One of my players is wanting to play a character who makes magic items for his team mates (norms). He knows he'll have to work towards it and that's okay with him, so I'm trying to accomodate him. Here's what I've come up with:
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Technomagic:
Advanced Metamagic (Requires: Anchoring, Quickening)
Technomagic is the art and science of creating spell casting items that even norms can use. This is a multi step process. To begin with, the technomagi must create a channeling system for the spell type he wants others to be able to use. Each different type of spell (ie. Combat, Illusion, manipulation) requires another channeling system. Each system will have a force rating (no higher than ½ the creator's magic attribute, rounded down) and a spell casting attribute (no higher than 4). After a channeling device is created, the technomagi must create expendable spells for the device. Each expendable spell will have it's own force rating (up to the technomagi's magic attribute). These will both use the “enchanting� skill from Street Magic.
Example: A technomagi wishes to create a Castor Gun (blatantly ripped from Outlaw Star, but I'm okay with that). His magic is 6 so he creates the gun (making the appropriate rolls and spending tons of money) with force 3 and spellcasting 4. It can only fire combat spells, and requires a shell for each casting of a spell. (Ie. If you wish to cast manaball 3 times, you must have 3 manaball spell shells, each shell may have a different force, and the gun mentioned above may only use up to force 6 shells.)
Drain will effect the user of the device. It will be resisted by Body + Willpower (I realize that this is a bit powerful, and definitely favors Trolls, but it seems easier and more logical than keeping track of what tradition made each individual device). If the person using the device is a norm, drain will be based off of force (of the expended spell, not the device), rather than force / 2, else drain will be calculated properly. If the force of the spell being cast exceeds it's user's magic rating (as it always will for a norm) the device will inflict physical drain, otherwise it will be stun drain.
Thoughts and questions:
There will be a karma cost associated with creating each spellcasting device (ie. the Castor gun). Should each individual spell item (ie. Manaball bullet) have a karma cost associated with creating it as well?
Physical Adepts are in the best position to use these devices, they have a magic rating but are denied spell casting abilities (thus benefiting more than spell casters / mystic adepts). Will this be over powering? Will it make traditional spell casters take a back seat?
Is there anything I'm missing? (Other than concrete rules such as "roll this + this, you need X successes, each roll takes X.")
Advanced Metamagic (Requires: Anchoring, Quickening)
Technomagic is the art and science of creating spell casting items that even norms can use. This is a multi step process. To begin with, the technomagi must create a channeling system for the spell type he wants others to be able to use. Each different type of spell (ie. Combat, Illusion, manipulation) requires another channeling system. Each system will have a force rating (no higher than ½ the creator's magic attribute, rounded down) and a spell casting attribute (no higher than 4). After a channeling device is created, the technomagi must create expendable spells for the device. Each expendable spell will have it's own force rating (up to the technomagi's magic attribute). These will both use the “enchanting� skill from Street Magic.
Example: A technomagi wishes to create a Castor Gun (blatantly ripped from Outlaw Star, but I'm okay with that). His magic is 6 so he creates the gun (making the appropriate rolls and spending tons of money) with force 3 and spellcasting 4. It can only fire combat spells, and requires a shell for each casting of a spell. (Ie. If you wish to cast manaball 3 times, you must have 3 manaball spell shells, each shell may have a different force, and the gun mentioned above may only use up to force 6 shells.)
Drain will effect the user of the device. It will be resisted by Body + Willpower (I realize that this is a bit powerful, and definitely favors Trolls, but it seems easier and more logical than keeping track of what tradition made each individual device). If the person using the device is a norm, drain will be based off of force (of the expended spell, not the device), rather than force / 2, else drain will be calculated properly. If the force of the spell being cast exceeds it's user's magic rating (as it always will for a norm) the device will inflict physical drain, otherwise it will be stun drain.
Thoughts and questions:
There will be a karma cost associated with creating each spellcasting device (ie. the Castor gun). Should each individual spell item (ie. Manaball bullet) have a karma cost associated with creating it as well?
Physical Adepts are in the best position to use these devices, they have a magic rating but are denied spell casting abilities (thus benefiting more than spell casters / mystic adepts). Will this be over powering? Will it make traditional spell casters take a back seat?
Is there anything I'm missing? (Other than concrete rules such as "roll this + this, you need X successes, each roll takes X.")