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Primus Magus Novice
Joined: 01 Aug 2008 Posts: 41
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Posted: Fri Jan 09, 2009 5:47 am Post subject: Weird Science in a fantasy setting |
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I want to add weird science into a fantasy setting, as written there is nothing wrong with it, but the name bothers me.
I imagine the gizmos like magical da Vinci devices, or magic items created using “magical geometry and or math” geomancy, feng shui, but so fare the best name for it I could come up with was Thaumaturgy.
So instead of weird science you would have
Arcane Background (Thaumaturgist)
Arcane skill: Thaumaturgy (smarts)
Is this a good name, or does anyone have any better suggestions!? |
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UmbraLux Veteran
Joined: 31 Jan 2008 Posts: 684
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Posted: Fri Jan 09, 2009 9:04 am Post subject: |
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| You could also reflavor it as Alchemy. |
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Sitting Duck Legendary

Joined: 15 May 2003 Posts: 4603 Location: Podunk Junction, State of Confusion
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Posted: Fri Jan 09, 2009 9:14 am Post subject: |
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Another take on Weird Science in a fantasy setting can be seen in Scrapped Princess with that minstrel fellow whose name I can't recall right off. _________________ The rabbit is cuddly. Kids like little cuddly sidekicks. I mean... The rabbit... It's a time-tested... Okay, the rabbit bites.
Blog: http://sittingduck1313.livejournal.com
The Gamer's Codex Reviewer |
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Clint Site Admin

Joined: 13 May 2003 Posts: 16271
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Posted: Fri Jan 09, 2009 9:52 am Post subject: |
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How about...
Arcane Background (Arcanologist)
Arcane skill: Arcanology (Smarts)
Arcanology would be the actual science of magic. Not how to cast it, but how it works and interacts with the physical world (and objects). So they don't have the ability to cast magic themselves, but they can learn how to build devices that can channel magic (through the use of magic symbols, design, sympathetic magic, and so on).
Hmm, I may have to use that myself.  _________________ Clint Black
Savage Worlds Core Rules Brand Manager
www.peginc.com |
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Spongly Novice
Joined: 16 Jun 2008 Posts: 51
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Posted: Fri Jan 09, 2009 10:07 am Post subject: |
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I posted a thread about just this thing. I'm running a medieval fantasy homebrew which, while set in a fictional world, is meant to be more authentically "medieval" feeling than most fantasy worlds. The main form of magic is called "natural magic" which is what medieval people called the study of what was basically early science with a distinctly weird twist. Basically, a natural magician used the mystical properties of plants, minerals, chemicals, planets, inscriptions, geometry etc.
They believed that objects have hidden or "occult" properties which can be harnessed by the learned. Hence it is also sometimes called "occult philosophy". Basically instead of 'gizmos', these natural magicians in my setting have talismans, potions, and particular items whose occult properties they can invoke - for example a ring carved with prayers and magic symbols that allows you to become invisible, or a type of stone which, when bathed in pure water, glows with an eerie light.
Theurgy means "divine working" and usually involves rituals invoking gods or angels. |
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Rambling Scribe Seasoned
Joined: 06 Nov 2008 Posts: 161 Location: Ottawa, Canada
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Posted: Fri Jan 09, 2009 11:01 am Post subject: |
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I had a thought about converting an existing Eberron campaign to Savage Worlds, and using weird science to replicate Artificers. Another fun and similar term from that setting is Magewright. Either could work. _________________ "Men wanted for hazardous journey. Low wages, bitter cold, long hours of complete darkness. Safe return doubtful. Honour and recognition in event of success." - Sir Ernest Shackleton, 1907 |
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Primus Magus Novice
Joined: 01 Aug 2008 Posts: 41
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Posted: Fri Jan 09, 2009 1:30 pm Post subject: |
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O.o I cant believe I actually missed Spongly’s thread. The topic said Alchemy, so I didnt think any more about it
For me alchemy suggests there are a lot of liquids involved, and that wasn’t what I had in mind.
Btw, great suggestion Clint |
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ogbendog Heroic
Joined: 29 Jul 2004 Posts: 1955
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Posted: Mon Jan 12, 2009 6:25 pm Post subject: |
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| I just did it as Enchanting. instead of a lilghting gun, it's a lighting wand, etc. |
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zeth Veteran

Joined: 14 Dec 2007 Posts: 591
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Posted: Tue Jan 13, 2009 7:26 pm Post subject: |
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| He is a pet monster tamer. Each power/device is a small creature he keeps in his pocket or summons from thin ir to do his bidding. |
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Squidfisher Novice
Joined: 21 Sep 2008 Posts: 46
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Posted: Wed Jan 21, 2009 8:49 am Post subject: |
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| Track down some of the Order of Reason stuff for White Wolf's excellent Mage: The Sorcerer's Crusade for one of the best presentations of 'technomagick' anywhere, ever. I still pine for the campaign run by a mate of mine a few years back in which a man who built cathedrals according to Sacred Geometry could put the hurt on vampires with naught other than an understanding of God's Great Work and a hammer forged according to the Seven Rigorous Principles of the Master Matthias... |
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Primus Magus Novice
Joined: 01 Aug 2008 Posts: 41
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Posted: Wed Jan 21, 2009 2:48 pm Post subject: |
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A friend of mine has most of the Sorcerer's Crusade books, guess I’ll just have to borrow them then  |
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Lord Inar Heroic

Joined: 30 May 2006 Posts: 1557 Location: Boulder, CO
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Demonicuss Krinn Seasoned
Joined: 12 Apr 2004 Posts: 163
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Posted: Wed Jan 21, 2009 4:39 pm Post subject: |
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Since someone already mentioned Artificers, another similar style would be borrowing Rifts' concept of the Techno-Wizard (and if he's too high tech for you, the Eco-Wizard or Necromancer could fill the same role) - you build items/weapons/etc that are imbued with magic potential. The Eco Wizard uses living materials (tree bark, bone, animal remains) and the Necromancer uses dead material (less tree bark, more bone, sinew, and remains). Technically all three could be just the same class, just use different trappings.
AB (Techno-Wizard/Bio-Wizard/Necromancer)
Arcane Skill: (Arcane Engineering/Biological Engineering/Necro-Tech) |
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