Sunday, May 31, 2009

There can be only...a few...

So I've come up with what I hope is a fairly creative and inventive way to recombine things I had no part in developing. That is to say, I'm running a fantasy game and allowing my players to use a limited number of Necessary Evil super abilities. I'm using the following new Edges and Game Mechanic:

Divine Spark
(Novice, Arcane Background)
Your character was born with the potential for powers beyond the ken of mortal men, and one day may find that her destiny lies among the gods themselves. This Edge works just like Super Powers from Necessary Evil (which you ought to own if you want to make use of it), except for the following changes:
  • Your character starts play with only 5 Power Points.
  • Divine Karma: You may take one additional Major Hindrance and one additional Minor Hindrance at character creation in order to gain an additional 5 Power Points. This replaces Super Karma from Necessary Evil, and no extra Hindrance Points are gained for taking these Hindrances.
Quickening (Novice, Divine Spark, 5 or more Quickening Points)
When your character has accumulated enough Quickening Points, he may take the Quickening Edge to convert those points into Power Points and spend them immediately on new powers.

New Game Mechanic: Quickening
When one Spark kills another Spark, she gains some of his power, his life force, and can use it to augment her own powers. For every two Power Points of Abilities the deceased Spark had (round down) the victor gains one Quickening Point which can be used with the Quickening Edge.
Note: I realize this makes things a little more complicated to keep track of than some Savage Fans might like, but it seemed like the most obvious way to balance what could otherwise become a very unbalancing Game Mechanic. A quicker, dirtier, and much more powerful way (unless Sparks are far more rare than they are in my current game) is simply to let them gain the Power Points directly, at whatever ratio you feel is appropriate.