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Old 11-12-2017, 07:43 PM   #1
Kalzazz
 
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Default [RPM] Charms and NMZ?

Do all the charms a mage has get erased if have to pass through a No Mana Zone? Or do they just stop working until the mage emerges?


It also says to treat No Mana as 'Permanently Desecrated', so, can mages use their ER in such areas?

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Old 11-12-2017, 09:02 PM   #2
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Default Re: [RPM] Charms and NMZ?

As far as RPM is concerned, a NMZ is just a desecrated area. So the only effect is that ambient energy cannot be gathered; you could still tap your personal reserves, sacrifice FP, etc.
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Old 11-12-2017, 10:07 PM   #3
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Default Re: [RPM] Charms and NMZ?

So no effect on the charms?
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Old 11-12-2017, 10:24 PM   #4
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Default Re: [RPM] Charms and NMZ?

I just started RPM myself and from what I understand a charm or conditional ritual already gathered their energy before they are "Triggered". So you can activate a charm in a no-mana zone because your charm already got all the nutritious mana juice it needs.

Though permanently no-mana zone might have additional mumbo jumbo attached to them, like causing everyone (Including the caster) to have some magical resistance because magic is constantly sucked out of the area. Or that casting any sort of spell might trigger some quirk or some wild magic due to the disturbance in magical energy.

Try to set as a general rule why this area is a no-mana zone and make it your mission to make your players life difficult. Well not difficult as to make it impossible, but enough to make them groan and maybe, just maybe, think outside the box. Magic is fun and all but its capricious, if abused it often change its rules. Remember Netheril. Remember Altantis.

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Old 11-13-2017, 09:56 AM   #5
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Default Re: [RPM] Charms and NMZ?

My concern is that that is radically more 'soft' on RPM than it is on magic as skills, sorcery, or things that have the -10% magical limitation.

For all of the other items above magic does not work in a NMZ- period. Ongoing spells end, delayed and triggered spells end too.

If a witch can still access there charms for full effect in an NMZ and even do casting (just with no gathering allowed)- they are significantly less restricted then anyone else who uses things labeled 'magic'.

From a broader view from the infinite worlds setting RPM witches are absolutely terrifying; strand them on a no-manna world and they wrek almost as much havoc as normal manna world, but they'll have to be more terrifying and make up cults or perform involuntary sacrifice.
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Old 11-13-2017, 10:07 AM   #6
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Default Re: [RPM] Charms and NMZ?

If you want to make them hurt in a NMZ you could say that you can't trigger a charm without the presence of at least a little magic.
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Old 11-13-2017, 10:08 AM   #7
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Default Re: [RPM] Charms and NMZ?

When I GMed a game with RPM, I treated NMZs differently. They basically destroyed all magical energy, so charms were destroyed, energy could be neither gathered nor spent, etc. Seemed more "fair" to the mundanes of the world to give them some countermeasure against magic that has a reasonable chance of working.
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Old 11-13-2017, 10:43 AM   #8
PK
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Default Re: [RPM] Charms and NMZ?

Quote:
Originally Posted by starslayer View Post
My concern is that that is radically more 'soft' on RPM than it is on magic as skills, sorcery, or things that have the -10% magical limitation.
Right, because base RPM doesn't have that -10% limitation. It isn't dependent on mana zones, but instead on "energy" which can be drawn from personal reserves or from the world around you (if not desecrated).

That said, feel free to change that to fit your game. For example, in DF19, "incantation magic" (a variant of RPM) cannot be used in a NMZ, is at -5 in a LMZ, at +2 in a HMZ, and +5 in a VHMZ. No reason you couldn't do that with standard RPM.
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