You know how you play with a cat by dangling a peice of sting within his grasp, and then pull it away as he grabs for it? If the string isn't exciting and tempting the cat won't grab. But if you pull away early too many times and deny him too often, the cat gives up in frustration. The skill is in finding the sweet spot between those extremes where its fun for you and the cat.
That's what a GM's job is.
I'm trying out HERO points for this game - the rules are as follows - borrowed heavily from Scott's Luck pool system
Every character gets three HERO points at the start of each session.
Any character with luck rolls his luck dice at the beginning of each session, and for each "body" rolled on the luck dice he gains another HERO point.
HERO Points
For 1 Hero point, you may:
* increase your OCV or DCV by +4 before a roll is made (only for that roll - attack or defence)
* increase your OCV or DCV by +2 after a roll is made.
* increase a skill or Characteristic roll by +4 before a roll is made.
* increase a skill or Characteristic roll by +2 aftera roll is made
* increase damage by 2 DC, 3 body or +7 stun before the roll is made.
* increase damage by 1 DC, 1 body or +3 stun after the roll is made.
* Instant recovery - you get half your Rec in stun and End instantly.
* Autopush - you can get a 10 active point push without Ego roll and only 5 end cost.
* Damage reduction - you gain ¼ r Damage reduction for 1 point, ½ r DR for 2, or ¾ r DR for three. This applies against only one attack
* Each point can be traded in for the equivelent level of a luck roll (i.e. Three HERO points spent equal 3 sixes on a luck roll).
Any other suggestions or ideas are welocme for other uses of HERO points.
You know how you play with a cat by dangling a peice of sting within his grasp, and then pull it away as he grabs for it? If the string isn't exciting and tempting the cat won't grab. But if you pull away early too many times and deny him too often, the cat gives up in frustration. The skill is in finding the sweet spot between those extremes where its fun for you and the cat.
That's what a GM's job is.
The dreamwalker package:
Skills/Powers ect
15 Dreamwalking: Precognitive, Retrocognitive Clairsentience (Sight And Hearing Groups), Reduced Endurance (0 END; +1/2) (105 Active Points); No Conscious Control (-2), Only Through Dreams (-1), Not always clear (-1), Fixed Perception Point (-1), Precognition/Retrocognition Only (-1)
4 Lang: Ancient Cherulian
3 points to spend on oddball and obscure KSs
3 Perk: Member of Adventurer's Guild
Disades
5 Distinctive Features: Not Concealbe, detectable by unusual - The Prophacied one.
20 Hunted Mo, NCI, 8- Agents of Unmaker
As a note - the last evil empire in the world was taken down by a group of adventurers. One of them ended up become the new leader of a restored good government (think Star Wars more than anything else).
He knew that individuals could do a lot, so he set up the adventurer's guild. It spanned the contenent before the Unmaker came, and was designed to help and facilitate small groups doing great things.
Since the opening of the gates and the fragmentation of civilisation it is one of the few orginisations that kept power throughout the differeing socieites and citystates - becausee the membership were all adventurers and fairly tough. The Mage Guild is in a similar situation. The only other orginization(s) that kept any power in a large scale like that were the churches.
You know how you play with a cat by dangling a peice of sting within his grasp, and then pull it away as he grabs for it? If the string isn't exciting and tempting the cat won't grab. But if you pull away early too many times and deny him too often, the cat gives up in frustration. The skill is in finding the sweet spot between those extremes where its fun for you and the cat.
That's what a GM's job is.
I posted this in a new thread over at Hero system discussion, but it is for this campaign so I am posting it here too.
I'm in the process of doing up different stuff for my FH campaign, and I have a basic idea for a type of magic system, and am unsure of what kind of limitation value I need on a MP reserve.
This is way the thing works - at the start of the day, the character chooses two or three abilities that he can access that day. These abilities once chosen are either constant (like DCV or Def), or intant abilities that he can access anytime (say an EB). Once those are chosen they cannot be changed until the next day.
The other thing is that each ability has to have a minimum effect all the time (say 10 active points per slot) - so if you have a 50 pt multipower, and you choose three abilities that is 30 pts of your multipower reserve in use all day.
The last thing is that the character has controll of how much above the minimum they can have going at a time - each slot will be a multi and the character can shift around any points he has over the minimums of the powers.
I'm unsure of exactly how much in limitations that is worth - it is definatly less powerful than a raw multipower, but I'm not sure just how much. I tend to -1 for everything, but when I design my stuff for my game, I tend to go overboard on lims to make things a little cheaper for the characters. So I was just looking for other input. And yeah this will be a reserve only limitation.
Setting the slot takes some time, but once it is set, there isn't any time lim - so I don't know if that is even worth a lim - it would only come up if the PCs are attacked in the morning before the character had a chance to set the abilities that day.
And if anyone is curious this is adapting the Magic of Incarnum for D&D.
Last edited by Lord Mhoram; Feb 24th, '07 at 07:36 AM.
You know how you play with a cat by dangling a peice of sting within his grasp, and then pull it away as he grabs for it? If the string isn't exciting and tempting the cat won't grab. But if you pull away early too many times and deny him too often, the cat gives up in frustration. The skill is in finding the sweet spot between those extremes where its fun for you and the cat.
That's what a GM's job is.
Characters are coming in from the players. Here is the first.
William "Billy" Ringrose
Background/History: William Ringrose (or Billy, as everyone called
him) grew up the only son of a moderately successful merchant sailor.
With no mother around (she died in childbirth), Dad and his crews were
his family. He grew up around ships, and Dad promised to start taking
him along when he was 'old enough'.
So at the age of 17, Billy went on his first voyage. Sadly, there was
a monsoon, and he was washed up on an uncharted island, the only
survivor of the shipwreck. When nobody arrived to rescue him after a
week, he decided he'd better salvage what he could from the shipwreck
and get familiar with his little island, just in case he was going to
be there for a while.
He ended up being there for a little more than three years. He
salvaged some tools and honed his woodworking skills. He taught
himself the constellations and practically memorized the half-dozen or
so books he was able to save. He learned to hunt and fish and
identify edible plants. He dug a well. He even built himself a
little hut, complete with a bed, a table, a small cabinet, and a
couple of chairs. (He was optimistic.) By the time he was found,
he'd established a pretty nice little home, for a castaway.
He was eventually found, as it turned out, by a privateering ship that
had survived a monsoon of their own. He bartered his skills for
passage to the mainland; the sailors had just lost their only really
good navigator, so they readily agreed. He found that they were quite
pleasant and good-hearted, for seafaring bandits, and so he didn't
mind that it took them almost a year to reach the Continent. He took
advantage of his time on board and learned anything and everything
that he could. They had a lot of interesting adventures, and he even
saved a man who'd been washed overboard. It was a good life. Once
they put into port, though, he parted ways with them, ready to seek
adventure and fortune on his own.
Personality/Motivation: Billy Ringrose is a pleasant, cheerful, and
optimistic sort of fellow. He's free-spirited and always up for a new
adventure or challenge. He knows that despite some rather unusual and
even unpleasant things that have happened to him, he's got a great
life and he lives it to the fullest.
Billy enjoys very few things quite as much as conversation. He loves
talking to people, be they friends, foes, or strangers in a tavern
somewhere. He feels that everyone has a story, and even if it's not a
very good story, it deserves to be heard. He also enjoys conversation
as a game, as a battle of wits and words has saved him from serious
bodily harm on more than one occasion.
Billy often comes across as carefree and sometimes as reckless. Every
so often, however, he seems inordinately cautious and contemplative.
Sometimes he'll be the first person to dive into a fight, and at other
times he'll be the one asking everyone else if they're crazy just for
thinking about it. He feels instinctively that he's living a charmed
life, but he also seems to know that there's only so far one can push
one's luck.
Quote: "No, I don't know why that didn't kill me, and to be quite
frank, I don't think it's my business to ask. Consider: if the Gods
had decreed that today was to be the day of my death, and by some
mistake of fortune I happened to miss my appointment, then it's hardly
in my best interest to bother Them with the matter, now is it?
[looking skyward] "Uh, hello, sorry for the interruption. Look, that
last thing should clearly have killed me, but as I stand here very
much alive, I thought it only right make You aware that there may have
been some sort of problem. No, no trouble at all. Happy to help.
[clutching chest] GARRGH!" You see my point?"
Powers/Tactics: Billy's opening move in any combat situation is to
talk. It's sometimes unclear whether his intent is to convince or to
confuse, but he has talked his way out of several fights in the past.
The fact that some of his opponents have come after him with renewed
vigor after realizing that they'd been duped is just one of those
unfortunate things that happens sometimes...
When pressed into a fight, his tactics will depend on the setting and
what's available to him. He enjoys a good bar fight as well as the
next adventurer and has been in enough of them to hold his own. He
doesn't worry about trying to fight 'fair' in such a situation because
he knows nobody else is worrying about it either. He knows how to use
bows and spears and various thrown weapons and can do so if the
situation requires. But in a real fight, he relies on his skills as a
swordsman. He typically fights defensively, knowing that his life,
which he enjoys a great deal, could end with one unfortunate sword
blow or arrow strike. Better not to get hit, if possible.
Billy has a number of skills that he picked up during his unfortunate
exile and during his time with the privateers. He learned a great
deal from his shipmates: "fencing, fighting, anything anyone would
teach me". His varied experiences and accumulated skills make him
well-suited to life as an adventurer, though not necessarily as a
traditional rogue or pirate. But he's a good chap to have around.
As his varied experiences will attest, Billy seems to live a charmed
life. He could have, and probably should have, died in a hundred
different ways by now, but somehow he's always come through safe and
relatively intact. Perhaps it's his quick healing ability or his
unusual premonitions of danger, or maybe it's the way things just seem
to work in his favor when times get tough. But whatever the reason,
it seems that somebody up there likes him. Billy tries not to think
about it too much, afraid that questioning his good fortune or
examining it too closely will somehow ruin it.
Appearance: Billy is tall and lean, well-muscled and well-tanned.
He's moderately handsome, in a rugged, happy-go-lucky sort of way. He
carries himself with confidence and grace. He looks somewhat older
than his 21 years. His clothing is generally sturdy and practical,
but he does enjoy wearing nice clothes when the occasion permits.
While sailing the high seas with his rescuers, Billy got a small
tattoo on his right shoulder blade, as all the other crew members had.
If seen by the right (or wrong!) people, this would give him away as
someone who had been a crew member aboard that ship. For this reason,
he almost never goes bare-chested.
Code:William "Billy" Ringrose Player: Pariah Val Char Cost 15 STR 5 16 DEX 18 18 CON 16 15 BODY 10 14 INT 4 13 EGO 6 15 PRE 5 12 COM 1 6 PD 3 6 ED 2 3 SPD 4 8 REC 2 36 END 0 32 STUN 0 7" RUN 2 4" SWIM 2 3" LEAP 0 Characteristics Cost: 80 Cost Power END Knacks 1 1) Compass: Bump Of Direction (3 Active Points); Extra Time (Full Phase, -1/2), Gestures (-1/4), Incantations (-1/4) 1 2) Sea Legs: Clinging (normal STR) (10 Active Points); Extra Time (5 Minutes, -2), OAF Immobile (Only aboard ahips; -2), Only to cling to things sharacter could normally walk on (-1), Increased Endurance Cost (x2 END; -1/2), Costs Endurance (Only Costs END to Activate; -1/4) 2 1 3) Monkey in the Rigging: +3 with Climbing (6 Active Points); Only in sails and rigging (-2), Gestures, Requires Gestures throughout (Requires both hands; -1), Incantations (-1/4) Gift: Charmed Life 17 1) Something's Not Right Here...: Danger Sense (self only, in combat, Function as a Sense) 12- 10 2) Fate Smiles: Luck 2d6 0 6 3) That didn't hurt as bad as I thought...: Combat Luck (3 PD/3 ED) 5 4) Don't do that!!: Detect Bad Course of Action A Single Thing 12- (Unusual Group), Sense 0 Talents 5 1) Quick Healer: Healing 1 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); Extra Time (Regeneration-Only) 6 Hours (-2 1/2), Self Only (-1/2) 0 4 2) Defensive: +2 with DCV (10 Active Points); Only vs. Ranged attacks (-1), Only with cover or after moving at least 3" (-1/2) 7 3) Deflect Arrows: Missile Deflection (Arrows, Slings, Etc.) (10 Active Points); Restrainable (-1/2) 0 15 4) Second Wind: Healing STUN 3d6+1 (standard effect: 10 points), Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; +1/4) (41 Active Points); 1 Recoverable Charge (-1 1/4), Self Only (-1/2) [1 rc] Powers Cost: 72 Cost Martial Arts Maneuver 4 Punch / Basic Cut: 1/2 Phase, +0 OCV, +2 DCV, 5d6 Strike 5 Offensive Strike / Slash: 1/2 Phase, -2 OCV, +1 DCV, 7d6 Strike 3 Throw: 1/2 Phase, +0 OCV, +1 DCV, 3d6 +v/5, Target Falls 4 Low Blow: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND 4 Block / Parry: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 Weapon Bind: 1/2 Phase, +1 OCV, +0 DCV, Bind, 25 STR 4 Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 25 STR to Disarm 2 Weapon Element: Blades, Clubs, Default Element Martial Arts Cost: 30 Cost Skill 3 Breakfall 12- 3 Climbing 12- 3 Concealment 12- 3 Conversation 12- 3 Gambling 12- 5 Navigation 13- 3 Paramedics 12- 3 Persuasion 12- 3 Shadowing 12- 3 Stealth 12- 3 Survival 12- 3 Tracking 12- 3 Trading 12- 3 Scholar 1 1) KS: Local Myths & Legends (2 Active Points) 11- 1 2) KS: Maritime Law and Customs (2 Active Points) 11- 2 3) KS: Stars and Constellations (3 Active Points) 12- 1 4) KS: Undefined esoteric knowledge (2 Active Points) 11- 1 5) KS: Undefined esoteric knowledge (2 Active Points) 11- 3 Jack of All Trades 1 1) PS: Hunter / Fisher / Gatherer (2 Active Points) 11- 2 2) PS: Sailor (3 Active Points) 12- 1 3) PS: Woodworker (2 Active Points) 11- 5 +1 with HTH Combat 4 WF: Common Melee Weapons, Common Missile Weapons 1 Common Language (imitate dialects; literate) (6 Active Points) Skills Cost: 67 Cost Perk 1 Favor Perks Cost: 1 Total Character Cost: 250 Val Disadvantages 15 Psychological Limitation: Will try to talk his way out of a fight if possible (Common, Strong) 20 Psychological Limitation: Curious, Seeker of Adventure (Very Common, Strong) 10 Psychological Limitation: Sucker for a Pretty Face (Uncommon, Strong) 5 Psychological Limitation: Generous (Uncommon, Moderate) 5 Distinctive Features: Talks too much (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 5 Distinctive Features: Tattoo on shoulder blade (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 15 Hunted: Bad Guy of the Week 8- (Mo Pow, Harshly Punish) 25 Disadvantages yet to be determined
You know how you play with a cat by dangling a peice of sting within his grasp, and then pull it away as he grabs for it? If the string isn't exciting and tempting the cat won't grab. But if you pull away early too many times and deny him too often, the cat gives up in frustration. The skill is in finding the sweet spot between those extremes where its fun for you and the cat.
That's what a GM's job is.
In my game I have gifts (which is where I got the material for my DH article) - one of those bascially mirros the HIghlander movie ("There can be only one!"). This character has that gift. I also adapted the Unearthed arcana class Akashic which are characters that delve into racial memory. Note the G'kari race are an homage to the characer in B5 and have the same basic look.
Background/History:
S’Kari was born as Benj to Jieno and T’Mara in the village of Tremen, in the north-eastern corner of the continent, very near the inlet from the sea. Jieno was a local craftsman for the area, he was thought to be able to make anything to help people out, and especially dealing with metals or wood, and T’Mara was a veritable Jack of all Trades housewife, not just with the typical housework chores but also with various tasks that needed help in the village and surrounding area. As he was growing up he helped his father with numerous things and his dad instilled in Benj a sense of curiosity and of upholding ones promises. When Benj was 9 yrs old Jieno starting teaching him how to work steel and making it sing for you, while Benj was stroking the forge with some raw iron an explosion happened and Benj panicked and embers flew all around, a lot of them landed on him scarring his face and a good share of his body, about 35% down the left side of his body, it didn’t really affect his health but it did leave the scar, and that is when he picked up the nickname S’Kari at first he really didn’t care for it, but as time wore on he started accepting it even to the point of using it and responding to it.
When he reached adulthood, on his 14th birthday Benj made a pledge to his father.
Pledge sworn to Jieno (father of Benj):
1.Show Compassion: Give to the needy, help people out of troubling times.
2.Show Adventure: Explore, and meet new things, find new experiences over the horizon.
3.Show Curiosity: Seek knowledge, and fill your mind up.
4.Show Humility: You are Great, but remember #1 above and show compassion, and don’t think lesser of other people for what they are and what they are living in.
5.Show Thirst for Good: Good and Evil are at war, and with Good being a much more pleasant side to stand on.
The next day a person came into town, Far-bem-ko a wandering Draconian who came to Jieno to see about buying a sword made for him, Jieno had Benj make it for him. While he was working on the metal the draconian started up a conversation with Benj, he talked about various things in the world at large and the life of an adventurer, it is great he said “You experience new things that just seem to open up your view of the world.” When Benj was done working the metal he called his dad to finish up the work so that he could learn some more of how to do the finishing touches on making a sword. After the blade was finished the Draconian lifted the blade, inspecting and gauging the make and the finesse of the blade. He then threw Jieno a bag of coin, Jieno opened it up and saw 3 gold pieces “This is much-much more than I stated on the price of me working the blade, the Draconian said count some of that as gratitude for making an excellent blade, and the rest for compensation for losing you apprentice, then he raised the blade up and brought it down in a slashing fashion across Benj chest and stomach, with a very deep cut and said “I am testing it’s effectiveness on your helper here” Benj fell down spurting blood, and Jieno pulled a sword and start a fight with the Draconian, it was not a very long fight, with the final blow from the Draconian slashing thru Jieno face, and sending him spiraling into the couple seconds of dying, with Benj already dead on the floor. Hours later Benj seems to “Wake Up” and saw that his body had been slashed and he was recovering from that sword cut, and looked at his father and saw his dead lifeless body, in a fit of rage he ran from the shop and scoured the countryside for Far-bem-ko, he searched for 2 days before stopping and going to sleep, he awoke and came to realize that he had been running around with no food and yet he was not hungry, he took this as a good sign, and went back to home and he did talk with his mom, and bore the news it was then that he decided he would go out adventuring to find this killer and deliverer of “Blessing” to him. From then on he went traveling and learned skills and discovered he had numerous blessings of other sorts. He would travel from town to town sometimes settling down for a little while working in the smithy for room and study (he didn’t worry about eating). It was during these times that he started studying magic and some of the various other mystical avenues, I learned many things numerous spells, some of my abilities, even what my ancestors had for knowledge. As time went by, with me not finding Far-bem-ko, I did grow away from getting revenge on him for supposedly killing me, but I still did want to retrieve the last of my dad’s swords and use it for something good.
Personality/Motivation:
Cautious, Observing, & Acting mainly towards good, but very rarely straying off the path to subjects of personal gain for someone else as part of a promise to that person, he is very cautious as to what he makes a promise to, and so far has never been for evil.
Quote: (Usually Quiet)
Powers/tactics:
When knowing he will be going into battle sometime later that day, he will cast Spellcasters Armor. When entering combat starts out with Speed (or Speed 2 or Speed True) and then casting Aversion field. Then onto Immolate and then Fireball. A lot of it depends on who we are fighting.
Appearance:
Bright Reddish-Green Eyes, Light Green splotches all over G’kari body. 5’5” tall, 154 lbs weight. Burn scar on most of body (1/3 of face running down body all the way to foot, left side of body), scar is slowly fading from regeneration abilities. Wears a light green tunic, and long mauve pants. All of his clothing were a bit dirty, yet in perfect condition.
Code:S'Kari Val Char Cost Roll Notes 10 STR 0 11- Lift 100.0kg; 2d6 [1] 12 DEX 6 11- OCV: 4/DCV: 4 10 CON 0 11- 10 BODY 0 12- 20 INT 10 15- PER Roll 15- 15 EGO 10 13- ECV: 7 13 PRE 3 13- PRE Attack: 4d6 10 COM 0 11- 2+8 PD 0 Total: 2/10 PD (0/8 rPD) 2+8 ED 0 Total: 2/10 ED (0/8 rED) 2+1 SPD 0 Phases: 6, 12/4, 8, 12 3+5 REC -2 20 END 0 25 STUN 0 Total Characteristic Cost: 27 Movement: Running: 6"/12" Leaping: 2"/4" Swimming: 2"/7"/32"/112" Cost Powers END 15 Dreamwalking: Retrocognitive, Precognitive Clairsentience (Sight And Hearing Groups), Reduced Endurance (0 END; +½) (105 Active Points); No Conscious Control (-2), Only thru Dreams (-1), Fixed Perception Point (-1), Precognition/Retrocognition only (-1), Not always clear (-1) The Endless Notes: These abilities only affects the damage taken on oneself, it will not affect the damage transferred by some Divine spells, even the death caused by transferring too much BODY damage. 18 1) Immortal Body: Life Support (Eating: Character does not eat; Longevity: Immortal; Self-Contained Breathing) 17 2) Immortal: Regeneration 1 BODY, Can Heal Limbs, Resurrection (35 Active Points); Extra Time (Regeneration Only) 1 BODY / Hour (-1) 8 3) Immortal: Regeneration 1 BODY (10 Active Points); Extra Time (Regeneration Only) 1 BODY / Minute (-¼) 3 Quickening: Variable Power Pool, 2 base + 1 control cost, Cosmic (+2) (5 Active Points); Limited Power Characteristics Only (-1) 0 1) +1 REC (2 Active Points) Real Cost: 2 0 2) +2 STR (2 Active Points); No Figured Characteristics (-½) Real Cost: 1 1 0 3) +1 BODY (2 Active Points); No Figured Characteristics (-½) Real Cost: 1 0 4) +2 PD (2 Active Points) Real Cost: 2 0 5) +2 ED (2 Active Points) Real Cost: 2 Akashic Package Deal 8 1) Skill Memory: +2 with all non-combat Skills (16 Active Points); Costs Endurance (-½), Increased Endurance Cost (x2 END; -½) 4 8 2) Delving into the Racial Memory: Universal Knowledge (Knowledge Skills) 15- (20 Active Points); Extra Time (1 Minute, -1 ½) Legendary Mind 8 1) +8 INT 14 2) +7 EGO 8 3) +8 PRE Natural Archmage 10 1) Unlimited Spell Power: Custom Perk Notes: The character has no limit to the points he may put into his multipower reserve. 10 2) Born Archmage: 0 3) LS (Longevity Immortal) Notes: already bought in the Endless Gift 10 4) +5 with Power: Spellcraft Skill 7 Mana Pool: (65 END, 1 REC) Reserve: (7 Active Points); REC: Limited Recovery (only while asleep, after 1 hour; -1), Slow Recovery 1 Minute (-½) 6 Arcane Consumption: 10 REC on Mana Pool (END Reserve); Side Effects: Character takes 1 BODy every time REC is used, Side Effect occurs automatically whenever Power is used (-1) 32 Arcane Magic: Multipower, 65-point reserve, (65 Active Points); all slots Requires An Spellcraft Magic Skill Roll (-½), Variable Limitations (requires -½ worth of Limitations; -¼), No Push (-¼) Notes: Possible Limitations:Inc Time-Full Phase (if possible), Inc END x2, Gestures, Incantations, Concentration ½ DCV 2u 1) Raw Magical Bolt: (Total: 61 Active Cost, 23 Real Cost) Killing Attack - Ranged 1d6, Autofire (5 shots; +½), Reduced Endurance (0 END; +1) (37 Active Points); Cannot Use Targeting (-½), Requires An Spellcraft Magic Skill Roll (-½), Difficult to Fire (-2 OCV) (-¼), Variable Limitations (requires -½ worth of Limitations; -¼), No Push (-¼) (Real Cost: 13) plus Penalty Skill Levels: +8 vs. Autofire with All Attacks (24 Active Points); Costs Endurance (-½), Requires An Spellcraft Magic Skill Roll (-½), Variable Limitations (requires -½ worth of Limitations; -¼), No Push (-¼) (Real Cost: 10) 2 Notes: Raw Magic BoltTime½ PhaseMR- 6Mana6Dur.InstantRange185"Cost2This spell shoots a coruscating bolt of raw magical energy at the target. When it hits (if it hits) it circles around and impacts again and again on the targer (5 times). Each shot takes a different hit location roll. If the caster targets a location, that is the first shot, but each successive hit is still random. The energy is barely contained and does not “fly true” - it imposes a -2 OCV penalty when attacking with it.1d6 KillingAutofire +½ (5 shots)0 End +18 levels of Penalty negation (Auto Fire)Cost Initial End -¼Difficult to fire -¼ (-2 to OCV)Cannot target 1u 2) Aversion Field Mentalism: +3 with DCV, Uncontrolled (+½), ExD 1 hour (+¾) (34 Active Points); Extra Time (Full Phase, -½), Only with things with Minds, or that have less than 15 mental D or less than 30 Ego. (-½), Requires An Spellcraft Magic Skill Roll (-½), Costs Endurance (Only Costs END to Activate; -¼), Variable Limitations (requires -½ worth of Limitations; -¼), No Push (-¼) 3 Notes: Aversion FieldTime: Full Phase MR: -3 Mana: 3Dur.: 1 hour Range: Self Cost: 1This spell sends out a field of “Don’t hit me”. It makes it harder for those with self will to be able to target the caster.Aversion Field: +3 with HTH Combat, Uncontrolled (+½), ExD 1 hour (+¾) (34 Active Points); Extra Time (Full Phase, -½), Only with things with Minds, or that have less than 15 mental D or less than 30 Ego. (-½), Costs Endurance (Only Costs END to Activate; -¼) 1u 3) Speed Mentalism: +2 SPD, Uncontrolled (+½) (30 Active Points); Requires An Spellcraft Magic Skill Roll (-½), Variable Limitations (requires -½ worth of Limitations; -¼), No Push (-¼) Notes: SpeedTime0 phaseMR- 3Mana3Dur.1 turnRangeSelfCost1The next turn the caster gains +2 speed.2 pts additional speedcosts intial end -0Uncontrolled +½only lasts one turn -1Active 30 1u 4) Speed II Mentalism: +2 SPD, Uncontrolled (+½) (30 Active Points); Requires An Spellcraft Magic Skill Roll (-½), Variable Limitations (requires -½ worth of Limitations; -¼), No Push (-¼) Notes: Speed IITime0 phaseMR- 5Mana5Dur.2 turnRangeSelfCost1The next two turns turn the caster gains +2 speed. The caster cannot learn this spell without learning Speed 1.2 pts additional speedcosts intial end -0Uncontrolled +½Costs x1.5 end, and slightly more difficult to castonly lasts two turns -¾Active 30 1u 5) Speed True: +2 SPD, Uncontrolled (+½) (30 Active Points); Requires An Spellcraft Magic Skill Roll (-½), Variable Limitations (requires -½ worth of Limitations; -¼), No Push (-¼) Notes: Speed TrueTime0 phaseMR- 9Mana9Dur.1 minuteRangeSelfCost1The next five turns turn the caster gains +2 speed. The caster cannot learn this spell without learning the lower two speed spells.2 pts additional speedcosts intial end -0Uncontrolled +½Costs x3 end, difficult to cast doublly -¼only lasts five turns -¼Active 30 1u 6) Eternal Flame Fire Mage: Killing Attack - Ranged 1 point, Reduced Endurance (0 END; +½), Uncontrolled (+½), Persistent (+½), Continuous (+1), Difficult To Dispel (x65536 Active Points; +4), Extended Duration 1 million years (approx.) (+4 ½) (60 Active Points); Increased END x5 (-2), Extra Time (1 Turn (Post-Segment 12), Only to Activate, -¾), Concentration (0 DCV; -½), No Range (-½), Must be put on a prepared object (-½), Requires An Spellcraft Magic Skill Roll (-½), Costs Initial END (-¼), Variable Limitations (requires -½ worth of Limitations; -¼), No Push (-¼) Notes: Time[1 turn]MR [-6]Mana [30]Duration [Forever]Range [Touch]With this spell the caster creates a small flame (about the size of a torch flame) that is then placed onto a prepared object; this object can be a bowl, torch handle, oven, alter or such. The flame never burns this object and burns eternally there. If the object is destroyed by another means, the fire goes out. The fire does 1 pip of fire killing damage to anyone foolish enough to touch it.Difficult to Dispell (effetively 3.5 Million Active Points)Active Cost 60 2u 7) Immolate Fire Mage: Killing Attack - Ranged 1d6, Reduced Endurance (0 END; +½), Persistent (+½), Uncontrolled (+½), Damage Shield (+½), Continuous (+1) (60 Active Points); Extra Time (Full Phase, -½), Requires An Spellcraft Magic Skill Roll (-½), Variable Limitations (requires -½ worth of Limitations; -¼), No Push (-¼) Notes: ImmolateTimeFull PhaseMR- 6Mana6Dur.1 minuteRangeSelfCost2The caster becomes covered in a sheath of flame. It deals 1d6 K damage.1d6 RKA0 end +½Persistant +½Uncontrolled +½Continous +1Damage Shield +½Full Phase -½Active Cost 60 2u 8) Fireball Fire Mage: Killing Attack - Ranged 1 ½d6, Area Of Effect (3" Radius; +1) (50 Active Points); Requires An Spellcraft Magic Skill Roll (-½), Variable Limitations (requires -½ worth of Limitations; -¼), No Push (-¼) 5 Notes: FireballTime½ PhaseMR-5Mana8Dur.InstantRange100"Cost2The caster extends his hand and a small ball of flame shoots towards the target area and explodes when it reaches there for 1 ½ d6 Killing at a diameter of 5"1 ½ d6 RKAArea Affect Radius 2.5"Beam -¼x1.5 end -¼Limited Range -1.4Active Cost 50 2u 9) Summon Fire Elemental Fire Mage: Summon 200-point Fire Elemental (40 Active Points); Requires An Spellcraft Magic Skill Roll (-½), Variable Limitations (requires -½ worth of Limitations; -¼), No Push (-¼) 4 Notes: Summon Fire ElementalTimeFull PhaseMR- 6Mana6Dur.VariableRange1"Cost2This spell summons a friendly man-sized fire elemental. The fire elemental will be loyal (but not slavishly so) to the caster. The elemental can leave back to his home plane at any time, but will usually stay for one task.Summon 200 pt Fire ElementalLoyal +½Full Phase -½ 1u 10) Analyze Disease Divine: Detect Disease 15- (Unusual Group), Discriminatory, Analyze (15 Active Points); Requires An Spellcraft Magic Skill Roll (-½), Costs Endurance (Only Costs END to Activate; -¼), Variable Limitations (requires -½ worth of Limitations; -¼), No Push (-¼) 1 Notes: Analyze DiseaseTime: 0 Phase MR: -1 Mana: 1Dur.: Instant Range: Self Cost: 1This spell allows the caster to sense the presence of disease in a target, which poison and how much it affected the target.Analyze Disease: Detect Disease 11- (Unusual Group), Discriminatory, Analyze (15 Active Points); Costs Endurance (Only Costs END to Activate; -¼) 1u 11) Disease Nullification Divine: Suppress Any Disease 1d6, vs.Any Disease (+½), Reduced Endurance (0 END; +½), Persistent (+½), Uncontrolled (+½), Continuous (+1) (20 Active Points); Full Phase (-½), Concentration (0 DCV; -½), Requires An Spellcraft Magic Skill Roll (-½), Costs Initial END (-¼), Variable Limitations (requires -½ worth of Limitations; -¼), No Push (-¼) Notes: Disease NullificationTimeFull PhaseMR- 2Mana2Dur.VariableRangeTouchCost1The caster lays hands on the target, and each phase the disease loses 1d6 active points, until removed. The effects of the disease are not healed, but it no longer causes any problems.Suppress 1d6Vs Any disease +½0 end persistant +1Uncontrolled +1Continous +½0 Dcv -½Cost initial end -¼Full Phase -½Active Cost 20 2u 12) Taking the Wounds: Healing Simplified Healing 6d6 (60 Active Points); Full Phase (-½), Concentration (0 DCV; -½), Limited Power Transferral of Damage Drain (1 BODY & 2 STUN recover / 10 minutes) (-½), Limited Power No more than once per target per day (-½), Requires An Spellcraft Magic Skill Roll (-½), Variable Limitations (requires -½ worth of Limitations; -¼) 6 Notes: Taking The WoundsTimeFull PhaseMR- 6Mana6Dur.InstantRangeTouchThe healer lays hands on the wounded character, and transfers 6d6 damage to himself. He heals 1 pt of body and 2 pts of stun per 10 minutes. This can only be done once per person per day.6d6 HealingTakes on bod and stun as drain 1 pt / 10 minutes 2u 13) Spellcaster's Armor Arcane: Armor (7 PD/7 ED), Uncontrolled (+½), Extended Duration - 1 Day (+1 ¼) (58 Active Points); Full Phase (-½), Requires An Spellcraft Magic Skill Roll (-½), Increased END x1.5 (-¼), Difficult to Cast (-¼), Variable Limitations (requires -½ worth of Limitations; -¼), No Push (-¼) Notes: Spellcaster’s ArmorTimeFull PhaseMR-9Mana9Dur.1 dayRangeSelfCost2The caster surrounds himself with magical armor. It lasts all day. This armor is visible, and provides 7 pts of resistant and energy defense.Armor 7/7Uncontrolled +½Extended Duration +1 ¼ (1 day)X1.5 end -¼Difficult to cast -¼Full Phase -½ Active Cost 58 3u 14) Water Wings Water Mage: Swimming +5" (2"/7" total) (Balancing Adder, x16 Noncombat), Extended Duration - 1 hour (+¾) (52 Active Points); Requires An Spellcraft Magic Skill Roll (-½), Variable Limitations (requires -½ worth of Limitations; -¼), No Push (-¼) 5 Notes: Water WingsTime0 phaseMR- 5Mana5Dur.1 hourRangeSelfCost3This spell allow the caster to move increadibly swiftly on the water. He needs some other way to breath, if he plans to go deep.5" Swimmingx16 noncombatExtended Duration +¾ (hour)Active 53 1u 15) Detect Magic Essence Public: Detect Magic 15- (Unusual Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), Range (25 Active Points); Full Phase (-½), Requires An Spellcraft Magic Skill Roll (-½), Costs Half END (-¼), Variable Limitations (requires -½ worth of Limitations; -¼), No Push (-¼) Notes: Detect MagicTimeFull PhaseMR-2Mana1Dur.1 phaseRangeSelfCost1The caster, for the phase the spell is cast, can detect magic and know all of the details about any active spells in the area. The caster makes a perception roll, and senses everything in a 360 degree area. How far out is dependant on how well the character makes his perception roll.Detect Magic, range, discrimitory, Analyze, 360 DegreeCost Half End -¼Full Phase -½Active Cost 25 2u 16) Inner Thoughts Seer: Telepathy 12d6 (60 Active Points); Full Phase (-½), Requires An Spellcraft Magic Skill Roll (-½), Limited Range (-¼), Variable Limitations (requires -½ worth of Limitations; -¼), No Push (-¼) 6 Notes: Inner ThoughtsTimeFull phaseMR- 6Mana6Dur.VariableRange100"Cost2The caster reciees thoughts of the target.12d6 TelpathyFull Phsae -½limited range -¼Active 60 1u 17) Vision Behind Seer: Retrocognitive Clairsentience (Sight Group), Easy to Cast (+¼), Reduced Endurance (½ END; +¼) (60 Active Points); Concentration, Must Concentrate throughout use of Constant Power (0 DCV; -1), "OIF" Retrocognition must be assoiciated with a place or item (-½), Full Phase (-½), Requires An Spellcraft Magic Skill Roll (-½), Variable Limitations (requires -½ worth of Limitations; -¼), No Push (-¼) 2 Notes: Vision BehindTimeFull PhaseMR- 3Mana3Dur.VariableRangeSelfCost1Caster gets a vision of the past. Vision must be associated with a place or item. Caster is in a trance throughout.Retrocog Clairsentience (40)Easy to cast½ end “Oif” -½0 DCV throughout -1full phase -½Active 60 2u 18) Repair Arcane: Major Transform 2d6+1 (Transforms broken object into fixed object), Partial Transform (+½) (52 Active Points); Full Phase (-½), Requires An Spellcraft Magic Skill Roll (-½), Variable Limitations (requires -½ worth of Limitations; -¼), No Push (-¼) 5 Notes: RepairTimeFull phaseMR- 6Mana6Dur.InstantRange300Cost2This spell repairs an object. If the object is too large to be fully repaired this way, the object heals one body for each body rolled on the transform. This will help repair things such as wagons, ships or buildings.Transform (major) 2d6+1Partial Transform +½Transform broken object to fixed subjectFull Phase -½ 1u 19) Create Bloodstone Enchanter: Major Transform 1d6, object into Enchanted Object (+½), Variable Healing Method (+½), Reduced Endurance (0 END; +½), Continuous (+½) (45 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (-2), Extra TIme 1 hour to start (-1 ¾), Increased END x5 (-1), Limited Power Can only enchant with appropriate materials (-1), Concentration (0 DCV; -½), Requires An Spellcraft Magic Skill Roll (-½), Costs END to start (-¼), Variable Limitations (requires -½ worth of Limitations; -¼) Notes: Create BloodstoneTime1 hourMR- 4Mana20Dur.PermanentRangeTouchCost1With this spell the caster creates a bloodstone (see itmes) for himself or someone else. This stone has all of the abilities listed. Repeated casting on the same stone incur an additinal -3 on the casting roll, and makes the bloodstone increase to one level higher in ability.1d6 Major TransformImproved Target group - Object to Enchanted object +½Var Healing Method +½Continious +½0 End +½0 DCV throughout -1Extra time 1 hour (only to start) -1 ¾Side Effects -2 End drain 3d6 recover per hour (personal end)Cost End to start -¼x5 end -1Can only enchant with approriate materials -1Active points 45 3u 20) Dispel Magic: Dispel Magic 16d6, any Magic power one at a time (+¼) (60 Active Points); Requires An Spellcraft Magic Skill Roll (-½), Variable Limitations (requires -½ worth of Limitations; -¼), No Push (-¼) 6 Notes: Dispell MagicTime½ PhaseMR- 6Mana6Dur.InstantRange300"Cost3This spell can dispell magic, any realm or combination of realms.Dispell Magic 16d6Any Magic +¼Active Points 60 -32 Magic Blance (-32 Active Points) 1 Smithfires Trinket: Armor (0 PD/3 ED) (5 Active Points); OAF Bulky (Anvil and Forge; -1 ½), Extra Time (1 Minute, Only to Activate, -¾) Perks 1 Reputation: Master Sword Maker (A medium-sized group) 11-, +1/+1d6 3 Fringe Benefit: Member of Adventurer's Guild Talents 5 Eidetic Memory Skills 1 Armorsmith 8- 3 Linguist 4 1) Language: Ancient Cherulian (imitate dialects) (5 Active Points) 0 2) Language: G'Kari (idiomatic; literate) (5 Active Points) 1 3) Language: Magic Script (basic conversation; literate) (2 Active Points) 1 4) Language: Trade (basic conversation; literate) (2 Active Points) 7 Power: Spellcraft ((INT+EGO+PRE)/15) (Natural Archmage added) 21- 3 Power: Magic Inscriber 15- 1 PS: Blacksmith 8- 1 PS: Cooking 8- 3 Scholar 2 1) KS: Arcane (essence) Spells (3 Active Points) 15- 2 2) KS: Divine (channeling) (3 Active Points) 15- 2 3) KS: Eldritch Spells (3 Active Points) 15- 1 4) KS: Flora (2 Active Points) 11- 1 5) KS: History of Saints (2 Active Points) 11- 2 6) KS: Magic (3 Active Points) 15- 2 7) KS: Sword-makers (3 Active Points) 15- 1 SS: Metallurgy 8- 3 WF: Common Melee Weapons, Javelins and Thrown Spears 4 Enchanter (Magic Weapons, Miscellaneous, Wands) 15- 8 Swordsmithy Expertise: +4 with Weaponsmith on Swords and Daggers 3 Weaponsmith 15- Total Powers & Skill Cost: 248 Total Cost: 275 150+ Disadvantages 10 Disadvantages bestowed by GM 0 Distinctive Features: Burn scar on most of body (1/3 of face running down body all the way to foot, left side of body) (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; scars fade away during play from Regeneration) 5 Distinctive Features: Seemingly Distracted (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 5 Distinctive Features: The Phrophacied One (Not Concealable; Noticed and Recognizable; Detectable Only By Unusual Senses) 15 Hunted: "Hunted of the Week" 8- (Mo Pow, Harshly Punish) 20 Hunted: Agents of Unmaker 8- (Mo Pow, NCI, Harshly Punish) 15 Hunted: The other Endless 8- (As Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 0 Normal Characteristic Maxima 15 Psychological Limitation: Always upholds Promises (Uncommon, Total) Notes: When "Promises or Swears" to something, will always uphold it 15 Psychological Limitation: Annoyingly Cheerful (Very Common, Moderate) 15 Psychological Limitation: Protection and cares for the Innocent and Weak. (Common, Strong) 1 Quirk: 1 Quirk: 1 Quirk: Critiques Craftmanship of Swords 1 Quirk: Drinks Mead when Happy 0 Quirk: Seeks Vengence on Far-Bem-ko 1 Quirk: Talks to Steel when he is working on it 5 Rivalry: Professional (Other Weaponsmiths; Rival is As Powerful; Seek to Outdo; Rival Aware of Rivalry) Total Disadvantage Points: 275 EQUIPMENT CARRIED Equipment END Non-Magic Items 1) Long Sword (Fine Quality-Lower STR Min): (Total: 30 Active Cost, 11 Real Cost) Killing Attack - Hand-To-Hand 1d6+1, Reduced Endurance (0 END; +½) (30 Active Points); OAF-Long Sword (Fine Quality) (-1), STR Minimum 10 (Fine Quality) (-½), Real Weapon (-¼) (Real Cost: 11)Notes: Mass 1.0 kg 0 2) Studded Soft Leather: (Total: 3 Active Cost, 1 Real Cost) Armor (1 PD/1 ED) (3 Active Points); Normal Mass (-1), OIF-Studded Soft Leather (-½), Real Armor (-¼) (Real Cost: 1)Notes: Mass 3.50 kg 0 3) North Coast Dagger: (Total: 17 Active Cost, 6 Real Cost) Killing Attack - Hand-To-Hand 1d6-1, Range Based On STR (+¼), Reduced Endurance (0 END; +½) (17 Active Points); OAF-Sea Dagger (-1), STR Minimum 6 (-½), Real Weapon (-¼) (Real Cost: 6)Notes: Mass 0.8 kg 0 4) Javelin: (Total: 45 Active Cost, 23 Real Cost) Killing Attack - Hand-To-Hand 1d6+1, Range Based On STR (+¼), Reduced Endurance (0 END; +½) (35 Active Points); OAF-Javelin (-1), STR Minimum 8 (-½), Real Weapon (-¼) (Real Cost: 13) plus Doubling of Javelin (4 total) (10 Active Points) (Real Cost: 10)Notes: Mass 0.8 kg (x4) 0 5) Magnifying Glass: Microscopic ( x10) with Sight Group (5 Active Points); OAF-Magnifying Glass Durable (-1), Concentration, Must Concentrate throughout use of Constant Power (0 DCV; -1), Requires Light To Use (-¼), Nonpersistent (-¼)Notes: Mass 0.04 kgReal cost: 1 0 6) Spyglass: +8 versus Range Modifier for Sight Group (12 Active Points); OAF-Spyglass Fragile Expendable (Very Difficult to obtain new Focus; -1 ¾), Concentration, Must Concentrate throughout use of Constant Power (0 DCV; -1)Notes: Mass 0.15 kgReal cost: 3 0 7) Lens Goggles: +4 versus Range Modifier for Sight Group (6 Active Points); OAF-Lens Goggles Fragile Expendable (Difficult to obtain new Focus; -1 ½)Notes: Mass .30 kgReal cost: 2 0 8) Very High Quality Smithy tools: +1 with Smithy skills (Weaponsmith, Armorsmith, & Blacksmith) (5 Active Points); Extra Time (20 Minutes, -2 ½), OAF-Smithy tools Durable Expendable (Difficult to obtain new Focus; -1 ¼)Notes: Mass 1.5 kgReal cost: 1 9) Inscriber Tools: +1 Magic Inscriber (5 Active Points); Extra Time (1 Hour, Character May Take No Other Actions, -3 ¼), OAF-Magic Inscribing Tools Fragile Expendable (Extremely Difficult to obtain new Focus; -2 ¼)Notes: Mass 1.0 kgReal cost: 1 10) Enchanting Tools: +1 with Enchanting Skill (5 Active Points); Extra Time (1 Hour, Character May Take No Other Actions, -3 ¼), OAF-Enchanting Tools Fragile Expendable (Extremely Difficult to obtain new Focus; -2 ¼)Notes: Mass 1.0 kgReal cost: 1 11) Various Items in Backpack (listed on seperate sheet)Notes: Mass 2.0 kg 0 Magic Items 1) Wand of Fireballs: (Total: 60 Active Cost, 16 Real Cost) Killing Attack - Ranged 1 ½d6, Area Of Effect (3" Radius; +1) (60 Active Points); 50 Charges which Never Recover (-1 ¾), OAF-Wand with burn marks (-1) (Real Cost: 16) [50 nr] 2) Bloodstone II: (Total: 2 Active Cost, 2 Real Cost) Endurance Reserve (20 END, 0 REC) Reserve: IIF (-¼) (Real Cost: 2) 0 3) Navigation Bracelet: (Total: 3 Active Cost, 1 Real Cost) Bump Of Direction (3 Active Points); OAF-Bracelet (-1) (Real Cost: 1) 0 4) Boots of Speed: +1 SPD; OIF (-½)Notes: Active/Real Cost 10/7 5) Bracers of Endurance: +5 REC; OIF (-½)Notes: Active/Real Cost 10/7 6) Necklace of Life: +5 BODY; IAF (-½)Notes: Active/Real Cost 10/7
You know how you play with a cat by dangling a peice of sting within his grasp, and then pull it away as he grabs for it? If the string isn't exciting and tempting the cat won't grab. But if you pull away early too many times and deny him too often, the cat gives up in frustration. The skill is in finding the sweet spot between those extremes where its fun for you and the cat.
That's what a GM's job is.
This is the basic overview of my primary magic system:
The "standard" magic system of the world. The Eldritch magic system (named for the earliest form of magic used with this structure) is the classic mage's college / master & apprentice approach to magic. It is something learned, and takes a good deal of time to learn (represented by the point cost involved.) Magic is powered by each persons reserve of magical energy that they learn to store up and later use- this reserve is the mana that characters use to cast spells.
The study of magic started as a study of the forces of magic - how spells were shaped, how they interacted with each other, and the study of the magical power of the land itself, known as Earthblood. As time moved on, spells grew out of groups trying to create spells they could use. The Eldritch magic known today has all come down from those guilds and groups creating magic for their own use.
After the first fall, when those interested in magic began to study it again, there were only scattered notes about Eldritch magic, so they went off in a slightly different direction, and magic became a threefold study: Body, Mind, Spirit. World, Thought, Soul - Arcane, Mentalist and Divine branches of magic. With magic having been split into three separate but similar disciplines, more people became adepts of magic. A few could learn more than one form, and a very few could work all three. Scholar surmise that those with the ability to learn all three had the same kind of talent as those that studied Eldritch magic; whose spells began to surface as time went one. That is how things stand today, with the focus of magic on the three forms, but with those special few that can do more than one. People who master Arcane, Divine and Mentality and who also master Eldritch magic are known as archmages. Spells are divided into three catagories per discipline; there are public spells, which are the easiest to learn, private spells which are more difficult, and secret spells, that only a rally good mage can use at full capacity. Eldritch spells are considered Secret, but access to them have their own quirks.
Each discipline has certain types of things that it does better, or even that it can do at all, compared to the other disciplines.
Mentalist relates to abilities of the mind, sensory abilities and illusion, and body control and adjustments. Divine magic is very good at healing, at enhancements (things like blessings), nature, certain combat effects (paladin spells), and is great against undead and demons. Arcane magic manipulates the world, is very good at elemental magic, creation of energy and physical things. Eldritch magic is where you find magic dealing with Earthblood, direct manipulation of magical energies, spell modifications and many other basic things. It is also where you find spells that mix the "specialties" of the disciplines.
The mechanics of this system are much more detailed than the last two. First a mechanical overview then the detail. Eldritch magic is purchased as a multipower, with required limitations. Without special talents, the maximum of the MP reserve is three times the maximum of the pertinent Characteristic. INT with Arcane, EGO with Mentalist, PRE with Divine. Spells are slots in the multipower, and the character gets up to the cost of the multipower reserve in free spells. The character purchases an End Battery with End up to the active points in the MP reserve.
The first thing a character has to do is define how good the character is at magic. This choice, in general, once made cannot be changed (although an extreme character rewrite can change this). This defines the character's strength and aptitude for magic - is isn't something to be modified on the fly.
The level of Magical aptitude defines what spells the character can buy, and how much power he can get from them. Access to some types of spells have a modifier of x1.5 or x2 on them. This isn't an advantage, but a total modifier to effective active point costs. If a character has a 60 pt reserve, and purchases a spell that has a x1.5 modifier, then they can only purchase 40 pt spells - that 40 points (for that character only) is considered multiplied by 1.5 to 60. The Mana cost and penalty to the magic roll when casting that spell are also multiplied. This does not change the cost of the spell, merely how powerful a spell can be purchased.
The levels of magical ability and cost.
Cost Magical Capacity
0 Non-Magical
1 Single Discipline Dabbler
3 Single Path Mage, Dual Path Dabbler, Eldritch Dabbler.
5 Dual Path Mage, Triple Path Dabbler, Eldritch Path
8 Triple Path Mage*
10 Born Archmage*
Non-Magical: They only have access to public spells of one discipline, and all spells have a x2 multiplier.
Single Discipline Dabbler: Access to public and private spells of one discipline at no multiplier. Secret Spell have a x1.5 multiplier.
Single Path Mage: All spells in the character's discipline are at normal. No access to other disciplines.
Dual Path Dabbler: All Public and Private spells of the character's two disciplines are at no multiplier. Secret spells have a x2 multiplier.
Eldritch Dabbler: All Eldritch spells are at x1. Public Spells are at x2. No access to private or secret spells.
Dual Path Mage: All Spells in the 2 chosen Disciplines are at x1. Public spells in the third discipline are at x2, Eldritch spells are at x2.
Triple Path Dabbler: All Public and private spells are x1. All secret spells and Eldritch spells are at x2.
Eldritch Path: All Eldritch spells are at x1.All Public Spells are at x1.5, Private are x2. No access to secret spells of the formal disciplines.
Triple Path Mage: All spells from the three disciplines are at normal cost. Eldritch spells have a x1.5 multiplier.
Born Archmage: All spells are purchased normally.
The required limitations on the multipower reserve are Requires a skill roll (-1/2), Variable lim (-1/4) for -1/2 in limitations, and Magic (-1/4)
Requires a skill roll is pretty much as per the book. The name of the skill is Spellcraft, and the governing characteristic for the skill is the one that goes with the discipline (INT for Arcane, EGO for Mentalist, PRE for Divine). If a character follows more than one discipline, or is an Eldritch or Archmage, use the lowest of the three. If the PC and GM agree to do the extra work, then the character can use the average of the appropriate Characteristics.
Variable Lim there are only a limited group of limitations to choose from. The most common are Gestures and Incantation. Focus is also very common, however Expendable foci are disallowed. Extra Time, Increased End, Concentration are all also allowed. Side Effects and Charges are specifically disallowed. Other limitations are subject to discussion with the GM.
Magic; this encompasses a number of small limitations. No Push is one. The particular odd effects with multipliers is another. Spells cannot be bounced, and mostly can never be used in multipower attacks.
The reserve cannot be higher than 3 times the appropriate characteristic, although there are talents to adjust this. Mana is purchased as an End reserve and cannot have more end than the reserve of the multipower. The Recovery is 2/turn only after asleep for one hour. Other special circumstance mana recovery methods are also available as talents.
Purchasing spells is just buying slots for the multipower. Spells in general cost 1 to 3 real points. The character gets a number of free spells equal in points to the real cost of the multipower reserve. E.G if the reserve is 30 real points for a 60 pt multipower the character gets 30 points of spells for free. Should the character increase the amount of the multipower reserve then the amount of free spells goes up as well. All spell costs are calculated with the standard limitations in place.
Casting and using spells; the character spends his Mana, rolls the skill roll and uses the spell. If the spellcraft roll fails the mana is still used. Attack spells are listed as 0 phase to cast, but the attack using the spell is a half phase attack action. A character can only cast 1 spell per phase, even if it is a 0 phase spell. If a character's adjusted Spellcraft roll after all penalties is 19 or higher, the character does not need to make the roll, the spell is automatic. Note that a character can buy penalty skill levels with Spellcraft to offset the active point limitation spells for 1.5 pts (ie 2 levels per 3 points), or for specific spells at 1 pt. However, no matter how many penalty levels are applied the magic roll modifier can never be more than halved. I.E if a character with 8 levels in active point penalty negation levels with spellcraft casts a spell with a spellcraft modifier of -6, it would still be a -3 to cast.
You know how you play with a cat by dangling a peice of sting within his grasp, and then pull it away as he grabs for it? If the string isn't exciting and tempting the cat won't grab. But if you pull away early too many times and deny him too often, the cat gives up in frustration. The skill is in finding the sweet spot between those extremes where its fun for you and the cat.
That's what a GM's job is.
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