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Implementing a magic system for Garrett, PI


Nodens

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Here is some sample material taken from the setting I'm developing. What do you think?

Skills

Magical Aptitude Skills

These INT-based skills represent the character’s ability to work with magical forces. While possession of a magical aptitude skill does not automatically imply knowledge of related technological fields, such knowledge is often very helpful. For instance, an Alchemist with Weaponsmith could use his talent and skills in combination to transform a pile of scrap iron into a pile of swords.

 

Alchemy [iNT]

Alchemy is the magical aptitude skill dealing with inorganic matter. Alchemists can routinely perform a wide range of transformative magic, such as transforming a pile of rust into an iron ingot or a pile of iron prison bars into a mail shirt.

· Recommended Powers

o Adjustment powers [object attributes, i.e. weight, hardness, density, etc.]

§ Absorb

§ Aid

§ Drain

§ Healing

§ Suppress

§ Transfer

o Change Environment

o Darkness

o Energy Blast

o Killing Attack

o Summon [i.e., items, constructs of metal, stone, etc]

o Transform [physical] – only inorganic matter

· Recommended Special Effects

o Chemical Reactions

o Matter Transformation

o Physical Alteration

o Metamagic Effects

 

Necromancy [iNT]

Necromancy is the magical aptitude skill that deals with life and death – specifically, with living (or once-living) tissue, and with spirits. On one hand, a necromancer can heal wounds and even resurrect the dead. On the other hand, he can summon undead specters and cause the flesh of his enemies to spontaneously rot.

· Recommended Powers

o Adjustment powers [characteristics, life energy effects]

§ Absorb

§ Aid

§ Drain

§ Healing

§ Suppress

§ Transfer

o Change Environment

o Summon [i.e., animated corpses, ghosts, flesh golems]

o Transform [physical] – only organic matter

o Transform [spiritual]

· Recommended Special Effects

o Disease

o Healing

o Life Force

o Living Creatures

o Spiritual Alteration

o Undead

o Metamagic Effects

 

Sorcery [iNT]

Sorcery is the magical aptitude skill that deals with energy. A sorcerer can throw bolts of lightning, cause a pile of coal to explode into flame, or freeze a pond solid.

· Recommended Powers

o Adjustment powers [energy-based or elemental powers and effects]

§ Absorb

§ Aid

§ Drain

§ Healing

§ Suppress

§ Transfer

o Change Environment

o Energy Blast

o Extra Dimensional Movement

o Force Field

o Force Wall

o Images

o Invisibility

o Killing Attack

o Summon [i.e., extra planar beings]

o Telekinesis

o Teleport

o Transform [energy]

· Recommended Special Effects

o Energy [Cold, Electricity, Heat, Light]

o Fire

o Physical Force

o Weather

o Metamagic Effects

 

 

Witchcraft [iNT]

Witchcraft is the magical aptitude skill that deals with minds and perception. A witch can read a person’s mind, bind him to her will, or help him remember events he has long forgotten. She can also use clairsentient powers to see great distances, or even use precognition and retrocognition to pierce the veil of time.

· Recommended Powers

o Adjustment powers [mental characteristics, mind powers]

§ Absorb

§ Aid

§ Drain

§ Healing

§ Suppress

§ Transfer

o Change Environment

o Ego Attack

o Mental Illusions

o Mind Control

o Mind Scan

o Summon [i.e., ghosts or controlled beings]

o Telepathy

o Transform [mental]

· Recommended Special Effects

o Clairsentience

o Curses / Blessings

o Memory

o Mental Alteration

o Telepathy

o Metamagic Effects

 

Choosing Powers and Special Effects

Not all powers or special effects are appropriate for use with a magical aptitude skill. Some powers and special effects are forbidden to all versions, being reserved for other uses in the setting. Others are allowed, but their application is restricted.

· Restricted Powers and Adders

o Multiform – reserved for use with lycanthropy, vampirism, etc.

o Damage Reduction – reserved to represent creatures and objects of truly massive scale. For typical situations involving human-sized characters, monsters, and objects, conventional defenses should be used.

o Transform

§ Limited Target: The special effect implies that the spell caster has an understanding of the specific nature of the target. A blanket transform target would not be in keeping with the spirit of the special effect, so all transforms should have at least the -½ version of this limitation.

§ Improved Result: The special effect implies that the spell caster has an understanding of the specific nature of the result. A blanket transform result would not be in keeping with the spirit of the special effect, so no transform can take more than the +½ version of this advantage.

· Restricted Special Effects

o Divine / Profane – reserved for gods and saints

o Luck / Fate / Destiny – reserved for gods

o Time / Time Alteration – reserved for gods

 

 

Magical aptitude skills are used to manipulate spells and items in three ways. The first is field work, where the skills allow the basic identification and use of spells and items. The second is craft work, where the skills allow the teaching, learning, and practice of the techniques to cast spells and create items. The third is lab work, where the skills allow the invention of new spells and items.

 

Field Work

Field work includes those activities that can be performed in any situation (even combat), and forms the foundation of actions taken using magical aptitude skills. There are no special requirements to use a magical aptitude skill to perform field work. If the character has access to a work area suitable for craft work (see below), he can get a bonus to his skill roll. The following field work actions are possible:

· Identify a Spell: A character can make a PER roll to detect spell casting. If he succeeds, he can make a skill roll (at penalties identical to the PER roll) to identify what spell is being cast, assuming he knows the spell in question (or at the GM’s option, a similar spell). If the spell uses an effect that is not within the range allowed by the character’s magical aptitude skill, then he can only determine that a spell is being cast. Identifying a spell is a 0-phase action.

· Cast a Spell: A character can cast a spell from his multipower by making a standard skill roll, at -1 per 10 active points in the spell. Because they require a skill roll, most spells are half-phase actions. Many require an attack roll.

· Determine an Item’s Properties: A character can examine an item in his possession and make a skill roll to determine if it has magical properties. If he makes the roll, he knows the item is magical. For every 2 points by which he succeeds, he discovers an additional property or power of the item, assuming the special effect of the power is within the range allowed by his magical aptitude skill. If, however the effect is not within the range allowed by the character’s magical aptitude skill (for instance, if a witch were examining a ring of healing, which has necromantic powers), the character knows the item has additional powers but can’t identify them. Determining the properties of an item requires 5 minutes per attempt.

 

Craft Work

Craft work includes those activities that require a somewhat secure setting, and perhaps some equipment and supplies to perform. To perform craft work, the character must be in a reasonably safe environment (not in combat), and must have access to some basic supplies and equipment. This would include power components (if needed), tools for shaping and forming items, reagents and equipment for conducting tests, and note taking and reference materials. If he has a particularly well-equipped work area, such as one suitable for lab work, the character can gain a bonus to his skill roll. The following craft work actions are possible:

· Learn a Spell from a Spell Caster: A spell caster can learn a new spell from another spell caster, if the other spell caster cooperates. This simply requires the two spell casters to discuss the spell and practice it together. The time required is 1 hour for every 10 active points in the spell. At the end of this time, the learning spell caster makes his Magical Aptitude roll with the standard -1 penalty per 10 active points. If he succeeds, he has learned the spell.

· Learn a Spell from a Spell Reference: A spell caster can also learn a new spell by studying another spell caster’s spell reference. This requires the same amount of base time to learn the spell and the same Magical Aptitude roll to learn it. However, since each spell caster cultivates unique shorthand this also requires a Cryptography skill roll. Both of these rolls are penalized by -1 for every 10 active points in the spell. The base time required for decryption is also 1 hour for every 10 active points in the spell. If the spell caster fails either one of these rolls, he may try again. This means that all told, the spell caster must spend a minimum of 2 hours for every 10 active points in the spell to be learned, and make both a successful Cryptography skill roll and successful Magical Aptitude roll.

· Learn an Item Recipe from a Spell Caster: A spell caster can learn an item recipe from another spell caster, using guidelines similar to those for teaching spells. The active point total for all powers in the item is used to calculate the time required.

· Learn an Item Recipe from an Item Reference: A spell caster can learn an item recipe from an item reference, using guidelines similar to those for learning spells from a spell reference. The active point total for all powers in the item is used to calculate the time required.

· Craft an Item: A spell caster can construct a magical item. The time required is 1 day for every 10 active points in the item. At the end of this time, the spell caster makes his Magical Aptitude roll with the standard -1 penalty per 10 active points. If he succeeds, he has constructed the item. If he fails, he has lost half of his construction materials and must begin again. The time required is based on the item’s total active point cost.

 

Lab Work

Lab work is ultimate exercise of magical aptitude skills, representing the effort to create new spells and items. It is quite difficult, demanding a very high degree of security and control over the work area. The spell caster must have a calm, quiet area, free of disturbances and distractions. This area must be free of any interference from an outside magical influence, including spells that affect the area or items being used by the caster or other nearby spell casters. The spell caster must have a well-equipped workspace, with reagents, test equipment, power components, recording instruments, and references. It may happen on occasion that a spell caster could encounter a laboratory so well-equipped that it would grant a bonus to his lab work skill roll, but such facilities are extremely rare. The following lab work actions are possible:

· Invent a Spell: A spell caster can invent new spells. This is a difficult and time-consuming process, requiring 1 full day of effort for each 10 active points in the spell. Once the base research time has elapsed, the spell caster must succeed in both his Inventor skill roll and his Magical Aptitude roll. Both of these rolls are penalized by -1 for every 10 active points in the spell. If he fails either one of these rolls, he may try again.

· Invent an Item: A spell caster can invent new items. Like inventing spells, this is an arduous process. It requires 1 full day of effort of each 10 active points in the item. At the end of this time, the spell caster makes his Magical Aptitude roll with the standard -1 penalty per 10 active points. The active point total for all powers in the item is used to calculate the time required.

 

 

Talents

 

 

Magical Aptitude

The Magical Aptitude talent represents the ability of a character to use environmental magical forces to cast spells. As a standard element of the setting, the use of Magical Aptitude is subject to situational restrictions as the GM rules, based on its core special effect (magic). Magical Aptitude is not recommended for super heroic campaigns. In a heroic campaign, it fits a niche between equipment that can be purchased with money and powers that normally require point expenditure. The cost break for purchasing powers with Magical Aptitude is justified by the widespread knowledge of the special effect (and how to counter it) in the game setting, as well as a number of frequently occurring campaign phenomena that limit or negate its usefulness.

 

Purchasing Magical Aptitude

The approach to purchasing Magical Aptitude is comparable to purchasing a vehicle or base, although since Magical Aptitude is a talent, it can’t be physically lost the way a vehicle or base can be. For every character point spent, the spell caster gets 5 points of Magical Aptitude, up to a maximum number of points equal to the purchasing character’s point total. These points are applied to the purchase of a multipower, which will contain the spell caster’s spells. Unlike the approach to purchasing equipment, the number of multipowers can’t be doubled for +5 points. The reserve of the multipower can have a maximum size equal to the purchasing character’s point total, with remaining points going to purchase the individual slots, which will be the spells.

· Multipower reserve limitations

o IIF: Powdered silver {Expendable, Fragile} {1 gram per 10 active points} {applies to all powers in the multipower} (-1)

o Requires skill roll {applies to all powers in the multipower} (-½)

o Gestures+ {applies to all powers in the multipower} (-½)

o Incantations+ {applies to all powers in the multipower} (-½)

· Multipower slot limitations

o IIF: Powdered silver {Expendable, Fragile} {1 gram per 10 active points} (-1)

o Requires skill roll (-½)

o Gestures+ (-½)

o Incantations+ (-½)

 

Choosing a Type of Magical Aptitude

Magical Aptitude can be implemented in four different ways, and each must be purchased separately. Alchemy allows the manipulation of inorganic matter. Necromancy allows the manipulation of organic matter and spirit essences. Sorcery allows the manipulation of energy. Witchcraft allows the manipulation of minds.

 

How Magical Aptitude Limits Spell Use

It is useful to discuss the specific constraints that Magical Aptitude places on the use of magic in a campaign. A combination of limitations, precedents, and core rules work together to ensure that Magical Aptitude provides reasonable utility without unbalancing the game. The necessary limits, and their means of enforcement, are:

· The maximum active points of spells that the spell caster can use must be limited, to reflect the limit of his power. This limit is enforced by the reserve size of the multipower.

· The spell caster’s chance of successfully casting a spell must be limited, to reflect the potential for failure due to the difficulty and complexity of casting spells. This limit is enforced by requiring all spells to have the limitation: Requires skill roll.

· The number of spell effects that the spell caster can spontaneously create and maintain must be limited, to reflect the limit of his power. This limit is enforced by applying a variation of the standard limit for heroic campaigns: A character may have a number of powers activated whose total active points do not exceed 10 points per point of his INT.

· The number of separate spells that the spell caster can use must be limited, to reflect the relationship between his knowledge of magic and the number of spells he can use. This limit is enforced by requiring the spell caster to purchase each spell individually, as a slot in the multipower.

Suggested Campaign Phenomena that Affect Magical Aptitude

Magical Aptitude relies on ready access to the magic special effect. Because of this, a number of commonly occurring phenomena within the setting can be used to limit its usefulness, thereby justifying the cost break the player gets when purchasing powers through Magical Aptitude. These can include:

· Wild Magic Zones: In these areas magic is unstable, and this instability infects the spell caster. In game terms, these are area effect powers based on transform that convert the spell caster’s spells into versions that have the limitation: Side Effect to some degree. Damage from this transform should heal back normally.

· Dead Magic Zones: In these areas the energies that power magic have been drained or destroyed. As a result, magic either operates poorly or not at all. Spell casters entering these areas lose their powers. In game terms, these are area effect powers based on drain that remove the spell caster’s multipower and spells. Damage from such drains comes back over differing periods, based on how profoundly the dead magic effect drains the spell caster’s powers.

· Wards: In these areas the operation of magic is suppressed, either by a magical effect that limits the power of other magic, or by a lack of magical energy. In game terms, these are area effect powers based on suppress that reduce the useable active points in magical special effects.

· Amulets: An amulet is a device that protects its user from magical special effects. In game terms, this is a universal IIF that gives the wearer DCV levels versus magic special effects.

· Curses: A curse is an effect that makes casting a spell more difficult. In game terms, this effect is a variant of change environment that gives penalties to the spell caster’s power skill roll.

Example:

Arkelos is a sorcerer based on 25 character points, with 25 character points in character disadvantages. To simulate his magic his player buys 6 points of Magical Aptitude, giving Arkelos 30 character points with which to purchase his multipower. The multipower has the standard advantages (+0) and limitations (-2 ½), and thus the multipower’s reserve has base, active, and real costs of 50, 50, and 14, respectively. The player also buys Sorcery at +1, for 5 points. Arkelos has an 18 INT, giving him a roll with Sorcery of 14 or less. The player then spends the remaining 16 points to develop spells to use in the multipower.

 

Here is the construction of the Arkelos’ multipower and initial spells:

“Magical Aptitude”: Multipower [50 pt reserve]: LimA (-2 ½).

Cost = 50/50/14.

u. “Fireball”: ERKA [Fire, 2d6-1]: Area [3” radius] (+1), LimA (-2 ½).

Cost =25/50/5/1. END=5.

u. “Lightning Bolt”: ERKA [Electricity, 2d6-1]: Area [10” line of hexes] (+1), LimA (-2 ½).

Cost=25/50/5/1. END=5.

u. “Bigby’s Grasping Hand”: ENTANGLE [5d6, 5 DEF]: LimA (-2 ½).

Cost=50/50/5/1. END=5.

u. “Bigby’s Clenched Fist”: PEB [Telekinetic Force, 10d6]: LimA (-2 ½).

Cost=50/50/5/1. END=5.

u. “Fly”: FLIGHT [Telekinetic Force, 16”]: Reduced END [0 END] (+½), LimA (-2 ½).

Cost=32/48/5/1. END=0.

u. “Teleport”: TELEPORT [Dimension Folding, 9”, x16 non-combat]: Reduced END [0 END] (+½), LimA (-2).

Cost=33/50/5/1. END=0.

u. “Telekinesis”: TK [Telekinetic Force, 15 STR, Fine manipulation]: Reduced END [0 END] (+½), LimA (-2).

Cost=32/48/5/1. END=0.

u. “Mage Armor”: FF [Telekinetic Force, +5 PD, +5 ED]: Reduced END [0 END] (+½), Continuous (+1), Set Duration [5 hours] (+1½), Fully Invisible (+1), LimA (-2).

Cost=10/50/5/1. END=0.

u. “Slow”: DRAIN [Reduced cell kinetics, 5d6, SPD]: LimA (-2).

Cost=50/50/5/1. END=0.

u. “Haste”: AID [increased cell kinetics, 5d6, SPD]: LimA (-2).

Cost=50/50/5/1. END=0.

u. “Protection from Missiles”: MD [Telekinetic Force, All missiles]: Set Duration [5 minutes] (+1), LimA (-2).

Cost=20/40/4/1. END=0.

u. “Invisibility”: INVISIBILITY [Light bending, All sight]: Reduced END [0 END] (+½), Set Duration [5 minutes] (+1), LimA (-2).

Cost=20/50/5/1. END=0.

u. “Dispel Magic”: DISPEL [Disorganization of spell energy, 16d6]: LimA (-2).

Cost = 48/48/5/1. END=5.

 

+3 more points to spend!

 

 

Standard Modifiers:

LimA: Requires Skill Roll {Sorcery} (-½), Gestures+ (-½), Incantations+ (-½), IIF: Powdered silver {Expendable, Fragile} {1 gram per 10 active points} (-1)

 

 

 

Magical Power

This talent represents the ability of a character that has Magical Aptitude to maintain additional powers. Normally, a character can have a maximum of 10 active points’ worth of powers running at once for every point of his INT. A player can raise his character’s limit by buying this talent. For every point spent, the character gains the ability to have 20 more active points of powers running at once. This is comparable to buying 2 points of INT with the limitation: Only to increase active power limits (-1).

 

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Re: Implementing a magic system for Garrett, PI

 

Most of the magic in the series is in the form of potions and one-shot objects given to Garrett to use, or else amulets and such that have no visible SFX and are just assumed to work. Most of the actual spellcasting is offstage.

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Re: Implementing a magic system for Garrett, PI

 

Except for, the Dead Man. He uses a lot of traditional "psionic" powers. Mind Control, Mind Reading, stuff like that. But again, he's mostly a Plot Device.

 

Then there was the Sorceror v UFO battle in Angry Lead Skies. Pretty high powered, but the Garret was just a spectator.

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Re: Implementing a magic system for Garrett, PI

 

It's true that most of the "Firelords", "Stormwardens", etc. did their spellcasting offstage in the books.

 

That's just it. My players, who like the books, want to interact with that world. But they don't just want to see it through Garrett's-Eye lenses.

 

They want to fight vampires in the wilds of the Cantard. They want to undertake raids into Venegeti territory. They want to get into ugly brawls in the mean backstreets of Tunfaire.

 

They want the full monty. They want to play Trolls. And Firelords. And Crime-bosses. All of it.

 

 

It's a very tall order, but I'm enjoying the attempt.

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  • 3 weeks later...

Re: Implementing a magic system for Garrett, PI

 

I'm a big fan of the series myself, so I'm happy to see someone attempting this.

 

I don't remember much about Alchemy in the books, I'd be tempted to drop this.

 

Have you thought about how silver fuels Sorcery? That might be what will keep Sorcerors balanced with the other characters..

 

-CraterMaker

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Re: Implementing a magic system for Garrett, PI

 

excuse my asking but who's garrett/

 

Garret is a private investigator in the city of Tunfaire. He has a partner called the Dead Man who is an immobile ancient. Their relationship comes across like Nero Wolfe and Archie Godwin with Garret the POV character as Godwin and the Dead Man as Wolfe.

CES

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