I and my players have been rather impressed with ArsM character generation and advancement system, although the setting doesn't fit our needs. We have sucessfully used the system for a historical non-magical campaign, and for a generic fantasy one with good results. The combat works well enough with Ordo Nobilis, and the magic is good and flexible, though a bit hard to manage it's power. Now I would like to run a whodunnit/CoC style game, and I really would like to use the Virtue/Flaw generation system, and and the ArsM skill advancement also fits my ideas better than any other system that I have seen. Slow advancement, training for skills, deadliness of combat, realistic things all around, guidelines for mystic powers - the system feels well suited for a modern dark fantasy, detective and horror genres. Of course, the setting is about as far from canon ArsM as it could be, but I really like the principles and would like to use it instead of d20 or GURPS or BRP. So, the following questions : Has anybody made or seen a Virtue/Flaw list tailored for more modern times ? Any suggestions for combat rules for firearms (skill + damage stress roll kind of fits my expectations for firearms, but that would need testing) ? For skills I already had prepared a list for a d20 homebrew game, using d20 CoC and d20 StarWars, and adding weapon groups, and have a feeling that it would work well with ArsM skill advancement, so Virtues/Flaws would be my main problem. Or should I scrap this altogether and some other AtlasGames product has already done all this ? Feng Shui seems way too overpowered for the feeling I want to achieve. Does Unknown Armies use the same character generation/advencement principles as ArsM ? If not, then I would probably like our group to stick with ArsM rules as they are universal and generic enough for that.
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