I'm wondering what the magic power level will be like, in comparison with Spellbound. We were going to try to do Spycraft + magic, in a world with late-1800s tech, and we ran into two magic-related problems:
1. No magic items ... even trying to extrapolate from the gear list, it was just too much work.
Late Victorian period with magic. You just need to be creative. Start with the Historical (1900) quality. *poof* Now, according to Clarke's Third Law, anything
introduced after 1900 is a magic item. Either that or the product of Science!
. Magic swords can be done using the sword as a gadget housing and laying down lots of upgrades. In the case of firearms, well, if it's hard to figure out how to do it (or it's flatly impossible) with 1880-1900 technology, well, there you go, Magic! Armor is similar, anything other then the pre 1900 year stuff and the Hobbyist is magic and described however you choose. Then there's gadgets, which Spellbound I says are magic items. Signs and Portents 51 also shows examples of Excalibur (or pretty much any other mythological magic sword) and Morgana's Gift (the cloak that causes it's wearer to burst in to flame). PCs create, modify or repair magic items (of either Clarke's Law or Gadget based) using Science (Magecraft) per Spellbound I.
2. Spellbound power levels were too low when compared to standard d20. (And most of the players were fresh from a Forgotten Realms campaign, which has an even higher magic level than standard d20).
How so? Not enough power to sling around? Spells weren't dealing enough damage? Spells were to hard to cast reliably?
(There were non-magic-related problems, also; for example, the difference in tech levels made some gear picks just not work.)
See above, also, for alot of things that aren't item based, look at the effect, not the description. Then come up with a description that works. Remember to always distinguish between the mechanical effect and the appearance of something. The later is just a special effect.
I understand that y'all are planning on some different gear lists. And hopefully there are some stock critters along with the critter construction kit.
Animals, monsters, beasts, horrors man was not meant to know are all built with the NPC system. I don't see that changing. There's some more horrific (in the Call of Cthuhlhu sense) monsters and a number of useful NPC qualities in Fragile Minds