1/18/2024 0 Comments Fate magic system toolkit![]() ![]() ![]() ![]() A character can only maintain a number of such items equal to the numeric value of their magic skill. Success fills the item with one MP, and success with style fills it with 2 MP. The creation of such trinkets takes a day’s effort in an appropriate environment-such as a lab for an alchemist, a forest for a druid and so on-a moderate cost, and a roll at Great (+4) difficulty. The vast majority of these are expendable trinkets or components, which provide their charge and then are useless. Items of Power can contain a small amount of mana, but must be kept on hand and used in conjunction with spellcasting. Non-aspected power sources are far more subject to disconnection at a GM’s whim. In all the cases below, pairing the source of power with an aspect makes it more robust. In this model, the term “magi” is used generically to represent those who use power, but it could just as easily be priests, sacred warriors, mystics, druids, or whomever else is appropriate for the setting. Power must come from other things, such as items, places, or beings of power, but each has its own unique prices and requirements. Humans have the ability to manipulate magic, but not the ability to generate it. MP remain until used for magic or until the stress or consequence is recovered. Each physical consequence taken increases MP by its shift value-so a mild consequence generates two MP-as long as the consequence is a suitably bloody injury. Blood MagicĮvery point of physical stress a character takes generates one MP. If the magic system uses more mana points, it’s easy change the refresh conversion rate-so a single drop in refresh might pay out 2 or 3 MP. Exactly what those limitations are depend on the nature of the magic, but they might include things like saying daily prayer or forgoing armor. “Magical” aspects can generate MP rather than FP when used as ritual limitations. MPs refresh the same way that fate points do, and can be used to fuel spells or enhance magical skills, but cannot otherwise be used as FP. Each time refresh reduces by one, offset it by granting the character one mana point (MP). The rule about needing an aspect or a stunt for fast casting is still in effect, so he’ll want to generate a boost, buy a stunt, or have a fate point handy for that.įor a system that requires the expenditure of a fate point to do something magical, change the way refresh rules work. If the roll succeeds, then he uses that level of success for his actual spellcasting roll. If his roll falls short, he takes stress equal to the difference between his roll and his declared level of success. Have the channeler’s player declare a level of success, anywhere from Fair (+2) to Epic (+7), then roll an overcome against that declaration as a difficulty. Another optional rule: If you want the risk to be on the channeling side rather than the spellcasting side, then do the following.In this case, the consequence box is checked, and the spellcasting roll gains a bonus equal to the amount of stress that consequence would usually prevent. Optional rule (Burnout): Casters may opt to pre-emptively take a consequence as part of the roll.The character takes mental stress equal to the difference between the roll and 0. In either case, a result less than Average means the power has gotten out of control. Difficulty for channeling is Mediocre (+0), difficulty of actually casting depends on the spell.There may be a stunt that allows you to fast cast for free. This makes fast casting pretty shaky business. If you want to cast the spell in one action, then you need to use an aspect-either for free, or by spending a fate point-without gaining the +2 bonus.So far, so good-generate mana, generate an effect. When it comes time to cast the spell-presumably on your next action-make a roll with a skill of Mediocre (+0), but use whatever bonuses you accrued in the advantage creation step-so, generally, you’ll get a +2, +4, or +6 through stacked free invocations and potentially paying a fate point. In this case, the advantage you’re looking to create is a Summoned Power aspect. To do this, use a create an advantage action. When you want to do something magical, you use the channeling skill to summon up the power and-hopefully-release it. Limits Channelingįor skill-based magic, add a “Channeling” skill. Strip them for parts, add them together, or take them apart to see about building your own systems. Some are ways to generate power, others are potential effects and outcomes. What follows are a number of incomplete magic system components. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |