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The magics of doom
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Topic: The magics of doom (Read 1572 times)
Jarx
Member
Posts: 33
The magics of doom
«
on:
May 26, 2007, 07:22:36 AM »
Hello, I was thinking of talking more about Fatum but now with the light on magic.
If you havent read the topic, go read it first as it contains important info about as good as everything.
So what is magic?
In Fatum magic is lifeforce you've pulled out of your body by either meditation or rage that has taken form. With the lifeforce you've used you may defend yourself, attack with blades of lifeforce and so on.
Tell me what you think of this idea or give me some critique.
Jim
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Narf the Mouse
Member
Posts: 96
Re: The magics of doom
«
Reply #1 on:
May 26, 2007, 06:19:56 PM »
A link to whatever you're refering too would improve your clarity.
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Jarx
Member
Posts: 33
Re: The magics of doom
«
Reply #2 on:
May 26, 2007, 11:15:32 PM »
OK: heres the adress for the topic:
http://www.indie-rpgs.com/forum/index.php?topic=23794.0
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greyorm
Member
Posts: 2233
My name is Raven.
Re: The magics of doom
«
Reply #3 on:
May 27, 2007, 09:57:57 AM »
Quote from: Jarx on May 26, 2007, 07:22:36 AM
In Fatum magic is lifeforce you've pulled out of your body by either meditation or rage that has taken form. With the lifeforce you've used you may defend yourself, attack with blades of lifeforce and so on.
Tell me what you think of this idea or give me some critique.
Jim,
What precisely are you hoping for feedback on regarding this idea? Right now it seems as though the only feedback possible is whether the idea is cool or not, but the problem is that it is an idea like any other and both as good as and as bad as any other idea. Ideas are a dime-a-dozen, it's how you make them work that matters. Thus, there's no merit to discussing whether or not everyone else thinks the idea is cool or lame.
How well does this particular bit of color fit into the overall feel and nature of your setting and (more importantly) the game? How are these abilities handled mechanically? Those are the sorts of things meaningful feedback can be generated on.
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Rev. Ravenscrye Grey Daegmorgan
Wild Hunt Studio
Jarx
Member
Posts: 33
Re: The magics of doom
«
Reply #4 on:
May 28, 2007, 04:08:23 AM »
Well the theme in Fatum was to be in a Celtic manner. You know the deal, big men with bigger swords, axes and morningstars that can destroy a whole army. If you've seen the movie Merlin with Sam Neil, you sjould have an idea of the setting.
Mechanicly, however, there is two ways to perform, through meditation or rage, so you roll your Disciplin against the dificulty and if you suceed, no bigie. But if your using magic trough rage, you have to fail the roll, unless you turn it to "Now I really wanna blow that
fucker
up!", then it's also Ok, if you fail you lose control and might even kill your friends.
The rage and calm thing also have different effect on your corruption meter. The more you use magic, the harder it gets to withstand and in the end it takes over.
Jim
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Jarx
Member
Posts: 33
Re: The magics of doom
«
Reply #5 on:
May 29, 2007, 11:37:42 AM »
Playing on with the celtic theme, I've been thinking on adding some kind of druid, here it is taking contact with animal and nature spirit and make contract with them by blood. So in that way you can do the things like fireball. Is that something that fits or not?
Jim
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greyorm
Member
Posts: 2233
My name is Raven.
Re: The magics of doom
«
Reply #6 on:
May 29, 2007, 12:50:00 PM »
How does a "fireball" fit either the Celtic or "animal/nature based magic" theme of the proposed druid?
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Rev. Ravenscrye Grey Daegmorgan
Wild Hunt Studio
Jarx
Member
Posts: 33
Re: The magics of doom
«
Reply #7 on:
May 29, 2007, 10:23:20 PM »
OK, the fireball thingy might not fit, though the druid-inspired magic (if ya can call it that) is begging animal and nature spirits for help, to lend you power. The druid part of it is that you need to listen to the animals, the trees, the wind inorder to find the spirits and make a blood-contract with them. I only mentioned the fireball as that is a possibility to use, seeing that fire is part of the nature too. There are four types of nature spirits, Earth, Water Wind and Fire, all of them rule their element in some places as there might be some waterspirits in the lakes, but even more powerfull spirits in the great and mighty sea.
The animal magic is lending the strength of an animal, like the speed of a cheetah, the raw strength of the bear, the sight of the eagle etc.
Plus, greyorm, my question was if the druid-magic, not the fireball, fitted in the game.
Jim
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greyorm
Member
Posts: 2233
My name is Raven.
Re: The magics of doom
«
Reply #8 on:
May 30, 2007, 02:42:22 PM »
Quote from: Jarx on May 29, 2007, 10:23:20 PM
Plus, greyorm, my question was if the druid-magic, not the fireball, fitted in the game.
Ah, sorry.
Well, I'm not sure. I haven't really seen enough of the setting or theme to say if it fits or if it looks like a kitchen-sink addition (ie: something unnecessary, included because it is cool/must have/everyone else does it/etc). Do
you
think it fits the setting and expected themes of play? Yes, it fits. No, it doesn't fit. Go with that.
If, "No, but I want it to fit", then I'd suggest dropping it for now and working on some other aspect of the game to get some distance from the hawt-cool-new! idea feelings we designers get towards things.
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Rev. Ravenscrye Grey Daegmorgan
Wild Hunt Studio
Jarx
Member
Posts: 33
Re: The magics of doom
«
Reply #9 on:
May 30, 2007, 11:21:15 PM »
Actually, the celtic society had druids in their tribes, like the indians had shamans. So thats why I wanted the Druid-magic, as that was a big part of their lives.
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