04-17-2017, 07:33 PM | #1 |
Join Date: Sep 2004
Location: Orem, Utah, USA
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Sorcery in Technomancer
I've been toying with the idea of adapting the setting from Technomancer to use the Sorcery rules for magic. I'm thinking that, especially using the Alternative Rituals rules, Sorcery would work well in alongside advanced technology. Has anyone else done anything similar? How did it work out?
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04-18-2017, 04:24 PM | #2 |
Join Date: Sep 2004
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Re: Sorcery in Technomancer
Never really tried it, but it could be handled by making the Sorcerors into magical super-beings. Whereas conventional spell magic is more a form of science and engineering, Sorcery allows people to basically shape magic through sheer force of will and with much greater power.
As a result, Sorcerors should be built around a theme or focus; The Fire Sorceror who's basically a Human torch, capable of generating fire, sheathing himself in the stuff and even flying around as a fireball, but who is otherwise deprived of non-fire based magic. |
04-19-2017, 02:34 PM | #3 | |
Join Date: Apr 2011
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Re: Sorcery in Technomancer
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So in that sense, RPM is too flexible, and Sorcery concentrates too much power into a very few spells. They're excellent systems (IMO superior to default magic) but you'd have to perform some surgery on the setting to make them fit instead. |
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04-19-2017, 08:24 PM | #4 |
Join Date: Jul 2007
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Re: Sorcery in Technomancer
I think you could use RPM by enforcing Rituals Only, though I forget exactly what that modifier is. Then the GM would design (or grab from the forums) the "already-researched" rituals and use the Invention rules if PCs want to create new ones. Mages could only cast rituals they have the Ritual Mastery Perk in (but they still get that nice +2 for it). I think that's a fairly simple way to preserve the feel but use RPM.
Not sure about Sorcery though, that would take a bit more effort. |
04-19-2017, 10:29 PM | #5 |
Join Date: Sep 2006
Location: Luxembourg
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Re: Sorcery in Technomancer
One of the key aspect of technomancer is the industrial magic, and mass produced magic gadget. It may be harder to emulate this with sorcery.
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04-20-2017, 06:36 AM | #6 | |
Join Date: Oct 2008
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Re: Sorcery in Technomancer
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The technology bonus might range from as simple as a TL based bonus to the Spectral Forging roll to something that allows producing multiple items at the same time for the effort to produce one. |
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04-20-2017, 08:31 AM | #7 |
Join Date: Apr 2011
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Re: Sorcery in Technomancer
IMO the key problem with default magic is that it's not generic and certainly not universal. It's a good system in itself, but it's not really easy to use as a foundation for adapting another setting or game not specifically designed for GURPS.
Divine Favor, Sorcery, and RPM are all good systems but by the time you tweak and customize them into something Technomancer friendly (and much to their credit, you can do this if you really want to), you have to turn off all the things that make those systems interesting and unique. Technomancer was specifically designed for GURPS magic. The spells, the system, the strengths, the limitations. IMO it's best to just run it that way. |
04-20-2017, 08:45 AM | #8 |
Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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Re: Sorcery in Technomancer
I tend to agree with others who've said that Technomancer is too tied to the standard magic system to easily slot in Sorcery. That said, I think it can work, you'll just need to adjust things.
The existing Sorcery spells are already mostly straight ports of spells from GURPS Magic. Continue in that vein - make sure that when you're creating new spells that they're close conversions of existing spells. The ability of sorcerers to improvise lower point-value spells goes a bit against the mechanics of Technomancer, but it actually doesn't hurt the feel that much, IMO. The various vignettes and such already sort of suggest that mages are capable of a wide variety of minor effects, and doesn't really imply they have the high number of points sunk into individual spells this would require in the standard magic system. However, hardcore improvisation is a bit more of a problem. Technomancer mages are generally not capable of busting out big spells they haven't previously learned in a pinch, even with a lot of effort. I'd recommend limiting sorcerers to not be able to do hardcore improvisation at all. A -20% limitation on their Sorcerous Empowerment advantage sounds about right for that. |
04-20-2017, 05:08 PM | #9 | |
Join Date: Sep 2004
Location: Orem, Utah, USA
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Re: Sorcery in Technomancer
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As for the oft mentioned fact that Sourcerers generally don't know as many spells as the standard system. I expect the large number of one point spells that even the weakest Sorcerer could improvise to make up for that. At TL 7+1 lots of spell effects are equivalent to an Accessory perk. Need a spell to detect radiation, it's equivalent to a built in geiger counter. Need a light, thats equivalent to a flashlight. Any Sorcerer has a pretty big toolkit to draw from without even trying hardcore improvisation. |
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04-21-2017, 05:21 PM | #10 | |
Join Date: Dec 2012
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Re: Sorcery in Technomancer
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Warning, I have the Distractible and Imaginative quirks in real life. "The more corrupt a government, the more it legislates." -- Tacitus Five Earths, All in a Row. Updated 12/17/2022: Apocrypha: Bridges out of Time, Part I has been posted. |
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