Also the Tavern has something against Archers, so maybe Gunmen will be more tolerable =P
Magic would be Esper and Artifact based.
The Esper Magic itself is reasonably weak...Flame Magicians = Able to produce a candle flame. In game terms this means level 2-2.9 costs 0.2 per 0.1, level 3-3.9 costs 0.3 per 0.1, and so on. Each player gets a level 1 power at the start of the game (For instance Candle Flame, Ice Nail, Rock Knuckles) and most NPCs will have some limited form of Magic.
Only Magic would be handled through the Nimbus system (Minus Parity Levels), everything else goes through the traditional Dungeoneering system.*
Artifacts can be acquired and produce singular effects, depending on the magic type being used. The Artifacts tend to be the size of buttons and tend to be mounted on weapons, clothes or, for the magically enthused, wands/staves. A typical artifact might be 'Firey Sphere'. For Fire/Pyro mages this would produce a flaming sphere at double (Up to a certain point, 7, for instance, decided when the artifact is created) their level. For Water/Hydro mages it would produce a steam cloud at their level. For Electro mages it would produce a flaming sphere that erupted lightning bolts, at their level -1 (Since Fire and Electricity don't exactly work together =P).
The setting, beyond the general era of 1880-1889 is undecided. We could do Victorian London, or City-X, or the area around Caster in that era. We could use something like the Meritocracy that was discussed last night, with Magic being the Governing power, or the Quisitor of Caster, or Impertor of Priest Town, or Stovepipe hat wearing politicans. We could do Air/steamships, or the exploration of the African Interior. I am open to most things...as long as they explained in a manner I can understand.
*Leveling up for most skills will be through the traditional Dungeoneering system of 'You do a task and you get better at doing that task.'
For Magic you would set yourself a task, for instance "Travel to the Tailors and buy a pair of Goggles", I assign a difficulty rating, and if you complete the task then you gain points that you can spend to increase your magic skill. You can then spend skill to gain powers. These Powers may affect artifacts, reduce modifers or add new effects to your spells.
In all skills each full number(interger) value increases your rolls by 1. Levels are capped at 20.
Alternatively you can spend the points gathered to tailor a quest/task. For instance you could spend 4 points to buy a chance encounter with a bard, who tells you of a secret tomb containing the Artifact of "Force Shield". Essentially you give me an outline of a quest and I fill in the details and run it.
Finally, for an increasing cost (1.0 for the first, 2.0 for the second, and so on) you can buy 'feats' which have a very wide meaning and needs to be nailed down.
The game will be using Aspects and Fate Points.
Please consult: http://www.faterpg.c...l/sotc-srd.html for additional ideas, the system explained below is just my interpretation, I am willing to modify that if the changes make sense.
An Aspect is a character Trait, for instance "Tyrant" "Coward" "Muscle-Bound" "Genius", etc. They are the traits that make up your character.
Using an aspect adds 5 to a single roll, or allows a re-roll on things covered by that trait (since I am doing the rolling please tell me when you are using a +5 BEFORE I roll.). For instance "Tyrants" would be better at intimidating people or commanding troops, or counting gold. "Cowards" would be better at running away/dodging attacks, etc. Either of these uses 1 Fate Point.
Aspects which have negative connotations, for instancy Tyrants being unable to show mercy, or Cowards who can't fight particularly well, gain 1 Fate Point when their aspect gets in the way. They actually have to get in the way to give you Fate Points, you can't simply start a fight with a mouse then not show mercy/be afraid of it.
If I intervene on behalf of an Aspect, aka you are about to let another party member walk free, but you are a tyrant, I will take over your character, but give you a fate point. If you then attempt to free them straight away you will be warned, if you persist lose all of your fate points. Freeing them later, when your character has had time to reflect, is fine.
Aspects are decided at the beginning of the game, 2 by you, and then 2 by another person(randomly selected) and 1 by me. Along with the 'Blurb' of your life, as explained below.
At the end of a 'bought' quest you can change 1 Aspect(Character Growth), or by spending 5 of your Fate Points a (randomly selected) person can replace one of your Aspects(Epiphany).
Plot Aspects, for instance 'Adept of the House of Tarsus' can be changed to reflect story development. Feel free to add these sorts of aspects in character creation.
Naturally extreme derpery when selecting other people's traits will result in someone else picking them...For instance selecting, for Mather "Afraid of Science" or "Mortal Phobia of Ice" for Retech. The Aspects you select for other people should develop the character based on what already exists.
The Blurb of your life should be just that. You write one to three lines on where you grew up, what you did as a child, etc (It is assumed everyone will be approximate 22-27). The person who choses your other aspects then writes what you did in the last 10 years or so. I then write what you did in the last two months or so, leading up to the present moment. I will take any comments you want into consideration.
...Simply I will add an event that causes everyone to meet up for one reason or another, as well as extricate people from any long term jobs they may have had.
You are level 1.0 in your magic/-mancy skill. This is set in stone and cannot be changed during creation. If you wish to not have magic then simply don't add this skill, you can choose a magic later, if you change your mind, but will start at 0.
You can select:
1 skill you are at 10.0 in. (46.9)
2 skills you are at 5.0 in. (22.8)
3 skills you are at 3.0 in. (12.6)
4 skills you are at 2.0 in. (8.4)
5 Skills you are at 1.0 in. (5.0)
(warning, convoluted/confusing rule system follows, using this is NOT advised.)
If you want to customise this list then 0.0-1.9 costs 0.1 per 0.1. 2.0-2.9 costs 0.2 per 0.1, and so on. The bracketed values are the totals for each catagory. This is only used in character creation. This should sum to 95.7. The highest level you can reach is 14.1 at 94.7.
I would give alot of leeway with Items, provided your backstory allows you to have them. Obviously be reasonable...If you were the assistant to Hiram Maxim, who died under mysterious circumstances, and left you his Maxim Gun then there will be fallout from that. Likewise if you are an Artifact Thief, hence you have 20 Artifacts, there will be a lot of fallout out from that. However all stories will have 'fallout', so don't ask 'How many artifacts can I have without getting fallout?' And don't be afraid of fallout. If you are a nobody, who never did anything with their life, and is basically boring as hell, then your adventures will be boring =P
Death usually resolves as a 20 minute timeout. If you break a law that would see you arrested for more than a month, then you are skulled. If you die while skulled you move 1 step along the permadeath route. Going 30 Minute time out, -10.0 Points(not skills) then Permadeath. So 3 strikes and your out.
Some useful Information and links:
Some useful skills: