So I’ve been trying to create a Magmin playbook centered around forging and CON moves, i got most of the moves/background set up but I could use some suggestions and overall help
So I’ve been trying to create a Magmin playbook centered around forging and CON moves, i got most of the…
So I’ve been trying to create a Magmin playbook centered around forging and CON moves, i got most of the…
Share what you have so far so people can give feedback and suggestions.
https://drive.google.com/open?id=0B7cav44145d9YTRGQ1E3TUZfaUk may inspire some ideas or https://drive.google.com/open?id=0B7SuiGNRZkTpTVBMLUpaalRnVzA
I have sketches for basic moves, backgrounds that would take the place of “races”, and so and so. A few examples would be the moves:
Ancient forge: magmins have mastered the art of forge in it’s essence, and carry with them a piece of their art
(the player then chooses from a list of what their main focus on their forge is, like one-handed swords, axes, hammers, armos and such)
When working to create or improve a piece of your art, choose 2 tags for it (quantitative tags like piercing and such will cost a “tag” for each number addition) When you use a piece of equipment of your making, take +1 forward
Enchant work: By using apropriate materials and a reliable forge, you can transfer the magical proprieties of items or a powerful place into your art, bur then consuming all of the power used. When you transfer power into your art, roll +CON, on 10+ you succed and the desired effect is created, on 7-9 part of the energy is lost, or the effect is a little different than expected, on a 6-, the process is stopped by a mistake or accident, the GM will tell you what happened.
Just some examples, I’d like critics/suggestions
They sound more like ancient Norse mythological dwarfs or black elves than a PC race. What do they bring to the party?