Another FBH Dev musing
Still working on Occult, which is all about change and alteration of matter. However, I’m faced with the sad truth that some skills are only good in theory, but are too narrow or to forceful to be useful. One such skill I have on the chopping block is Necromancy:
Necromancy: You may substitute flesh, blood and bone whenever you need to use materials or a Kit
There are a bunch of interesting combos with that, be performing Patch Up/Surgery with blood rather than a medical Kit, creating a Skull Bomb by using Tinker + Necromancy, synthesizing a cure within your own body using Chemistry + Necromancy, etc.
But how many players are going to be willing to play that character? Aside from the occasional actual Necromancer archetype, the skill’s own theme and flavor make it unsuitable to most archetypes as a secondary ability. In fact, I feel the flavor is so “strong” that it takes over. A skill like Necromany warps the character archetype, and becomes too demanding.
So yeah. Sorry Necromancy. You were a cool idea, but it’s the wrong game for you. =/
I would say if you wanted something like this you could do something like cybermancy which could be used to create/graft cybernetic prosthetics or devices to a living or synthetic being
Oh man… repairing a ship with organs from a corpse sounds awesome.
Aaron Griffin did someone say Reavers?
I am uneasy with fantasy terms wending their way into a SF game. Psionics was established in SF from the novels that Traveller was inspired by, but necromancy? Really? Maybe it’s jokingly referenced in the Portal computer game where GlaDOS talks about a solution that deodorizes putrid flesh, but that’s about it for SF…
Well, there’s always sympathetic magic with a flesh/blood focus. To heal or harm is up to the practitioner.
Maybe ask yourself, would this power feel at home in Guardians of the Galaxy, Star Wars or Farscape?
Scorpius would totally be a necromancer