[Diaspora] Revolt on Antares hack #3 - psionics tied to Status, and how do you model Status anyway?

Kenneth Coble kmcoble at gmail.com
Wed Mar 24 23:44:24 MDT 2010


Bear with me.  In the Revolt on Antares mini-game, the heads of each
colonist House have powerful psionic abilities, and in my attempt to
hack it into a RPG setting I'd like to key in on this, with the notion
that the more of the 'royal blood' you've got, the higher your power
level will be.  I'd thought about just taking the notion of psionics
as written in the Diaspora rules as a Stunt that lets you swap a skill
for another skill, and just changing that wild-card skill from
Psionics to Assets.

My second idea was using it as is, and just saying that you can't buy
Psionics skill at a level above your assets without some explicit
Aspect ('Exiled Heir-in-hiding' or the like).  This version feels like
it allows for more, and more interesting, stories than the first one,
and also makes powerful characters (scions of the various Houses) have
to invest some real character resources in being both wealthy/powerful
and being hereditarily psionic instead of the cheap freebie of the
first idea

But both of these made me wonder - is just putting Assets as your Apex
(or close to it) skill sufficient to model the kind of semi-feudal
overlordship I'm trying to convey?  For people who aren't familiar
with the game I'm emulating, maybe a decent comparison would be the
head of a House in "Dune."  What's the thing on Duke Leto's character
sheet that lets us know he's head of House Atredies, and lets him act
as such in game terms?  Is it just Assets: 5 and an Aspect (Imperial
Duke)?  Should something as powerful as "Head of a powerful,
militarized Royal House" be a full-fledged Stunt? Or am I missing
something?  And how would we model someone further down the line of
succession?  What's on Feyd's character sheet, other than the Aspect
'Tiny Leather Underpants?'

Halp!



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