This is the second draft of the Archmage Odyssey. I decided against the idea of “Ranks” because it created tiered progression that suggested too much a beginning and an end to the Odyssey. I felt that it might seem restrictive, rather than a tool. I must also confess that it became a little difficult to make 5 truly unique special abilities with no similarities or repeats, over 10 different Odysseys, that were balanced and powerful at all “ranks” and that evoked the flavor of the story sequence linked to its Rank. It was complicated to design and felt a little too cumbersome. Instead I decided to step Odysseys back as a “class” type mechanic and instead make it more a roleplaying tool. Each new Odyssey has a single perk attached, and then contains flavor text, 4 Achievements and 2 Hamartias. An Achievement or Hamartia is an iconic action or trope of the Odyssey, and they reward the player for doing things and making decisions that are “in-character” for the Odyssey. (The reward is a Destiny Point, which means nothing to you right now, but you’ll have to trust me that it’s worth it to roleplay your Odyssey.)
I also decided not to put combat abilities into the Odysseys, and instead to segregate those out to Perks. Anyway, below the break is the new Archmage. Still shaking things out of course, but I’m pretty pleased with it.
What more will I have to give up in this quest for power?
The Archmage is a character whose thirst for the arcane is unquenchable. To others his or her curiosity may appear normal and amicable, but however calm the Archmage seems, he or she simply cannot stop accruing – more knowledge, more power, and more secrets, regardless of the consequences. Sometimes the Archmage may stop and consider the results of his or her silent greed, but will he or she stop or slow down? Or disregard the dangers until his or her destruction? The Archmage is a being of excess, deep down in his or her silent heart.
COMPLEX MAGIC [Odyssey Perk]
Given time to concentrate, the Archmage can effortlessly perform potent magic.
Without action, you can add a Tap Mark to an Advantage related to your magic to gain an extra +1d6 on a test of your choice made during your next turn. If that roll exceeds its test difficulty, treat it as a success at the next highest difficulty.
•Discovery: When the Archmage uncovers information about a significant new monster, artifact or magic phenomenon previously unseen within the campaign, and thus gains cause to expound upon it at length to everyone’s chagrin.
•Puzzle: When the Archmage successfully disables a magic trap, overcomes a barrier, enchantment or ward, or otherwise solves a magic puzzle or obstacle; and then rubs the fact in everyone’s face, or poorly feigns modesty.
•Priorities: When the Archmage chooses to safeguard a relic, examine a script, scroll, carving or book mid-Event, obtain a treasure or secure some of his or her important property over helping friends and allies, much to their vexation.
•Counterspell: When the Archmage enters into a duel with an enemy magic user and successfully deflects an enemy spell (subverts an enemy magical Advantage, Asset or Obstacle), and brags about it ceaselessly after.
•Spiraling: You overreach when casting some of your most obscure and poorly understood magic spells, and lose control of your power. You fail a test and suffer the rating of the highest Obstacle you’ve incurred so far as Damage.
•Overconfidence: You underestimate your enemy or overestimate your chances, and as you haughtily rose, so do you incredulously fall. You fail a test and add a tap mark on one Advantage and on one of your Assets.