Hey all,
Since this is a rather amalgam of a setting I am putting together (Victorian era, super heroic, steampunk) I was not sure which genre to put this post under so I chose here as the default.
I am looking for character, power, and limitation ideas for a setting where magic is real (yet not widely accepted or used since it is very unpredictable and hard to control), technology is high yet new and widely accepted (and of course steam driven), and high powered characters can arise from either arena.
For powers I was thinking of course steam driven suits of power armor, weapons that use odd ammo and fuels (in addition to steam), magical beings and practitioners, the beginnings of genetic manipulations and super surgeries (ex: I found a way to give animals human intellect!)
For limitations I was thinking the regulars like focus, charges, and time to activate, as well as burnout and side effects (ex: steam breach in your suit! Take 1d6 NND!).
Anyone have any other ideas or perhaps have some writeups of their own steam-hero campaigns to share?
Edit: no techno-magic - I want there to be a clear line of division between arcane and technological. This is not to say a mage cannot use a steam powered device or that a scientist can't benefit from wearing a magic talisman, but instead no one can fuse the two and get a good result. 99% of the time it fizzles the magic or burns out the tech and 1% of the time there is a nasty explosion that only the villain of the campaign will be able to benefit from... oh my I've said too much!