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kingofsouls Novice
Joined: 01 Jun 2011 Posts: 70
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Posted: Sat May 26, 2012 11:20 pm Post subject: Water trapping |
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One of my new players wants to use water magic. Not sure how that would work so anyone got any suggestions? I already have ideas for most of his spells.
Water Manipulation Dance (Elemental Manipulation - Water)
Novice
1 PP
Smarts X 2
Instant
A dance that manipulates Water. Can Conjure up to a pint of water within his sight. Can also purify a gallon of water (poison, salt water, etc)
Dance of the Mists Veil (Deflection)
Novice
2 pp
Touch
3 (1/Round)
A dance that creates a mist that surrounds the target. Attackers get -2 to their attack rolls against the target. -4 on a raise.
Dance of the Water Veil (Armor)
Novice
2 PP
Touch
3 (1/Round)
A dance that creates a veil of water to surround the target.
A veil of water (Cannot drown target) surrounds target. Provides cooling as well. +2 Armor against heat and fire. (+4 on a raise).
Dance of the Surging Tide (Stun)
Novice
2
12/24/48
Special
A dance that launches a sphere of water. The water sphere then erupts and stuns the targets in a Medium Burst template. If successful, all targets must make a Vigor roll or be shaken (at -2 if the caster raised the roll)
thinking the Dance of the Surging Tides would work better if the targets rolls Strength instead (because they are fighting the tides). Good? bad? Please comment. |
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Sitting Duck Legendary

Joined: 15 May 2003 Posts: 4603 Location: Podunk Junction, State of Confusion
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Posted: Sun May 27, 2012 6:47 am Post subject: |
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Healing is another power where water trappings can easily be applied. _________________ The rabbit is cuddly. Kids like little cuddly sidekicks. I mean... The rabbit... It's a time-tested... Okay, the rabbit bites.
Blog: http://sittingduck1313.livejournal.com
The Gamer's Codex Reviewer |
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Edgeworth Seasoned

Joined: 01 Oct 2007 Posts: 136 Location: Kouvola, Finland
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Posted: Sun May 27, 2012 8:05 am Post subject: |
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I think water's pretty flexible element to be used as trapping, especially if the mage can control it's... uh.. state of being. I mean, change it to mist, steam or ice. For example, Bolt can be used as a Water Gun (Does Non-lethal damage) or Ice Spike (Lower damage but has AP). Entangle could be Ice Beam or Water Snake. I'd check out some Water-type moves from Pokémon for inspiration.
As for your examples, I like them. Dance of the Waer Veil could be weak if your game does not really have fire- and heat-based weapons and attacks, and if that's the case, I'd use normar Armor rules, but add +1/+2 protection against fire and heat. If there's plenty Flaming Swords of Fire and fire mages around, it's just fine.
Dance of the Surging Tide should be against Strenght, in my opinion. After all, it fits the trapping and makes it stand out in the masses of Stuns. |
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farik Seasoned
Joined: 12 Mar 2008 Posts: 324
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Posted: Sun May 27, 2012 9:19 am Post subject: |
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| Do a google search for "avatar water bending" you can also check out the water mages from 50 fathoms. |
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Erpegis Novice

Joined: 24 Aug 2011 Posts: 71
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Posted: Sun May 27, 2012 1:36 pm Post subject: |
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| In a 50 Fathoms game I played a water mage whose bold was a blast of high pressure water. I used it in a chase in a town, and turned it into area attack using drains and pipes to attack the enemies from multiple sides. |
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Sushi Novice
Joined: 23 Jan 2011 Posts: 91
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Posted: Sun May 27, 2012 5:53 pm Post subject: |
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I think you've got the right idea.
The way I'd handle it, though, would be to let the player do the work of coming up with the flavorful names/descriptions and any trapping-specific alterations. Just make sure that any extra benefits from the water trapping are going to be counterbalanced in some way (or are so highly situational that it won't matter). |
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kingofsouls Novice
Joined: 01 Jun 2011 Posts: 70
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Posted: Wed Jun 06, 2012 11:24 am Post subject: |
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| Sushi wrote: | I think you've got the right idea.
The way I'd handle it, though, would be to let the player do the work of coming up with the flavorful names/descriptions and any trapping-specific alterations. Just make sure that any extra benefits from the water trapping are going to be counterbalanced in some way (or are so highly situational that it won't matter). |
Sounds good. But my player in question is new to RPing so....I was hoping I could help him out a bit there. To me, the trapping system is awesome yet difficult to get a good handling of it. |
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ValhallaGH Legendary
Joined: 25 Apr 2010 Posts: 4564
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Posted: Wed Jun 06, 2012 1:38 pm Post subject: |
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| kingofsouls wrote: | | But my player in question is new to RPing so....I was hoping I could help him out a bit there. To me, the trapping system is awesome yet difficult to get a good handling of it. |
Then maybe work with him, in the off time. I've been continually amazed at the creativity and cleverness of "noobs", especially compared to many of the RPG veterans I've played with. Like young children, they have enough imagination to go anywhere, and too few preconceptions to create barriers that don't really exist.
My advice is to sit down with your player and discuss some of what he imagines the water magic would look like, how it might interact with the world, and customize the trappings to fit.
Trappings are an awesome tool, and the secret to making them your own is both obvious and difficult: give them as much benefit as they have drawback.
Example bolt trapping: swarm of bees - the magus gestures and a summons forth a mystical swarm of bees to sting his foes. This bolt automatically strikes the least armored location (bypassing the target's armor), but cannot affect fully enclosed targets, such as those in bee suits, space suits, or heavy (total coverage) winter gear. This lets it beat Kevlar (a huge advantage over firearms) but lets a simple bee suit, or even heavy winter clothing combined with duct tape, completely negate it (both of which a firearm would completely ignore).
Good luck! _________________ "Got a problem? I've got the solution: Rocket Launcher."
"Not against a Servitor."
"... We're all gonna die." |
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archus Novice
Joined: 11 Jun 2005 Posts: 59 Location: New Mexico
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Posted: Thu Jun 07, 2012 9:18 am Post subject: |
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| Edgeworth wrote: | | As for your examples, I like them. Dance of the Waer Veil could be weak if your game does not really have fire- and heat-based weapons and attacks, and if that's the case, I'd use normar Armor rules, but add +1/+2 protection against fire and heat. If there's plenty Flaming Swords of Fire and fire mages around, it's just fine. |
Even if there were plenty of fire attacks around, armor only vs fire/heat is pretty weak unless it is dirt common.
I'd use the normal armor rules but have it +2 (flat) vs fire/heat and -2 vs electricity (or maybe no defense against electricity... depending on how common fire/electricity is). Or if there was some sort of elemental ascendancy wheel like water beats fire, fire beats air, etc; that could be used for what it is strong/weak against. _________________ Currently running: Deadlands (RL): "The Flood" |
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xxlgeeklord Seasoned

Joined: 21 Nov 2011 Posts: 249
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Posted: Thu Jun 07, 2012 10:06 am Post subject: |
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Have a look at the trappings in SWD and modify. There is a very appropriate sound trapping which says the Power is at +2 to be cast underwater, but at -1 to be cast anywhere else. Or the water attack drowns, forcing the opponent to roll Vigor or gain a level of Fatigue, but causing it not to work on anything which doesn't need to breathe/breathes underwater. If you look closely there is a points system a bit like the race creation rules in the trappings, and once you see it making trappings based on that becomes easy.
-$0,02 |
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