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 Post subject: The Mechanics - Initial Outline
PostPosted: Wed Aug 13, 2008 9:38 pm 
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I've decided to put up the initial outline of the mechanics as a closed thread rather than a PDF. I'm hoping this will make it easier for people to copy sections of the mechanics into threads where they can be discussed. The thread is closed so that it remains clean and easy to read.

Many thanks,

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 Post subject: Re: The Mechanics - Initial Outline
PostPosted: Wed Aug 13, 2008 9:40 pm 
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Mechanics of Magic

Sorcerers have an additional set of attributes, as shown in the table below. These attributes are used to determine the Sorcerers’ Spell Pools, how much energy he can draw while casting spells, and how well he can withstand the rigors of focusing magical energy through his own body.

Sorcerous Attributes


Malefique: Determined by racial priority
Seuil: WP+TO
Remplissage: (WP+HT)/2

Malefique
All creatures have a degree of Malefique. It is a level of corruption inherent in people since the Fall. It also represents the degree to which people are able to force their will through magic upon the world.

Malefique Priority Score

A 5
B 4
C 3
D 2
E 1
F 0

A characters’ Malefique never counts at a higher value than his Mental Aptitude. Malefique can be purchased with SA points. It costs 10 SA or Drama points to improve a character’s Malefique by 1 point.

Seuil

A character’s Seuil determines how much magical energy he can withstand coursing through his body before it begins to fatigue, injure, or even change him. As sorcerers use magic they accumulate Contrainte which is a form of magical residue in the blood and soul. Contrainte is accumulated with every spell cast but vanishes slowly over time. If a character’s Contrainte ever exceeds his Seuil bad things happen (see Tache and Coudé below).

A character’s Seuil is equal to the average of his WP and HT attributes. Seuil cannot be directly improved, but of course it can be increased by raising either Health or Willpower. Seuil also increases slightly whenever a Sorcerer suffers Tache (see the section on Tache below).

Remplissage

The Remplissage Attribute determines how much external energy the sorcerer is able to call upon (and handle). Remplissage determines both how many bonus dice the character receives for taking the extra time to cast the spell as a ritual, and how many dice the character can roll to draw extra Malefique for the spell from external sources. A Character’s Remplissage attribute is equal to the average of his HE and WP scores – (HE+WP)/2.


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 Post subject: Re: The Mechanics - Initial Outline
PostPosted: Wed Aug 13, 2008 9:41 pm 
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Accidents

Accidents are purchased in a similar manner to Weapon Proficiencies, but do not default to or from each other as Weapon Proficiencies do. When assigning Proficiency points to Accidents at character creation, each Proficiency point counts as two Accident points. The same limits apply for Accidents as for Weapon Proficiencies, thus no Accident can be purchased at a rating higher than 7, unless the character has selected Priority “A” for proficiencies, in which case one Proficiency or Accident can be purchased at a value of 8.


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 Post subject: Re: The Mechanics - Initial Outline
PostPosted: Wed Aug 13, 2008 9:42 pm 
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Casting Spells

All Sorcerers can fashion and cast spells. All Sorcerers can cast spells as incantations or as rituals.

Casting a spell involves the following steps:

Calculate the Sorcery Pool

The Sorcery Pool varies with each spell that is cast. It is equal to:

Malefique + the average of applicable Accidents + relevant SAs

Calculate the Spell TN

There are six broad classifications of modifiers to the Spell TN. These are: the number of Accidents being manipulated through the spell, the Duration of the spell, the Target(s) of the spell, the Range to the Target, the Volume of material affected by the spell, and the circumstances under which the spell is being cast.

The spell TN starts at 1 and is then modified by the factors described above.

Calculate the Number of Successes required to Cast the Spell

To successfully cast a spell requires four (4) successes on the roll.

Make the Roll

Malefique may be burned to guarantee successes. A point of Malefique expended before the roll is made allows the sorcerer to convert one failed die into a success. Two points of Malefique expended after the roll is made allows the sorcerer to convert one failed die into a success. Malefique burned in this way are restored at the rate of one (1) point per hour.


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 Post subject: Re: The Mechanics - Initial Outline
PostPosted: Wed Aug 13, 2008 9:44 pm 
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Resisting Spells

People are naturally resistant to magic. It is difficult to affect them directly with magic. To resist a spell requires the target to roll more successes on their resistance roll than the sorcerer managed when casting the spell. The TN to resist the spell is the same as the TN to cast the spell. The resistance pool is equal to Will Power + Malefique + relevant Spiritual Attributes.

Malefique may be burned to guarantee successes. A point of Malefique expended before the roll is made allows the sorcerer to convert one failed die into a success. Two points of Malefique expended after the roll is made allows the sorcerer to convert one failed die into a success. Malefique burned in this way are restored at the rate of one (1) point per hour.


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 Post subject: Re: The Mechanics - Initial Outline
PostPosted: Wed Aug 13, 2008 10:05 pm 
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More on Calculating the Spell TN

Accidents

A sorcerer is able to manipulate one Accident quite easily. Manipulating three Accidents of a target with the one spell is typical. Manipulating more than three Accidents with a single spell is more difficult.

Accidents: TN Mod
1 -2
2 -1
3 0
4 +1
5+ +2

Duration

All magic is permanent. While the atoms resist change once that resistance is overcome the change is permanent. If the sorcerer wishes to affect something temporarily that is difficult. In fact it is often easier to cast one spell to make a change and then cast another spell to change it back. However that process itself has its drawbacks.

Duration Modifier
Permanent 0
One Day +1
One Hour +2
One Minute +3

Target

If the target of a spell is human then add 2 to the spell TN.

Range

TRoS doesn't really have a tactical environment. In combat the range to something is determined by a terrain roll (which simply determines whether you can or can't do something, and range is inferred). As such it doesn't make a lot of sense to me to measure range by static amounts of distance (10', 100', 1000' and so on). Instead the Range is contextual.

Range Modifier
Self or Touch -2
Line of Sight 0
Nearby and Well Known +1
Nearby +2
Recent +2
Far +3

Volume

The Volume parameter is used for area affects or multiple targets.

Volume Modifier
Single Human Target 0
Multiple Human Targets (up to Malefique) +1
Many Human Targets (up to double Maelefique) +2
Single Object -2
Multiple Objects (up to Malefique) 0
Many Objects (up to double Malefique) +2
A small area (up to Malefique square feet) -2
A large area (10 x Malefique cubic feet) 0
A huge area (10 x Malefique diameter cube) +2


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