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Magic-Noir (Pulp?) Hero


waiwode

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So it appears I have gone insane.

 

A month ago I started work on a Fantasy Hero game. Posted a bit about it in the FH forum. One of the critical elements was a number of distinctive non-elemental schools.

 

Then I bought Turakian Age. I wish I didn't. I liked it, but it derailed my thought/creative process for over two weeks. I've just finally gotten "back on track" though.

 

Now, however, I'm left with something that in no way resembles the original concept:

 

Some people, not many, have access to magic. For years it has remained sequestered, behindthe scenes, but the increasing urbanization of the world have brought magic-weilding cultures into conflict.

 

New York, the early 1930s. The authorities are backed by a formulaic Hermetic tradition with roots in the Freemasons, going back to King Solomon. Lots of wards and seals and talismans.

 

The mob uses "Black Magic". Learned in desperation by Sicilian rebels against the King of france centuries ago it has become a powerful tool of organized crime. And being a Made Man means something. Curses, fetishes, and some summoning.

 

The characters are a new faction, hard men struggling to protect their neighbourhood, men with access to a "new" magic, wilder, untamed, but with a great personal risk.

 

So. How crackers am I? Any thoughts?

 

Doug.

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Re: Magic-Noir (Pulp?) Hero

 

So. How crackers am I? Any thoughts?

 

Doug.

I like the sound of it. I'm a big fan of non-standard fantasy settings.

 

I second the above recommendation for 'Cast a Deadly Spell.' You might also check out Harry Turtledove's 'The Case of the Toxic Spell Dump' for a lighter take, but with some possibly applicable ideas.

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Re: Magic-Noir (Pulp?) Hero

 

You might want to check out the movie Cast a Deadly Spell.

 

Just watched the trailer. Neat!

 

I'm pretty sure I have Bloodshadows somewhere in the basement.. ...and if I remember correctly Bloodshadows isn't what I want. Something about it always just failed to impress me.

 

Doug.

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Re: Magic-Noir (Pulp?) Hero

 

True.The question I'm asking is-what sort of magic do the PC's wield?

(Gaming statistics please!)

 

Hey, I'm starting over here, gimme a bit! :)

 

Still undecided. First off, the NPCs. They'll get a small "low level" common grimoire, the kind of stuff every mage has. Then add the Masonic/Hermetic "College" and the Black Magic "College." I already have a pretty good collection of spells done up for those due to my earlier project.

 

The characters would have a third "college" of fixed effects. Basically if the Government is White and the Mob is Black the characters are Red, to put this in Final Fantasy terms. But there will be no "Blizzaga." No elemental attack magic.

 

The other extreme is give them a "cosmic power pool."

 

The middle ground for me is to create twenty or so "multipower slots" and let each player chose 3 to 5 of them for his character's magic multipower.

 

I still have time to ruminate on this, and as always, welcome input. (That's why I post on forums, instead of keeping it all to myself!)

 

Doug.

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Re: Magic-Noir (Pulp?) Hero

 

If you can hang on a month or so until The Ultimate Mystic is published, that will have a ton of usable spells and magic systems for this kind of campaign.

 

If that's not prompt enough, you might find something useful in Markdoc's online Ultimate Grimoire, particularly his "Sample Magic Systems" section.

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Re: Magic-Noir (Pulp?) Hero

 

If you can hang on a month or so until The Ultimate Mystic is published, that will have a ton of usable spells and magic systems for this kind of campaign.

 

If that's not prompt enough, you might find something useful in Markdoc's online Ultimate Grimoire, particularly his "Sample Magic Systems" section.

 

You're right, I may have to wait. That's okay, lots of work to do first/as well.

 

I've been to the link, and I found it useful when I was building my Fantasy stuff. May well find it useful again!

 

Doug.

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Re: Magic-Noir (Pulp?) Hero

 

True.The question I'm asking is-what sort of magic do the PC's wield?

(Gaming statistics please!)

 

They wield "coincidental" magic. Nothing overtly magical is allowed, but if they can justify the effect, they can get away with a lot.

 

For instance, Healing. Given a moment to "examine" a wound (their own or someone else's), they can discover that it wasn't as bad as everyone first thought it was. A heavy coat, a whiskey flask, etc. impeded the knife or deflected the bullet, etc.

 

Armor/Forcefield/Missle Deflection--the attack either misses entirely or does remarkably little damage even if it hits. As above.

 

Dispel Device--the bad guy's gun misfires, or he forgot to load it.

 

HTH or HKA or RKA attack: The character has a remarkable ability to carry concealed weapons or to'find" useful weapons in the strangest places.

 

Any "super-skill" bought with powers (there's a whole thread on the forums here somewhere describing a bunch of these).

 

This could be done with a multi-power, but I think it would work better with a (fairly small) variable point power pool, changeable on the fly. This would contrast (I assume) with the considerably larger but not as flexible multi-powers of the more traditional magical schools.

 

This style of play requires the players to think on their feet, but it's favorite because, well, I _like_ playing a game where I have to think on my feet this way.

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Re: Magic-Noir (Pulp?) Hero

 

They wield "coincidental" magic. Nothing overtly magical is allowed, but if they can justify the effect, they can get away with a lot.

 

Actually, with the exception of minor "cinematic" effects the magic will never be coincedental.

 

It will be gangsters chanting, and the Mob Boss's Rolls Royce Phantom I swarming in protective glowing sigils visible only to those with enchanted senses, and a demon manifesting out of the bloody horse head left at the foot of your bed.

 

It will be La Cosa Nostra Curses that render the stoolies words into the gibberish of "Speaking in Tongues," or that strike untrustworthy witnesses blind.

 

It will be unseen creatures in the fog and the Lanterns of Trismegistus whose brilliant rays destroy spirits. The Seal of Solomon binding demons into Lead urns, and long forgotten tomes better left lost.

 

It will be old German candle witches, Jewish kabbalists, and Gypsy fortune tellers dealing with drop-dead songbirds, femme fatales, rum-runners, bookies, G-men and mafia gunsels.

 

Doug.

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Re: Magic-Noir (Pulp?) Hero

 

Take a close look at this - a 'film noir plus magic' setting - pretty much exactly what the original poster required:

 

Niteside Dreams

 

Examples from this setting:

 

(1) The Mob ships contraband zombies into the USA from the Caribbean by the crateload, using them for sweatshop labour or grunt enforcers.

 

(2) Everybody has access to minor magical talismans and everybody uses magic to try and get an edge.

 

(3) Technological advancement eschewed in favour of magical research.

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Re: Magic-Noir (Pulp?) Hero

 

This is true.I have to say,however,that their ritual magic system was given a makeover in GURPS Spirits.Not only was the system made more customisable,but more Paths were added.(Paths are the equivalent of Colleges in the standard GURPS magic system).

(And I also recommend you check out GURPS Cabal as well.)

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  • 2 weeks later...

Campaign Guidlines

 

Got some more work done. Completed the "generic" spells, now I have to work on the Hermetic/Masonic Colleges and Cosa Nostra Black Magic, as well as Capelli's secret Atlantian School.

 

In many ways I allowed myself to be guided by the creator/GM of Savage Earth. Not 1930s or Noir, but very "barbarian pulp." Great site.

 

Morality 1 2 3 4 5 As a "mob" game about bad people being good, I expect things to get a little "dirty" from time to time.

 

Realism 1 2 3 4 5 Half world of magic and demons, half the depression/prohibition 1930s (of course, the prohibition wasn't repealed here).

 

Outlook 1 2 3 4 5 The characters are going to make out okay. The pressures will be enormous, but they'll have an ace up the sleeve (and 25-40 more character points than most people around them).

 

Seriousness 1 2 3 4 5 The game will be serious. As usual, OOC we will not be.

 

Continuity 1 2 3 4 5 Everything fits in.

 

 

Notes on Char-gen, posted to draw comments & criticism:

 

Characters will be 75+, but I'm going to recommend capping disads at 50 points. (And the players will be starting with a Bad Rep & Watched anyway).

 

A) Normal CHA Max are in effect.

 

B) STR over 10 cost double. (This includes powers like Telekinesis, but doesn't include strength for vehicles ... if the game had zoot-armoured gangster mecha it would, though!). Other than Combat Luck, this is a game without armour. I really want to keep Str damage in check... more on this later.

 

C) Modern Everyman skills. Works for the 30s.

 

D) Combat Skills (including Autofire, CSL, Defensive Manuever, PSLs, Rapid Attack, & Two Weapon Fighting) have an NCM of 10, after which they cost double. This is designed to slow "combat inflation" down, and make one-weapon specialization less attractive. (ie, Dirk Poignard buys + 4 OCV w/Colt .45 (8 points), + 2 vs Range w/Colt .45 (3), and Ranged Two-Weapon Attack (10). The total cost is 21, but the real cost is (21-10)*2+10 = 32.

 

E) Martial Arts (and there are only three: Boxing, Dirty Fighting, and Wrestling) cannot give more than a +2d6 damage bonus. The Cross in Boxing is the exception, at 3d6. Yep, it means I have to re-tool the Martial Arts. No rest for the wicked.

 

F) Wealth: As a simple conversion divide dollar numbers by 10. Wealth isn't really suitable for starting PCs. What's the point of lying awake at night, watching roaches climb the wall, when you can motion for Jeeves to get the Rolls and whisk you away to ther Waldorf-Astoria?

 

G) Combat Luck. Almost a prerequisite for the PCs.

 

H) Danger Sense, Simulate Death, and Universal Translator? Nope.

 

I still have a fair amount to do on Membership levels and Mage Talents. Sigh.

 

Doug.

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  • 4 weeks later...

Re: Magic-Noir (Pulp?) Hero

 

Done more work, the game planning is proceeding apace. Where I might jump in and just run it for most games, I'm taking my time with this one.

 

Doing a lot of spell design, guided by FHG & FHG II. Had to deal with the role of magic, and why it hasn't changed the physical world of the 30s.

 

Came up with this bon mot:

 

"It's a world where a man can make a carpet fly, but not one where he can make a flying carpet."

 

Essentially, it may be a focus rich world, but it will not be a magic item rich world. I'll toss in a couple of powerful ancient, and difficult to use relics, of course!

 

How well do you think this captures a design philosophy for a world's magic system?

 

Doug.

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Re: Magic-Noir (Pulp?) Hero

 

It makes some sense. You could also go with the caveat that magic isn't permanent. As it takes something out of the user (END), or it isn't the Natural State of Affairs, an object attempts to return to its natural state.

 

IOW, very powerful mojo is required to create a peranment artifact of magical nature. All that exemplies the mystic of the Ancient Items, too.

 

I still think this is a cool idea. Gangsters, Molls, and magic. what could make life 'mo betteh'?

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