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Old 02-12-2012, 09:43 PM   #1
Raekai
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Default Rune Tattoos for Rune Magic

It's a similar idea to enchanting a weapon by using runes.

However, you can buy runes as an advantage, when creating a character, with points. The point cost would probably vary per rune. It could also require fatigue to use, but you would be able to take the levels down with reduced fatigue. Also, freedom on which runes work with other runes (unlike rune-enchanted weapons) would be nice. It would require Symbol Drawing to activate.

Can anyone do a mark up for me?

Ex. My character Sonoraes had mysterious runes tattooed into his skin when he was a boy. Only recently has he began to control the power that they behold. It's a lot like the rune magic that he studied at the academy, but it's as if he's an enchanted weapon. He reads the runes off of his body and instantaneously and using no energy at all, he manages to conjure up enough water to provide for his bath tonight.

Dumb example, I know, but I'm tired. Don't criticize me! Haha.


OR is there a simpler way that I can turn spells into advantages and knock off fatigue costs with reduced fatigue?
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Old 02-12-2012, 09:48 PM   #2
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Default Re: Rune Tattoos for Rune Magic

I you want to use the magic system would suggest:
Energy Reserve (Magic; Can Be Stolen, Forcible Removal, Will Not Work For Thief, -5%; Requires Skill Roll, -5%)

He can roll against IQ to access a bunch of free FP for his spells. Add a Nuisance Effect if they glow when he uses them.
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Old 02-12-2012, 10:01 PM   #3
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Default Re: Rune Tattoos for Rune Magic

Quote:
Originally Posted by lexington View Post
I you want to use the magic system would suggest:
Energy Reserve (Magic; Can Be Stolen, Forcible Removal, Will Not Work For Thief, -5%; Requires Skill Roll, -5%)

He can roll against IQ to access a bunch of free FP for his spells. Add a Nuisance Effect if they glow when he uses them.
Brilliant! How did I never think of that?!

Now, is there a way to speed up spells (runic spells preferably) without getting drastically high skill levels? I know it sounds a little over-kill.
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Old 02-13-2012, 04:54 AM   #4
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Default Re: Rune Tattoos for Rune Magic

Bump; I still need help.
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Old 02-13-2012, 09:01 AM   #5
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Default Re: Rune Tattoos for Rune Magic

Yes: Accelerated Time Rate. :)

The closest that isn't ATR is adding Compartmentalized Mind, but that doesn't let you "over-Concentrate" on a single long task, it lets you do two separate tasks at once - you could cast two spells at once, or run around and defend yourself while Concentrating on a spell.
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Old 02-13-2012, 11:14 AM   #6
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Default Re: Rune Tattoos for Rune Magic

If you just want an enchanted tatoo and a market for rune magic items already exists in your setting, why isn't this just equipment bought with cash or as signature gear? If there isn't a magic item market in the setting you can use the rules for signature gear in those kinds of settings from Fantasy.
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Old 02-13-2012, 02:54 PM   #7
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Default Re: Rune Tattoos for Rune Magic

Quote:
Originally Posted by Raekai View Post
Now, is there a way to speed up spells (runic spells preferably) without getting drastically high skill levels? I know it sounds a little over-kill.
What do you want them to do?


You can also price the runes as powered magical items instead of spells...
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Old 02-13-2012, 08:34 PM   #8
Raekai
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Default Re: Rune Tattoos for Rune Magic

Quote:
Originally Posted by sir_pudding View Post
If you just want an enchanted tatoo and a market for rune magic items already exists in your setting, why isn't this just equipment bought with cash or as signature gear? If there isn't a magic item market in the setting you can use the rules for signature gear in those kinds of settings from Fantasy.
Quote:
Originally Posted by Ze'Manel Cunha View Post
What do you want them to do?


You can also price the runes as powered magical items instead of spells...
The thing is that I more-or-less want a ground up advantage that allows me to not have to worry about having the runes ready to go. However, I'm really liking the compartmentalized mind idea.
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Old 02-14-2012, 01:58 AM   #9
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Default Re: Rune Tattoos for Rune Magic

Quote:
Originally Posted by Raekai View Post
The thing is that I more-or-less want a ground up advantage that allows me to not have to worry about having the runes ready to go. However, I'm really liking the compartmentalized mind idea.
If rune-casting works as described in Thaumatology in your setting, which I'm gathering that it does, then it will be a) simpler in terms of rules, b) vastly cheaper in terms of CP, and c) balanced with other items just to treat tattoos as equipment. If you don't want to have to worry about activating it, then the caster/inker just needs to enchant it with enough Power (probably using a Create Magic effect) to self power it, just as if it was a self powered magical widget of any sort. No need for a bunch of expensive advantages, and no need to fiddle around with a weird limited CM variant.
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Old 02-14-2012, 08:45 PM   #10
Raekai
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Default Re: Rune Tattoos for Rune Magic

Quote:
Originally Posted by sir_pudding View Post
If rune-casting works as described in Thaumatology in your setting, which I'm gathering that it does, then it will be a) simpler in terms of rules, b) vastly cheaper in terms of CP, and c) balanced with other items just to treat tattoos as equipment. If you don't want to have to worry about activating it, then the caster/inker just needs to enchant it with enough Power (probably using a Create Magic effect) to self power it, just as if it was a self powered magical widget of any sort. No need for a bunch of expensive advantages, and no need to fiddle around with a weird limited CM variant.
The problem with that is that rune tattoos only work how they were inscribed to. For example, let's say that I bought a Create rune, a Water rune, and an Earth rune. It was meant to create mud. So I can't use it to either just create water or earth.

What I'm thinking is that if I buy it as Signature Gear, could I "cheat" and give it a Cosmic enhancement to bypass those static rules?
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