Mar. 9th, 2008

vaxjedi: (Default)
Eleri and I have been talking about various RPG projects, so I started looking around the net for FUDGE resources since I was using FUDGE for Crystalpunk. Through that, I found a gaming system called FATE, which is free and based off of FUDGE. I like Fate quite a bit. So I've decided that I'll be shifting Crystalpunk to a FATE engine. It seems more suited to it.

Fate at http://www.faterpg.com. The company that is making FATE has been making for-sale backgrounds on the FATE 3ed engine, which hasn't been fully released yet. But I'm going to base my stuff off of what I like best about FATE 2ed And FATE 3ed.

Now I'll get into crunchy bits (some of it will even be cut-and-paste of things from the FATE website. As usually, none of this is set in stone and I am looking for feedback -even if it is "your ideas before were better! go back!"

Basic Mechanic )

Characters )

Character Creation )
vaxjedi: (Default)
The factions among the lightworkers are not strict by any means. While lightworkers do tend to find one another, there is no grand structure or dogma. In fact, there are a lot of lightworkers that follow a mishmash of beliefs (with a liberal helping of their own ideas) and work in small independant groups. That being said, there are some common types of lightworkers and well-known groups. This list is not exhaustive, and few of these groups are mutually exclusive.

Note, I am accepting suggestions for factions and groups. :)

Read more... )
vaxjedi: (Default)
As usual, looking for comments. Do these make sense as categories? Too complex? Too confusing?

The supernatural in Crystalpunk reflects the syncretism and diversity of the New Age movement. There is no One Magic. Rather, there are dozens of different flavors of supernatural ability, including: amazing fringe science, psychic powers, occult or mystic techniques, power invested by spirits, Masters or our Space Brothers, ancient scientific artifacts from the Lost Continent of Mu, etc.
Models of Supernatural Ability )

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