u/Ok_Savings_4497

Science/Tecnology in Magic Rules (SWADE Fantasy)

Hello everyone! I hope you're all doing well! ^^

It's me again with another question and i'm extremely grateful for your helpfulness and patience.

Well... I'm a player obsessed with Weird Science archetype characters (Gadgetters, Tinkerers, and the like), so Savage Worlds allowing me to follow this path is very satisfying. I always consider Weird Science Arcane Backgrounds exactly as another AB option (taking into account its peculiarities, such as the Devices or the Jury Rig).

Because of this, I automatically assumed that rules involving magic as a whole (in Edges like Arcane Resistance, or even Powers like Detect Arcana, and things like that) also encompassed Weird Science ABs (like the Tinkerer or the Mad Scientist from the Deadlands Companion). But looking at the bigger picture now, after a conversation with my GM, I'm wondering if this mindset is really correct, and that's why I wanted to know your opinion.

Do you consider the Tinkerer, the Mad Scientist, or other Arcane Background archetypes focused on Science/Technology to be free from the rules that are restricted to magic? Or do you include all AB within the same rule? I'm asking to understand how the system expects me to take this into account (whether I can change it from setting to setting, or if it's a key balancing element that shouldn't be altered). Thank you in advance for your attention ^^

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u/Ok_Savings_4497 — 6 hours ago

Arcane Devices and Known Powers

Hi everyone! I need help with a question about Artificer Edge, specifically regarding the Arcane Devices rule.

The text about Arcane Devices specifies that the device's creator must know the Power to create it. Is this helped by Edges such as "Gadgeteer" (Weird Science) or "Arcane Inspiration" (Wizard, Fantasy Companion)?

I found another thread discussing this, but it didn't deal exclusively with these Edges, so I wanted to know the community's most recent perception on the subject.

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u/Ok_Savings_4497 — 8 days ago