So I was reading the “Unknown Ages” med-fan conversion over in the mods section and an idea hit me: a UA game set in the world from the Thief series (Dark Project, Metal Age, Deadly Shadows). I figure UA’s a perfect fit for the setting:
Hammerites: violently fanatical technocratic zealots with a few avatars of the Builder (covers architecture/craftsmanship and smiting sinners).
Pagans: nature-related magic (unknown ages’ druidism works) and lots of (un)natural allies.
Keepers: some kind of western cryptomancy variant that includes divination and prophecy (the future is the ultimate secret) combined with good stealth skills.
Mechanists: Mechanomancers. Lot’s of ’em.
Hand Brotherhood: Elemental magic and a very high “Disturb people with my weird echoing voice” skill.
My alternative of course would be to shell out the cash and get the new WFRP book, but since I’m rather cheap I figure I’ll stick with the system I know and love (and already have).
Has anyone else had any similar ideas?
I have had a LOT of ideas along this line.
There was some fiction I was writing where the Sleepers were synonymous with the Keepers, TNI was the Order of the Hammer, the Naked Goddess Sect was the Pagans, and in the middle were some crazy characters, with the leader of the group roughly corresponding to Garret. It didn’t go very far, the story felt too forced the way I was doing it.
Ironically enough, a lot of the crazy guys in the middle have become independent characters in my head and I’ve been fleshing them out for later works of fiction, probably the “sequel” to Laws of Magick.
All in all, if you got some ideas and/or plans, I’d love to hear them and/or be involved.
Keeper Glyph Magick (some thoughts)
Domain: Secrets, both uncovering them and keeping them hidden, wards (they used their mojo to barricade the Old Quarter Cathedral and block access to the Lost City, among other places), other assorted glyphy stuff.
Blast Style: The Entropomancy blast would be fitting, but probably too obvious, so either no blasts or something akin to the Cryptomancy one (temporary reality failure).
Taboo: To quote a certain master thief: “Keepers never alter the truth, just keep it in the shadows.” Distorting the facts is therefore a big no-no, although lying by omission should be ok.
Also it’s been noted that a side effect of being exposed to the more powerful Glyphs (such as the ones containing the prophecies) seems to accelerate aging. You can see in it in a Thief 2 cutscene, the interpreter’s face starts to get visibly older the more she reads, like the life’s being sucked out of her.
That’s all I’ve got so far (what can I say, I’ve been busy). Spell effects range from animating killer statues to hiding whole buildings in plain sight to stealing someone’s appearance (shades of personamancy there).
Glyph magick does seem to be pretty flexible and cover a wide variety of situations, which might account to why the Keepers are so formidable in the first place.
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