From: | Roger J. An ricker@********.com |
---|---|
Subject: | Final TechnoShaman Rules |
Date: | Wed, 11 Aug 1999 15:35:40 -0400 (EDT) |
finally started to finish up on some rules.
It's true that a techno-shaman could be a bona-fide munchkin if left
unchecked. So, we have formalized the rules a little more,
brought him a little more down to earth, and I think the techno - shaman is
more playable, upon your approval and further thought. Basically it is
just another tradition that has different geasa.
Upon consideration, we have decided that a techno-shaman would be more
plausible if he uses technology to enhance his magical spell casting
capabilities; something like fetishes and foci except his foci are not
made of purified radicals but lovingly crafted circuit boards and
transistors.
For example, he would use a portable trid projector to produce a very
realistic phantasm spell. Casting and sustaining the spell would become
easier (read: extra dice), but he would have to rely on the tech to produce
the effect (read: spell geasa, he would be unable to cast any spells
without his gizmos).
Other tech-magic combinations we've come up with are
mind-probe, along with a tricorder gizmo
barrier, using an electro-magnet
Imp. invisibility, with a portable ECM module
Increase Intelligence, with a "Thinking hat"
Heal, using a bio-med kit
fire-ball, using a flamethrower
Clairaudience, using one of those nifty listener devices (I don't know the
name)
Jump, with nifty flying boots
Anything else, please let me know I am eager to hear, no matter how silly.
Essentially, the devices augment the magic, and vice-versa. In some cases,
the devices may not even work without the aid of magic (i.e. thinking hat
and flying boots), but would be very technological nontheless, just for
effect. Other times, the magic enhances an already working thing, but
providing it with more power, improved precision, and enhanced duration.
The technoshaman will also be able to summons ghosts in the machines.
Suggestions?
Roger J. An