Ideas for Mage?

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

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Postby Almighty Benny » Mon Feb 18, 2008 11:42 am

Ker-Tables are all well and good, but I don't think it's possible to cast a spell without knowing what spell you're trying to cast. As it is, it's a little restrictive because if you just wanted to cast a simple fireball, you'd have only a 1 in 10 chance. Maybe if you made it less specific, you could apply it to any spell you wanted. For example: on a 1, the spell fails doing xd6 damage to the mage and surrounding units, on a 6, the spell succeeds brilliantly adding 1d6 damage.

Your Ker-Table would be perfect for a minifig who knows nothing about magic trying to cast a random spell out of a spell book just for kicks. In fact, I think I'll use spellbooks in my next battle as objects hidden on the battlefield, and whip out your ker-table when someone tries to use them.
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Postby IVhorseman » Mon Feb 18, 2008 12:46 pm

and why is it limited to fire spells? if i have a water mage, i should be able to turn rivers into horses ala gandalf, or should i control a wizard of illusion, i could trick the enemy into thinking their weapons are delicious treats!

i think something more generalized would be a good idea.
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Postby Sir Lancelot » Mon Feb 18, 2008 12:50 pm

I used fire as an example. This Ker-Magic table is only a rough idea of what could be done for a mage unit, somewhat like how the medic has one.

As for water horses, that is outside the realm of even Supplement SP: Superpowers from 2001. I have no idea how you could do that except for a "What I Say Goes" roll.
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Postby Blitzen » Mon Feb 18, 2008 12:58 pm

IVhorseman wrote:... i should be able to turn rivers into horses ala gandalf...

That was Glorfindel, man. Glorfindel.

I think mages could be more generalized than that. Something like the ranged weapons a la Chapter 7.3. You could make a fancy table like this one: <pre>
MAGE SKILLZ
UR | RANGE | DAMAGE | NOTES |
2 | 6" | 1d6 | |
3 | 8" | 1d6+2 | |
4 | 10" | 2d6 | |
5 | 12" | 2d6+2 | |
</pre>And so on like Bonn-o-Tron.
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Postby Evil Emperor » Mon Feb 18, 2008 4:20 pm

The Ker Tables restricts the sick fantasy of every brick warrior...
and if you generalise them only to damage, there will be no fun like portals or illusionists or something stupid like that

Maybe something like this:
A Mage is a Minifig with 1d6+1 skill for the cost of 5cp

You buy pips for your mage for 4cp per pip
a pip can be used for
6" of range (or maybe 1d6+2)
1d6 points of damage
1d6" of movement
create/ teleport a mass of 1

two pips can be used for
1d6" flying movement
1d6 targets

three pips for
1d10 explosion damage

so for example for magic missiles in 6" with 1d6 targets and 1d6 damage you need 4 bricks, what would be a UR of 4

if you want to teleport yourself 6" you need 2 pips and so on

for influence there should be something like what i say goes roll with modifications
1 Pip normal actions: actions the minifig would normally do
2 pips trivial actions: -1 mod. something like distracting a guard
3 pips risky actions -2 mod something like not attaking that turn
4 pips dangerous actions -3 mod
5pips something suicidal -4 mod

so everithing that isn't about damage can be solved with what i say goes roll, like making units invisible... i think this costs 3 pips per target

and a mage should be regenerating pips maybe two per turn
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Postby blackwing77 » Mon Feb 18, 2008 4:23 pm

I think it should start with some pips for free. Or bring the cost of them to something like 1 or 2cp.
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Postby IVhorseman » Mon Feb 18, 2008 4:33 pm

yeah, 4cp a pip sounds quite expensive, until you realize pips regenerate.
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Postby Evil Emperor » Mon Feb 18, 2008 4:39 pm

And remember you can do anything with them... maybe just 3cp... and more regeneration... but not all.. brcause then a mage will cast a super spell every turn...
But nothing is better than some tests on the field....
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Postby blackwing77 » Mon Feb 18, 2008 5:00 pm

Didn't notice that last line.
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