Ideas for Mage?

Supplement ideas, house rules, homemade stat cards, homebrew weapon types, and other cool variations

Moderators: warman45, Rev. Sylvanus

Ideas for Mage?

Postby Evil Emperor » Sat Feb 16, 2008 1:50 pm

I kinda like to play medieval Battles, and i like the idea of getting a mage into my army. First of all i don't like the 2001 supplement rules and i had some ideas for a mage but.... its not perfect. So I need some Ideas for my magic

My Ideas are
A Mage with a Ker Table to determine which spell he is casting. There some spells which are very bad for the mage like he is exploding in a gigantic post apocalyptic detonation. And he has to use this Ker Table every Turn

But the Problem is that Ker Tables are complicated

Second Idea was kind of a magical feat.... like a heroic feat... responding to a wizzard cliche

And i would like to give them something responding to the cliche
You shall not pass: Once per game the Mage can destroy a bridge
Magic Missiles: 1d3 short range Weapons Attack

But i need some negativ cliches but my head is emty....
This is stupid! This is sick! You can't do this in the real world!
So What?
Nothing its just so cool
User avatar
Evil Emperor
Champion
 
Posts: 14
Joined: Tue Feb 05, 2008 6:53 am
Location: Austria (Land of the Speckknödel) Vienna

Postby IVhorseman » Sat Feb 16, 2008 2:39 pm

where'd you get a d3?

Honestly, the best idea i can give you is just to give them magical feats. treat it just like a heroic feat, and according to cliche. if you've got an evil mage, he can cast fireballs and summon bats, but you're not gonna see the rainbow ray come anytime soon.

as for negative cliches, i'd just say screw it and give them slower movement and lower armor values. you could also have an old age bonus, which would give +1 to feats but be -1 to movement and armor.
User avatar
IVhorseman
If she don't want the brick, she won't get the dick
 
Posts: 6349
Joined: Tue Dec 11, 2007 10:12 pm
Location: The Abyss

Postby Carda » Sat Feb 16, 2008 2:44 pm

They do make d3s, although an easier method is to flip two coins. Two heads, two tails, or one of each. Not the same probability as a real d3 (in fact, you're twice as likely to get one of each as you are a pair, unless my math is mistaken), but close enough for BrikWars.
Bravo 13th: A Lego webcomic

http://lessthan3.netraptor.org/bravo13th/
User avatar
Carda
Officer
 
Posts: 139
Joined: Sun Dec 30, 2007 8:57 pm

Postby Moronstudios » Sat Feb 16, 2008 2:49 pm

IVhorseman wrote:where'd you get a d3?

You roll a d6;
1 or 2 = 1,
3 or 4 = 2, and
5 or 6 = 3.
It's that simple.
Looking for Vancouver Island players: http://www.brikwars.com/forums/viewtopic.php?t=1194
User avatar
Moronstudios
Mega Blok
 
Posts: 1382
Joined: Sat Dec 08, 2007 12:50 pm
Location: Vancouver Island

Postby Blitzen » Sat Feb 16, 2008 5:14 pm

Or roll d4 and 4 is reroll. Or roll a curvy-sided d3.
Image
Often, literally, a pillow fight but may include similar situations like volleyball, particularly when wardrobe is skimpy and the action is bouncy.
User avatar
Blitzen
Distinguished Owner of the English Language
 
Posts: 1897
Joined: Tue Jan 01, 2008 5:17 pm
Location: Toronto, Ontario, Canada

Postby Olothontor » Sat Feb 16, 2008 5:46 pm

Mages are really quite simple (if you're me, who's gotten so used to using the Sp supplement). And I'd suggest just that: The Sp Brikwars Supplemental Rulebook (scroll down to the bottom of the page). Flip through that, and you'll find mages are a rather expensive concept, but really cool when done properly.
"In a mad world, only the mad are sane." - Akira Kurosawa
-=[ Visage ]=-

Image
User avatar
Olothontor
Clown-Face Bologna
 
Posts: 2484
Joined: Fri Dec 14, 2007 9:29 pm
Location: Lounging in a commercial Starliner of his own design.

Postby Almighty Benny » Sat Feb 16, 2008 6:08 pm

I really like the magikal feat idea. But I think there should be some sort of system to regulate magikal power. If mages can just ignite half the battlefield every time they roll a 6, things could become very unbalanced. Perhaps pips/beads/marbles are in order?
Image
I said "no" to drugs, but they just wouldn't listen...
User avatar
Almighty Benny
Galidor
 
Posts: 1144
Joined: Thu Dec 06, 2007 12:40 pm
Location: Connecticut

Postby Foggy » Sat Feb 16, 2008 11:20 pm

Almighty Benny wrote:I really like the magikal feat idea. But I think there should be some sort of system to regulate magikal power. If mages can just ignite half the battlefield every time they roll a 6, things could become very unbalanced. Perhaps pips/beads/marbles are in order?

Agreed! Pips are in order!

1d6 pips at the beginning of the game.
Use up a pip for each spell attempted.
Use the Difficulty table for an idea of what the caster is trying to do.
Example: Magik missile. Easiest in the book. basically a Pistol for the round.
Now fire ball would be like a missile launcher for the round.
Etc, etc.
"We're not here for story time people, lets talk about all the sexy violence!"
-Yahtzee
TROLOLO
Foggy
Officer
 
Posts: 149
Joined: Tue Jan 15, 2008 2:36 pm
Location: Directly behind you.

Postby Almighty Benny » Sun Feb 17, 2008 1:16 am

Exactly, it doesn't matter as long as everyone agrees. Also, my battles tend to take forever, especially CTF games with respawn on, so I was thinking of having mana wells or something on the map that allow mages to regain pips if they stand in/near them long enough. Having mages on the battlefield would be so cool though, how can I not?
Image
I said "no" to drugs, but they just wouldn't listen...
User avatar
Almighty Benny
Galidor
 
Posts: 1144
Joined: Thu Dec 06, 2007 12:40 pm
Location: Connecticut

Postby Evil Emperor » Sun Feb 17, 2008 4:34 am

The Pips are a good idea... if a spell is really complicated then you have to use many pips.... The players just agree how many pips he has to use for the spell... and i think 2d6 would be better, and then he tries to use his magical feat.. and don't forget if you try a spell that kills the army of the enemy and the enemy got the 6 than he can decide (like a heroic feat) what negativ effects will come... I will rethink the concept... and making a stat card.
But maybe you got some more ideas for me
This is stupid! This is sick! You can't do this in the real world!
So What?
Nothing its just so cool
User avatar
Evil Emperor
Champion
 
Posts: 14
Joined: Tue Feb 05, 2008 6:53 am
Location: Austria (Land of the Speckknödel) Vienna

Postby Olothontor » Sun Feb 17, 2008 10:30 am

Evil Emperor wrote:The Pips are a good idea... if a spell is really complicated then you have to use many pips.... The players just agree how many pips he has to use for the spell... and i think 2d6 would be better, and then he tries to use his magical feat.. and don't forget if you try a spell that kills the army of the enemy and the enemy got the 6 than he can decide (like a heroic feat) what negativ effects will come... I will rethink the concept... and making a stat card.
But maybe you got some more ideas for me


You came awfully close to talking like Shatner there... be careful of that in the future.

:P
"In a mad world, only the mad are sane." - Akira Kurosawa
-=[ Visage ]=-

Image
User avatar
Olothontor
Clown-Face Bologna
 
Posts: 2484
Joined: Fri Dec 14, 2007 9:29 pm
Location: Lounging in a commercial Starliner of his own design.

Postby Rayhawk » Sun Feb 17, 2008 5:31 pm

I've got a revamp for the SP rules in mind that should simplify them quite a bit. The idea is that rather than buying points of SP, the superunits buy a number of individual dice, at the traditional costs (4cp per d6, 5cp per d8, etc.). Whenever the unit attempts a super act in line with his super cliche, he chooses one die for every statistical aspect of that act: inches of range, damage level, radius of effect, etc. And then finally the number of dice used in a specific effect is the UR he rolls against to see if he pulls it off properly.

There's some other cleanup to do, like eliminating the "Duration" section entirely, but otherwise I think the new system will give all the flexibility of the old one while being a lot easier to understand.
User avatar
Rayhawk
Overlord
 
Posts: 1016
Joined: Tue Dec 04, 2007 8:02 pm
Location: BrikWars HQ, USA

Postby piltogg » Sun Feb 17, 2008 6:13 pm

hmm there should be a limit to what you can do as well because causing lightning to strike wouldn't be hard because it happens naturaly so you could make lightning strike someones hero or their hudge vehickle or something.
Image
User avatar
piltogg
Clown-Face Bologna
 
Posts: 2433
Joined: Wed Jan 02, 2008 6:16 pm
Location: Fictional Deutschland

Postby Evil Emperor » Mon Feb 18, 2008 5:37 am

I beg for mercy. English isn't my native language, so it's difficult for me *g*

And then the good old fumble points will return *g* i like to remove one dice... that's just great if the mage cast his spells, and his range is zero
This is stupid! This is sick! You can't do this in the real world!
So What?
Nothing its just so cool
User avatar
Evil Emperor
Champion
 
Posts: 14
Joined: Tue Feb 05, 2008 6:53 am
Location: Austria (Land of the Speckknödel) Vienna

Postby Sir Lancelot » Mon Feb 18, 2008 11:24 am

I think we should use a Ker-Magic table

Take the mage's skill of 1d10 and match it to a type of spell fired.
For instance:

-----------------------------------------------------------------------
-- KER-MAGIC TABLE --
-----------------------------------------------------------------------
-- Skill Role -- -- Effect--
-----------------------------------------------------------------------
-- -- -- Boy that spell went wrong...
-- 1 -- The mage explodes in a fiery wreck
-- -- -- All units within 3" suffer 2d6 fire damage
-----------------------------------------------------------------------
-- -- -- Whoops...
-- 2 -- The mage casts the wrong spell.
-- -- -- Teleportation causes the mage or nearby units to travel 1d6 in any direction (opposing player's choice)
-----------------------------------------------------------------------
-- -- -- Fizzle...
-- 3 -- The mage's spell fails completely, though no
-- -- -- damage is done to the mage himself.
-----------------------------------------------------------------------
-- -- -- Minor fireball
-- 4 -- A small ball of fire hits enemy units (1d6 fire damage)
-- -- --
-----------------------------------------------------------------------
-- -- -- Minor firestorm
-- 5 -- A small ball of fire hits enemy units in an area
-- -- -- (1d6 fire damage, 2" area of effect)
-----------------------------------------------------------------------
-- -- -- Major fireball
-- 6 -- A medium ball of fire hits enemy units
-- -- -- (2d6 fire damage)
-----------------------------------------------------------------------
-- -- -- Major firestorm
-- 7 -- A medium ball of fire hits enemy units in an area
-- -- -- (2d6 fire damage, 3" area of effect)
-----------------------------------------------------------------------
-- -- -- Super fireball
-- 8 -- A large ball of fire hits enemy units
-- -- -- (3d6 fire damage)
-----------------------------------------------------------------------
-- -- -- Super firestorm
-- 9 -- A large ball of fire hits enemy units in an area
-- -- -- (3d6 fire damage, 4" area of effect)
-----------------------------------------------------------------------
-- -- -- God feat!
-- 10 -- The mage suprises all onlookers, firing a bolt of lighting from heaven
-- -- -- (4d6 damage, 5" area of effect)
-----------------------------------------------------------------------

What do you think?
- Sir Lancelot
User avatar
Sir Lancelot
Hero
 
Posts: 59
Joined: Fri Jan 04, 2008 11:52 am
Location: Sitting in a confused state

Next

Return to Bonus Material

Who is online

Users browsing this forum: No registered users and 2 guests

cron