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Fixes for Mage: Sorcerer's Crusade magic?
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<blockquote data-quote="Nifft" data-source="post: 5214125" data-attributes="member: 6562"><p>If the nascent Technocracy is in the game, then I say the more common position-determining devices ought to count as Correspondence counter-measures. It's too early for the nautical chronometer, but the sextant was around, and using one of those is pretty much literally performing a sacrificial rite: one dude is losing sight in one of his eyes just to lock down the ship's position using a tool of the Technocracy. He does this every day at an appointed hour. It's magic, damn it! Well, it's at least enough to count as counter-magic.</p><p></p><p>Also, it's a nice image: "They blinded themselves with Science."</p><p></p><p>Anyway. There's your excuse for no one-spell ship-killers (under normal circumstances). You could just leave this vague and say the PCs know for a fact that Correspondence doesn't work between ships, isn't that interesting: if they discover why, perhaps they can take counter-measures... but it seems to me that if they are in a position to destroy the other ship's sextant, they could probably sabotage the other ship just as easily, so that's fine.</p><p></p><p>- - -</p><p></p><p>So, you need to board an enemy ship in order to hit stuff on it with magic. That ought to be enough to ensure you're playing "pirates with magic" and not "magical modern warfare and we sometimes talk like pirates".</p><p></p><p>There's still plenty of awesome stuff for a mage to do with the ship's environment, and once they're on dry land all bets are off.</p><p></p><p>Cheers, -- N</p></blockquote><p></p>
[QUOTE="Nifft, post: 5214125, member: 6562"] If the nascent Technocracy is in the game, then I say the more common position-determining devices ought to count as Correspondence counter-measures. It's too early for the nautical chronometer, but the sextant was around, and using one of those is pretty much literally performing a sacrificial rite: one dude is losing sight in one of his eyes just to lock down the ship's position using a tool of the Technocracy. He does this every day at an appointed hour. It's magic, damn it! Well, it's at least enough to count as counter-magic. Also, it's a nice image: "They blinded themselves with Science." Anyway. There's your excuse for no one-spell ship-killers (under normal circumstances). You could just leave this vague and say the PCs know for a fact that Correspondence doesn't work between ships, isn't that interesting: if they discover why, perhaps they can take counter-measures... but it seems to me that if they are in a position to destroy the other ship's sextant, they could probably sabotage the other ship just as easily, so that's fine. - - - So, you need to board an enemy ship in order to hit stuff on it with magic. That ought to be enough to ensure you're playing "pirates with magic" and not "magical modern warfare and we sometimes talk like pirates". There's still plenty of awesome stuff for a mage to do with the ship's environment, and once they're on dry land all bets are off. Cheers, -- N [/QUOTE]
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Fixes for Mage: Sorcerer's Crusade magic?
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