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<blockquote data-quote="fireinthedust" data-source="post: 6218715" data-attributes="member: 51930"><p>I'd say you're in the right place, but don't use the Numenera setting as-is. That may be why I'm the first commenter after over 100+ views... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>1) Numenera ALREADY HAS MAGIC! It's just the ACC version: any technology that is sufficiently advanced, etc. What D&D calls telepathy they would say is tapping into a version of Skype that connects to your cerebral cortex instead of through a device. You could create Fireballs, Telekinesis, teleportation, anything, but instead of magic it's by having the Nano/Wizard program some of the invisible nanites in the area with your mind to create said effect. </p><p></p><p>No one knows how they work, it's like cave-men tinkering with an iPhone.</p><p></p><p>2) All powers could be re-skinned so they're explained with Magic instead of tech. That's it. It's already a fantasy setting. Read the short story in my signature, I made sure to use fantasy "types" with tech descriptions.</p><p></p><p>3) Races: Meh, pick some features you want to have. There's a section in the book for doing just that. Look at the Mutation features. Maybe you want a stat boost. It should have the Adjective place for the character. More powerful races or more specialized uses (ie: Dragonborn who can also breath fire and have wings) could also have the Verb place, which is more powerful; it would replace "who fuses flesh with steel", and would have abilities that expand as they gain Tiers.</p><p></p><p>Elves: + speed/Intellect, step up rolls with ranged weapons (proficient? trained?)</p><p>Dwarves: + Might, Step Up rolls against magical effects or movement</p><p>Hobbits: +speed, step up stealth skill checks</p><p></p><p>I love the setting, the rules, it's possibly MC's best work ever, his Opus.</p></blockquote><p></p>
[QUOTE="fireinthedust, post: 6218715, member: 51930"] I'd say you're in the right place, but don't use the Numenera setting as-is. That may be why I'm the first commenter after over 100+ views... ;) 1) Numenera ALREADY HAS MAGIC! It's just the ACC version: any technology that is sufficiently advanced, etc. What D&D calls telepathy they would say is tapping into a version of Skype that connects to your cerebral cortex instead of through a device. You could create Fireballs, Telekinesis, teleportation, anything, but instead of magic it's by having the Nano/Wizard program some of the invisible nanites in the area with your mind to create said effect. No one knows how they work, it's like cave-men tinkering with an iPhone. 2) All powers could be re-skinned so they're explained with Magic instead of tech. That's it. It's already a fantasy setting. Read the short story in my signature, I made sure to use fantasy "types" with tech descriptions. 3) Races: Meh, pick some features you want to have. There's a section in the book for doing just that. Look at the Mutation features. Maybe you want a stat boost. It should have the Adjective place for the character. More powerful races or more specialized uses (ie: Dragonborn who can also breath fire and have wings) could also have the Verb place, which is more powerful; it would replace "who fuses flesh with steel", and would have abilities that expand as they gain Tiers. Elves: + speed/Intellect, step up rolls with ranged weapons (proficient? trained?) Dwarves: + Might, Step Up rolls against magical effects or movement Hobbits: +speed, step up stealth skill checks I love the setting, the rules, it's possibly MC's best work ever, his Opus. [/QUOTE]
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