"no mp mage" By robblu (https://pastebin.com/u/robblu) URL: https://pastebin.com/vF35UizH Created on: Tuesday 29th of December 2015 06:19:37 PM CDT Retrieved on: Saturday 31 of October 2020 03:41:48 AM UTC Cooldowns: 1 for Novice, 2 for Journeyman, 3 for Master. A Mage can reduce the Cooldown by taking DRAIN, meaning he takes 4x Normal Cooldowns + remaining turns in penetrating damage. The Skillful casting stunt reduce the Cooldown by 1. Fumble: On a magical fumble, the Mage take DRAIN damage equal to the 4 x Cooldown in penetrating damage. Heal: I'll run with the idea of 1d6 by Cooldown turn and can only cure the most recent wounds. HP will now represent a pain/fatigue treshold, instead of removing damage from a Health pool, the players will write their wounds each time they get hit, something like this: In a round the Sammy got hit 3 times for 12, 11 and 10. The player will write in the box: 8-11-9. The heal spell will only be able to heal the most recent wounds (10 damage) because the others wounds are too deep/old. When the cumulative damages reaches the HP treshold, the player is knocked out and starts Dying. The Biotech Talents (Chirurgy) allows a player to use Medkit and Stimpacks to heal older/deeper wounds with some times, but its better used out of combat because its needs to be adjacent to the patient. Its not much of a change all in all, but I hope it will make pressure on the players to act in team and use their brains (coming from high-level DnD games, they tend to go full-berserk-i'm-invincible on the enemies then panic after they got machinegunned for 21 damage :P ) As for damage, let's just say that pistols already deal 1d6+4, shotguns go for 3d6 at melee range, sniper for 2d6+2 and Armor are about 2 or 3, so I cant go much higher on the damage unless risking TPKO.