ParanetOnline
The Dresden Files => DFRPG => Topic started by: beachhead1973 on December 31, 2011, 04:04:25 AM
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So I want to open up an avenue of development for a character growing inot his origins as a scion of Hephaestus; the god of the forge.
I got just the two ideas really for this;
A several-point cost "Power" which buys off the hexing catch for a wizard
The other idea I have less concrete ideas about; the concept of a sort of techno-mantic magic. but I really have very little idea how that would work; maybe to make broken stuff work or keep working? or maybe fillin the blanks of a not-quite-there gadget. Sort of a steam-punkish take on magic.
What do you guys think?
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Check out the super-science power (http://www.jimbutcheronline.com/bb/index.php/topic,25794.255.html) here on the board's custom power list. You could easily reflavor it from advanced science to magic so advanced that it begins to approach technology- though really I think it encompasses both of those anyway.
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You could always just use the existing crafting rules for magic and reflavor them. I ran a focused practitioner for a long time with Ritual (Crafting) who I described as an Artificer. He was always pulling random gadgets made from magic and clockwork out of his pockets.
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So I want to open up an avenue of development for a character growing inot his origins as a scion of Hephaestus; the god of the forge.
I got just the two ideas really for this;
A several-point cost "Power" which buys off the hexing catch for a wizard
You might be interested in this:Techno-Wizard [-1]- Tech friendly: The wizard gains +2 on Discipline rolls to prevent hexing.
- Practiced at working with technology: The wizard may choose to resist a compel with a Discipline roll instead of with a fate point. When doing so he does not gain the bonus above and must get a Legendary result.
- Can't break it: The wizard gains a -2 to intentional attempts at hexing technology.
The other idea I have less concrete ideas about; the concept of a sort of techno-mantic magic. but I really have very little idea how that would work; maybe to make broken stuff work or keep working? or maybe fillin the blanks of a not-quite-there gadget. Sort of a steam-punkish take on magic.
What do you guys think?
Other potential ideas: strength powers (smiths are strong), crafter only (no evocation, just thaumaturgy and work primarily through items), or change your evocation elements to tech-related themes (Engines, Computers, Structures, Projectiles, Crafting).
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You might be interested in this:Other potential ideas: strength powers (smiths are strong), crafter only (no evocation, just thaumaturgy and work primarily through items), or change your evocation elements to tech-related themes (Engines, Computers, Structures, Projectiles, Crafting).
The techno-wizard thing sounds pretty cool!