[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]

[HOE] Mixing Arcane Backgrounds



 
As a rule of thumb we're not supposed to mix arcane backgrounds. and that rule has kept me from be pestered as much about doing so by my players. However, I'm there's a chance I might relent next time, if the play has the right combo in mind. Here's the system I have going....
 

When mixing multiple arcane backgrounds you can’t expect to be at full strength with both sets of powers. Figure out how many powers you’d be allowed with each arcane background (be sure to count extra powers given by edges such as Additional Powers). Add all those up and divide by the number of arcane backgrounds your taking (this is called averaging boys and girls). Be sure to round down.

Example, Bill is making a doomsayer/junker. He has science: occult engineering 4, which gives him 4 junker powers. He has Faith: the Glow 5, which gives him 5 doomsayer miracles. 4+5=9. Now Bill divides by 2 for his 2 arcane backgrounds. 9/2=4.5 but we round down so it’s 4. The end result, Bill is allowed 4 powers, Junker or Doomsayer.

Also, to keep it balanced we have to restrict Edges. Consider it the sacrifice your character had to make to devote his time to studying two arcane backgrounds. If your hero takes an edge that enhances his performance with one arcane background, he must take an equal (or greater) amount of hindrances that weakens his performance with the other arcane background.

Example, Bill is still working on his Doomsayer/Junker. If he wants to take Child o’ the Atom for 3 points he’ll need to take an equal amount of Junker hindrances such as slip shod or unschooled.

You want to make sure that the powers work together tho, and wouldn't be too unfair, even if averaged. As a house rule I never let Templar or Anti-Templar mix with anything else. As marshal I have enough trouble with these crazed knights stealing the fire from all the adventures.

 

Dave