Re: Wing Commander's Rules
Some time back I stumbled on a D&D variation that created Witches. Two booklets by Timothy Brannan. The oldest was free and the newest was a couple of bucks on RPG NOW or one of the other affiliated sites.
I have always had a thing for the not so powerful Hedga Mages and the like, and this fit rather neatly.
I sort of kicked and hammered it a bit to fit GURPS, my favored gaming system and came up with this concept:
Mages do not consider those with Magery 0 to be Mages, just bumbling wanna be's who are a danger to them selves and those around them. Those blessed (or Cursed) with Magery 0 just keep quiet and try to use their abilities, or don't try ... but a long surviving group tries to rescue these Magery 0 folks and teach them useful spells and abilities, many of which are not at all like Magery magics.
The two Magics don't generally work the same at all, although there has been some limited cross pollination over the centuries.
No mage would EVER admit to learning or using witch spells; nor would they ever teach them to such cretins as witches.
Regardless, witches do have unique abilities and under duress Mages, Cleric and Nobles have all snuck out and asked for their help.
The Game would revolve around a moderately powerful (NPC) with setting up a coven to recruit and teach the locally gifted (with Magery 0) how to be witches and survive in what can be a very hostile world. Each beginner would get their own village to help and would be come the Village wise person / hedge Mage/ Witch [which Brennan says is a non gender specific term].
They then get to deal with the exciting business of improving crops, finding lost kids, dealing with wandering Fey and ignorant humans of varied sorts. The Coven meets regularly and supports each witch as needed within it's abilities.
Am I the only person who would find this interesting?