Savaged Earthdawn Alternative Blood Magic House Rules
Preamble: It is my honest opinion that current approach to Blood Magic and other equipment like Living armour, that in Earthdawn cause relatively minor penalties, in the Savage Worlds conversion the cumulative -1 to Vigor rolls is much too severe a penalty. So I am putting forward these alternative rules for handling Blood Magic.
Instead of taking a -1 to Vigor rolls for Blood Magic and Living Armour etc.., the Adept loses 1 point off his maximum Karma total for each -1 Vigor penalty.
Non-adept NPCs are allowed up to half their Spirit die in Blood Magic +. Of course it is up to the GM if he wants his NPCs to have Blood Magic.
I think this approach restores the granular effects of the Strain cost in Earthdawn.
Cheers, Chris
Alternative Blood Magic rules
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