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Divination Magic


farik

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I'm trying to develop a magic system that simulates precognitive contemplation. So a practitionar meditates and is given flashes and clues to future events. Now I don't want the GM to plan every move the players are going to take so I was thinking the character would make a RSR PS:Divination during the meditation and then use the "delayed" advantage to dictate how many "hints" the character is trying to interpret now when the character wants to use one of his hints he would make a second RSR Deduction to see if the hint is recognized as being relevant. Now here are the problems I'm having:

 

1) How do I dictate a time frame for the hints to be effective since several would normally be persistent (like Find Weakness)?

 

2) How should I handle hints that are effectively skills the character doesn't have, bonuses to skills the character does have, and/or CSLs?

 

Now I'd be treating each type of hint as a different spell so the player would decide if he wants a Find Weakness hint, or an Unknown skill hints,... etc.

 

Thoughts? Suggestions?

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Let make clear what we are trying to a create.

 

We want a magic system in which we have a Rquired Skill Roll: PS: Divination to use the spells and then a Required Skill Roll: Deduction to interpret the results of the spell.

 

Since we are creating a magic system rather than a spell we have created flexibilty. Each spell can use different rules.

 

Problem 1)

Use Uncontrolled for powers which normally have no duration. FHG has several good examples of this. If you do not feel comfortable with Uncontrolled then Charges may an easier method to keep track of time. Define each charge as ten minutes.

 

Problem 2)

I would have each Unknown Skill spell represented by a VPP of related skills. Another way would be to build the spell as five point Skill Levels.

 

Bruce

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