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…

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

4 thoughts on “So I’ve been trying to create a Magmin playbook centered around forging and CON moves, i got most of the…”

  1. 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

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