Ever since the secrets system was introduced I've thought of ways to modify them to achieve some practical effects:
- More book variety: right now, 95% of books either contain the great and terrible secrets of the nature of life and death, or else are talking about the books that contain the great and terrible secrets of the nature of life and death.
- More historic variety: the positions that necromancers hold in history as powerful, self-motivated individuals is very interesting and shouldn't be limited to one kind of bad guy.
- More enemies for PCs- forts or adventurers.
- More abilities for PCs to make use of (trapping an alchemist and supplying him with lead bars might be very fun, as would finding a pyromancer tome)
So with that in mind, here's what I'm planning:
-New Secrets:
=Philosophy:
A basic concept, these are wandering philosophers that will write long rambling philosophical texts, and counter texts, and counter-counter texts. They would be interesting as just background historical features and don't need to have special effects, which would make them good proof-of-concept dudes. Importantly, they won't dispise all life. I'm not sure if they will try to build towers or not; ideally they would live in towns like anyone else but just wandering should be fine too.
=Prophets:
If you want to make a distinction, Prophets could effectively be Philosophers except exclusively divinely(/demoniacally) inspired. The ability to conscript living cultists (unlike zombies) and raise towers (temples, if you like), would make them interesting, especially if they aren't automatically OPPOSED_TO_LIFE.
=Pyromancer:
[IS_SPHERE:FIRE]
[IS_SECRET_GOAL:FIRE]
[LIKES_SPHERE:JUST_GUESS]
I'm assuming that these both use the regular spheres. Pyromancers would gain immunity to fire and at least firebreath, if not other abilities such as remote ignition. They, unlike Necromancers, are not unaging nor self-supporting.
=Alchemy:
Would have the targeted ability to set the material of items to others- capable of turning metals to gold, and flesh to stone. Not sure how doable this is, but some reactions can be done along these lines I'm sure. Again not naturally immortal. I'm wondering how to make use of this guy in a historical sense.
=War Mastery:
Supernatural battle prowess; the books use terms like "tactics" or "ambush". War Masters get stat boosts and longevity, but aren't immortal in any way. They also get great ability to learn and teach armed combat skills.
=Martial Art:
Unarmed combat equivalent of the above. I'm not sure how smart history figures are at using unarmed combat if they're best at that. I just think mystical easternish monks getting into historical battles would be nice. They could be unaging, which seems to fit monks.
-Change Necromancy:
Make it spread slightly slower to counter the immortality effects, and make raising corpses less effective somehow- perhaps corpses still fall apart at about the same speed as an ordinary living person? Just something to keep the numbers down so that hunting down a necromancer doesn't involve one turn of getting gummed to death by 3,000 zombies.
So what I need to know is, is this impossible? Would simply copying dragon fire breath to Pyromancers work? And can reactions like the Alchemist's abilities be done? Oh, and what does the [IS_SECRET_GOAL:] tag accept as arguments, and what does it do?