Kata Kariana

Crank, the Mechified, leaps into the air hundreds of feet, his gun arm churning out an endless barrage of liquid metal rounds. “Hail of Metal Death!” he shouts!

Saris, the Jevumm, crouches low, her claws digging into the stone courtyard. “Hurricane Roar!” she bellows and the blast of icy wind from her maw scours her foes out of the way.

Keracka, the Anakarix, senses the sudden attack. “Riddle of Iron Scales!” he whispers and the bullets bounce off his hardened skin without leaving a mark.

The characters in this campaign are going to gain special powers as the story progresses called Kata Kariana. Each character will have a theme which unites their own Kata Kariana. Beginning early on they will have few weaker Kata and as the campaign progresses they will gain new, more powerful, Kata and each Kata itself will increase in potency by levels. The Kata Kariana will be represented on a chart as part of the character sheet.

The best case scenario for the Kata Kariana is that they will be a collaborative effort between the GM and the player. Partly a process of discovery, partly about making meaningful choices, partly about planning ahead - I hope they will develop organically during the game. To begin with, the player should express some things to the GM about his/her character that will shape the Kata. For example: “In dangerous situations my character will mostly be concerned with their own safety.” Or “In combat my character would prefer to deal damage rather than protect the party.”

Then, and most importantly, the player should work with the GM during character creation to come up with a theme which will tie the Katas together. Example themes include: the element of Fire (or any other element), healing & restoration, my Gun Arm, my Giant Sword, storms, poison, psychic attacks, my Mecha, or animal summoning.

Kata Kariana do not have to be combat focused, though everyone will have a few powers at least that lend themselves to use in combat so that no one feels left out when a session goes that direction. They will be supernatural in nature, dramatic in style, and generally more powerful than abilities gained in other ways. The Kata are intended to represent abilities above and beyond the normal. People in the game world will be shocked when characters use them, and they will afford a significant advantage to the PC’s in many engagements.

Once the player and GM have come up with a good theme for the Kata. The GM will begin designing the powers, without revealing them to the player. This is where discovery comes in. During the course of the campaign characters will seek and learn more about the powers they are developing. Both story events and clever roleplaying will lead to further discoveries about the Kata. As a character learns about the Kata in game they may ask the GM questions about upcoming powers and have an opportunity to help shape that power, by choosing which paths to follow. At all times the GM invites player suggestions about interesting future powers.

When storyline and character development justifies it, the player will be allowed to purchase the next power in the chain. This is where the primary choice of the player comes in. Not only do they choose which direction along the chain to progress, but when they “purchase” the power they desire, they may do so with any of the three colored Never Gems. Using Red Gems to purchase a power will skew it toward aggression. Using Blue Gems will skew that power toward creativity. Using Green Gems will skew that power toward protection. Once a power is purchased the choice has been made and it cannot be undone. If a player is seriously dissatisfied by a choice they may talk to the GM out of game and something may be arranged, but players are encouraged to take even undesirable choices and turn them into roleplaying opportunities. Our choices are more meaningful if we don’t get to redo them infinitely.

Individual powers, once purchased, may be increased in strength by raising their levels. This can be done anytime the player has sufficient character points and never gems. Though storyline justifications are always encouraged.

Rain, the Biomade, lets out a mental shriek, “Thought Rending Wave!” Shards of psychic energy ripple out from her and every sentient being in the room collapses to the floor in agony.

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