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Classic Archetypes Reloaded
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Clash957
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Joined: 04 Jul 2010
Posts: 227
Location: Tacoma, WA

PostPosted: Tue May 01, 2012 5:31 pm    Post subject: Reply with quote

RJack wrote:

Why not use the Spirit Touched knack from Last Sons? It's explicitly the official version of Tempest.


Was not aware that the edge was in Last Sons. You're right, it is exactly the Tempest Edge for Reloaded. Changed.

RJack wrote:

Alternatively, you could just allow hucksters who are Metal Mages to just take the Gadgeteer edge.

Something like this:

Metal Mage
Requirements: Novice, Arcane Background (Magic), Smarts d8+, Repair d8+, Weird Science d8+, at least two other scientific Knowledge skills at d6+
Effect: This works identically to Gadgeteer. The huckster may create gadgets using Mad Scientist available powers, with Mad Scientist trappings. These gadgets use the Weird Science skill to activate.


At first I thought this Edge might make Metal Mages too alluring for a player to make anything but, however; requiring the character to spend double skill points for pretty much the same thing should limit the Archetype like the idea keeping Hucksters and Mad Scientists viable and better in their chosen fields. I like it.

RJack wrote:

Throw in some alternate trappings for hexes (Bolt trapping becomes shards of metal, etc.), and I think you're most of the way there. The character can still cast hexes as a huckster, create mad science devices, and has some alternate versions of hexes. As a bonus, a metal mage won't overshadow a mad scientist by being able to do everything they can do (unlike the Classic version of metal mages).


Or how about this, the Huckster takes the Edge Metal Mage for the new trappings, and then your Edge re-named Thaumaturgical Diffusionist for the Gageteer power? Like this:

Metal Mage
Requirements: Novice, Arcane Background (Magic), Knowledge: Occult d6+, Weird Science d6+
The metal mage has learned to combine Hoyle's Hexs with Mad Science creating different trappings for the powers (Magic) they know. For every power (Magic) the character has, they may have a more mad science/technological bent to it. Example: Bolt becomes shards of metal to strike the metal mage's intended target or Soul Blast. The powers still work mechanically the same and the metal mage can still deal with the devil or use power points.

Thaumaturgical Diffusionist
Requirements: Novice, Metal Mage, Smarts d8+, Repair d8+, Weird Science d8+, at least two other scientific Knowledge skills at d6+
Effect: This works identically to Gadgeteer. The huckster may create gadgets using Mad Scientist available powers, with Mad Scientist trappings. These gadgets use the Weird Science skill to activate them.
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RJack
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Joined: 27 Jun 2006
Posts: 320
Location: Mad Zone, Wiskaton

PostPosted: Tue May 08, 2012 12:27 am    Post subject: Reply with quote

I don't know about your Metal Mage edge. I mean, it could work fine, and I don't see anything immediately wrong about it. Maybe someone else who's more familiar with Savage Worlds can give a better critique of it. Id just say that there already is a mechanism for getting alternate trappings for powers: take alternate trappings when you purchase the New Power Edge.

Maybe we'll see an official Metal Mage in one of the upcoming plot point books (probably the fourth one, since it includes Salt Lake City). Until then, as long as it doesn't seem terribly out of whack, you should be fine with your house rule.
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wanderingmystic
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Joined: 14 Jul 2009
Posts: 234

PostPosted: Tue May 08, 2012 2:54 pm    Post subject: Reply with quote

Personally I do not require a player to spend an edge just to re-flavor his trappings.

Right now I have a regular Huckster a Whaetly blood mage and a hexslinger all in the game I am running and each has trappings that are specific to the spell casting type but has some limits on spells that wouldn't fit.

I think that if a PC took Thamaturgical Diffusion they would get the trappings
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Clash957
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Joined: 04 Jul 2010
Posts: 227
Location: Tacoma, WA

PostPosted: Thu May 10, 2012 4:19 pm    Post subject: Reply with quote

Wanderingmystic you're right, I think it is the D&D3ed part of me that wants to force the character to have to spend two advances to straddle the line between Mad Scientist and Huckster by taking a not particularly powerful edge before getting the good one.

My reasons are:

(A) I want to ensure the metal mage is a jack of all trades in the world of Arcane Backgrounds and really never has the ability to outshine a dedicated Huckster or Mad Scientist, conversely can accomplish more the than either.

(B) Normally, I agree with whatever trappings the player wants to for their power, but in Deadlands, Hucksters get a big exception in my book. Huckster hexes should look a certain way to me, and because there are many people who know what to look for, I want the Metal Mage Edge to mix up it, and off balance those in the Occult know wondering if it is a strange mad science or black magic.

(C) I don't want players to go, "Well, it's only one more edge and it gives a whole bunch of cool new powers. Why wouldn't I make a Metal Mage instead of playing a regular huckster?"

(D)I want metal mages to be rare, but not so expensive that you would be a fool to play one. With the Metal Mage and Thaumaturgical Diffusion Edges plus needed both AB skills--Hexes and Mad Science--(and yes I know their called something else by the Reloaded book, but I like the old names better) its not so far that I wouldn't bewilling to make a metal mage.

The way I wrote the Metal Mage Edge basically doubles the powers the character has though by allowing them to have two sets of trappings. I think that is pretty powerful on its own.
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