. It is said that in her mortal days, as her powers of magic grew, so did her beauty. She passed a portion of this boon on to the Myrdanar when she formed the Pact of Thirteen Generations with them.

One thing you might consider is flipping the genders, have her be ftm rather than mtf. It depends on what your goals are for including a character like this, but if one thing you're trying to do is avoid falling into cliches and tropes, keep in mind that the concept of transgender is more often represented by a trans woman than a trans man, and that trans male characters appear less frequently in fiction and in gaming. (I don't think Paizo has any trans male characters at this point, for example.)

On the other hand, a female transgender god could be cool too. So, whatever you think works better for the setting. (Note: I've seen a lot of people prefer the term "transgender" to the term "transgendered." And to me, "the transgendered god," if that's used in game, seems to imply the physical gender change was something imposed upon the god, rather than something the god achieved for herself.)

Umbral Reaver wrote:
Before becoming a mage, Lyriasha was originally male and pursued arcane magic for the ability to create a new true form for herself. As fitting for her place as the goddess of secrets, nothing is known about this former life. In fact, the number of people that may know this at all could probably be counted on your hands.

The last bit, "the number of people that may know this at all could probably be counted on your hands," raises some questions.

Is she known as the Transgendered God, or is that simply an out-of-game label you're using? Or to use a real world term, is she completely stealth, or are you saying that people know she was a mortal man at one point, but now know few if any details about that portion of her life?

Either way, I guess for me (as a trans woman), I'm not sure what I think having the portfolio (if that's the term) of a transgender god being a hoarder of secrets and then tying that to people not knowing about her former life. I guess I feel it exoticizes a difficult part of the trans experience. If that's not the intent, and if that won't be the result from the execution, okay, but at first read, it does give me a little bit of a pause. (I could be off in this. This is just one person's opinion.)

Perhaps instead of hoarding secrets, she could be one who aids those who need to keep secrets? But that might break some of your other world-building, given how you've woven her into the various races/cultures.

I guess the bigger question is, does the god's transgender status need to tie into their godhood in some way, and if so, how? As you say, you want to avoid a Dumbledore situation.

Umbral Reaver wrote:
The problem arises where Lyriasha is portrayed as villainous. This is not necessarily true. While she is a goddess of secrets, darkness and forbidden pacts, she is not malevolent. Her one desire is knowledge, and with that comes all the baggage of a hoarder of secrets. I don't want this to be a negative portrayal of a transgendered person.

One thing that might reduce that might be the presence of other transgender beings (gods or heroes or whatever) within the setting.

Umbral Reaver wrote:

Lesbian Vampires Are a Trope

I had been considering a relationship between Mevyann and Lyriasha, but looking back at it, it falls into the age old trope. Damnit. I am bad at this.

It does, a bit. And I'm not sure what I think of the(?) transgender god being literally enamored of death.

What if Lyriasha (or a male equivalent) had a relationship with Ragann? Or with Silai - there could be an interesting dynamic between Lyrisasha and Silai's goals/domains/portfolios/what-have-you.

Have to run, haven't finished thinking about this. I'll try to post more thoughts within the next week, if that's okay.

Thumbs up for attempting a transgender deity in the first place.


I have recently thought about making a transgendered deity but I haven't decided on details yet.

The Exchange

Can people play as Fabricants? Are they and the Forgecursed both player races or are only Fabricants a player race? Are they in opposition to each other because of their different origins? Are there any limitations for them? I am imagining they are equivalent to the Warforged in the Eberron setting, but I don't want to make assumptions.


KSF wrote:
Hi. Some first-pass thoughts on Lyriasha, from a trans woman. I hope that's okay.

I attempted, but I might have to drop it. It's too hard to create something like this without it being deeply offensive to some part of the real world population it represents. Sorry. :(


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Re: Lesbian vampires, etc.

This is partly (okay, maybe largely) because I'm a gothy lesbian and find it incredibly appealing. I'm super keen on dark and dangerous beautiful ladies.


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Zeugma wrote:
Can people play as Fabricants? Are they and the Forgecursed both player races or are only Fabricants a player race? Are they in opposition to each other because of their different origins? Are there any limitations for them? I am imagining they are equivalent to the Warforged in the Eberron setting, but I don't want to make assumptions.

Both Fabricants and Forgecursed are player races. Each has its own benefits and flaws. They can be significantly more difficult to maintain than conventional characters, as they don't have natural healing processes.

Fabricants are true constructs with souls. Unlike Warforged, none of their components are alive.

Forgecursed are more like Magic the Gathering's Phyrexians, as strange amalgams of machine and flesh with no clear line between the two. They are closer to the 'living construct' idea, though from a different angle.

Even though they are balanced as a player race, Forgecursed may have trouble in civilised lands due to their reputation as horrifying abominations with psychotic, murderous tendencies. It doesn't help that a lot of Forgecursed actually are psychotic murderers with an undying hatred for all that draws breath.


Gothy? I don't recall knowing that before (I do remembered you being lesbian so I thought that it is appeal to your own tastes instead of male fantasies).


Umbral Reaver wrote:
KSF wrote:
Hi. Some first-pass thoughts on Lyriasha, from a trans woman. I hope that's okay.
I attempted, but I might have to drop it. It's too hard to create something like this without it being deeply offensive to some part of the real world population it represents. Sorry. :(

Well, do as you think is best. If you feel you can't pull it off, that's okay. I appreciate the attempt you've made.


Well, you could try to make something that will be equally offensive to everyone to make it balanced.


New plan.

I think I'm going to skip having it be a part of a god. However, given the prevalence of magic in the world and its ability to change the forms of creatures, there may be quite a number of mortals who have sought out their ideal through transmutation.

So that it doesn't look like a typical transformation fetish fantasy, it will be a complex culture. In fact, that's a clue right there. Culture (Banks). While the possibilities will be limited to variations on the humanoid, there may be a small culture of transmuted persons who have altered themselves or had themselves altered for many different reasons: Identity, art, rebellion, etc. I won't spotlight a single motivation.

There may be a stigma against holy magic amongst the transmuted. Holy magic includes spells that can see through or undo 'deception'. Bad news for anyone that has been altered by magic. Of course, precautions are understandable; magical disguises may be used by assassins and spies.


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Let's see what happens when we do this...

Gender statistics in the (divine) workplace

Holy
Juric
Ganne
Malevi
Helior
Anaton

Arcane
Silai
Ganne
Lyriasha
Aldran
Yazrath

Death
Mevyann
Malevi
Lyriasha
Shelas
Yldriene

Chaos
Ragann
Helior
Aldran
Shelas
Argath

Nature
Asaya
Anaton
Yazrath
Yldriene
Argath

7 male gods (Juric, Malevi, Anaton, Aldran, Yazrath, Ragann, Argath). 8 female gods (Ganne, Helior, Silai, Lyriasha, Mevyann, Shelas, Yldriene, Asaya).

Holy is slightly male-aspected (3:2) and lead by a male god.
Arcane is slightly female-aspected (3:2) and lead by a female god.
Death is strongly female-aspected (4:1) and lead by a female god.
Chaos is slightly male-aspected (3:2) and lead by a male god.
Nature is slightly male-aspected (3:2) and lead by a female god.

These groupings can be considered 'pantheons', each leader having a place in only one pantheon each, and each lesser deity being part of two pantheons. Humans worship the Holy pantheon, Rhuz worship the Arcane pantheon, Myrdanar worship the Death pantheon, Krodanoi worship the Chaos pantheon and Syldanar worship the Nature pantheon, give or take outliers here and there.

Note that the head of each pantheon doesn't necessarily have the most influence over the associated race. Juric is the most influential god amongst humans. His four children are worshipped as 'patron saints'. Rhuz are divided, Khazan preferring Aldran and Rhayud preferring Yazrath. Myrdanar consider Lyriasha to be their patron and 'creator', calling her the Goddess of Beauty (even though it's not part of her official portfolio), and Mevyann is revered mainly by few powerful individuals than meaningful percentages of the population. Krodanoi are fond of Argath first and foremost, then Ragann, then the rest. Syldanar favour the triad of Anaton, Yldriene and Yazrath, although Yazrath's prominence in their pantheon is slowly deteriorating; while regarded as a facilitator of the Syldanar creation, his role in permitting the atrocities of the Rhayud nation has soured opinion.


Huh. The duality of Nature.

And men in charge of divinity. Makes a perverted kind of sense - as women know they are possessed of the divine (creating life) men go and create something to make them feel better about it…

(Had to tweak my usual "men created magic coz they were bummed that they weren't innately magic/creating" :p)


I'm afraid I don't understand what you're saying there.


More a real world observation that in many societies men have created secret societies/cults/mystery groups/cabals/lodges that are exclusive to men and are "magic".

Meanwhile women practice magic daily by birthing/creating life.

(As a father, I don't really want to get into a semantic argument about the role men play in creating life, and many of those "magic groups" exist/ed in societies where the male role in procreation is/was dimly understood…)

TL;DR - I wasn't saying much of productive value… As you were….


The gods are not representative of some cosmic balance or pattern. They're just the most powerful mages that escaped the previous world. Most of their personal traits are incidental.

That there are more female gods than male gods doesn't mean there were more female archmages on the Prime. It just means that more female archmages escaped the Prime.

From an out-of-game perspective, it's better to think as the gods as people first and divinities second, whereas from an in-game perspective the population of the world definitely sees them as gods first, even to the point of many not believing they used to be mortal.

Edit:

Oh, I see what you meant now. By 'men in charge of divinity', you meant holy magic. It's the magic of 'rulership and civics', not the magic of 'godliness'. All five aspects are equally divine. Holy is not more divine than the others. It is more priestly, though.


Pretty sure you already posted that they were mortal folk first.

And I'm not trying to ascribe any sense of balance to or critiquing the logic of this. Just viewing. :)


I'm solidly confused now.


I feel the need to write about something! Give me a topic! Something Archmage-related, preferably.


How would the "gods" react to a prophecy stating that a mortal of Deutero is destined to ascend to godhood and replace them all as the sole/prime deity, usurping their power and potentially killing them all in the process? (Obviously, this sort of thing has happened many times in real-world mythologies; Uranus/Cronus, Cronus/Zeus, Ymir/Odin, etc.)


It wouldn't be a big issue. Prophecies like that might pop up, since prophecies tend to, but few actually come to pass. Seeing the future is not as easy in Archmage as it is in Pathfinder, and may indeed be impossible. That's not to say there won't be crazies that believe they can.

As for the reaction of the gods, it would differ, and also depend on how much traction the believe garners.

Juric would not want a splinter religion rising up within his domain. His priests would quell divergent beliefs. Lyriasha might even seek to use these prophecies to help her own plans. Most of the others wouldn't care.

The truth is that it was their escape from the Prime and surviving the passage through the Maelstrom that made them gods (or spirits, in the case of their followers). Mainstream theologians and even the gods themselves would probably regard the idea of an ascending mortal to be impossible. It would take the world ending and the birth of another to elevate a new pantheon.

This doesn't mean that they are right. It's just totally unprecedented.

Edit:

Mevyann might actually seek to create this individual, to attempt to circumvent the ban on gods harming each other.


That's the idea: a figure capable of killing/superseding the gods.


There are a few more problems with the idea. The gods are not physical. They have representations and may be able to appear to people sometimes (dreams, visions, etc.), they don't have real bodies. It may be thought that this bodilessness is a requirement of godhood; that they cannot debase themselves with earthly flesh (even if Asaya's lot might think earthly things are way better than mysterious ethereal stuff).

Maybe putting the universe into a temporary state of Maelstrom, killing the gods during it, then returning it to normal could work. The questions remain; how do you induce an artificial Maelstrom, and if you can, how do you restore the normal state of existence afterward?

It'd be kinda weird if this prophecied person did achieve godhood, only to find he or she is bound by the same pact as the rest of the gods and can't harm them.


Let's see if I can keep up the momentum this time.

...

Welp, seems like I've got nothing today.


So, the grave threat for the deities would be some sort of power or entity that would make them corporeal? Or at least bind their spirits to physical shell.


It depends on how that might be viewed.

Generally, as they tend to, they'd regard such a thing as impossible or at least severely unlikely without their consent.

Let's say you do manage to get a god into a physical form. If it works like a manifest or fused spirit, then destroying the physical form makes them 'go away'. Do those spirits return in another form, or even just as incorporeal spirits? Some say yes. Others don't.

There's the common myth that a destroyed demon (a manifest death spirit) will return after a time (a thousand years or so), but that is beyond the lifespan of any of the mortal races. It may be the same one returning, or another demon that has taken its name.

There is so much that is unknown about how the spiritual world works. The afterlife is totally unknown and many of the gods do not speak of it at all. Even then, the descriptions by different gods are in conflict.


The Divine Kingdoms

Juric's church teaches that those who serve him faithfully and abide by his laws will be granted citizenship in the Divine Kingdoms. Each there will be given a place according to his or her proper role in life and skills therein, and will be elevated according to their righteousness.

A farmer who serves his lord faithfully and does not complain about taxes and laws, tending the fields with fruitful diligence, will be made a heroic figure in the fields of the Divine Kingdoms. He will be granted endless, untiring life and his holy fields will yield magnificent bounties.

The Divine Kingdoms are plural because there have been many kings deserving of the throne, and Juric grants each of them an ideal, perfect realisation of the land under their rule.

It's commonly believed that Malevi has a role in the Divine Kingdoms. His betrayal is remembered, but he is grudgingly accepted as filling a required function. He keeps the Divine Kingdoms free of undesirables by selling those unworthy souls to Mevyann. She feeds them to demons or something. Juric's faithful are not encouraged to investigate Mevyann's workings.


Another note on the physical gods topic:

Some of the gods (mainly Juric) want to become physical again. It's generally believed that doing so will grant them vastly more power than they already have; or grant them the ability to use their already vast power directly on the world instead of through intermediaries.

Over centuries of repeated attempts, it has always failed. The most common reasons are:

1. The vessel was unsuitable to sustain life.

2. The vessel gained its own awareness and blocked the entry of the god.

It is increasingly becoming apparent that any vessel that could contain a god is by its own virtue granted a soul at the moment of its completion.

Silver Crusade

Umbral Reaver wrote:

Maybe putting the universe into a temporary state of Maelstrom, killing the gods during it, then returning it to normal could work. The questions remain; how do you induce an artificial Maelstrom, and if you can, how do you restore the normal state of existence afterward?

Ooh, I can see some dangerous sects arising to fulfill this idea without planning that far ahead.


Mikaze wrote:
Umbral Reaver wrote:

Maybe putting the universe into a temporary state of Maelstrom, killing the gods during it, then returning it to normal could work. The questions remain; how do you induce an artificial Maelstrom, and if you can, how do you restore the normal state of existence afterward?

Ooh, I can see some dangerous sects arising to fulfill this idea without planning that far ahead.

There is a lot of mystery surrounding the Maelstrom. Even the gods might not know why worlds fall into it or why it births new ones. It's generally accepted that the Prime underwent a period of deterioration before succumbing to the Maelstrom, and similar signs may appear toward Deutero's end.

While most would want to stave off oblivion (probably by fighting the symptoms more than anything else), others might be especially eager to accelerate the process. After all, it was the Maelstrom that made the archmages of the old world into gods. If a new Maelstrom came, would the old gods fade away, replaced by those few mortals with the knowledge of escaping Deutero?


Umbral Reaver wrote:

Another note on the physical gods topic:

Some of the gods (mainly Juric) want to become physical again. It's generally believed that doing so will grant them vastly more power than they already have; or grant them the ability to use their already vast power directly on the world instead of through intermediaries.

This reminds me of D&D Original Immortals - once one got to 36th level and became Immortal s/he could leave immortality becoming 1st level mortal again and attempt to reach 36th level and immortality again. Managing to do so ascended the character to kind of over-immortality state of the Old Ones - those who existed before and above Immortals removing one from affairs of mortals and Immortals and effectively ending the game for the character. As far as I know even Immortals weren't aware of that path, or possibly those of them who knew were unwilling to risk their immortality, especially with number of mortal and immortal enemies that could be willing to hunt them on their second way up.


That sounds like a lot of fun Drejk, particularly if the loop is endless. Never really played BECMI beyond Basic/Expert...


I never played it either. I just read it when I had chance to borrow Immortal rules. Or something like that, I am not sure which exactly book contained that... It might be Wrath of Immortals instead.


Generally, my intent with Archmage is that adventures are less 'superheroic' in nature. It's not a low magic setting, but compared to Pathfinder, it is a weak magic setting. Magic is common, but it doesn't reach the world-shattering powers found in D&D style games.


Time for another topic! Somebody throw me a hook to latch onto and write about.

Silver Crusade

What kind of fantasy fashions are there among the varioius cultures? That is, which RL elements and completely imaginary elements might be found among the various cultures, races, religions, trades, etc?

always been a sucker for those kinds of cultural details


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I have already done some fashion work, though not much. Most of it has been on the Myrdanar, since their styles were based on the clothes I designed for my long-running drow character. You've probably seen the art.

Fairly tight and full-covering clothing, with long coats that are more stylised than practical, since they mostly live underground and don't worry about weather. Much of their fashion is informed by their cultural roots as Syldanar exiles.

I've drawn Krodanoi wearing what kind of looks like Mongolian armour with furred embellishments. I might include stronger Eastern elements in their designs as I do more.

This would lead to Syldanar having similar styles, albeit touched by their own changed nature.

At the moment, Rhuz and Humans are rather Middle-Eastern. The Rhuz architectural style is very much based on Petra. I may include some Mediterranean influences in their clothing and stuff.

I welcome input, since my work on this is rather sparse.

Silver Crusade

Umbral Reaver wrote:
I have already done some fashion work, though not much. Most of it has been on the Myrdanar, since their styles were based on the clothes I designed for my long-running drow character. You've probably seen the art.

Yep, is keen. :)

Also, ooh Petra. Now there's a style that screams "sturdy".

Have you considered clothing, armor, or architecture made from some of the more fantastic creatures or plants of the setting? (like chitinous armor or dress, resilient environmental/"hazard" suits made from the skins of certain creatures, plant-based living clothing and homes, etc.)


I haven't done much in the way of clothes incorporating such unusual elements yet.

Although, this is a world with extant critters from the pliosticine and thereabouts. How badass is a fur cape made from the hide of a wooly rhino?

Silver Crusade

Umbral Reaver wrote:

I haven't done much in the way of clothes incorporating such unusual elements yet.

Although, this is a world with extant critters from the pliosticine and thereabouts. How badass is a fur cape made from the hide of a wooly rhino?

Cripes, with this weather I could use one right now...

Those could make for great yurts too. :)

...glyptodon huts!


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Now imagine ogres wielding shields made from glyptodon shells and clubs made from their tails.

The Krodanoi have a strong cultural tradition of mounted hunting and combat... on large sabretooth tigers. They are rather feline themselves, so that helps.


You might also wonder if there are modern species as well. Yes, there are. While pleistocine horses are unsuited for riding, they're still around as well as modern horses. Although, in this case these horses may have been prompted along by Rhayud genesmiths. They do retain the stripey patterns.


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Sexuality and gender roles! Part 1: Krodanoi

Krodanoi are a bit weird in human eyes, when it comes to sexuality. Males are regarded as naturally inclined to leadership. Women are expected to defer to older males but not those younger than them, but the converse is not true.

Older males are traditionally warleaders, although in modern times there has been a decreasing need for martial roles and many males instead push for positions of management in civilian industries. Women were always the hunters and providers for Krodanos families and tradition still requires them, along with young males, to do the majority of work in resource gathering, while the majority of artisans are male.

Krodanos sexuality is inextricably tied to their role in society. A heterosexual Krodanos is expected to have a career corresponding to his or her sex. Working in a different field is considered shameful but is not illegal.

Krodanos culture does not distinguish between homosexuality and transgenderism, and although they confuse the two, there is little to no stigma against the amalgam the culture allows. For example, a mated male homosexual Krodanos is allowed to act and dress in all ways like a woman if his partner acts as a male and will be accepted as one without question. However, that same Krodanos cannot present himself in male garb without receiving severe discrimination. A Krodanos that has never had a mate is usually considered a child and may take any male or female role, though the stigma of being 'childish' will persist into adulthood. Bisexuality has a confusing place in Krodanos culture, since they label so much of their society as distinctly male or female. The idea of there being a flexible scale is alien to their culture.

In short, they've got problems, but they're often not the same ones as humans experience.


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Sexuality and gender roles! Part 2: Syldanar

Due to their close cultural connection with the Krodanoi, the Syldanar follow some of the same traditions.

Ugh. I thought I could write more about this but I'm so damned tired. Let's try another one that's a bit more different.

Sexuality and gender roles! Part 3: Myrdanar

A lot of Myrdanar culture is without strict boundaries and so too is their expression of gender and sexuality. There are very few roles that are considered more masculine or feminine and there is a higher incidence of homosexuality and especially bisexuality amongst their population than in that of other sapients.

The influences behind this are threefold. First, in rebellion against the old Slydanar ways. Second, their transformation by Lyriasha may have had strong effects on their mental and physical tendencies. Third, the profound influence Mevyann has in their culture promotes a philosophy of 'Do what you like, so long as you can get away with it'.

Myrdanar consider themselves to be the most beautiful people, and are often found to be remarkably attractive by many Syldanar and humans. They tend to appeal less to the feline Krodanoi and the short, robust Rhuz. Seduction is a legitimate diplomatic technique to Myrdanar and it garners them a less than wholesome reputation amongst the other nations.

There are a few Myrdanar women that are not particularly pleased by Lyriasha's work, regarding their creator god's ideal form to be rather unwieldy. In fact, a few have attempted to uncover secrets of the world before to try to find out what Lyriasha truly looked like, thinking that she rather exaggerated when remaking the exiles 'in her image'.

Magical cosmetic alteration is more common in Myrdanar society than in any other, but its cost in magical materials makes it prohibitively expensive for those of lower income. Cultural factions are divided on the etiquitte of wearing different faces as fashion versus keeping a single appearance for recognisability. There are no laws dictating the use of these magics, of course.


Oh well. It seems like interest in the world has worn out, and I struggle to keep going without interaction.

So.

Who wants me to start posting the mechanics side of things instead? It's almost a fully playable game system.


Damnit.

Here goes.

Infinity Archmage (Early WIP)

Archmage Character Sheet

Behold the majesty of my incomplete but maybe promising work!

There are a bunch of design goals, while I remember what they are:

1. Magic is limited by each of the five themes. Mages can't do everything.

2. Magic is dangerous. You risk your sanity if casting beyond your means.

3. Nonmagical abilities can be awesome while still being 'action story plausible'.

4. Talents should never grant abilities anyone should be able to do. In many cases, they improve or add versatility to natural abilities and skills.

5. Combat is often fought to disablement rather than death. Debilitating injuries can be inflicted before death is likely.

6. Power difference between minimum level and maximum level is limited. Example: HP doesn't increase unless you spend experience on the relevant stats.

7. No classes, but support for a variety of interesting concepts. This mostly comes out of strings of fancy talents.

And probably some other stuff.

Suggestions for additional spells and talents are welcome and encouraged. Note that those highlighted in yellow are placeholders for when I get around to filling in the full text and adding mechanics.


If you want, try making a character!

80 XP for a starting newbie, or 120 for someone with some experience under their belt. Or whatever you like! There probably aren't enough talents and spells yet to fill out a high level character.


Post! Post!

Sorry for low feedback but being away from home, shared spaces, work, and slooooow laptop make bad mix making reducing time and strength for meaningful comments.

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