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Gamuniga Novice
Joined: 23 Dec 2011 Posts: 5
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Posted: Sun Mar 04, 2012 5:43 am Post subject: [50F] Water mages |
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In 50 Fathoms water mages can "quench a crew’s thirst and heal their wounds." (page 20), and this is stressed in other pages as well. Essentially, they are seen as "life savers", and are welcomed for there powers - especially the one for creating water.
How you model, rules-wise, the fact that a water mage can create water and thus feed the crew?
I hastily made up a rule in the likes of: "each day you cast create water you can increase the provision stock of the ship if it is not already at zero" (to accomodate the fact that you cannot subsist on water alone). But i don't really like it that much.
I would like a simpler rule, one that does not entails keeping track of repeated castings of Elemental Manipulation to create water pint-by-pint (something that my players would be perfectly capable of doing).
Any ideas? |
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TheLoremaster Heroic

Joined: 27 Jun 2003 Posts: 1914 Location: Buffalo, NY
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Posted: Sun Mar 04, 2012 10:46 am Post subject: Re: [50F] Water mages |
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| Gamuniga wrote: | | How you model, rules-wise, the fact that a water mage can create water and thus feed the crew? |
I think the trick is in looking at what Elemental Manipulation does and how it interacts with the Hazard rules for Thirst. For 1 PP, a water mage can purify 1 gallon of sea-water and make it drinkable. That's 4 quarts, or enough water for two people (the mage and one other) to be able to keep hydrated per day. Spend 3 PP, and you've got enough for a party of 6.
Now if you want to keep a whole crew in drink ... hoo boy, that's an investment, but the cost of 1 PP = potable water for 2 people seems like a good baseline.
Ideally, a captain wouldn't want to rely on his water mage for fresh water, but in a pinch, I can see how it would be a life-saver to have one on board. _________________ "Your GM is metagaming ... and wrong!" |
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Poor Wandering One Veteran
Joined: 26 Aug 2008 Posts: 536
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Posted: Thu Mar 08, 2012 2:04 pm Post subject: |
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| And take in the fact that the 1pp = two people can be done whenever the mage has a spare bit of power and you can see how even a novice mage could be a life-saver on a long voyage. |
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Clint Site Admin

Joined: 13 May 2003 Posts: 16174
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Posted: Thu Mar 08, 2012 3:34 pm Post subject: Re: [50F] Water mages |
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I don't actually recall anything in the book specifically referring to water mages as "life savers" or that they are especially prized for being able to create water (certainly no more prized than healing wounds or controlling beasts of the sea).
That said, they might be seen that way, but not necessarily as a replacement for actual provisions, just as helpful if water runs out. If the mage was going to be the source of drinking water for a ship, then I might go with something like...
Provisions can be purchased at half cost, $1 for 2 points, but if an encounter occurs during the day, the mage will be down 1d4+1 PPs per 10 crew/passengers of the ship (round up). The mage must have a minimum of 5 PPs per 10 people in order to serve as the water source (or the ship must have multiple water mages).
So if a water mage is providing the water for a crumster on a full ship (20 total), then at the beginning of an encounter, he would be down 2d4+2 PPs to account for creating/purifying the water for the day.
If he was on a fully loaded galleon (70 total), he would have to have a pool of 35 PPs (typically only possible at Legendary Rank unless a Kraken) or divide the total with one or more other water mages. _________________ Clint Black
Savage Worlds Core Rules Brand Manager
www.peginc.com |
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ogbendog Heroic
Joined: 29 Jul 2004 Posts: 1913
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Posted: Thu Mar 08, 2012 4:44 pm Post subject: |
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I didn't realize that the fresh water cost money, but I guess that makes sense.
you could also save money buy buying food only, or maybe 1/2 full price provisions and 1/2 food only, then taking on water no small uninhabited islands.
nice excuse for an adventure. |
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Gamuniga Novice
Joined: 23 Dec 2011 Posts: 5
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Posted: Fri Mar 09, 2012 2:15 pm Post subject: |
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Clint, i really like your ruling - It's simple and effective, neither too burdening to the player nor too lax to the GM. I'll apply it in my game and see how it goes!
Thank you kindly for your support! |
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