Mannapunk (Race and Class ideas anyone?)


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I'm probably not the only one who thought about Final Fantasy VII when reading through this thread right?

I too have an interest in a manapunk setting. I'd love to "progress" the Planescape setting with some of the ideas listed above and see what my mind comes up with.

I think Planescape like that could became a great pseudo Space Opera setting.

Just random musings, I'll stay tuned, and try to add some "fluf" ideas of my own if you're interested.
 

Cabe Zeree said:
Just random musings, I'll stay tuned, and try to add some "fluf" ideas of my own if you're interested.


Of course.

A thread in the d20 Modern forum has got me thinking about a Mana Mutant Feat: 2 Mutant Points and at least 1 0 Point Cosmetic mutation. For people born in wild magic areas, or areas hit by heavilly weaponized spells.
 


Some ideas what do you all think here

My Version.
This is a start to changes and what I like in what you put down
Stormborn this is your thread just it really inspired me. Very similar to the sorts of things I like to design setting wise. Big time Cyberpunk and Steampunk fan. That said...see below and comments please

What I want to use fm Stormborns ideas
· Air Ships
· Lightning Rails
· Constructs
· Construct Grafts
· Embassies from other worlds not planes
· Urban Sprawls
· Unusual Player Races
· Lovecraftian (Inspired) Cults and Far Realm entities
· Organized Crime
· Corrupt Government
· Guns (that are effective) and Gun Mages
· Subcultures and Gangs (More tribal than gangs in my setting)
· Powerful Magic
· Common Magic
· Artificer Class
· Computer Analogs?
· Post-War setting with economic and social reasons for adventuring.
· Weird magical tattoos--circuit board lines, like on Mayor Hundred's face or Indigo/Braniac
· Spirals and shapes that are maps to other planes/sections/pocket dimensions--both as tats and as transport points (like in The Scar)
· Retro-Luddite cultists who dress like Rasputina
· Religions: Punch Cult, Watchmakers, 10,000 others.
· Ley-lines influencing city and building construction (Using my Feng Shui books here)
· Chi Lines (Ley lines of the body) influencing health, as explanation for magical item slots, tattoos, somatic components, and possibly as use of Heal skill

Those elements I like a lot of what you had put down
So will be doing my version of ManaPunk / DungeonPunk

So are you thinking a Coherent (all from the ground up) setting
Or more a what I would call Patchwork (borrow straight up from wherever) setting

In thinking about this and looking around at my gaming stuff I have enough right now to go Patchwork with the only need being to write down page numbers to books to ideas. To speed that part up.
Make a few lists of allowed classes, etc. Add a few changes to some of them and flavor text and ready to rock and roll.

Some design elements for me
Not so worried about balance level
Want more the feel than perfect rules

Some sources/references relating to this setting idea (Most non-d20 actually)
Iron Kingdoms
Cyberpunk 2020 (R Talsorian)
Gothicpunk
Screampunk (SJG)
Karl Edward Wagner’s Kane novels
Spellsinger (Fantasy Flight Games)
Arsenal and Factory fm Perpetrated Pres
Hunt: Rise of Evil from Mystic Eye Games
Tribe 8 (Dream Pod 9)
The Red Star
Dungeonpunk.blogspot.com
Dragonstar


Initial Character Classes and ideas (not complete)
My Common Classes
Rogues
Wizards
Fighters
Rangers (Iron Kingdom version) [Thinking stalking]
Bards
Druids (Elemental oriented)



New Ones
Gun Runners (Initial Name: Gun Mages / Riflemen / Pistoleers / Gun Dancers/ etc.)
Mad Tinkers (Artificiers/Mad Scientists/etc.)
Cultist (Followers of odd beliefs, weird beings, etc.)


Not in my version
Sorcerer
Barbarian
Clerics (no gods per se)


New Feats (rough for sure)

Common Magic: Able to cast Cantrips equal to the Intelligence Spell bonus per day. Can take only 1 time. Open to all classes

The Touch (inspired by laying on hands and also Reiki energies. Highly fictionalized here)
Can take up to three times. Allows for healing. Each time taken it is called a degree
1st Degree Can Heal 1 Pt. per person touched per day
2nd Degree Can Heal 2 Pt. per person twice a day ( 2 or 4 pt. per person per day)
3rd Degree Can Heal 3 Pt. per person three times a day (3 or 6 or 9 pt. per person per day)

New Skill:
Craft Harmony (inspired by Feng Shui)
This skill is used to layout rooms, buildings, cities, advise people in relationships, clothing, in a metaphysically balanced fashion and way. It might become a way of life eventually.


Open Game Content (For private use only) for the feats and skills at this point.
Better determination as the setting unfolds.
 

Cornerstone

What is a Cornerstone? Well we here at Nexus Authority get asked that all the time.

The Cornerstone really is the most important piece of foundation in modern homes. Actually a misnomer, the Cornerstone is usually set at the center of the home so the spherical zone of manna it puts out can be tapped into from anywhere in the home. But the Cornerstone itself is just a conduit for the Grid, as long as we're near a Tap, the Cornerstone allows you and me to connect to the mystical web of energy supplied by your local and friendly Nexus Authority.

The Cornerstone is the combination of two fields of arcance, archimancy and mannomancy. The first crafts the stone and properly places it in the home, the other attunes the stone so it can connect to the Grid.

Every modern convenience requires the manna supplied by your friendly Nexus Authority to be filtered through the Cornerstone to operate; from the General Manna Light bulbs, to the bit of Firebrand Primal Fire found in the stove, to the Whirlwind Unseen Servant that can clean your home.

With today's modern conveniences, it is a wonder how anyone could choose to live far from a city and away from a Grid. We aren't everywhere yet but we are expanding, and it is our goal here at Nexus Authority to see the simplicity of the modern world brought to your doorstep.
 

tadk, let me make arguments for the two classes you left out:

Barbarian: Imagine the vast dumping grounds on the edge of the city, clustered around it and in it are hovels made of junk (for a real world example see Mexico City and others.) These are the poorest of the poor, no education, no money, no hope. Their only means of survival: gleaning off of the waste of the city. The dump covers several square miles, filled with mutant animals and dumped experiments that have taken on a life of thier own. A few of the denizens of this area have developed their own, ritualistic culture, at the center are the warriors who channel their anger and frustration with their existance into a battle rage that lays waste to their enemies.

Urban Barbarians, no mechanical changes needed.

Sorcerer: The wild manna that produces mannamutants sometimes unlocks a primordial connection with the manna field in certain individuals. These become Sorcerers.


I would probablly remove the familiar(or allow a substituion), grant Eschew Materials, and maybe require at least a 0 Mutant Point Cosmetic mutation.Gun Mages could be handled by a series of feats available to Sorcerers only.

Oh, and I think a setting like this should have lots of different ways for magic to work, thus allow Clerics, Wu Jen, Warlocks, and Warmages (and I am forgetting one from the Complete books but no matter). A vast city would have lots of ethnic neighborhoods, which might bring their own magical traditions with them.

I'd also use the Bard from Complete Book of Eldritch Might, for a totally different kind of magic.
 

Vermeil In progress

The world of Vermeil is in progress.
The main city of focus Tarnished is starting to come into focus.
Doing some typing of what I hand wrote the other day.
A day or three for the first rough pdf draft of the World of Vermeil.
 


tadk said:
The world of Vermeil is in progress.
The main city of focus Tarnished is starting to come into focus.
Doing some typing of what I hand wrote the other day.
A day or three for the first rough pdf draft of the World of Vermeil.


Any more progress tadk?
 

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