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Traveller Fantasy RPG

In a generic fantasy campaign, perhaps sorcerors should have the skills of Sorcery, which covers spell-casting, astral projection and astral combat, and conjuring, which involves summoning demons/angels and spirits, with the proviso that relying on spirits and demons for long enough will do Bad Things to a sorceror.

Also, it would be possible to use Sorcery and Crafting to make magic items, although I would expect most magic weapons and armors to require sorcerors and blacksmiths working together to create them (indeed, most complex items may well need teams!).
 
If anyone's interested, I have a character generation system for magicians. I'll post it here soon, and will work on some more CG for low tech.
 
If anyone's interested, I have a character generation system for magicians. I'll post it here soon, and will work on some more CG for low tech.

I'm quite interested.

I've got a general question. Any plans on converting over to Mongoose's Traveller when it comes out and going all OGL?
 
I'm quite interested.

I've got a general question. Any plans on converting over to Mongoose's Traveller when it comes out and going all OGL?

None on my part. I might buy MongTrav, but I doubt I'll play it (it's d20, right?).
 
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None on my part. I might buy MongTrav, but I doubt I'll play it (it's d20, right?).

Heck no! It's not d20. It's 2d6 a la CT with a universal task resolution system. Heck, they will still have random character generation. So they're not deviating all that far from the Traveller path.
 
Heck no! It's not d20. It's 2d6 a la CT with a universal task resolution system. Heck, they will still have random character generation. So they're not deviating all that far from the Traveller path.

So like I said, I plan to buy it.

Now I might play it though.
 
I think I have one more career: Barbarian, then I was going to customize: Rogue, Doctor, Noble and Hunter. The Noble will be fun to do. To make chargen work smoothly, I think your right, I do need some kind of civillian. Educated might be Noble, since they can start at SOC A, which is wealthy, but below B, which I've ear-marked as Decurion - member of a local town council. So SOC A is all those grandees with nice town houses, merchants, wealthy surgeons, engineers, etc.

Other, will be the poor. I might have rural and urban. Or I might let Other sort that out for the player (just like the LBB 'Other' career does now.) Lots of Artisan skills, I'll have to see what Megatraveller has in that regard to borrow...

In my notes (linked to in the previous post) I split Mechanics into Carpentry and Blacksmith.

How's this coming? I'd enjoy seeing it.

By the way, I think I've decided I dislike splitting mechanics into carpentry and blacksmith; I would use the skill Craftsman for that and use mechanics for repair work.
 
I've not put anything on disc yet, its all in note form. Too many other projects getting in the way at the moment ...
 
Goetry, curses and pox phylacteries......

Delighted to be aboard, I must say, and thanks !

I was enjoying this thread, and was thinking about the magic system- for my money, and this is just my opinion, I think it would be kind of fun to work out a magic system from two starting points: first, what did the people in period believe about how magic works, and how could that be modeled, and second, to try not to be just another D&D magic system.

I've done some research on the first point in the past, and looking at classical writings about magic (source stuff, not victorian and neo-victorian pastiche), and one thing that struck me was that there were a heck of alot of spells to make someone love you, and also to cure illness...and yes the two did overlap - there was a lot of curative stuff for what seems to be varieties of VD....
....not sure how that would do in an RPG...;)...

As to ho it worked there was very little of the point a finger and zap em to magic in the classical world (no doubt as it doesn't work in real life, and can only happen off stage if it is to be believed); lots of curses, lots of invoking of petty local gods, and lots of ways to summon and bind minor spirts for later convenience...and some, but not lots of stage - type magic ("hey presto ! Standards of all nations , and you there, why do you have this denarii in your ear ?"). Animal tricks were big, too.

So, sleight of hand that works but is limited or trivial; slow insidious curses from afar; animal control, and magic based on commanded spirits for the big bang. (goetry ?). Oh yeah, plus enchanted stuff: mirrors, gems, beds, shoes, you name it.

In most cases, stuff that is either slow and effective (but often at a distance) or quick but mostly flash, or is based on previously enchanted objects/animals.

Different from memorized spells or channeled spells in many RPG systems, which really act more like fiddly high tech death ray guns and such. A classical period mage would seem more like a ....I don't know.....mechanic ? Carnival shyster ? Cult leader ? Mad scientist ?

So, enter Ambrosious Corvus, master of love phylacteries, and soothing ointments, balms and salves for cupid's measles ! In his cart he has bound no less than three spirits to do his bidding, small, yes, and innocuous, but both stealthy and reliable (one in the form of a crow), and has a contract with an ACTUAL BABYLONIAN SHE-DEAMON !!!

Four snakes wind round him, protecting and warding him : asp of egypt, adder of Africa ,cobra of the indus, and ...well, some kind of truthfully innocuous but very intimidating large black snake that does this great hissing thing....

Okay, not exactly gandalf, but not yer typical fireball slinger, either....

Okay, I'm babbling. More thoughts anon, and perhaps some thoughts on how to actually operationalize these ideas (perhaps as mustering out benefits : "Large snake of truthful insight" ?)

.....but now bed is for me...

-cap


PS...how do you get the cool Baronial titles tied to actual systems ? Just a character in a campaign ?
 
In the Wanderer campaign (you should join, Captain!), we're working on a magic system which is based on the psionics system of CT/MT. Alternately, I've put in a possible beginning for another one in the "Basic Chargen: Wizard" thread.

P.S.: I and a few others got them for wishing Marc Miller a happy 60th birthday.
 
Captain, I really appreciate your thoughts and blatherings. They do provide an interesting and non-D&D focus to magic. Let's see how we can frame Wanderer magic using your illustrations.
 
The specific terms (I think) for the magical types I discuss still need to be looked up - but I think the distinction would be that most RPG magic (ie D&Det al) is Theuristic or Gnostic - the first based around shaping the elements of the world by will (BOOM !), and the second based on controlling the world through perfect knowlege . Goetic is the goal I think, I'm looking for - the alteration of the world through bound spirits and powers .

Perhaps A magic skill that enumerates the number and nature of spirits available ? Demons designed with a UDP code (Unified Demonic Profile.:) )

I dug out the first edition Elric ruleset (some great ideas on demons as the source of magic effects)AND my old Sanctuary rules. Ages back I had some notes about converting TFT magic to TravSanc...might be some usable stuff there...

Oh hey ! MM wrote the Traveller section ? And a magic skill is referenced.

******does that make it CANON ??????????********

Oh my.

In late, early meeting tomorrow...so not much to add. Thanks for the encouragement, BTW.

ps. Damn ! So now I have to wait till Marc's 120 ? Buuuuummmm-er

PPS. Wait. He's 60 ? But....That would mean that I am......oh no. no. <Luke Skywalker Mode = on> THATSSSS NOT POSSSSSIBLE !!!!!!!
 
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