Topic: Paladin Setting / Game ideas
Started by: Bob McNamee
Started on: 8/2/2002
Board: CRN Games
On 8/2/2002 at 1:09am, Bob McNamee wrote:
Paladin Setting / Game ideas
I've had a few sketchy thoughts for Paladin settings...
I've been scouting Supers games ideas for the last few months looking for systems to match different game tones...here's my attempt at
Costumed SuperHero's
Arms- Costumed Superhero (must wear a Supers costume)
- this aids in both Flesh-skilled combat, and Animus-only superpowers.
note: only Supers and Halloween trick-or-treaters wear costumes...
Powers
- Superpowered physical feats
- Super Powers (characters must choose an idiom - ie. Spider)
- Impressiveness
Laws
Minor
- Never ignore a request for help
- Do not use your abilities for personal gain
Major
- Do not allow harm to innocents through inaction
- Criminals and Villains must be brought to justice
Unbreakable
- Do Not Kill
I'm figuring that everyone starts a potential Hero, becoming a Villain through there own action and inaction...using powers to steal, harm, kill, forming crime groups etc.
Bob McNamee
coming next.... Immortals, and White Lodge-style occult guardians...
On 8/2/2002 at 1:49am, Bob McNamee wrote:
There can be only one?
Immortals...Paladin-style
Arms- Sword (the type varies)
Chosen-Sword is a 2 die weapon... the Immortals chosen-sword is a strange thing... a real sword, but special, in that it can be concealed by near-mystical means by anything that covers it (who knows how she hide that sword under a see-thru beach cover-up)
Powers
-Never Age... don't die of natural causes...
-Can feel when on Holy Ground
-Superhuman swordsmanship
-Limited telepathy reading of mortals
-Heal wounds of self (even after "death" if by Mortal and you have Animus points)
-Amazing Physical Feats 2x (no real Superhuman stunts)
Special: Immortals receive either the Largest Dark or Light attribute in Animus (their choice), as well as the losers remaining free Animus of the same type, ONLY when they kill another Immortal in a Sacred Duel... the Winner gets them as Animus points of the Opposite type (you kill a Dark Immortal you get Light points, if you choose). Non-Sacred Duel killing of Immortals follows normal Animus rules.
{the death of an Immortal in a Duel is an especially impressive electrical show...possibly quite Destructive depending on the amount of Animus transfered}
Laws
Minor
- Keep the secret of our existence from mortals
- Train the "newborn" Immortals
Major
- Do not involve mortals in the affairs/ duels of Immortals.
- Protect unblooded Immortals
Unbreakable
- A Duel accepted is Sacred. (no interference)
Special Unbreakable (this applies to ALL Immortals regardless
- No Violence on Holy Ground - lose ALL Animus Points, ALL Animus Stats, and 6 Flesh points [you become a submook, if you live...]
and one day...There can be only one...
Bob McNamee
On 8/2/2002 at 2:05am, Jared A. Sorensen wrote:
Re: Paladin Setting / Game ideas
Bob McNamee wrote: I've had a few sketchy thoughts for Paladin settings...
I've been scouting Supers games ideas for the last few months looking for systems to match different game tones...
I'm tellin' ya...Green Lantern Corps. The power ring, the code to defend the galaxy, an organized group -- perfect for Paladin. I think that the key to Paladin is that the characters are members of a society...
On 8/2/2002 at 2:25am, Bob McNamee wrote:
RE: Re: Paladin Setting / Game ideas
Jared A. Sorensen wrote:Bob McNamee wrote: I've had a few sketchy thoughts for Paladin settings...
I've been scouting Supers games ideas for the last few months looking for systems to match different game tones...
I'm tellin' ya...Green Lantern Corps. The power ring, the code to defend the galaxy, an organized group -- perfect for Paladin. I think that the key to Paladin is that the characters are members of a society...
Yeah, that would work too... I was working on my concept when you suggested it! I'm just drawing my organizational line at the " Legion of Super Heros level ", a loose confederacy with public expectation of accepted behaviors.
Bob McNamee
On 8/3/2002 at 3:59am, Bob McNamee wrote:
RE: Paladin Setting / Game ideas
Another fairly obvious idea...
Babylon 5
The Rangers...
Mimbari Fighting Pike
We go into the dark places
We stand on the bridge and none shall pass
We live for the One, wee die for the One etc....
but then why not just use the Jedi?
Bob McNamee
On 8/3/2002 at 4:05am, Bob McNamee wrote:
RE: Paladin Setting / Game ideas
oooh.... just had a doozy...
how's this one for Moral conflicts...
Babylon 5
PsiCorp
The Psicops
not sure how to write it up, but boy would you start thinking about whether your side is right
Keeping society safe for telepaths...
taking down Blips and renegade Teeps, and those evil Mundanes who would harm the Corp...
The Corp is Mother, the Corp is Father...
...and then there's always Mr. Bester! ;>
Bob McNamee
On 8/7/2002 at 5:19pm, Lee Torres wrote:
Inspired by Jared's Suggestion
Leaning in a more Pulp-ish direction, I may attempt running a campaign set in E. E. "Doc" Smith's "Lensman" universe - Paladin would be nearly perfect to use for that setting!
Still working on the precise Code of the Galactic Patrol, but it seems a natural fit...
Another setting that seems like it would work well is based around a more loosely defined group, the crews of the "Ships of the Law" from Greg Bear's "Anvil of Stars," the sequel to "The Forge of God." While a campaign based on this would be quite different from the typical Paladin campaign, in theory it would work and represent the setting very well.
On 8/12/2002 at 1:25pm, mahoux wrote:
RE: Paladin Setting / Game ideas
Here's one, don't know if anyone has posted this...
MIB (a la the movie)
Mission- to monitor an police alien activity on Planet Earth, also to protect the Earth from alien threats.
Powers- cool weapons, cool technology, contacts, training
Minor- don't get attached to the outside world
- don't be a hero (work as a team for the team)
Major-
Unbreakable- Don't let the organization be found out
edit: now I need to get Paladin