Giegue
2017-10-04, 12:46 AM
https://thoughtraid.files.wordpress.com/2016/04/joker-game.png?w=825
"Remember the golden rule: the one with the all the credits makes the rules."- Yuki Asuka, Kitsune Executive from Yuki Holdings.
In the far future, there is no power greater than the megacorps. While space empires fight for scraps of influence like hungry wolves, the megacorps grow rich from their conflicts, pulling the strings of all sides like a skilled puppeteer. It is no surprise, then, that the megacorps traffic in the magical as well as the technological. Despite this, while Wizards and Technomancers are easy to employ, divine spellcasters are often a hard to obtain asset for these megalithic companies. Due to their loyalties to higher powers and personal beliefs, Clerics and Mystics are often unwilling to work for companies that don't share their moral views, putting them at odds with the largely amoral and pragmatic megacorps. As a result, those megacorps have turned away from hiring out divine spellcasters and instead create their own, constructing powerful magical computer systems that can grant divine magic to the most influential, effective, and privileged individuals in their ranks.
Through their vast wealth and resources, these companies have reduced phenomenal cosmic power to being little more than a perk for fat cat executives, their spoiled children and any other employees that prove useful. They say that she who controls the credits controls the universe, and the Executive is the ultimate manifestation of that statement. Their privileged status affords them access to divine magic that they can wield through sheer force of personality, letting them use their rank, influence and wealth to literally control reality.
Executive Class Document (https://docs.google.com/document/d/17Iae7ZKeYajnrMOJpACbVu5yXnUthuOPW68e18cfzTE/edit?usp=sharing)
This class, while largely complete, is still an unfinished product. As it stands now, it is currently being playtested in a game that occurs every other sunday with a group of friends. Thus, as it stands, some abilities may be too overpowered or too weak...and once the playtest game gets more than 1 session under it's belt these unbalanced features should get balanced. That being said, this class is also desgined to work with the Starfarer's Companion by Rogue Genius Games, and thus utilizes many spells that where introduced in that book. Additionally, like the Cleric and Wizard from that book, it is a prepared caster, and thus it's balance level is meant to be around the same as those classes.
Also, note that this is entirely for my own campaign setting...so if you don't like the idea of corporations using magitech to make their own clerics, I totally understand. Just something I needed for my own world, so I decided to make it myself!
Either way, while this is being playtested currently, any suggestions/comments/feeback is still more than welcome!
"Remember the golden rule: the one with the all the credits makes the rules."- Yuki Asuka, Kitsune Executive from Yuki Holdings.
In the far future, there is no power greater than the megacorps. While space empires fight for scraps of influence like hungry wolves, the megacorps grow rich from their conflicts, pulling the strings of all sides like a skilled puppeteer. It is no surprise, then, that the megacorps traffic in the magical as well as the technological. Despite this, while Wizards and Technomancers are easy to employ, divine spellcasters are often a hard to obtain asset for these megalithic companies. Due to their loyalties to higher powers and personal beliefs, Clerics and Mystics are often unwilling to work for companies that don't share their moral views, putting them at odds with the largely amoral and pragmatic megacorps. As a result, those megacorps have turned away from hiring out divine spellcasters and instead create their own, constructing powerful magical computer systems that can grant divine magic to the most influential, effective, and privileged individuals in their ranks.
Through their vast wealth and resources, these companies have reduced phenomenal cosmic power to being little more than a perk for fat cat executives, their spoiled children and any other employees that prove useful. They say that she who controls the credits controls the universe, and the Executive is the ultimate manifestation of that statement. Their privileged status affords them access to divine magic that they can wield through sheer force of personality, letting them use their rank, influence and wealth to literally control reality.
Executive Class Document (https://docs.google.com/document/d/17Iae7ZKeYajnrMOJpACbVu5yXnUthuOPW68e18cfzTE/edit?usp=sharing)
This class, while largely complete, is still an unfinished product. As it stands now, it is currently being playtested in a game that occurs every other sunday with a group of friends. Thus, as it stands, some abilities may be too overpowered or too weak...and once the playtest game gets more than 1 session under it's belt these unbalanced features should get balanced. That being said, this class is also desgined to work with the Starfarer's Companion by Rogue Genius Games, and thus utilizes many spells that where introduced in that book. Additionally, like the Cleric and Wizard from that book, it is a prepared caster, and thus it's balance level is meant to be around the same as those classes.
Also, note that this is entirely for my own campaign setting...so if you don't like the idea of corporations using magitech to make their own clerics, I totally understand. Just something I needed for my own world, so I decided to make it myself!
Either way, while this is being playtested currently, any suggestions/comments/feeback is still more than welcome!