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Post by ericfromnj on Aug 9, 2014 11:53:05 GMT -8
Ok if doing a fantasy setting where mages cannot make willing contact with metal any suggestions on how much of a penalty I would need to offset when making a profession with this?
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Post by jazzisblues on Aug 11, 2014 16:54:19 GMT -8
If they won't make willing contact with metal, I would make it a major hindrance.
JiB
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Post by HourEleven on Aug 12, 2014 15:48:40 GMT -8
This is only sort of related, but your question reminds me of one of the most kickass game worlds I've ever seen.
Way back in the PS1 days there was an amazing game (work of art really) called Saga Frontier 2. Every single art asset was hand water colored and digitized.
In the world, everyone used magic. Everyone. You pulled it from every living thing. If you were cooking, you didn't use a knife to cut your vegetables, you used the innate magical force in a wooden stick. You didn't use an oven, you drew the fire out of charred piece of wood and directed the magic flame into the raw food. Metal was considered useless because it had never been alive and had no innate magical presence. There was the occasional metal hinge, but you didn't need hammers or nails even because you could magically shape the wood or clay
The main character is the first person born with no magical ability. He's the freak by not being a Mage. And he forges a big fuck off sword and starts stabbing mother fuckers. Forges a big suit of armor and becomes untouchable to their magic attacks. He then tries to conquer the world that mocked him for being a non-magical freak.
It was super badass.
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Post by ericfromnj on Aug 22, 2014 19:15:44 GMT -8
Hour Eleven, I remember selling that game back in my Babbage's days...
JiB, thank you. I was leaning around that but I lack much confidence in my "tweaking a world" skills (probably why I don't make a GURPS game...)
The metal allergy combined with the arcane edge will allow me to make a few different guilds of magic. Someone on a lark mentioned turning our LARP into a tabletop game...
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Post by savagedaddy on Aug 25, 2014 21:56:27 GMT -8
Ok if doing a fantasy setting where mages cannot make willing contact with metal any suggestions on how much of a penalty I would need to offset when making a profession with this? This is a fantastic idea! I see it as a racial disadvantage, more than a Profession or Hindrance. If it were me (and I've been accused of being a Dick GM) I would create a Human Mage Cultural Template, which grants them cultural abilities rather than the standard free Edge they'd normally get. Start with a free +2 Racial Ability equivalent to a human’s Free Edge. And add additional positive abilities offset with an equal value of negative abilities (see Savage Worlds Deluxe Making Races). The Free +2 Ability should be Arcane Background (Magic). Further +2 ability, for example, may be countered by a single –2 ability or two –1 abilities. I'm not sure what your fantasy setting idea consists of, but I would restrict Arcane Background (Magic) so the only way to gain powers is by playing a Mage! Here's my proposed Cultural Template for a Human Mage Race with ability values in parenthesis. If you add it all up, it equal +2 in the end, which makes it unique but not overpowered or unbalanced with other starting Wild Card characters. Racial Abilities: - Arcana (+2): Mages start with the Arcane Background (Magic).
- Intellect (+3): Mages start with a free d8 in Smarts and may
raise it to a d12+2 via normal advancement; the Expert and Master Edges may raise it to a d12+4. - Spellcraft (+2): All Mages start with a free d6 in Spellcasting.
- Mana (+2): Mages start with an additional +10 Power Points (20 total)
- Weakness (Metal): Mages are extremely sensitive to the mystical properties inherent in ALL metals.
- Contact (-3): Any part of their skin that makes direct
contact with metal causes an immediate level of Fatigue lasting 1d4 hours. Each round after that they must succeed at a Spirit roll or catch fire for 2d10 damage as a volatile target per Savage Worlds core rules.
- Weapons (-2): A
mage hit with an attack roll raise by a metal weapon must make a Vigor roll versus the damage. If successful, they take damage normally. If they fail, they suffer and additional 2d10 damage and catch on fire.
- Outsider (-2): Mages are generally feared and hated; they are treated badly and suffer -2 Charisma.
Just saying....
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