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View Full Version : Overlords VS Arcanum (WIP/Peach. I welcome all help)



Grimsage Matt
2012-07-06, 06:54 PM
Just got the basic set for Gurps, and have a idea for a campain. However, planing on making the "world" here first.

History

The basic premise is that it's always been historcaly identical to our world. Or at least appeared to be. Mages, depending on their affilation, would have been callwed wizards or priests throughout history, and it was subtle. Sure, a few got a big head and called themselves God-Kings or somesuch, but it was mostly the same as your history books.

But, some early gentics research that had a intrest in psionics research found something. Humanity has two types of genes. Active-ressive, and Latent-Dominant. All humans are potential psychics. Some however, let that go to their head.

In the early 1980's, a organization called the Overlords formed. Simmilar to the Brotherhood of mutants from the X-Men movies, they belived that they are the future, and "normals" should be cattle or killed off. Some have less extreme views, but even they see normals as a servent class.

However, they we're twarted in several of their plans by a agency that they had no idea off.

The Arcanum. The Mages Guilds. The old vanguard of magical power didn't like where the Psychic Overlords where going, so they took action. And they had a potent weapon in their arsenal. All Mages are Active psychics, but their only power is Anti-Psi. In the Rare cases that the Overlords dirctly confronted the Arcanum, they thought it was a rival group of psychics, dismissing all possibillity of magic.

However, in the summer of 2007, the Overlords completed their greatest victories so far.

Eroupe, America, Mexico and Asia are under Overlord control.

In Canada and Alaska, the Native Shamans and Arcanum magi put aside their diffrences and launched a massive assult on the Overlords, causing massive storms, lighting strikes and earthquakes.

The South American priests renewed old blood magic rites, and the Overlords were gutted and clawed under shifters and wild beasts, the very plant life of the amazon killing the invaders.

The African Shamans, they summoned the spirts of the land, ghost ancestors and massive sandstorms. Giant scorpions stung and tore apart those foolish enough to attack in the night.

The natives of Austrila called on the powers of the Dreamtime, and traped the invaders inside their own dreams and nightmares. The fears they had stalking them in broad daylight... never giving them a moments rest.

However, they know that the Overlords were only pushed back for a time. The Overlords power base must be broken, and while Psychic potential will grow, it must be guided in a way thet benifits the whole of mankind, not a select few.


Character Building

Everyone's a 100 point build, and everyone either has 1/2 power in all Psychic advantages, or 1/2 power in Anti-psi.

At least One mental disadvantage is sugessted (Roleplaying and what not).

If the campain is mostly in Overlord Controled territory, and you are a latent you have low status (-1 to -3) and have the social stigma disadvantage (Normal). If you have Anti-Psi, you have a Status of -4 and a extreme social stigma (-6 penalty, not -2).

Otherwise, As basic set.

Fractions

The Overlords- Psychic overlords. Have a conquest minded world veiw, and see normals as cattle or servents.

The Arcanum- The mages and priests. There are a lot of subfractions. Some are normals best friends, others are just as bad or worse then the Overlords.

The Normals- The latent population of the world. Everybody that isn't a mage or psychic.Will Edit things in. Also, need sugesstions

Grimsage Matt
2012-07-06, 06:58 PM
Reserved (Mostly for some Enemy types things)

Grimsage Matt
2012-07-06, 07:01 PM
General Magic
Psi/Magic
All humans are consiered to have a Power of 1/2 in all Psychic abillities execpt for Anti-Psi. If you have the Magery Advantage, you have Anti-Psi 1/2. Not enough to mean anything, but you can't get other Psychic abillities. The only execption is the Life extension skill from healing.

Ally group/Enemy
If you have the magery advantage, you have the Overlords as a enemy and the Arcanum as a ally group. There are a number of fractions in the Arcanum, and you also at least one of them as patron or ally.

If your a Rouge Mage (Don't want to be in the Arcanum), you get social Stigma (Non Arcanum Mage). However, the Arcanum is kinda easy to work in.

The Arcanum
The Arcanum is the general name for the many magical groups from around the world. These range from the Black Moon movement of eastern france, to Britans Ebon Staff magic police, to the Witches of Germanys Black Forest, the Sorcerers of the Left handed path in Russia, the Spirt Speakers of Africa, the Dreamwalkers of Austrilia, the Native shamans of Canada and the Wizards of the Universities.

The Arcanum rarely works as a whole, instead keeping themselves split into a large number of sub groups, or sub groups in sub groups. They might have addtional rules for them to follow, but the three basic tenets are;

1) Be subtle
2) Always share your research with another of the Arcanum
3) Aid other members of the Arcanum, within reason

Three Important Subfractions

The Vatican

The Canadian Magi

The Gate Magi

Grimsage Matt
2012-07-06, 07:02 PM
General Psionics
Psi/Magic
All humans are consiered to have a Power of 1/2 in all Psychic abillities execpt for Anti-Psi. If you have the Magery Advantage, you have Anti-Psi 1/2. Not enough to mean anything, but you can't get other Psychic abillities.

Mind Blade
Mind Blade is avilable, but it only works while the user is Astral, and only against astral targets. Makes sesne that you make a weapon made from your own will on the Astral plane, right?

Ally group/Enemy
If you have the Overlords for a Ally group, you gain the Arcanum for a Enemy. And Vice Versa.

If your a Rouge Psion (Have a Power level of 5+ in any of them and don't have the Overlords as a ally group) You gain the Overlords as a Disadvantage. If they convert you, you gain them as a ally group. You may also select the Arcanum as a ally.

Grimsage Matt
2012-07-06, 07:12 PM
Reserved (For some smallish towns/quest hubs/places of intrest that are friendly)

Canadian Hubs
Kekabeca-

Toronto-

Halifax-

Vancouver-

White Horse-
Austrilian Hubs

African Hubs

sdream
2012-07-11, 07:58 PM
Man I know I made a bunch of notes about an alternate history modern fantasy setting (I was focusing more on all the lost civilizations and empires that could/would have been preserved by the powerful supernaturals running them)... but I can't find them.

I do think maybe toning down the conflict a bit... make most folk unaware of the secret battle between the upstart Overlords and the Conservative Arcanum (or the fact that most mortal societies are in thrall to some supernatural group or groups).

It's been a long time, but I remember thinking of :
small indian nations as several of the states (assuming a better, equal relationship with the settlers, if the indian plague had been stopped by their great spirits).

Maybe some vampire run slave kingdoms in the south, long since covered in a gentile glass ceiling social caste front.

Definitely some Mayan/Incan empires going on in Central America not sure what supernatural groups would be controlling them.

Some Chinese Dragon Dynasties competing with heavy "people's republic" Overlords.

Tsarist Witch riddled Russia (with a strong Arcanum history) likewise struggling to contain "The Republic", started by Rasputin the great Overlord.

Oh, Holy Roman is obviously Arcanum main stronghold, and should probably have a wide range of allied supers and nations built up over the centuries. The revolution in France is another "people's movement" of the Overlords.

Evolved and advanced Werewolves in London of course.

Aha, now I remember another bit... werewolves and vamps (the blueblood high society) had formed a strong alloy in England. Early in their history a delegation of "Pale saints" rid ireland of their snake problem. (Slapped some Naga lords into line).

Grimsage Matt
2012-07-11, 10:39 PM
Will be using some of that.

And most regular people are just aware of the Overlords, they've been kinda obvious about the power grab. The Arcanum has been a lot more subtle, and is hidden. It's a shadow war. For now:smallamused:

The Indian's have a lot more power. Not quite equalsm but very close. And their shamans represent a good portion of the mystical healers in north america. They're liked.

The Vampires have Tranalvina. Neither the Overlords or the Arcanum have manged to get rid of them.

And ya, the Mayans/Incans/Aztecs are back:smallamused: And they may be Arcanum (It's a hold all catagory, fractionalized to hell and back), but they're very open about what they do. Also have lot of werecats.

Dragons are almost nonexistent. But they'red be some oppostion in china in that front.

The Russians drove out the witchs. They moved in with their sisters in the German Black Forest:smallbiggrin:

The Vatican. They only really have the city left. But you don't mess with the pope.....


As for britan, that looks good.

sdream
2012-07-12, 10:55 PM
Did you like the concept of Communist parties being Overlord (except in the Merkin (non-indian) states the McCarthy purportedly zealously anti-communist party can be Overlord, setting themselves up for perpetual "war emergency").

It can be red scare high political tension, and normal folks think their civilization is at stake (and they are more right than they know).

Other cool civilizations:

Sumeria (arcanum mages)

Wild west tall tales state (Giants and megafauna (think bunyan))

Also as for the states, the indian nations had a strong confederacy. If they sufferred a bit of plague reducing their numbers (but not the 95% apocalypse they actually sufferred) they might be willing to accept a bunch of newcomers and later incorporate them as new states.

You need a nice editable map with the ability to note it up.

Grimsage Matt
2012-07-14, 06:20 PM
Heres the First big Arcanum subfraction. It has 7 members:smallbiggrin: Big because execpt for the pope, each is over 3000 years old, and has a lot of experenice. Heck, they're not allowed to fight, as it could cause collaterall damage:smallbiggrin:

The Unseen Counsil

Sleeping Giant- Also called The Harbinger. Mightest warmage on the planet. Leader of the Four Horsemen.

The Pope- The Pope is the worlds most powerful master of divine magics. Can cover huge areas in healing and morale boosting magic.

The Warp Sage- Head of the Grim. Time and space are guidelines to him. Is said to exist in every timeline simalantiously.

Gia- Also called the Earth Mother. Mistress of earth based magic. Leader of the new Aztec state. A member of the Elemental Concord.

Amphitrite- Also called the Queen of the Deeps. She is the queen of water based magic. She is a member of the Elemental Concord.

Vulcan- Also called the forgemaster. He is lord of Fire based magic. His forge produces many of the enchanted weapons used in the war. He is a member of the Elemental Concord.

Boreas- Also called the Northern Scourge. His mastery is in air based magic, but his power over cold is legendary. A member of the Elemental Concord.