In a bit of a bind

Klode

First Post
Hiya there,
Beforehand, sorry for all the inevitable puns present in this post -.-'

I'll keep the complaining at a minimum about my take on D&D as a system, but let's just say that I don't like being too restricted.

I guess someone must be familiar with the tome of magics Pact magic session, about the binder and such, and maybe even a rare few know Dario Nardi's take on the system Secrets of pact magic, which presents a WHOLE lot of different binders, heretics and divine justifiers.

My primary concern is this, for short: How to implement this in a more versatile and flexible system, such as Mutants and masterminds, BESM or heck even any other Storyteller/storytelling based system?
I know that there are some supplements concerning this, but yet I find it somehow lacking.

The thing is, I like these sorts of magic because they come with a price, like Realms of Chaos's Xenotheurgy: Far Realms magic system. And before you start preaching about how characters and persons aren't defined by their flaws, but how they chose to overcome those and use their strength in the greatest of ways, actions. I'm familiar with this, heck I know it very well on a personal scale, it's a part of my education to know this.

Bear with me guys, it's late over here in Europe and I'm sorta hyped: While you yourself are a great asset, there's something out there, heck even someONE, who means the world to your, who makes you this formidable being, severed from this or them, you suddenly diminish to nothing. This is what I'm looking for, the power of the individual, based of the individuals self concerning others, yes, based on the individuals power as a part of a bigger, mightier and greater "whole". <End of MY preaching> :p
I also have a thing for fiendish possession and the fact that we as humans can contain alot of different selfs, all dependent on who we chose to be around, but these selfs sometimes contradict one another and can be influential in different situations(especially when becoming unfamiliar with oneself).

Thanks in advance,
Klode
 

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This is what I'm looking for, the power of the individual, based of the individuals self concerning others, yes, based on the individuals power as a part of a bigger, mightier and greater "whole".

Hmm, I am a long time fan of Mutants and Masterminds and BESM. If I read the bit correctly, I would say...

You could use a point based system that feeds into a Tier system.

Caster(s) -> Power Pool which gives two stats. It provides the casters with a set boost in power and secondary Tier limits on what they can cast. For example, you could have five casters putting ten points of power into a pool for fifty points. Each caster could cast spells and add on +5 power points for each caster in the pool. It would unlock a set Tier of powers.

Tier A: 30 points (Simple potions, enchants, and making dog food aka utility magic)
Tier B: 60 points (Defense spells, Combat Spells)
Tier C: 90 points (Curses, Polymorph, and Minor Demons)
Tier D: 120 points (End of World Stuff)

Caster Rank
Rank 1: Novice
Rank 2: Pointy Shoe wearing Acolyte
Rank 3: Wizard
Rank 4: Big Bad Guy

Such a system would operate entirely independent of actual class and level. It would only determine what the casters could cast through this pooling system. Plus, you could assign donation points for power pools based on whatever mechanic suits your fancy. So, it is mobile. Heck, it does not have to be anything more than a social group, cult, or witch coven.

Give the BBG a power that can exploit the large power pool to open a Gate of Doom if you want. He might be the only member of a group that could uses the Tier D powers. In any case, the individual casters would benefit to with the bonus while the upper casters could invoke their vile magics.

I am not sure if that answers your question, but... It is what comes to mind.
 

Thanks :)

Thanks Kafen,

While it isn't exactly what I'm looking for, it's a nice idea, sorta like a gestalt character, but with a sort of hierachy and lots of flexibility :)

Hmn, but some thoughts I've come up with is:
Ritualist feat, later on a summoning device of some unique sort for the character(Be it a tome of secret lore untold, soul-stone, spirit receptacles etc.). Spirits that can vary in traits and capabilities can be summoned by the characters, first time as a Ritual, then if they pursue it further(and makes proper agreements), as a permanent addition to their spirit-summon pool within the certain device. The device have the flaw "Check required" and is mostly easy to loose. The only power, is a very broad(depending on advancement through rituals) summoning power, but works a bit different. It takes 5-10 minutes to perform, and the spirit summoned doesn't fight by your side, but posses your body, and grants your certain capabilities(even what's normally beyond your power level capped abilities, dependent on the spirits effective power level). For instance, making them start at power levels 6-7, but summon spirits of levels +3-4 power levels above.

There's a catch though, while certain traits are permanent or always easily accessible, there's also some that's more tricky to apprehend. Activating these certain abilities(more of em for higher level spirits), makes your either affected by a possession power or an mind control/emotion control/nauseate/Fatigue/pain/negative propability control power(a side-effect flaw in effect, and the specific power and its intensity/malevolence depending on the spirits level and nature). As a certain houseruled difference here is, the ranks of these side-effect powers aren't high enough to set the character out of play for too long, the save against them is always depending on the spirits power level, not the rank(the struggle between two souls within one body).

That's as for introducing spirits into a M&M campaign, can also, with certain feats make spirit posses others and even things in certain cases, granting the person or thing in question some power, but also chance of influence. These are the only way to gain other powers in the game(except when it comes to certain divine agents), mind you, so heroes are witches and templars of every sort.

Hmn, what I meant to say to begin with is: I don't like the way your build a character in DnD, and I very much hates the way to gain experience and go by strict levels. But the systems that inspire me is from this incompatible, yet flavorful and capable system in many certain aspects. How could one undo this, in a way where the flavor doesn't entirely disperse :)?

Cheers
 
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