03-20-2021, 05:05 PM | #11 | |
Join Date: Sep 2004
Location: Yucca Valley, CA
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Re: Everyday Magic; Curse, Bless, Oath, Prayer
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The part I'm trying to figure out is how to track who knows what. To use the Physics analogy, if I can quote Newton's Laws today, I shouldn't need to prove it again tomorrow. But in game, I'd hate to track who has made what Occultism roles, PC and NPC alike. The best I could come up with was to give the +4 "routine circumstances" bonus to certain things (because they are ubiquitous) so the roll for anyone who has studied Occultism will be pretty reliable and even default gives a good chance. Last edited by Gef; 03-20-2021 at 05:09 PM. |
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03-20-2021, 05:42 PM | #12 | |
Join Date: Aug 2018
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Re: Everyday Magic; Curse, Bless, Oath, Prayer
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B218 allows Ritual Magic to default to Religious Ritual, so if you had 1pt in religious ritual you could use Ritual Magic at default enough to learn 1pt in it, and do some magic. Thaumatology is more accessible in some maigc worlds (defaults to IQ, so anyone can use it until they can buy 1pt) but less in others (defaults to nothing, must be taught) B216 for getting Religious Ritual it defaults to Theology (same) and B226 allows any form of theology to default to IQ-6, so you could use Theology at default often enough to put 1pt in it, use Religious Ritual enough at default to put 1pt in it, use Ritual Magic at default to put 1pt in it. At that point you have a default skill in Path of X and that's all you need, no further points necessary. I actually think Theology (specific) having an IQ default is weird: why would I have inherent knowledge of Norse if I lived on a planet never exposed to Norse? What I like better is only applying the IQ-6 default to Theology (comparative) because it makes more sense you'd only have inherent knowledge of a religion present on your own world: then if you practiced this enough to get 1pt in it (IQ-2) you can default at Comparative-5 (IQ-7) for those other faiths. Or if you allowed double-defaulting, applying IQ-6-5 is -11. Theology is not a language or tech skill (B15) so it's not prohibited to non-sapient sentients (IQ1-4) so I'd want big penalties to prevent stuff like IQ 4 housecats (B456) being able to understand Wicca/Christianity/Judaism without needing to take Incompetent (Religion). You'd think the -6 penalty to IQ would do that (-2) but you can offset most of that with a +5 bonus by 30x Time Spent, so +5-2=3 meaning they could still roll a critical success and discern a theological question somehow. Maybe Bestial (B124) rules it out, since even if religions themselves might not all be civilized (maybe you let a Bestial learn Theology for a specific thing) the idea of COMPARATIVE theology probably is a civilized art. So if Bestial prohibits Theology (comparative) and we only give the IQ-6 default to that, it prevents the "housecats becoming priests and conducting Ritual Magic" dilemma. |
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03-20-2021, 09:48 PM | #13 | |||
Join Date: Apr 2016
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Re: Everyday Magic; Curse, Bless, Oath, Prayer
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I'm thinking of defining it this way, call it; Divine Effect Threshold Not every curse or blessing thrown at you takes effect but these effect build up over time and 'Karma' or the 'Will of the gods' will eventually affect your fate. Every character has a Divine Effect Threshold. For sake of discussion say it's 1/2 Will rounded down, (in my setting, for other reasons, it could be an additional Secondary Attribute), so on average the threshold is 5. Any character can cast a Generic Curse or Generic Blessing this requires a Concentrate Maneuver involving a simple gesture and at least one spoken word. Specifics would be defined by culture. The target must be within line-of-Sight and 100 yards range. No test is required. Occultism may increase or expand effects beyond the Generic version. The result is that one 'point' of Curse or Blessing is added to the targets pool. When your pool of Curse or Blessing points equals your Divine Effect Threshold you suffer or benefit from the effects of Divine Will on your fate; (good or bad Karma if you like). On your next Success roll roll twice. If you've met the threshold for Curse take the lower result. If you've met the threshold for Blessing take the higher result. Any character can use points of Blessing to ward off evil for a short time. Casting a 'u]Personal Ward Against Evil[/u] requires a concentrate maneuver, a simple gesture and at least one spoken word. Again, the formula is specific to your culture but the process is common to all cultures. No test is required but each time you cast the ward you sacrifice one point of Blessing from your pool. In return Curses directed at you are deflected for the next 1/2 hour (or amount of time the GM determines appropriate) I appreciate Plane's comment. I've been tossing around the idea that divine magic will be Book (Effect Shaping) and hermetic or arcane magic would be Book (energy accumulating). Haven't had a chance to explore how the two would mix. Thanks for all the comments |
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03-20-2021, 10:23 PM | #14 |
Join Date: Sep 2004
Location: Yucca Valley, CA
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Re: Everyday Magic; Curse, Bless, Oath, Prayer
So you try your hand at stand-up down at the comedy club on amateur night. You tell a stinker, and a hundred people skip booing and make the sign of cursing instead. You die. Talk about a social credit score in the red.
I suggest you need a limit on how fast this karma can accumulate. Otherwise warfare consists of every soldier cursing the other side's captain. Also consider that if any random joe can make a sign of blessing, priests are gonna need a lot better PR. You've gotta keep effect levels manageable, so I'd say blessed and very blessed, cursed and very cursed, and neutral. What's the effect of walking around with each category? Plus or minus 1 or 2 to all rolls, or to some rolls, or maybe one or two rerolls like Luck and take the best (or the worst for cursed)? I kind of like the idea of measuring time in scenes for this. Obviously, it's not exact, but you can recognize a scene change when it happens. Let the benefit or penalty apply once per scene, otherwise I think it'll be a headache. Last edited by Gef; 03-20-2021 at 10:26 PM. |
03-20-2021, 10:55 PM | #15 |
Join Date: Apr 2016
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Re: Everyday Magic; Curse, Bless, Oath, Prayer
Yes... That becomes cumbersome. I don't like the idea of rolling twice for the next 100 success tests if 500 people throw a curse or a blessing.
Refreshing the pool per scene works but I was kind of enjoying the idea of keeping a career tally. :\ I'll have to think about it. Thanks |
03-21-2021, 12:37 AM | #16 | |||
Join Date: Sep 2019
Location: UK
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Re: Everyday Magic; Curse, Bless, Oath, Prayer
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By the way, domestic animals don't have Bestial, it seems to function more or less as lack of "Cultural Familiarity (hoomins)".
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Looking for online text-based game at a UK-feasible time, anything considered, Roll20 preferred. http://forums.sjgames.com/showthread.php?t=168443 |
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03-21-2021, 04:33 AM | #17 | |
Join Date: Mar 2008
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Re: Everyday Magic; Curse, Bless, Oath, Prayer
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03-21-2021, 08:10 PM | #18 |
Join Date: Sep 2019
Location: UK
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Re: Everyday Magic; Curse, Bless, Oath, Prayer
Thanks. I love it.
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Looking for online text-based game at a UK-feasible time, anything considered, Roll20 preferred. http://forums.sjgames.com/showthread.php?t=168443 |
03-22-2021, 05:52 AM | #19 | |
Join Date: Dec 2012
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Re: Everyday Magic; Curse, Bless, Oath, Prayer
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Warning, I have the Distractible and Imaginative quirks in real life. "The more corrupt a government, the more it legislates." -- Tacitus Five Earths, All in a Row. Updated 12/17/2022: Apocrypha: Bridges out of Time, Part I has been posted. |
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