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Athanatos - A Transhumanist Fantasy Setting
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<blockquote data-quote="Dr. Strangemonkey" data-source="post: 1980153" data-attributes="member: 6533"><p>Eh, I think that for a setting as variant to the norm as yours is a new class is justified not only as regards the world itself, but also as a hook to help players understand the new features of the world. I'm not suggesting that you come up with an entire variant set just one class that's explicitly there to highlight the cool points of the setting.</p><p></p><p>One thing I was thinking is that you could keep hit points and not have to introduce the vitality system if you let criticals do damage directly to the body of the mech through attribute points.</p><p></p><p>That way the mechs limbs can come off and slow down immeasurably over the course of the combat but the daimon might still be hanging on running it with whatever reduced capability is around. Then when the attribute is reduced to zero you still have total shut down. The bodies can be as tough as you want but still generally less tough than DnD characters since attribute damage is much harder to come across in DnD and never ever as high as hit points. Different models of Daemon might have attribute damage DR and suddenly the Barbarian's DR class feature becomes a lot more useful in the setting.</p><p></p><p>I think you can justify druids working with non-organic bodies based on the fact that they eventually gain the ability to turn into elementals which is as non-organic as you can get.</p><p></p><p>Some other ideas:</p><p></p><p>The ability to transfer souls comes directly out of the defense against the star beast. The initial protection against soul suck consists of a sort of magical shell around the soul. The locational protection consists of that shell writ large over an area. During the course of the battle it is discovered that souls could actually move out of there bodies and travel along the edge of the larger area shields. Obviously this didn't happen to everyone and was pretty awful or you would have had a bunch of useless soulless bodies lying around the protected areas. Maybe only one city fell this way as a result of some magic used by the star priests. </p><p></p><p>But the upshot is that arcane magic users figure out how to maintain soul integrity under weird circumstances, which makes sense since their magic relies on the integrity of the soul. The Ki users actually proove able to sense the souls and work within the barriers, which makes sense since their power is based on improving the essential functions of the soul. The Druid users provide the final technology for immediate transmigration through their innate knowledge of fitting old souls into new bodies. They never prove able to give non-druids the ability to retrofit the body to the desires of the soul, but they are able to use their spells and form orientation techniques to make the transfer of a soul into a new body practical.</p><p></p><p>Also, if you really wanted to hit the Transhuman genre hard, you could have people who are capable of soul riding along the locality shells. This gives you the mind-walking element of the genre implicit in things like net-fiction. I had been tempted to make a joke about how the soul protecting magic consists of making cages in the ethereal plane and that the soul surfers thus ride the ethernet, but I refrained.</p><p></p><p>As a wicked twist, you might specify that the soul sucking creature actually prefers souls with a strong alignment. Thus the creation of divisive fanatical clerics on the one hand and Paladins on the other. Thus becoming good is actually a bad thing.</p></blockquote><p></p>
[QUOTE="Dr. Strangemonkey, post: 1980153, member: 6533"] Eh, I think that for a setting as variant to the norm as yours is a new class is justified not only as regards the world itself, but also as a hook to help players understand the new features of the world. I'm not suggesting that you come up with an entire variant set just one class that's explicitly there to highlight the cool points of the setting. One thing I was thinking is that you could keep hit points and not have to introduce the vitality system if you let criticals do damage directly to the body of the mech through attribute points. That way the mechs limbs can come off and slow down immeasurably over the course of the combat but the daimon might still be hanging on running it with whatever reduced capability is around. Then when the attribute is reduced to zero you still have total shut down. The bodies can be as tough as you want but still generally less tough than DnD characters since attribute damage is much harder to come across in DnD and never ever as high as hit points. Different models of Daemon might have attribute damage DR and suddenly the Barbarian's DR class feature becomes a lot more useful in the setting. I think you can justify druids working with non-organic bodies based on the fact that they eventually gain the ability to turn into elementals which is as non-organic as you can get. Some other ideas: The ability to transfer souls comes directly out of the defense against the star beast. The initial protection against soul suck consists of a sort of magical shell around the soul. The locational protection consists of that shell writ large over an area. During the course of the battle it is discovered that souls could actually move out of there bodies and travel along the edge of the larger area shields. Obviously this didn't happen to everyone and was pretty awful or you would have had a bunch of useless soulless bodies lying around the protected areas. Maybe only one city fell this way as a result of some magic used by the star priests. But the upshot is that arcane magic users figure out how to maintain soul integrity under weird circumstances, which makes sense since their magic relies on the integrity of the soul. The Ki users actually proove able to sense the souls and work within the barriers, which makes sense since their power is based on improving the essential functions of the soul. The Druid users provide the final technology for immediate transmigration through their innate knowledge of fitting old souls into new bodies. They never prove able to give non-druids the ability to retrofit the body to the desires of the soul, but they are able to use their spells and form orientation techniques to make the transfer of a soul into a new body practical. Also, if you really wanted to hit the Transhuman genre hard, you could have people who are capable of soul riding along the locality shells. This gives you the mind-walking element of the genre implicit in things like net-fiction. I had been tempted to make a joke about how the soul protecting magic consists of making cages in the ethereal plane and that the soul surfers thus ride the ethernet, but I refrained. As a wicked twist, you might specify that the soul sucking creature actually prefers souls with a strong alignment. Thus the creation of divisive fanatical clerics on the one hand and Paladins on the other. Thus becoming good is actually a bad thing. [/QUOTE]
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