(SR) My Savaged Battle Magus IF

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WADBAZ
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(SR) My Savaged Battle Magus IF

#1 Postby WADBAZ » Wed Apr 19, 2017 4:25 pm

Hi all. Been off pursuing other gaming projects for a while, but have found myself once again drawn to SW and SR. I have re-visited an earlier aborted attempt to convert the Battle Magus using the Savaging Rifts Ideas guidelines. The whole process has gone a lot better this time compared to when I first attempted it. I am aware you can make an approximation of the Battle Magus using the MARS Own Concept as a base, but I do not feel that route provides the "feel" of the class. Hopefully this effort will satisfy. I am generally happy with it, but would more than welcome comments and criticisms. Apologies for the switching between American and British spelling - I tried to Americanise everything but just can't bring myself to use "z" instead of "s"...

Edit - Oops - forgot starting gear.


SAVAGE RIFTS BATTLE MAGUS CONVERSION

BASE CLASS: LEY LINE WALKER


Battle Magi are the most numerous of the magi of Dweomor. Their training takes years, and while there are more of them than the other orders of magi, they cannot be considered anything other than elite troops. Far more specialised and focused than most spell casters, they excel at inflicting damage with magic, slaying supernatural foes and otherwise wreaking havoc on the enemies of their masters, the Lords of Magic. Seldom seen away from territories controlled by Dweomor, and even more rarely outside the Magic Zone, a small number of Battle Magi have embraced the tradition of taking a sojourn from service to the Lords (with their blessing), venturing out to gain experience and knowledge in the wider world. Some of these have aligned themselves to the Tomorrow Legion, proving a valuable resource and welcome addition to its ranks - but they remain close lipped about the secrets of their arts and their training, leaving questions as to their ultimate loyalties.

HEROES JOURNEY (5 ROLLS)

Battle Magi gain three rolls on any of the following tables: Enchanted Items & Mystic Gadgets, Experience and Wisdom, Magic and Mysticism and Training (substituting TW and mystical trappings where appropriate)
They also get two rolls on any table except Cybernetics and Psionics

BATTLE MAGIC

Battle Magi are some of the most skilled mortal wielders of combat magic in existence. They possess the Arcane Background (Magic) edge and must choose bolt as one of their starting powers. Additional powers can be chosen from the following list armor, barrier, blast, blind, boost/lower trait, burst, conceal arcana, confusion, damage field, darksight, deflection, dispel, drain power points, entangle, environmental protection, farsight, fear, fly, growth/shrink, growth/shrink, havoc, intangibility, invisibility, light/obscure, pummel, quickness, slow, slumber, smite, speed, stun, telekinesis, teleport, wallwalker, warrior’s gift.
Battle magi may choose any trappings for their powers other than Necromantic.

BATTLE MAGUS ABILITIES AND BONUSES

- Arcane Background (Magic): As the spell-wielding protectors of the city of Dweomor, Battle Magi are skilled at athe arcane arts. They begin with the bolt power and 4 additional powers from the above list. One of these choices must be for a defensive power (armor, deflection, invisibility etc), another for one that facilitates battlefield movement (fly, speed, teleport etc). The remaining two powers can be any from the list that the player chooses. Battle magi start with 15 PPE and a spellcasting skill of d8.
- Expanded Awareness: Battle Magi can use detect arcana at will as a free action with no PPE cost.
- One with the Body: Battle Magi are taught to hone their physical bodies as a weapon. They may select a single Combat Edge without having to fulfill any prerequisites (other than the “base” edge for “improved” versions). They also increase one of their physical attributes by one die step.
- One with the Mind: Battle Magi are calm, methodical and highly disciplined students of the magic and martial arts. They begin play with the Level Headed Edge and gain +2 to resist spells, attacks and effects which cause dizziness, confusion or otherwise dull their perceptions, or they reduce any penalties so imposed by -2.
- One with Magic for Combat: Battle Magi start with a special variant of the Marksman edge, which can only be used with offensive spells.
- Master of Magic: As part of the elite forces of the Dweomor, Battle Magi have the Master of Magic edge and receive the Mega Power versions of all known spells. They also start with the Rapid Recharge edge.

BATTLE MAGI COMPLICATIONS

- Cybernetics: Though comfortable enough with technology, at least in a martial sense, cybernetics and bionics wreaks havoc on a Battle Magus’ ability to effectively work his magical skills. Apply a -1 penalty to all Spellcasting tests for each point of Strain.
- Denizen of Dweomor: Battle Magi are often trained from childhood, and for many their service does not call them to venture far from Dweomor. As such, their grasp of social interactions can be somewhat lacking in terms of the wider world. Battle Magi have -2 Charisma when dealing with anyone not from that city. Additionally, at the GM’s discretion, they might experience the same penalty from natives of Dweomor if the character cannot justify why they are out adventuring and not serving in the ranks of the magi as expected…
- Enemies: Coalition forces will shoot Battle Magi on sight. Additionally, Lord Dunscon would take great pleasure in delivering the head of any lone Magi he can get his hands on to the Lords of Magic as an object message, although he would claim he was eliminating an embarrassing renegade and doing them a favor; after all, a faithful magus would be in Dweomor where he belongs…

BATTLE MAGI STARTING GEAR

Battle Magus Armor (stats as per Ley Line Walker Light Armor), Mage-forged sword (stats as per Vibro-Sword), NG-S2 Survival Pack, 1d4 x 1000 credits

STANDARD EDGES TO PRIORITISE

Many Battle Magi will pick up some of the following edges at some point in their careers in reflection of the foundational training they received as Battle Magi, although a few will forge their own paths. Edges in the following list which are considered “background” edges should be allowed as standard advancement selections even if GMs do not normally allow such after creation. All prerequisites must be fulfilled as usual. Alertness, Ambidextrous, Arcane Resistance/Improved Arcane Resistance, Brave, Fleet-Footed, Frenzy/Improved Frenzy, Improved Level Headed, Improved Rapid Recharge, Martial Artist/Improved Martial Artist, Nerves of Steel/Improved Nerves of Steel, Quick, Quick Draw, Strong Willed, Two-Fisted.

Very few Battle Magi will learn additional powers beyond those which they received during their training, and those that do seldom learn many.

NEW ICONIC EDGES

Accurate Combat Casting
Requirements: Battle Magus, Heroic
Battle Magi are trained to capitalise on any evident weaknesses in their foes. This edge reduces the penalty for making a Called Shot with an offensive combat spell by -2.

Truly Accurate Combat Casting
Requirements: Accurate Combat Casting, Battle Magus, Legendary
The reduction of penalty increases to -4.

Fast Combat Casting
Requirements: Ambidextrous, Two-Fisted, Battle Magus, Veteran
Battle Magi are schooled to cast spells fast in order to put their often far more powerful opponents down quickly, and experienced Battle Magi can be truly terrifying in the full flow of battle, casting destructive spells with each hand. This edge allows the character to reduce mutiple action penalties when casting more than one offensive spell in their action by -2.

Radecliffe
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Re: (SR) My Savaged Battle Magus IF

#2 Postby Radecliffe » Wed Apr 19, 2017 5:09 pm

Those accuracy edges are basically giving the caster a free +4 damage with every successful attack without having to spend a single PPE. Being able to do a head shot with no penalty seems more than a little overpowered IMO.
Last edited by Radecliffe on Wed Apr 19, 2017 5:26 pm, edited 1 time in total.

Radecliffe
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Re: (SR) My Savaged Battle Magus IF

#3 Postby Radecliffe » Wed Apr 19, 2017 5:25 pm

As a suggestion, going by most edges that offer a combat bonus it should be a +1 for called shots with the basic edge and a +2 for the improved edge.

Brickulos
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Re: (SR) My Savaged Battle Magus IF

#4 Postby Brickulos » Wed Apr 19, 2017 5:43 pm

Radecliffe wrote:Those accuracy edges are basically giving the caster a free +4 damage with every successful attack without having to spend a single PPE. Being able to do a head shot with no penalty seems more than a little overpowered IMO.


The canceling of a -2 is perfectly in line with combat edges found in other products. The only restriction I would add is that they have to use the Aim maneuver so it can only be used with single shots. And the first Edge would be fine as Seasoned.

Besides, not all foes are even susceptible to called shots, like constructs and and most Robot Armors. It's a fairly limited benefit.

WADBAZ
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Re: (SR) My Savaged Battle Magus IF

#5 Postby WADBAZ » Wed Apr 19, 2017 5:54 pm

Thanks gents. I thought about the +4 damage, but also kept in mind the Magic HJ roll that can give you +2 damage on all offensive magic spells, also without PPE expenditure, before settling on it. I did indeed have a -1/-2 in its original iteration. I also agree the first edge might be a bit harsh in its rank restrictions, but I want it to be at least a veteran ability so just dropped it to that not seasoned. How about this for the iconic edges:

Accurate Combat Casting
Requirements: Battle Magus, Veteran
Battle Magi are trained to capitalise on any evident weaknesses in their foes, using highly accurate damaging spells to bring them low. This edge reduces the penalty for making a Called Shot with an offensive combat spell by -2 as long as the caster has used the aim maneuver this action.

Truly Accurate Combat Casting
Requirements: Accurate Combat Casting, Battle Magus, Legendary
The reduction of penalty increases to -4.

And the meat of the IF - how does that look? Does it capture the essence of the OCC? By my reckoning, it comes out to 35 points in SPC2 terms - do you think I should beef it up? Adding Strong Willed and Ambidextrous (or Brave) as additional edges reflects a lot of the extra bonuses in the OCC well enough and still comes in lower than a LLW in SPC2 values. This initial weakness is also one of the reasons I made the iconic edges DPS-centric so to speak.

WADBAZ
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Re: (SR) My Savaged Battle Magus IF

#6 Postby WADBAZ » Wed Apr 19, 2017 5:56 pm

Brickulos wrote:Besides, not all foes are even susceptible to called shots, like constructs and and most Robot Armors. It's a fairly limited benefit.


Indeed, but rather useful against magical beasties such as those that roam the Magic Zone... some flavour was in the thought/fluff.

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Re: (SR) My Savaged Battle Magus IF

#7 Postby Brickulos » Wed Apr 19, 2017 6:00 pm

WADBAZ wrote:And the meat of the IF - how does that look? Does it capture the essence of the OCC? By my reckoning, it comes out to 35 points in SPC2 terms - do you think I should beef it up? Adding Strong Willed and Ambidextrous (or Brave) as additional edges reflects a lot of the extra bonuses in the OCC well enough and still comes in lower than a LLW in SPC2 values. This initial weakness is also one of the reasons I made the iconic edges DPS-centric so to speak.


It looks solid, but it's missing that certain something that makes IFs shine. Honestly, I'd have started with the Cyberknight as the basis for it because it's so combat based.

WADBAZ
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Re: (SR) My Savaged Battle Magus IF

#8 Postby WADBAZ » Wed Apr 19, 2017 6:09 pm

Brickulos wrote:It looks solid, but it's missing that certain something that makes IFs shine. Honestly, I'd have started with the Cyberknight as the
basis for it because it's so combat based.


Hmmm never even occurred to me. I may do a CK version tomorrow.

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Re: (SR) My Savaged Battle Magus IF

#9 Postby SavageGamerGirl » Wed Apr 19, 2017 6:47 pm

If this is a conversion and not an original IF, please post it elsewhere and put a link back here.

viewtopic.php?f=1&t=9066

Thanks.
'But I don't want to go among mad people,' Alice remarked.
'Oh, you can't help that,' said the Cat: 'we're all mad here.'
The Order of the Dice... OF DOOM!


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