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[Savage Dark Sun] Tinkerers

 
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BluSponge
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Joined: 13 May 2003
Posts: 1854
Location: Lewisville, TX

PostPosted: Wed Feb 20, 2013 8:45 am    Post subject: [Savage Dark Sun] Tinkerers Reply with quote

Hey all,

So one of the kids in my savage dark sun game is interested in playing something of an engineer/tinkerer. Now, I'm not the kind of GM who likes to tell players they CAN'T play something, especially not in this forum. So I'm giving some thought to how such a concept might fit into the setting. Right off, the magical artificer is right out. I just don't see a place for them in the dark sun setting. There is precedent for a "life shaper", sort of a biological mad scientist psionicist, but I don't think that's where this kid is looking to go (and I'm not a big fan of that concept anyway as it comes after my preferred era of the setting).

My time is a bit limited these days, so I'm curious what's out there already for savage worlds that might already fit? I'm looking for something "mad science life". Something that sockets right into the dark post apocalyptic fantasy of the dark sun setting. Any help would be appreciated.

Thanks,
Tom
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GranFalloon
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Joined: 21 Mar 2007
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PostPosted: Thu Feb 21, 2013 1:42 am    Post subject: Reply with quote

When I was toying with Savage Dark Sun, I rolled Elemental Clerics and Druid into a catch-all shaman that worked pretty much like a Weird Scientist, mechanically. Rather than inventing things, he would bind spirits into objects, and those spirits would produce the magic effects. That might be a place to start. Perhaps his character could be a Templar, trying new applications of the magic granted to him by the Sorcerer-King's power. If you want to get weird with it, maybe check out Monte Cook's Chaositech book for d20 (I'll post a link to a review at the bottom). Tone down the "technology aspect and you may have something cool.

http://www.rpg.net/reviews/archive/10/10210.phtml
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Blogotron
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Joined: 04 Nov 2008
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PostPosted: Mon Feb 25, 2013 1:11 am    Post subject: Reply with quote

As Faloon said, why not recolor the Mad Scientist as an Animist who is able to evoke the elemental spirits within an object to certain effects.

I also agree that I don't see this sort of character having a role in the greater society but rather a one off. In other words Elven tribes don't have Animists as a general rule. They might fit a niche very similar to a druid but exist in populated areas instead. The Templar for the Brazen Gambit book might fit this model as he was trying to reach the elemental spirit of Nibenay.

I really can't think of any rule changes I would institute.

I certainly would not allow a sort of Dwarven engineer character found in many clock or steam punk worlds.
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