Chapter Five: Strange Magics


CYBERMANCY
Robonoids are not wholly living and not wholly machine, but instead, have met a balance and harmony between living form and pulsating circuitry. As such, their innate mechanical nature and inquisitive minds make them at one with all manner of complex gadget, and their "magic" of Cybermancy is more of an artform to them than any sort of arcane practice. Cybermancers are viewed upon with great esteem by the general Robonoid populace, and are thought of as great visionaries, builders and inventors.

Cybermancy is an artform that can't be learned or taught, and instead, must be a gift from birth. Most Robonoids are born with electric and glowing green eyes, but a very rare few are born with orange eyes. This is the hallowed mark of the Cybermancer, and the majority of truly influential and great Robonoids have come from this rare breed.

This "magical" discipline follows the exact same rules as Weird Science does in the Savage Worlds Deluxe Edition.

NUKEOLOGY
Casting Skill: Toxicasting (Vigor)
The highly dangerous, often disastrous, and exceedingly destructive magical discipline known as Nukeology isn't considered anything very arcane among those who practice it. To a Nukeologist, they merely have a rare manner of cellular mutation that allows them to perform acts that might seem fantastic and strange to outsiders, but to them is as natural as sneezing. Also known as "The Greatest Mutation", Nukeology is something that can be taught to others, and those who were not born with the ability to make globs of grey acid rain pour from the sky can eventually "evolve" to a point where they too can learn this discipline. You don't need to be particularly smart to be a Nukeologist, but you do need to have...special genetic make-up.

Nukeology is widely known and feared throughout the galaxy due to its unpredictable and dangerous nature, and public uses of the art are even illegal in crowded public places. Nukeologists take this fear and apprehension about their "evolutionary gift" in stride, understanding that they are simply ahead of their time, and possess a complicated cellular structure that one day everyone will have access to. Some Nukeologists are exceedingly snooty about their powers, and consider themselves to be the next evolutionary step for living creatures!

Special Rule: Chaos Casting
Whenever a Nukeologist fails any power roll, they immediately take d4 damage. Whenever a Nukeologist botches a Power roll, they explode in a toxic fireball of green flame that deals 3d6 damage to themselves and everyone within a 25 foot radius. While volatile and dangerous, Nukeology is also effective, and all damage rolls using any power from this Sorcery are rolled twice and the best result is used. Lastly, one of the three Powers chosen at character creation MUST be Corrosive Bolt.

Nukeology Powers
Corrosive Beam (Bolt)
You blast a sleek beam of highly radioactive energy at your foes.

Acid Rain (Blast)
You summon forth an area of searing and highly acidic rain that pours down from the heavens and sizzles your foes.

Cellular Mutation (Boost Trait)
You reshuffle your own molecular structure to boost your innate abilities.

Loogie (Burst)
You spurt forth a gross gout of goo from your mouth that sears the flesh from your foes.
 

Evolutionary Morph (Environmental Protection)
You can force yourself or allies to evolve to adapt to any manner of harsh environment.

Radioactive Glow (Light)
You can force your skin to emit a glow that lights the area around you.

Belch of Doom (Obscure)
You release a gross burp and cough up a foggy cloud of obscuring green mist.

Goop Form (Shape Change)
You can use this power to morh into a puddle of goo. During this time, you can ooze up walls and underneath doors and through small cracks.

BONE MAGIC
Casting Skill: Hexing (Smarts)
With their penchant for gloom and doom, it's no wonder that Gloomling Magic is a decidedly creepy sort of artform. Bone Magic is a far from pleasant discipline that has ancient roots and whose practitioners are awarded great esteem and respect among Gloomlings across the Galaxy. Bone Mages are all trained at the Gravemoore Academy on Gloomspire, a massive and sprawling arcane retreat where only the brightest students are admitted to learn the intricate secrets of the art.

Discerning a Bone Mage is always easy, for they all wear the ash grey and copper lined robes of the Gravemoore Academy. It is the only place in the galaxy where Bone Magic is taught, and those who are dedicated and bright enough to learn the art proudly display their vestments that recognize them as a full-fledged Bone Mage.

Bone Magic Powers
Exoskeleton (Armor)
You surround yourself in an exoskeleton of sturdy and protective bone that seems to cling tenaciously to your body.

Wall of Bone (Barrier)
You summon forth a mass of bones that can block paths and lines of sight.

Negabolt (Bolt)
You launch a flaming, screaming green skull at your opponent.

Enfeeble (Lower Trait)
You sap the life force from a target, draining their abilities and potency.
 

Grave Walk (Burrow)
You dig into the earth, where you can travel about. This power only works on soil.

Entangle (Charon's Grasp)
You summon a skeletal hand to rise from the ground and snatch a foe in place.

Spook (Fear)
Your features contort and take on a dramatically freaky visage, with maggots leaking from your eyes and mouth, and your voice assuming a multi-layered and spooky tone.

Legion of Dead (Zombie)
You summon forth undead henchmen to obey your dark commands!

SHAMANISM
Casting Skill: Channeling (Spirit)
This powerful and ancient form of sorcery is only possessed by Cromags of the Shaman Caste, who are born more attuned with the elemental forces of this world and the Spirit World, effortlessly acting as a conduit between the physical and spiritual planes and commanding the forces of both to the endless awe of others. Shaman are the leaders and wise men of Cromag society, and their words and deeds weigh heavily on their tribe.

Shaman are always born with a series of white tattoos on their flesh that marks them as a member of this prestigious class. A Shaman often times seems aloof and distracted, as they literally have the whispers from the Spirit World calling to them every waking moment. As a magical Discipline, Shamanism can be intimidating to watch, as the Shaman's eyes roll back into their head and they begin to gyrate and dance uncontrollably while casting, as if possessed by some unworldly force. This is, in fact, exactly what is happening.  

Shamanism Powers
Call of the Wild (Beast Friend)

Fireball (Bolt)
You hurl sizzling flames to sear your foes.

Wind Wall (Deflection)
You call upon the roiling winds to protect you from projectile attacks coming your way.

Spirit Mastery (Elemental Manipulation)

Wind Rider (Fly)
You summon a wind spirit to carry you to the heavens.

Healing

Greater Healing

Spirit Weapon (Smite)
You bind a powerful spirit to a weapon, temporarily leeching some of its power.

1 comment:

  1. "Lastly, one of the three Powers chosen at character creation MUST be Corrosive Bolt."

    It's a Beam!

    ReplyDelete