Tranquil Background

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Tranquil Background

Postby theFictionaut » Mon Jan 11, 2010 11:53 am

One of my players just asked about the possibility of playing a Tranquil. Any thought on wether this can be done or will be sustainable in the long run?
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Postby YourSwordisMine » Mon Jan 11, 2010 12:03 pm

Nothing yet for sure. Officially anyway. Playing a Tranquil might be rather difficult... They are pretty much robots... All their magical ability, emotions and sence of self has been burned out of them... I got the impression they wont even try to defend themselves if attacked. So I dont know how good one would be as a player character.
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Postby jlhburnett » Mon Jan 11, 2010 12:09 pm

Playing an emotionally dead slave of the Circle certainly seems possible... though it's certainly not everyone's cup of tea. I'd be inclined to keep them as NPCs.

A tranquil PC, though, would probably have bonuses against (if not outright immunity to) possession and mind control, while suffering big penalties to Communication and it's related Foci.

I'm not sure what you'd do for classes. They obviously can't be mages. I can't really seeing them having the emotional "oomph" to be warriors. Although now that I think of it... a stone cold emotionless Tranquil assassin seems like a neat idea. ("The Circle sends it's deepest regrets at your termination and wishes to assure you that this is purely business." *SNIKT!*) So Rogue is a maybe.

Dammit, I've suddenly changed my mind of Tranquil. Those guys are scary.
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Postby Aldaris » Mon Jan 11, 2010 12:12 pm

Oh, they do have a sense of self, and they are extremely rational. So they would of course defend themselves. As one Tranquil in the Tower put it: "I would prefer not to die". They're basically like Vulcans, but with genuinely no emotions. Not even supressed ones. And from this lack of emotions also comes a lack of emotional motivation to do certain things.
So while it could definitely be cool to play one, it would be a challenging prospect for both the player and the GM.
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Postby Sathayorn » Mon Jan 11, 2010 12:17 pm

It would be kind of hard to get a tranquil to care about anything...
"The darkspawn ate your entire family"
"That is unfortunate, they will surely be mourned."
I don't know if I know anyone who could properly play one.
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Postby jlhburnett » Mon Jan 11, 2010 12:20 pm

Sathayorn wrote:It would be kind of hard to get a tranquil to care about anything...
"The darkspawn ate your entire family"
"That is unfortunate, they will surely be mourned."
I don't know if I know anyone who could properly play one.


That was the problem I was having too. However, i can see them operating "on assignment" or even "on loan" from the Circle. A tranguil bodyguard to a Circle Mage is an interesting idea.

Darnit... now I have to go write this up...
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Postby jlhburnett » Mon Jan 11, 2010 12:55 pm

Bam!

The Tranquil info (except for the last paragraph) was yoinked from the Dragon Age wiki.

I realize there is no precedent in the DA:RPG for assigning an ability peanlty, (or a +2 bonus, for that matter), but I could think of no better way to simulate the Tranquil's robot-like personality.

---------------------------

The Rite of Tranquility (involving the use of a magical brand made of lyrium) cuts off a mage's connection to the Fade -- they can no longer dream. As a side effect, their emotional center is utterly removed. One or both of these things make it so that demons can no longer possess them (it's not certain which). In the mind of one of the Tranquil, there is no passion. They keep to themselves, and, if asked directly, will readily agree that having the opportunity to live out a peaceful and useful existence is far preferable when compared to what their alternatives would have been.

If the Circle of Magi finds a mage too weak of will to survive the threat of demonic possession, making them Tranquil is considered an act of kindness. A large number of the mages who go through the Rite have never even shown a desire to be a mage in the first place, and once made into one of the Tranquil, they are completely immune to any of the mortal dangers they would have once had to face.

The Tranquil use lyrium to enchant items, providing the Circle its main source of funding. They have no innate resistance to its effects, but they possess a level of concentration far beyond a normal person's and thus are less likely to make a mistake while handling it.

Tranquil agents are occasionally sent out “on assignment” by the Circle to complete tasks where emotional involvement might compromise the mission. Tranquil warriors are sometimes assigned to traveling magi as bodyguards.

Tranquil
+2 Willpower
-2 Communication (Minimum of -2)
Choose One: Focus: Cunning (Arcane Lore) or Focus: Willpower (Self Discipline)
The Tranquil is immune to possession by demons or other entities of the Fade.
Choose Human or Elf
Speak the Trade Tongue
Pick Rogue or Warrior

Roll 2d6 twice, and consult the appropriate chart below.

Human Benefits
2 +1 Constitution
3-4 Read Ancient Tevene
5 Focus: Cunning (Historical Lore)
6 Focus: Cunning (Engineering)
7-8 +1 Cunning
9 Cunning (Evaluation)
10-11 Focus: Cunning (Healing)
12 +1 Perception

Elven Benefits
2 +1 Perception
3-4 Speak Elven
5 Focus: Cunning (Historical Lore)
6 Focus: Willpower (Courage)
7-8 +1 Cunning
9 Cunning (Research)
10-11 Focus: Perception (Seeing)
12 +1 Dexterity
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Postby Sathayorn » Mon Jan 11, 2010 1:11 pm

jlhburnett wrote:Tranquil agents are occasionally sent out “on assignment” by the Circle to complete tasks where emotional involvement might compromise the mission. Tranquil warriors are sometimes assigned to traveling magi as bodyguards.

I think Tranquil should still be mages... That's how they were trained, they just don't get any spells.
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Postby jlhburnett » Mon Jan 11, 2010 1:16 pm

That makes sense from a narrative standpoint, but it would really, really be unfair for the poor Tranquil PC. :)

My intent was to have the ability focuses in the background represent the Tranquil's mage training, while still freeing them up to play a useful class.
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Postby Sathayorn » Mon Jan 11, 2010 1:28 pm

jlhburnett wrote:That makes sense from a narrative standpoint, but it would really, really be unfair for the poor Tranquil PC. :)

My intent was to have the ability focuses in the background represent the Tranquil's mage training, while still freeing them up to play a useful class.

Ummm... If your PC wants to play a tranquil, they have to live with the fact that they're going to be useless...
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Postby jlhburnett » Mon Jan 11, 2010 1:49 pm

Sathayorn wrote:Ummm... If your PC wants to play a tranquil, they have to live with the fact that they're going to be useless...


If that's the way you want to play it. Personally I don't want to punish a player that comes up with an interesting character concept.

But y'know... different strokes for different folks. :)
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Postby caul » Mon Jan 11, 2010 1:51 pm

Sathayorn wrote:Ummm... If your PC wants to play a tranquil, they have to live with the fact that they're going to be useless...


Somehow I don't think the Tranquil are useless...or they wouldn't be made...
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Postby Jekias » Mon Jan 11, 2010 5:46 pm

caul wrote:
Sathayorn wrote:Ummm... If your PC wants to play a tranquil, they have to live with the fact that they're going to be useless...


Somehow I don't think the Tranquil are useless...or they wouldn't be made...


Tranquil are made pretty much to remove any chance that person has of being possessed by a demon from the Fade. Generally if they are deemed a possible threat as in they have a weak mind or the circle thinks they may be a Blood Mage (or become one).

I think also they may just tranquil anyone who seems to be outspoken to shut them up, and some other mages actually choose to become tranquil because they see their 'gift' of magic as a curse and they want it removed.
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Postby Sathayorn » Mon Jan 11, 2010 5:49 pm

caul wrote:
Sathayorn wrote:Ummm... If your PC wants to play a tranquil, they have to live with the fact that they're going to be useless...


Somehow I don't think the Tranquil are useless...or they wouldn't be made...

Tranquil are mages that are too weak minded to be be trusted not to allow a demon possess them, or ones too cowardly to go through the harrowing, nobody wants to be a tranquil, many consider it to be a worse fate than death... Except the Tranquil, who don't care.

It's like getting a lobotomy.

Why not ask your player if he just wants to play a sociopath - they're void of emotion too.
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Postby jlhburnett » Mon Jan 11, 2010 6:31 pm

Sathayorn wrote:Why not ask your player if he just wants to play a sociopath - they're void of emotion too.


If a player had a good concept for a sociopath that wouldn't disrupt the game, sure, why wouldn't I let him?

"Dark Fantasy" after all. :)
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Postby Sathayorn » Mon Jan 11, 2010 6:57 pm

jlhburnett wrote:
Sathayorn wrote:Why not ask your player if he just wants to play a sociopath - they're void of emotion too.


If a player had a good concept for a sociopath that wouldn't disrupt the game, sure, why wouldn't I let him?

"Dark Fantasy" after all. :)

You misunderstand - I actually wasn't being sarcastic for once, nothing wrong with sociopaths. I merely suggested it as an alternative to being tranquil.
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Postby jlhburnett » Mon Jan 11, 2010 7:14 pm

Ah! My mistake. Sorry about that. :)

The more I think about it, Tranquil offer some neat role-playing opportunities. At the risk of sounding like an RPG-as-Art Wonk (which I am) it gives the player the opportunity to explore the nature of humanity and identity.

Can a person really be a free individual without emotion or human connection? What happens if he runs into his mother, or an ex-lover? What if one of the other PCs is that? Can Tranquility be reversed? It's never been done before, but maybe that lost Tevinter library over there has some clues. There's one heck of a PC motivation (if not for the Tranquil, then for his friends)! Maybe he's on the run from the Circle, convinced that leaving would be "for the greater good." Are Tranquil property, wards of the state, or free citizens?

Man, I can't believe I'm saying this, but a plain old sociopath seems kind of vanilla compared to the spooky-magic-lobotomy of the Tranquil. (And I love a good sociopath!)

But no doubt... playing a Tranquil "properly" would be a challenge. I'm not really sure If I would do it myself, but damn if this thread hasn't given me some neat NPC/adventure ideas.

...now I just need my group to agree to play the darn thing.
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Postby Jekias » Mon Jan 11, 2010 7:46 pm

jlhburnett wrote: Can Tranquility be reversed? It's never been done before, but maybe that lost Tevinter library over there has some clues. There's one heck of a PC motivation (if not for the Tranquil, then for his friends)!


Good luck doing that, once they are tranquil the impression I get is that actually like it. It would be interesting trying to fid the 'cure' and then trying to convince them it is a cure in the first place - the act of being made tranquil may be seen as the cure instead? Some very interesting roleplaying exercises there!

Something else though you may want to factor in is that because they are Tranquil they have the ability to fold Lyrium like the dwarves - the first tranquil you meet in the CRPG tells you he does exactly that and he enjoys it. Note that Sandal is kinda zonked out like a Tranquil is as well (stretching it here a little maybe).
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Postby Sathayorn » Mon Jan 11, 2010 7:56 pm

jlhburnett wrote:Ah! My mistake. Sorry about that. :)

The more I think about it, Tranquil offer some neat role-playing opportunities. At the risk of sounding like an RPG-as-Art Wonk (which I am) it gives the player the opportunity to explore the nature of humanity and identity.

Can a person really be a free individual without emotion or human connection? What happens if he runs into his mother, or an ex-lover? What if one of the other PCs is that? Can Tranquility be reversed? It's never been done before, but maybe that lost Tevinter library over there has some clues. There's one heck of a PC motivation (if not for the Tranquil, then for his friends)! Maybe he's on the run from the Circle, convinced that leaving would be "for the greater good." Are Tranquil property, wards of the state, or free citizens?

Man, I can't believe I'm saying this, but a plain old sociopath seems kind of vanilla compared to the spooky-magic-lobotomy of the Tranquil. (And I love a good sociopath!)

But no doubt... playing a Tranquil "properly" would be a challenge. I'm not really sure If I would do it myself, but damn if this thread hasn't given me some neat NPC/adventure ideas.

...now I just need my group to agree to play the darn thing.

The tranquil character does seem like a neat idea, but you shouldn't worry about trying to balance it with the other backgrounds, it is really best left for NPC's only, where you could make it not quite as battle ready as a warrior, not have the perks of a rogue and so on. You could even work it out to be a family member or ex-lover of a willing player if you wanted to.

If a player wanted to play one I would have to suggest the first level being as a mage, but possibly changing the progression of a tranquil mage to be less useless as it gains experience, maybe allow it to choose any talents it wanted to (except the magic talent) learn more weapon groups and so on.
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Postby theFictionaut » Tue Jan 12, 2010 2:37 am

Surely you don't hobble players with good characters giving them a 'useless character'?

If I'm right in my understanding the Tranquil is seen as a kindness and rather than sending certain mages to guarantee die, be lost and tormented in the fade via a harrowing they are saved from that fate?

Codex then seems to suggest the Tranquil then are forgers of mystical goods and equipment. That would be a pretty cool specialization. I'm inclined to agree that the background then leads to a rogue(most likely) or warrior background.

I can see it will not be everybody cup of tea as a character but two players came to me wanting to create two mages, one who would eventually pass his harrowing one who was given the Right of Tranquility after covering for a hijink that went wrong in their apprentice years. Both of them now think they are looking after each other. One wracked in guilt the other, a promising mage eerie and spooky, cut from his path as a talented mage.
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Postby Sathayorn » Tue Jan 12, 2010 2:57 am

theFictionaut wrote:Codex then seems to suggest the Tranquil then are forgers of mystical goods and equipment. That would be a pretty cool specialization. I'm inclined to agree that the background then leads to a rogue(most likely) or warrior background.


You seem to be missing the fact that all tranquil were trained as mages, it's really all they are, warriors and rogues possess different talents because of the training they received - I'm not saying that a tranquil couldn't learn how to fight or pick locks, I'm saying they should be able to learn all talents because of their ability to focus and concentrate, a special class progression should be made for them, but unfortunately, their years of mage training is what they should start the game with, and that is really all lost when they're made tranquil.

You mentioned you were making origins for all your players... How does the tranquil all of the sudden know how to use light blades and bows, learn to back stab, and so on, simply by undergoing the rite of tranquility? (And why does he get tougher?)
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Postby theFictionaut » Tue Jan 12, 2010 3:34 am

I'm not missing that fact. I'm asserting a more important fact that a Gamesmaster's job is to ensure people have fun! If someone comes to you with a great RP character and you crap all over them for it its pretty poor Gamesmastering.

If the Circle of Magi finds a mage too weak of will to survive the threat of demonic possession, making them Tranquil is considered an act of kindness. A large number of the mages who go through the Rite have never even shown a desire to be a mage in the first place, and once made into one of the Tranquil, they are completely immune to any of the mortal dangers they would have once had to face.

The Tranquil use lyrium to enchant items, providing the Circle its main source of funding. They have no innate resistance to its effects, but they possess a level of concentration far beyond a normal person's and thus are less likely to make a mistake while handling it.


So we also know from the game that mages who go through the right of Tranquility perform a function, and an important one. It is not hard to consider they could also be messengers (rogues) or 'witch finders' (warriors) working with the Templars hunting Maleficar would be pretty useful.

The box, small and perfectly formed as it is is limited and I encourage players to think outside it.
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Postby jlhburnett » Tue Jan 12, 2010 4:54 am

I'm working under the assumption that a first level Tranquil didn't go through the Rite of Tranquility just a few days ago. After the Tranquil "failed" their apprenticeship and went through the RoT, the Circle would have switched their training to something different--warrior, rogue, NPC craftsman, etc.

A Level 1 Tranquil may have had a few years of training with swords, armor, and whatnot. Their previous mage training is represented by the Arcane Lore, Research, and other focuses.

That was my intent anyway. ;)
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Postby Witchfinder » Tue Jan 12, 2010 8:21 am

A mage without spells is essentially what a Tranquil is. However, many of the Tranquil are employed in the creation of magical items, AKA: Enchantment. I assume that this will be introduced in a later set, and would be something that such a character would take in lieu of spells.

I can't see the attraction really, other than wanting to be different for being different's sake. Same goes for players wanting to be a Mabari war-dog.
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Postby jlhburnett » Tue Jan 12, 2010 8:39 am

Well, to be fair, the only Tranquil we've seen in the game have been more-or-less shopkeepers. I wouldn't want to play one of them either.

I admit that even assuming the possibility of warrior or rogue Tranquil is stretching (if not outright bending, folding, and breaking) cannon.
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