Outlaw Star type space opera/western
Oct 23, 2015 10:47:19 GMT -8
Post by Deleted on Oct 23, 2015 10:47:19 GMT -8
I am looking to start an Outlaw Star-esque game in Savage Worlds, utilizing the Sci Fi companion to deal with most of the mechanics regarding alien races and dealing with ship combat/upkeep. Tao Magic can easily be done with the current Arcane background: Magic and Grappler ship combat can be used when ships are in close proximity and the attacker has advantage. What I wanted to put before the committee was a possible way to make The Spell Caster pistol work within this setting. For those unfamiliar with the series or manga, a Caster pistol was a special gun that would shoot bullets (caster shells) that held magic spells and the mana necessary to activate them. In the series they are considered antiques, powerful and rare.
Their rarity due to the inability of new shells to be made (at least in the series) and variety of spell effects (they talk of 20 different types and the shells are referred to by number...not all effects were shown) make me shy away from standard Arcane backgrounds like weird Science. I am thinking about making it an edge to show that it is a special item but can be used up...much like a Rich or Geared up edge that provides a one time benefit. The spell abilities tended to be very dramatic hence the small quantity of shells at creation...I am still working out what kind of abilities those may have. Some that were shown in the series can be recreated using the powers in the core book (utilizing trappings for fiery explosions and electricity) while others will have to be custom made (one of the rarest/most powerful caster shells created a localized black hole for a fraction of a second, tearing anyone struck by it apart but also draining the user of some of his life force). I figure a Knowledge: History check may be able to identify the actual effect of the caster shell before use. Shells may be found randomly on planets/stations depending on history of place/technology and a proper streetwise roll.
Edge: Caster (Novice, Wild Card)
The character has found or inherited an antique Spell Caster pistol or Carbine (players choice) and a variety of shells. Roll 1d4+2 to determine number of caster shells. Roll 1d20 for each shell to determine the type. Casters are shot using the Shooting skill, have a rate of fire of 1, take one action to reload (each shell loaded individually), and a range of 15/30/60 for the pistol or 24/48/96 for the Carbine (2 handed -1 if shot one handed without bracing, snapfire penalty).
Thoughts? Advice? Is there another mechanic to determine type to denote rarity? Maybe a 2d12 with the more rare/powerful at the ends of the bell curve?
Their rarity due to the inability of new shells to be made (at least in the series) and variety of spell effects (they talk of 20 different types and the shells are referred to by number...not all effects were shown) make me shy away from standard Arcane backgrounds like weird Science. I am thinking about making it an edge to show that it is a special item but can be used up...much like a Rich or Geared up edge that provides a one time benefit. The spell abilities tended to be very dramatic hence the small quantity of shells at creation...I am still working out what kind of abilities those may have. Some that were shown in the series can be recreated using the powers in the core book (utilizing trappings for fiery explosions and electricity) while others will have to be custom made (one of the rarest/most powerful caster shells created a localized black hole for a fraction of a second, tearing anyone struck by it apart but also draining the user of some of his life force). I figure a Knowledge: History check may be able to identify the actual effect of the caster shell before use. Shells may be found randomly on planets/stations depending on history of place/technology and a proper streetwise roll.
Edge: Caster (Novice, Wild Card)
The character has found or inherited an antique Spell Caster pistol or Carbine (players choice) and a variety of shells. Roll 1d4+2 to determine number of caster shells. Roll 1d20 for each shell to determine the type. Casters are shot using the Shooting skill, have a rate of fire of 1, take one action to reload (each shell loaded individually), and a range of 15/30/60 for the pistol or 24/48/96 for the Carbine (2 handed -1 if shot one handed without bracing, snapfire penalty).
Thoughts? Advice? Is there another mechanic to determine type to denote rarity? Maybe a 2d12 with the more rare/powerful at the ends of the bell curve?