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Old 06-19-2018, 07:25 PM   #31
Kelly Pedersen
 
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Join Date: Aug 2005
Location: Saskatoon, SK, Canada
Default Re: Pulp Hero concept

Quote:
Originally Posted by Lameth View Post
Yes, but the rules are built on pluses and negatives and these are derived from correspondences, times, special days, etc.
This is true, though I'll note they're actually optional - the GM can set exactly how complex the ritual requirements get for each magic system. If you do want to use them (which I do recommend, since I feel they add a lot of flavor), you'll have to come up with some modifiers based on the cultures (or cultures) you want to draw on. For an eclectic pulp feel, you could even say that different rituals use different sets of modifiers - this is more complicated, but as long as different sets of modifiers use roughly the same level of complexity, it shouldn't be unbalanced.

Quote:
Originally Posted by Lameth
If you are mimicking "eastern mystical martial art medicine" how would you gain the bonuses? Maybe applying special incense? or maybe meditation first and get a synergy bonus from it? forming a mandala with your hands [ala Doctor strange] first, maybe another few pluses? using quality needles? etc?
Yeah, all those things sound appropriate. Taoist medicine, as I understand, uses a fair bit of divination as well, to determine what times it's auspicious or inauspicious to try various treatments. To simulate that, you could roll two d6s before a ritual, designating one as positive and the other as negative. Subtract the negative from the positive, and the result is the bonus or penalty that applies to the ritual that day. A successful Fortune Telling (i Ching) roll determines what the modifier is for that ritual that day, but if the character doesn't roll it, the modifier still applies it, they just don't know what it is until it adjusts the roll.
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