I've got how game mechanics, (sombras que cortas, time travel, Protocols, ritual, etc.) will work in my head, but haven't had a chance to really test them.
As I try thing out and get a better feel for them, I'll post them here. I'd also like fellow gamers to jump in if they have anything to add or to shoot me down if I go way out there on rule logistics. I'm going to primarily stick to posting mechanics stuff rather than scenario stuff, as I know one of my players lurks here, (Hi Judi!) but I'd love to discuss session ideas as well, (just not mine until they're post facto!)
As it stands, I'm using vanilla D20 and using a variation on the Star Wars vitality/wounds system. I've added a couple things, and "Time Sensitivity" (i.e. the Faction's "Witch Blood" as a feat.
1st level characters are rolled up according to what they did before Faction recruitment. At 2nd level, (Which will be reached once the Little Brother/Sister has passed their initiation rite,) then they gain 1 level in "Faction Cousin" and the feat "Sombras Que Cortas."
So far, I've been playing it by ear how the shadow weapon works. I'm making players use the weapon as they would any other, (must succeed a "To Hit" with it,) but they get a surprise attack against most opponents, (save for those who have dealt with the Faction before, and know what to look for, and those who have previously made a successful Perception roll to see that something is odd about the shadow,) and the weapon ignores most armor and does extra damage, (I'm basing this on little Justine taking out most of a battalion of Sontarans without breaking a sweat in EDE and SP.)
I'm still working out how resiliant I want to make the ritual armor. I'm probably going to make it somewhat cumbersome and moderately effective against physical attack. In one of the interludes from the first two audios that was cut for length, Morlock mentions that it is rather effective., but I don't want to treat it as D&D full plate, because it's not. It will prevent some nasty things from wearing away at the players "Reality stat though, (Reality is an additional saving throw that I have added that is based on intelligence. This also works like Humanity in Vampire and Sanity in Call of Cthulhu, in this it goes nowhere but down. Lose all reality, and you can no longer directly effect the phyical universe. Come from exposure to "Deep Time" radiation, and repeated Faction time travel. The Loa demand more than just biodata sacrifice.)
Anyway, that's it for now. I have three new Faction agents to go and recruit. If you have anything to add, or just want to comment, feel free.
I'm also interested in trying to translate this in GURPS, and CyberPunk, (no necessarily the CP genre, which could work for certain Spiral Politic settings, but using the game mechanics. I LOVE the Cyberpunk system.)
-Dan
