Tuesday, March 7, 2017

The basics of my new setting Anibus.

This has been a setting that has been kicking around and evolving in my head for a while.  I have finally gotten up the proper amount of inspiration and gumption to start writing it down to share.
Anibus is a setting of infinite realities.  The universe consists of a massive nebula like cloud, called an ether sea.  The ether sea the setting takes place in is named  Anibus. Floating in Anibus are countless luminous orbs ranging from the size of a room to an entire world.  Contained in each orb is a self sustaining and unique reality.  Almost all realities are completely unaware that they are part of this giant network floating in a sea of etheric energy.  There are individuals in each reality that do know.  They have awakened their souls to the mysteries of Anibus.  In that awakening they have learned that all things are created of the ether. As a reward they can shape the structure of reality to their will.  There are many names for what these shapers of reality do.  The shapers of Earth call it magic.  In addition to casting spells, Shapers are able to sense the connections between realities.  With a little mental effort they are able to travel from one reality to another.
Well there was the elevator pitch.  I hope it was on key.  I know i know that pun was bad and out of line.  I am a dad i can't help it some times.
As you probably assumed the players will take on the role of Shapers.  i will work on some archetypes and get those posted later.  As for now character creation is pretty standard.  Create a human as per normal Savage Worlds rules.  In addition each player gains an arcane background.  The Arcane Backgrounds they can choose from are Magic, Weird Science (in this setting called Artifice), and Super Powers ( in this setting called Touched).
All powers in the core book and the fantasy companion are available to a shaper. If a player wants a power from another savage worlds book just run it by the GM if they want it included in their game.
Pretty much all three are used as written in the Savage Worlds Deluxe book. 
Artifice is not just related to newfangled science items.  It is more the act of imbuing items with magical power for you to release at your whim.  You could have a techomancer, a clockwork mage, an enchanter for example. Everything else is the same as written.  I also highly recommend using the edges from Slipstream to enhance the awesomeness of your artificer.  A note on the gadgeteer and its ilk edges.  These edges all require the AB: Artifice.
The Touched AB, represents characters that have an inherent connection to magic.  They may have been born with this ability due to some mystical portent on the day of their birth.  They were subjected a burst of magical energy and it left its mark on their soul.  They alo could have just one day woke up and went, "Look what I can do."  Touched works just as the AB: Super powers edge.
The AB: Magic is the only edge with some changes.  The major change is in regards to the backlash.  Mages out of all three Shapers that have those most direct affect on reality.  This direct conscious control has its cost.  Use the magic backlash rules as written.  In addition to that rule on a critical failure, a one on the wild and spell casting die then consult this list.
Clubs:   The Shaper some how caused a massive uncontrolled surge in etheric energy.  There is an explosion of energy in a large burst centered on the mage causing 2d6 damage
Spades: The mage and all his allies in a large burst template are shaken, which can cause a wound.
Diamonds:  The mage is able to control the surge of etheric energy, barely The Mage is shaken, which can cause a wound, but in order to keep the spell under control the mage must spend an extra power point for each rank of the spell novice is one and legendary is 5.  If the mage does not the required amount of power points treat this as if they drew a Spade.
Hearts:  The mage has channeled the influx of energy successfully.  The spell is cast as a success and a raise, but is shaken and takes 2d6 damage after the spell is cast.
Some setting rules from SWD
Joker's wild.  When a joker is drawn reality has favored the party.  Describe some sort of omen or surge or power.
Multiple languages
Critical Failures. This setting rule only applies to trait rolls involving spell casting.
Portals and traveling between reality.
All realities and everything in them are formed of condensed etheric reality.  The thickness of the shell of each reality varies. Some are thinner others thick. Each reality had a rating from 1 to 12. 1 is the thinnest and 12 the thickest.  The thickness of a reality determines how connected with the etheric sea it is.
1-4 magic is very present in the day to day lives of its inhabitants.
5-8 magic is rumored to exist and some people beleive it while others do not. Inhabitants that witness magic may rationalized it had a freak occur ancestors and deny it's exsistance. Others will belive what they saw and embrace it. Some may become afraid and either run or attack the mage. Earth falls with in this level.
9-12 magic is a rarity and is almost always treated negatively.
Now what do those numbers actually mean.
There are spots in the shell of reality where it thins. At these thin parts a portal to another reality appears. There are many theories what links two realities together no one knows exactly.
Portals are invisible at almost all times. During a specific time or situation the portal will become visible and open to all people. There are many stories of some stumbling into a portal and entering an alien world.
To a Shaper all portals are accessible at all times. If a Shaper passes a portal they can feel it's presence. On a successful spirit check the portal becomes visible. The Shaper then spends a power points equal to the highest realities thickness rating. More than one shaper may spend power points to open the portal.  The portal stays open roughly a minute or two.
The thickness also affects a Shapers ability to regain power points.
Ratings 1-4 Shapers effectively have rapid recharge. If they already have that edge then bump it up to improved rapid recharge. If they have that then they gain 2 power points every 15 minutes.
Ratings 5-8 it is treated as normal.
Ratings 9-12 they regain a power point every two hours.
I belive that will be everything for now. It's just a good base to start with.  Now I just have to work on a one sheet and some archetypes. Give me a couple days and I'll post it. I hope you enjoy.



“This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com. Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle makes no representation or warranty as to the quality, viability, or suitability for purpose of this product.”

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