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From: Alfredo B Alves <dghost@****.COM>
Subject: Re: RM Tarot Mage in SR
Date: Wed, 13 May 1998 02:42:43 -0500
>Once upon a time, Alfredo B Alves wrote;
>>OK, I to port RM's Tarot Mage into SR (MC 23: :P~ ) so here's my
>first
>>attempt:
><snip>
>>Btw, Tarot Mages are from RM companion VII

On Wed, 13 May 1998 01:44:45 -0400 MC23 <mc23@**********.COM> writes:
> I was up to RMC IV when I sold off my books so I haven't seen what
a
>Tarot Mage is. Of course I don't believe everything can be ported over
>but some things can be done within a Shadowrun vein. It might be far
>removed in some case but it would be something new to be explored.
> If you could give some background on what a Tarot Mage is supposed
>to do I'll hazard some approaches.
>
<SNIP cool sig :) >
> I am MC23

heh heh companion 4 and 6 kinda sucked, 5 and 7 were good ...5 had the
Forcemage (manipulated the Basic Forces of Physics as a Magician did) and
7 had the Tarotmage (One of my Favorites)

Okay here's the descrip of Tarotmages from RM (their "Blurb" if you
will):
------Begin Quote------
A Tarotmage is a pure spell user of Essence whose power emanates from the
symbolic forms embodied in the tarot. Though rare, the Tarotmage can be
found almost anywhere, as he tends to wander the world in search of
enlightenment. He is trained in several crafting skills in order that he
may build the five symbolic items (the rod, cup, sword, and pentacle,
plus the tarot deck itself) through which his power is manifested.
Because the sword is an important tool of his profession, he is able to
master some basic combat skills more readily than the average student of
the Essence. The prime requisites for a Tarotmage are Empathy and
Reasoning.
-------End Quote-------
The DP costs are similar to a Runemaster (RMC2) ... some skill costs of
note:
Divination 1/2/* Crafting, Painting, Smithing, Wood Crafts 1/2
Level Bonuses:
Academic, Base Spell Casting, Evaluation (?), Arms Law Combat, Directed
Spells +1; General +2; Magical +3
All Spell lists require the creation of one of the five symbolic objects
(each a 10th level alchemical ritual) in order for the Taromage to cast
spells from them.
The Spell Lists Are:
Rod Magic (needs Rod, spells are mainly fire oriented [fire-bolt, fire
armor, etc ... though there is a fire bridge spell] or enchanting the
rod to be a spell adder or power multiplier)
Cup Magic (needs Cup, lots of healing spells here plus water bolt as well
as some scrying and a teleport spell)
Sword Magic (needs Sword, lotsa Combat related spells [Attack I-IV,
Blaade of Sharpness, Dancing Blade, ...] also enchanting the Tarotsword
for upto +25 at level 30)
Pentacle Magic (needs Pentacle, wierd stuff here, turning pentacle to
knife, throwing star, sheild, monetary units [1 x/day pentacle can
split into coin and pentacle] as well as that wierd symbol stuff)
Minor Arcana Magic (requires "number cards & face" of the Tarot Deck,
various spells related to the aspects associated with the individual
cards, the 50th level summons a "Tarot Mentor" which is kind of like a
spirit guide)
Major Arcana Magic (requires "aspect cards" of the Tarot Deck, various
spells which summon "entities" related to the aspects associated with
the individual cards [ie the Magician summons a magician, The Lovers
summons a female Healer and male Lay Healer, and The Hanged Man summons
a Magus] )
In the Tarot Of Many Teachings (don't ask, it's a complicated magical
item), the suits are matched as follows:
Rod with fire
Sword with air
Cup with water
and Pentacle with Earth
I tried to simplify things and worked from memory so I might not have
made the best choices for association ...also note that the Tarotmage can
use items made by someone else but his spells will be half as powerful
unless he makes his own ...

On spirits: For the most part, it seems pretty obvious to me that they
should summon elementals but the Major (and higher level minor) Arcana
Magic spells really seem to me to be Spirits of Man so how about pick one
of the Spirits of man and use its stats and call it Elemental Man? (hey
it's the 5th Element! ;)
If we had to go this route I'd say use the stats for Hearth spirits or
City spirits if the Tarotmage is a high grade intiate (say 7th
grade)...(btw, this means that for Astral Quests Tarotmages would have to
visit five metaplanes!)

Also, In a different post, I suggested adapting the Druid summoning rules
to Tarotmages...

Well there you go, That's the basis for em, whadya think?

D.Ghost
(aka Pixel, Tantrum)

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