A More Magical "World Less Magical"

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Davies
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A More Magical "World Less Magical"

Post by Davies »

When I came up with the World Less Magical But No Less Fantastic, I was trying to address something that I'd noted in my other settings -- a tendency to focus on their magical elements, instead of their more science fictional ones. So I deliberately minimized magic as a presence in the setting, treating it as more of a paradigm that people used to justify their powers rather than a power itself. But this meant that I couldn't use certain concepts, and made certain characters a bit weaker than they might be. So as time passed, I found myself wondering that most classic of questions, What If?

This isn't an alternate universe in the multiverse containing the World Less Magical, but rather a different look at that reality, where magic is a bit more potent and present, and where there's at least one superhero who doesn't exist otherwise.

* The "Olympians" are known as the Empyreals, while the "Titans" are known variously as the Hierarchs, the Archons, and the Progenitors. The names born by the current survivors of these entities are not their original names.

* The various deities of Earth's mythology are all real, but occupy tangential realities where their mythologies are literally true. Whether those realities have influenced human belief or were influenced by it is probably impossible to determine. Theoretically, if any of these mythoi were completely accepted by the entirety of Earth's population, they would also become literally true there as well. This has never happened, and whether it should happen is something that the reader should decide for themselves. The Abrahamic mythos is probably the most widespread and active of the mythoi in the modern era, with that of the mythos of the Indian subcontinent a close second. All deities, angels, demons, and other entities from the mythological realms suffer a serious limitation -- they are only immortal in their native realities, and can be injured or even killed permanently on Earth. Thus, most of them stay away.

* The Ghost Sweepers still have differences of opinion as to the natures of the 'spirits' with which they commune, but those who believe them to be independent entities (like Monaka) are correct.

* Virtually all characters should be assumed to have a Vulnerability (magic) complication. When this complication is invoked, they automatically fail their resistance checks to magic. Residents (and former residents) of Daath do not have this Vulnerability.

Blakestone -- PL 11

Abilities:
STR
0 | STA 1 | AGL 1 | DEX 4 | FGT 5 | INT 2 | AWE 6 | PRE 4

Powers:
Coat of Protection: Flight 4 (30 MPH); Sustained Immunity 4 (pressure, suffocation, vacuum); Protection 12; Removable (-5 points) - 19 points
Mystic Awareness: Senses 3 (acute analytical radius mystic awareness) - 3 points
Mystical Talents: Array (28 points)
  • Astral Projection: Remote Viewing 9 (Auditory, Visual), Quirk (physical body is helpless), Subtle - 1 points
  • Burning Blast: Ranged Damage 14 - 1 point
  • Ghost Hands: Perception Range Move Object 8, Precise, Subtle 2 - 1 point
  • Maddening Blast: Ranged Damage 9, Resisted by Will - 1 point
  • Phantasms: Illusion 4 (All Senses), Area 2, Selective, Resisted by Will - 1 point
  • Portals: Extended Teleport 14, Extended Only - 1 point
  • Spell of Speech: Selective Area Mental Communication 2; Burst Area Affects Others Comprehend Languages 3 - 1 point
  • Suggestion: Hearing-Dependent Perception Range Cumulative Affliction 9 (Dazed, Compelled, Controlled) - 1 point
Shielded Mind: Impervious Will 10, Limited to Mental Effects - 5 points

Advantages:
Accurate Attack, Equipment 3 (Headquarters), Improved Initiative, Improved Trip, Power Attack, Redirect, Ritualist, Trance

Equipment:
House of Riddles: Size Medium, Toughness 10, Features Concealed, Dual-size (Huge), Laboratory, Library, Living Space, Personnel, Sealed, Security System, Self-repairing, Workshop - 15 points

Skills:
Close Combat: Unarmed 4 (+9), Deception 8 (+12), Expertise: Magic 9 (+13), Insight 6 (+12), Intimidation 5 (+9), Investigation 6 (+8), Perception 4 (+10), Ranged Combat: Magic 4 (+8), Sleight of Hand 4 (+8), Stealth 6 (+7).

Offense:
Initiative +5
Unarmed +9 (Close Damage 0)
Burning Blast +8 (Ranged Damage 14)
Maddening Blast +8 (Ranged Damage 9, Resisted by Will)
Suggestion -- (Perception Range Will 9)

Defense:
Dodge 7, Parry 7, Fortitude 6, Toughness 13/0, Will 12

Totals:
Abilities 46 + Powers 62 + Advantages 10 + Skills 28 + Defenses 19 = 165 points

Complications:
Responsibility--Motivation. Enemy (Jodie Crowley). Mystical and Enigmatic. Relationship (Prydwen, Nick Grey). Reputation (Witch).

Nick Grey -- PL 11

Abilities:
STR
1 | STA 4 | AGL 2 | DEX 0 | FGT 6 | INT 3 | AWE 5 | PRE 3

Powers:
Prophecy: Senses 4 (precognition), Unreliable - 2 points
Shielding Spell: Enhanced Defenses 8 (Dodge 4, Parry 4) - 8 points
Sorcery: Array (36 points)
  • Free Your Mind: Simultaneous Perception Range Nullify Mind Control 9, Sustained - 1 point
  • Healing Touch: Restorative Energizing Healing 9 - 36 points
  • Healing Word: Perception Range Restorative Energizing Healing 6 - 1 point
  • Smithing Word: Perception Range Healing 9, Affects Objects Only - 1 point
  • Wordsmithing: Comprehend Languages 4 - 1 point
Advantages:
Benefit 2 (independently wealthy), Connections, Defensive Attack, Defensive Roll 2, Extraordinary Effort, Inspire 2, Luck 3, Set-up, Teamwork.

Skills:
Athletics 8 (+9), Close Combat: Unarmed 4 (+10), Expertise: Magic 10 (+13), Expertise: Streetwise 8 (+11), Insight 8 (+13), Intimidation 5 (+8), Investigation 9 (+12), Perception 5 (+10), Persuasion 7 (+10).

Offense:
Initiative +2
Unarmed +10 (Close Damage 1)

Defense:
Dodge 11/7, Parry 13/9, Fortitude 6, Toughness 7/2, Will 14.

Totals:
Abilities 48 + Powers 50 + Advantages 14 + Skills 32 + Defenses 19 = 163 points

Complications:
Doing Good--Motivation. Enemy (Baron Khan.) Generous to a Fault. Relationship (Prydwen, Blakestone.) Reputation (cunning man.)

Jodie Crowley -- PL 13

Abilities:
STR
0 | STA 0 | AGL 1 | DEX 3 | FGT 3 | INT 3 | AWE 6 | PRE 5

Powers:
Sorcery: Array (52 points)
  • Gift of Gyges: Concealment 10, Affects Others, Passive, Dynamic - 2 points
  • Lord of Illusions: Illusion 13 (all senses), Resistable, Dynamic - 52 points
  • Scrying: Remote Sensing 10 (all senses), Subtle 2, Dynamic - 2 points
  • Sensory Shattering: Perception Range Cumulative Affliction 13 (Resisted by Will; Impaired & Vulnerable, Disabled & Defenseless), Extra Condition, Limited Degree, Dynamic - 2 points
  • Spell-Mastery: Burst Area Nullify Magical Effects 13, Broad, Concentration, Simultaneous - 1 point
  • Strength of Will: Perception Range Damaging Move Object 13, Dynamic - 2 points
  • Warding Spell: Immunity 80 (Toughness), Concentration - 1 point
Shielded Mind: Impervious Will 12, Limited to mental effects - 6 points
Two-Faced: Morph 2, Continuous - 12 points

Advantages:
Daze (Deception), Defensive Roll 2, Fascinate (Deception), Ritualist, Second Chance (Deception).

Skills:
Deception 10 (+15), Expertise: Criminal 10 (+13), Expertise: Magic 10 (+15), Insight 7 (+13), Intimidation 8 (+13), Perception 8 (+14), Persuasion 8 (+13), Sleight of Hand 9 (+12), Stealth 12 (+13).

Offense:
Initiative +1
Unarmed +3 (Close Damage 0)
Sensory Shattering -- (Perception Range Will 13)
Strength of Will -- (Perception Range Damaging Move Object 13)

Defense:
Dodge 9, Parry 9, Fortitude 6, Toughness 5/0, Will 13

Totals:
Abilities 42 + Powers 80 + Advantages 6 + Skills 41 + Defenses 27 = 196 points

Complications:
Power--Motivations. Greed (for artifacts and grimoires). Nemesis (Blakestone).

The Judge
Image

In 1966, ten-year-old orphan Feivel Friedman was chosen by an ancient mage named Solomon -- who may or may not have been the ancient King of that name -- to receive the benefit of a magical formula recorded in the Book of the Balanced Scales. When Feivel spoke a magic word -- too potent a word to be recorded in any form -- he transformed into a mighty hero empowered by the angels, who became known as Shophet, or the Judge, after the figures described in the Biblical text known as Judges. He used these powers to defend the State of Israel and uphold its peace, also working with other superheroes on occasion.

The Judge's greatest regret was that he heeded the government's wishes in 1971 and didn't accompany most of the world's other heroes into the Battle of Vietnam, as he's sure that he could have saved many lives had he done so. That marked a point where he began to started to act a bit more independently of his government's orders. He continued to fight crime and prevent tragedies in Israel, but also increasingly started to develop a better understanding of the difficulties that his state faced.

Now coming up on his seventieth birthday, Feivel still retains the fundamental innocence and goodness that made Solomon chose him, tempered with hard-won wisdom about the world. He was honored to accept the Powerhouse's invitation to join their team, but ultimately chose to retire to an advisory position in 2016 after his nemesis, Goetia -- a man empowered by all seventy-two demons in the book of that name -- attacked the Argo and nearly killed the rest of the team before the Judge managed to stop him, permanently.

The Judge's most noteworthy ability is the ability to grant anyone a portion of his own powers, turning them into a 'deputy'. He uses this talent with caution, however, as the granted might can easily overwhelm the subject's sense and morality if he makes a mistake in its bestowal. It also cannot be used on any individual who already possesses any superhuman powers, regardless of source.

The Judge -- PL 14

Abilities:
STR
14 | STA 14 | AGL 7 | DEX 2 | FGT 7 | INT 8 | AWE 6 | PRE 8

Powers:
Deputy: Heroic Summon 11, Limited to Available Subject, Check Required (DC 15 Expertise: Magic), Side Effect (on failed check, the Deputy is Hostile towards the Judge) - 28 points
Wisdom of the Malakim: Comprehend Languages 4; Enhanced Advantages 1 (Benefit [inspiration]) - 13 points
Might of the Seraphim: Enhanced Strength 11, Limited to lifting; Immunity 20 (magic effects), Limited to Half Effect; Impervious Toughness 10 - 24 points
Swiftness of the Elohim: Enhanced Advantage 4 (Improved Initiative 3, Interpose); Enhanced Defenses 10 (Dodge 5, Parry 5); Flight 11 (4000 MPH); Quickness 6 - 42 points

Advantages:
Beginner's Luck, Benefit [inspiration], Extraordinary Effort, Improved Initiative 3, Interpose, Jack-of-all-Trades, Teamwork.

Skills:
Close Combat: Unarmed 3 (+10), Deception 2 (+10), Expertise: Magic 4 (+12), Expertise: Theology & Philosophy 4 (+12), Insight 5 (+11), Intimidation 2 (+10), Investigation 4 (+12), Perception 4 (+10), Persuasion 4 (+12), Ranged Combat: Thrown Object 10 (+12).

Offense:
Initiative +19
Unarmed +10 (Close Damage 14)

Defense:
Dodge 13/8, Parry 14/9, Fortitude 16, Toughness 14, Will 10.

Totals:
Abilities 132 + Powers 130 + Advantages 4 + Skills 21 + Defense 7 = 278 points

Complications:
Doing Good--Motivation. Accidental Change (to mundane form; STR 0, STA 0, AGL 3, DEX 2, FGT 0, INT 2, AWE 2, PRE 0.) A Peaceful Man in an Unpeaceful World. Fame.

Deputy -- PL 11

Abilities:
STR
12 | STA 12 | AGL 3 | DEX 2 | FGT 5 | INT 5 | AWE 5 | PRE 5

Powers:
Might of the Seraphim: Impervious Toughness 8 - 8 points
Swiftness of the Elohim: Enhanced Defenses 6 (Dodge 3, Parry 3); Flight 9 (1000 MPH); Quickness 4 - 28 points
Wisdom of the Malakim: Comprehend Languages 4 - 12 points

Advantages:
Improved Initiative, Teamwork

Skills:
Close Combat: Unarmed 3 (+8), Insight 4 (+9/+6), Perception 4 (+9/+6), Ranged Combat: Thrown 5 (+7)

Offense:
Initiative +7
Unarmed +8 (Close Damage 12)

Defense:
Dodge 8/5, Parry 10/7, Fortitude 13, Toughness 12, Will 9

Totals:
Abilities 98 + Powers 48 + Advantages 2 + Skills 8 + Defenses 9 = 165 points

Complications:
Doing Good--Motivation. Others as Needed.

Author's Note: Merry Christmas, Ares.
"I'm sorry. I love you. I'm not sorry I love you."
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Voltron64
Posts: 528
Joined: Sat Nov 05, 2016 2:44 am
Location: Tucson, AZ

Re: A More Magical "World Less Magical"

Post by Voltron64 »

And a Merry Fishmas to you too, Davies.
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