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-   -   [RPM] Critique My Conversion of Ritual Path Magic to Fate Core (https://forums.sjgames.com/showthread.php?t=134636)

Raekai 04-25-2015 09:26 PM

[RPM] Critique My Conversion of Ritual Path Magic to Fate Core
 
Hey, all!

I haven't been around much since I've been experimenting with Fate Core. Don't worry. I haven't left you guys, but I have been enjoying trying out another system. This is for those of you who have both an understanding of Fate Core and GURPS's own Ritual Path Magic system. I did my best to convert the spirit of RPM into a system of magic for Fate Core since it was the one big thing that I was reeeaaaaally missing from this new system.

Quote:

Fate Core RPM will use the Lore skill, and the standard Lore skill will be replaced by a better-named Knowledge skill. Lore is rolled against a Fair (+2) opposition, which is modified by +2 for each of the following: if there is no consecrated space, if the subject of the ritual is not immediately present, if the first roll takes a few seconds instead of a few minutes, and if the subsequent rolls take a few seconds instead of a few minutes. On the other end of that, the difficulty of the ritual being cast is also added to the opposition. A ritual's opposition can be anything from Mediocre (+0) for a spell like Light to Divine (+10) for a spell like Resurrection. The final opposition can never exceed Divine (+10) total. The final total of the opposition is also equal to the number of rolls that must succeed in order to overcome the ritual. However, longer rituals are dangerous, and each successive roll after the first garners a -1 to the Lore skill in question. If a roll is failed, the caster must pay the difference between the roll and the opposition as stress.

Furthermore, there are a few other ways to reduce the final opposition. A caster can certainly always chip in a fate point. There may be certain material components for rituals. A caster's Vial of Dragon's Blood might confer a one-time bonus to creating a potion of the Fire Resistance ritual while A Human Sacrifice might be more relevant to performing the Resurrection ritual. There are also stunts akin to those in the Freeport Companion which would allow a caster to know certain rituals well enough to reduce the opposition of those known rituals. Plus, you could easily have stunts reflecting Ritual Adept. Details on that will come later.

Example: Jermaine wants to cast the Heal ritual on his dying buddy Lewis. His skill in Lore is Good (+3) and, while the opposition of the Heal ritual is normally Superb (+5), Jermaine also has Heal as a known ritual, reducing the opposition to Good (+3). Luckily, he still has his consecrated space from earlier. Furthermore, he has a connection with the subject since his buddy Lewis is right there with him. Since he has time to kill, he will go ahead and take a few minutes for each roll. All in all, that whittles down the total Lore opposition to Superb (+5). He'll take six hits of stress to reduce that to Fair (+2), which is a lot more manageable for his Lore skill. Jermaine takes his time and rolls, and he gets a final total of Good (+3), which is a success. He rolls again and gets a final total of Mediocre (+0), which is a failure and also means that he must pay the difference in stress hits. Since Jermaine used up all of his stress earlier, he'll have to take a mild magical consequence. It's not ideal, but it's a small price to pay in order to completely heal his buddy. So he rolls again and gets a total of Fair (+2), which is a tie, meaning that he will succeed the ritual with a cost. Lewis is feeling much better, having all of his stress and consequences removed with the exception of his last mild consequence, which is still recovering as the cost.

Yes, the opposition is steep, but Jermaine managed to heal Lewis of every bit of stress save for a final recovering mild consequence at the cost of 8 stress, most of which will very soon go away except for the lingering mild consequence he took on as well.
Please critique this, ask me to clarify something, or tell if it's rather good. If it's rather good, then I'll run with it. I think one of its biggest problems already is that it's still rather complicated, but I'd like to think that it's still functional. If this is working, I think I'd obviously add some stunts in the way of Ritual Adept that would stand in for the space, connection, and time bonuses (and maybe an extra one for material components).

Thanks!

GoldenMonkey 04-25-2015 10:08 PM

Re: [RPM] Critique My Conversion of Ritual Path Magic to Fate Core
 
Could you clarify a few things:

For the Using a Known Ritual advantage, how do you know if it's known? Are rituals Stunts or Skills or Aspects or what?

Is the advantage Relevant Material Component created by a Resource roll?

How is Consecrated Space created?

What does the Heal actually heal? How many stress boxes/consequences are removed?

Thanks!

Raekai 04-25-2015 10:26 PM

Re: [RPM] Critique My Conversion of Ritual Path Magic to Fate Core
 
Quote:

Originally Posted by GoldenMonkey (Post 1894520)
Could you clarify a few things:

For the Using a Known Ritual advantage, how do you know if it's known? Are rituals Stunts or Skills or Aspects or what?

Is the advantage Relevant Material Component created by a Resource roll?

How is Consecrated Space created?

What does the Heal actually heal? How many stress boxes/consequences are removed?

Thanks!

Sure! Using a Known Ritual came from the magic system in the Fate Freeport Companion. It would be a stunt which allows access to a certain number of spells based on keywords. Five if loose, three if more restricted. Maybe. Relevant Material Component is probably a Gear thing. You have the Vial of Dragon's Blood which would be perfect for the Fire Resistance spell. Consecrated Space, I would probably leave that up to fluff, most likely. As for the Heal ritual, that's also from the Freeport Companion. It wipes away all stress and consequences, I believe. I'm mobile right now, so it's not too easy for me to check.

Hope that helps!

panton41 04-25-2015 11:06 PM

Re: [RPM] Critique My Conversion of Ritual Path Magic to Fate Core
 
From what I'm seeing you give the RPM mage an extremely high passive opposition (+10) and allow them to offset it with aspects. The trouble is in order to invoke an aspect (without previously succeeding on a Create Advantage roll) to get a +2 you have to spend a Fate point. So either you're expecting the mage to succeed on a ton of Create an Advantage rolls (statistically unlikely), drain all of their Fate points for a single task (unfair) or meet el Diablo when the spell inevitably fails. You'd need a ton of favorable Aspects you could invoke to even hope to light a match with magic, much less do anything fun.

If this is a game where RPM mages are supposed to shine (or be anything but smears of blood in the middle of a pentagram the rest of the characters are investigating) I'd drop the default +10 difficulty and make it no more difficult than a routine task the other characters are expected to do, except only the RPM mage can do it because they have a character aspect that allows them.

Or, you could modify the Challenge rules and allow the use of a single skill, by a single person and allow them to add rolled successes until they succeed. Of course any negative rolls mean they lose that many accumulated successes and if they go too far negative then, again, they meet el Diablo for afternoon tea.

dataweaver 04-26-2015 01:45 AM

Re: [RPM] Critique My Conversion of Ritual Path Magic to Fate Core
 
Let me second ciaran_skye's advice, and add a bit of my own: pick up the Fate System Toolkit. That's got a number of magic systems in it, plus advice on how to make more.

I would strongly recommend ditching the hardwired opposition: in general, Fate Core works better when less is hardwired. Likewise with the various advantages you cite: all of them should be suggestions of the types of Aspects that would help with a RPM casting; but none of them should be requirements.

GoldenMonkey 04-26-2015 09:44 AM

Re: [RPM] Critique My Conversion of Ritual Path Magic to Fate Core
 
Sorry, I did not realize you were using Freeport Companion spells. There are any number of magic systems you could use and, as fateweaver said, the Fate System Toolkit has a bunch of cool prefab ones to pick from.

I have to agree that the +10 is prohibitive, especially with the one point per consequence/stress box failure penalty. Odds are that you'll kill yourself before you even get off a single spell. In your example, the caster takes 8 stress box hits to cast Heal in a non-combat setting. What's the advantage of RPM in this case?

Raekai 04-26-2015 11:46 AM

Re: [RPM] Critique My Conversion of Ritual Path Magic to Fate Core
 
Quote:

Fate Core RPM will use the Lore skill, and the standard Lore skill will be replaced by a better-named Knowledge skill. Lore is rolled against a Fair (+2) opposition, which is modified by +2 for each of the following: if there is no consecrated space, if the subject of the ritual is not immediately present, if the first roll takes a few seconds instead of a few minutes, and if the subsequent rolls take a few seconds instead of a few minutes. On the other end of that, the difficulty of the ritual being cast is also added to the opposition. A ritual's opposition can be anything from Mediocre (+0) for a spell like Light to Divine (+10) for a spell like Resurrection. The final opposition can never exceed Divine (+10) total. The final total of the opposition is also equal to the number of rolls that must succeed in order to overcome the ritual. However, longer rituals are dangerous, and each successive roll after the first garners a -1 to the Lore skill in question. If a roll is failed, the caster must pay the difference between the roll and the opposition as stress.

Furthermore, there are a few other ways to reduce the final opposition. A caster can certainly always chip in a fate point. There may be certain material components for rituals. A caster's Vial of Dragon's Blood might confer a one-time bonus to creating a potion of the Fire Resistance ritual while A Human Sacrifice might be more relevant to performing the Resurrection ritual. There are also stunts akin to those in the Freeport Companion which would allow a caster to know certain rituals well enough to reduce the opposition of those known rituals. Plus, you could easily have stunts reflecting Ritual Adept. Details on that will come later.

Example: Jermaine wants to cast the Heal ritual on his dying buddy Lewis. His skill in Lore is Good (+3) and, while the opposition of the Heal ritual is normally Superb (+5), Jermaine also has Heal as a known ritual, reducing the opposition to Good (+3). Luckily, he still has his consecrated space from earlier. Furthermore, he has a connection with the subject since his buddy Lewis is right there with him. Since he has time to kill, he will go ahead and take a few minutes for each roll. All in all, that whittles down the total Lore opposition to Superb (+5). He'll take six hits of stress to reduce that to Fair (+2), which is a lot more manageable for his Lore skill. Jermaine takes his time and rolls, and he gets a final total of Good (+3), which is a success. He rolls again and gets a final total of Mediocre (+0), which is a failure and also means that he must pay the difference in stress hits. Since Jermaine used up all of his stress earlier, he'll have to take a mild magical consequence. It's not ideal, but it's a small price to pay in order to completely heal his buddy. So he rolls again and gets a total of Fair (+2), which is a tie, meaning that he will succeed the ritual with a cost. Lewis is feeling much better, having all of his stress and consequences removed with the exception of his last mild consequence, which is still recovering as the cost.

Yes, the opposition is steep, but Jermaine managed to heal Lewis of every bit of stress save for a final recovering mild consequence at the cost of 8 stress, most of which will very soon go away except for the lingering mild consequence he took on as well.
I took the critique that I have received so far and revised what I had. I think this will make casting a little bit easier, but it's still pricey. It's also still a little more complex than what Fate Core and the Fate System Toolkit offer, but I don't mind a little complexity, especially when it's for something that I'm tacking on as a special ability. Casters are not supposed to shine, but they aren't supposed to be useless either, especially when being a caster only requires having a relevant character aspect. No refresh cost.

GoldenMonkey 04-26-2015 01:43 PM

Re: [RPM] Critique My Conversion of Ritual Path Magic to Fate Core
 
Not sure what changed...did the Heal ritual drop? The example still seems to be the same.

Keep in mind that the odds of rolling +2 or higher on Fate dice is only 18.5%. The odds of rolling it three times in a row is (.185 ^ 3)= 0.006 or 0.6%. That's once in 166 attempts.

Even the odds of rolling greater than +0 Mediocre three times in a row are less than 25%. (.62 ^ 3)=0.24.

Adding consequences to the magnitude of the failed dice rolls, especially repeated rolls, will cause a rapid accumulation of hits.

Raekai 04-26-2015 01:58 PM

Re: [RPM] Critique My Conversion of Ritual Path Magic to Fate Core
 
Quote:

Originally Posted by GoldenMonkey (Post 1894701)
Not sure what changed...did the Heal ritual drop? The example still seems to be the same.

Keep in mind that the odds of rolling +2 or higher on Fate dice is only 18.5%. The odds of rolling it three times in a row is (.185 ^ 3)= 0.006 or 0.6%. That's once in 166 attempts.

Even the odds of rolling greater than +0 Mediocre three times in a row are less than 25%. (.62 ^ 3)=0.24.

Adding consequences to the magnitude of the failed dice rolls, especially repeated rolls, will cause a rapid accumulation of hits.

The main thing that changed is that I got rid of a lot of Create Advantage rolls in the beginning. Instead, I just made them modifiers to the opposition itself. This cuts down on the number of rolls one has to succeed.

Your idea of altering stress for this system is a good one. Your numbers don't lie. I could change it to 1 hit of stress to reduce the opposition instead of 2 hits, and I could make a failure just a flat 1 hit of stress. Do you think that would balance it out a little bit better? For this example, Jermaine would easily be able to get Heal down to Mediocre (+0) with five hits of stress, and he probably wouldn't have any failures with that against his Good (+3) Lore. The problem is that stress will simply disappear rather quickly (at the end of the conflict), which makes casting such a powerful ritual rather cheap.

dataweaver 04-26-2015 02:34 PM

Re: [RPM] Critique My Conversion of Ritual Path Magic to Fate Core
 
"the first roll takes seconds instead of minutes" and "subsequent rolls take seconds instead of minutes" are artifacts of GURPS Thaumatology; there's no reason to port the distinction between the two to Fate.

Also, Fate doesn't measure time in seconds or minutes; it measures time in turns, where the length of a turn depends on what makes sense for the scene that's playing out. What you're really discussing is whether the casting is fast enough to influence a scene that's in progress or if it's something that you do between scenes.

I do appreciate the switch to a variable Opposition, as that nicely sidesteps the aforementioned need to create and invoke Aspects to stand a chance at succeeding. Conversely, I'd ditch the +10 cap on Opposition, and i'd also be a bit more open about how the caster can get bonuses to his roll: instead of the current implication that there's a select list of ways to improve your roll, note that invoking appropriate Aspects benefits your roll as usual, and mention material components as an example of appropriate situational aspects. Fate runs off if giving the players free rein to invent their own solutions to a problem (such as how to properly power up the ritual); don't restrain them by implying that there's a box that they must stay in.

The Ritual Adept stunts are essentially of the "rule breaker" variety, with each one removing one of the three types of Opposition increases — that is, if you have Ritual Adept: Sacred Space, you don't get a +2 to the Opposition if you're not in an appropriate ritual environment.

dataweaver 04-26-2015 02:59 PM

Re: [RPM] Critique My Conversion of Ritual Path Magic to Fate Core
 
How about this:

Guidelines for Opposition:
• Fair (+2) Opposition in ideal circumstances: you're in a consecrated space with the subject present, and you can take your time.
• Great (+4) Opposition if any one of the above qualifications isn't met.
• Fantastic (+6) Opposition if only one of the above qualifications is met.
• Legendary (+8) Opposition if none of the above qualifications is met.

If the subject isn't present, you need to have established a sympathetic link to him or the ritual automatically fails.

Instead of measuring the potency of a ritual in terms of how much it increases the Opposition, measure it in terms of how many successful actions need to be completed.

dataweaver 04-26-2015 03:07 PM

Re: [RPM] Critique My Conversion of Ritual Path Magic to Fate Core
 
“Ritual Adept” Stunts:

• Sympathetic Adept: you don't suffer a higher Opposition if the subject isn't present. You still need a sympathetic link to him if he isn't; but it's no harder to cast through the link than it is to cast on a subject who's present.
• Fast Adept: crafting a spell in the middle of a scene is no harder than crafting a spell during downtime.
• Improv Adept: the lack of a consecrated space doesn't bother you; don't increaes the Opposition if you're not in a consecrated space.

Raekai 04-26-2015 03:31 PM

Re: [RPM] Critique My Conversion of Ritual Path Magic to Fate Core
 
Quote:

Fate Core RPM will use the Lore skill, and the standard Lore skill will be replaced by a better-named Knowledge skill. Lore is rolled against a Fair (+2) opposition in ideal circumstances: a caster in a consecrated space with the subject present, and a caster can take their time.*Great (+4) opposition if any one of the above qualifications isn't met.*Fantastic (+6) opposition if only one of the above qualifications is met.*Legendary (+8) opposition if none of the above qualifications is met. On the other end of that, the difficulty of the ritual being cast is also added to the opposition. A ritual's opposition can be anything from Mediocre (+0) for a spell like Light to Legendary (+8) for a spell like Resurrection. The final total of the opposition is also equal to the number of rolls that must succeed in order to overcome the ritual. However, longer rituals are dangerous, and each successive roll after the first garners a -1 to the Lore skill in question. If a roll is failed, the caster must pay the difference between the roll and the number needed for success with stress boxes or equivalent consequences.

Furthermore, there are several other ways to reduce the final opposition. A caster can certainly always chip in a fate point. They can also take 2 boxes of stress to reduce the opposition by 1 step. Appropriate aspects can be invoked for bonuses, of course. A caster's Vial of Dragon's Blood might confer a one-time bonus to creating a potion of the Fire Resistance ritual while A Human Sacrifice might be more relevant to performing the Resurrection ritual. There are also stunts like those in the Freeport Companion which allow a caster to know certain rituals well enough to reduce the opposition of those known rituals by 2 steps. Plus, you could easily have stunts reflecting parts of Ritual Adept. Details on that will come later.

Sympathetic Adept: You don't suffer a higher opposition if the subject isn't present.
Fast Adept: Crafting a spell in the middle of a scene is no harder than crafting a spell during downtime.
Improv Adept: you don't increase the opposition if you're not in a consecrated space.

Example: Jermaine wants to cast the Heal ritual on his dying buddy Lewis. His skill in Lore is Good (+3) and, while the opposition of the Heal ritual is normally Fantastic (+6), Jermaine also has Heal as a known ritual, reducing the opposition to Great (+4). Luckily, he still has his consecrated space from earlier. Furthermore, he has a connection with the subject since his buddy Lewis is right there with him. Since he has time to kill, he will go ahead and take a few minutes for each roll. All in all, that whittles down the total Lore opposition to Great (+4). He'll check off four stress boxes to reduce that to Fair (+2), which is a lot more manageable for his Lore skill. Jermaine rolls and he gets a final total of Good (+3), which is a success. He rolls again and gets a final total of Mediocre (+0), which is a failure and also means that he must pay the difference in boxes of stress or consequences. Jermaine sacrifices another stress box, and also takes a mild magical consequence to absorb the last 2 hits. It's not ideal, but it's a small price to pay in order to completely heal his buddy. So he rolls again and gets a total of Fair (+2), which is a tie, meaning that he will succeed the ritual with a cost. Lewis is feeling much better, having all of his stress and consequences removed with the exception of his last mild consequence, which is still recovering as the cost.

Yes, the opposition is steep, but Jermaine managed to heal Lewis of every bit of stress save for a final recovering mild consequence at the cost of 5 stress boxes and his own mild consequence as well.
Let's try this again. Changed some descriptions to make some things seem more flexible. Changed some numbers to alter scopes, make some things a bit easier, and to make some other things a little harder. I tried to underline most (if not all) of the important changes.

Quote:

Originally Posted by dataweaver (Post 1894732)
If the subject isn't present, you need to have established a sympathetic link to him or the ritual automatically fails.

Instead of measuring the potency of a ritual in terms of how much it increases the Opposition, measure it in terms of how many successful actions need to be completed.

I'm also not too worried about having a sympathetic link, but I think that's just personal taste. I like the idea, but it's not necessary for my setting. As for measuring it in actions, the problem is that a ritual will then always take a specific amount of "time" as actions. You wouldn't ever get "faster" with rituals.

panton41 04-26-2015 06:20 PM

Re: [RPM] Critique My Conversion of Ritual Path Magic to Fate Core
 
Taking my time and thinking it out I worked up a blog entry for the conversion you're wanting to do.

Quote:

Originally Posted by Count Zero Interrupt
GURPS is a generic roleplaying system I enjoy and it has several magic systems built against its ruleset that would be difficult to translate to Fate. For example the default GURPS Magic system treats spells as a special kind of Skill, modified by the IQ attribute and an Advantage called Magery, and mages end up with dozens of spells. This style of lists upon lists of spells is largely incompatible with Fate for the same reasons that GURPS has several hundred skills and Fate Core leans toward about two dozen and some Fate rulesets even fewer. GURPS Thaumatology introduced several other spell systems like Path/Book and Realm Magic that are broadly more suited to Fate but not without limitations. Eventually as part of the GURPS Monster Hunters series a new style was introduced, and later given its own book, called Ritual Path Magic (RPM) that introduces a system that fits Fate quite well but obviously not without some changes.

Broadly speaking RPM requires a character to have a single skill – Thaumatology – that is used to roll for magical effects. There are in addition Path Skills which allows a player to roll a slightly higher target number in exchange for limiting their diversity. (Though there are few enough Path skills that a dedicated mage might max them out if they’re given enough points.) When performing magic players must raise energy for several turns and then roll against a high penalty of -10 to their Thaumatology or Path skill. This penalty can be negated with the Ritual Adept Advantage which has a fairly high price of 40 points.

What does this mean for Fate Core, however? Since Thaumatology acts as a catch-all “science of magic” skill in GURPS that very few non-mages will (or can in certain campaigns, if the GM limits it) it could reasonable be considered its own skill in Fate as well. Individual Path skills could be Stunts connected to the Thaumatology skill to give an edge (for a Fate Point) whenever the PC is using that kind of magic. The argument for spending a Fate point, as opposed to accepting the limited scope, is that PCs would be likely to play their mages based off the maxim, “When all you have is a hammer every problem looks like a nail” and use their limited-scope Stunts on every problem.

To further expand the Extra of Ritual Path Magic there is the Permission of taking an aspect allowing the PC to effectively have the equivalent of the GURPS Ritual Adept – ideally their High Concept. Bear in mind, this doesn’t need to be worded “Ritual Adept” but instead something that get the point across that the PC uses magic and this kind of magic if there’s multiple types. Second, they must take the Thaumatology skill. Finally, though optionally, they can take the Path skills as stunts.

To use RPM a PC will roll against whatever opposition is reasonable for the challenge assuming they weren’t a mage. If the task is truly challenging and can only be performed with magic then it’s reasonable to raise the opposition to higher levels but require the mage to effectively take on a Challenge to gain the successes (and in effect raise the energy) to cast the spell. The mage may roll multiple times across multiple turns to raise energy and any successes go toward reaching the goal, however any negative rolls also get added in, and rolling enough minuses to get a Terrible result (-2) will mean failure. (Particularly evil GMs might even argue a single roll bringing to total below Terrible, especially after several energy-building successes means Bad Stuff happens like a nail-studded demon emerges with “Such sights to show you.”)

If the PC is not a mage (no Aspects denoting they’re an RPM mage) the opposition get a bonus of +2 if they don’t have a magical connection (like they have something intimately tied to the subject or a piece of them, e.g. wedding ring, hair, blood, etc.) or know their exact location, a further +2 for not having a consecrated ritual space (which takes significant time and must be ritually prepared long in advance), another +2 if they’re not a mage at all (no Aspects for a different magic system) and finally a further +2 if they want to cast spells in within the timeframe of a Conflict (turn-based time like during combat as opposed to taking as long as needed to raise energy). Bear in mind this can mean +8 on top of whatever the original opposition was (and possibly a visit from a Hierophant of Pain with a single roll).

Finally, this framework could also allow for a system similar to GURPS Thaumatology’s Realm Magic (itself a generic version of White Wolf’s Mage series) by requiring the use of Stunts to perform magic within their limited scopes (and only within their limited scopes) and allowing each Realm (sphere) of magic to be Stunt Families built off of Thaumatology. This method would do away with the required Fate Point because the limited scope is a requirement to do magic at all instead of being optional (i.e. no rolls again straight Thaumatology). A GM using this concept would probably want to give the PCs a high starting Refresh to offset the fact they’ll be taking lots of Stunts.

Suggested Paths (or Realms) for this would be Body (or Life), Chance (or Fate, etc.), Crossroads (or Space), Energy, Magic, Matter, Mind, Spirit, Undead (or Death). Of course this pulls from both GURPS Ritual Path Magic and White Wolf’s Mage the Awakening for ideas. If you’d prefer to make your own list, or rename the existing list, then that’s certainly reasonable.


dataweaver 04-26-2015 08:23 PM

Re: [RPM] Critique My Conversion of Ritual Path Magic to Fate Core
 
Quote:

Originally Posted by Raekai (Post 1894745)
Let's try this again. Changed some descriptions to make some things seem more flexible. Changed some numbers to alter scopes, make some things a bit easier, and to make some other things a little harder. I tried to underline most (if not all) of the important changes.



I'm also not too worried about having a sympathetic link, but I think that's just personal taste. I like the idea, but it's not necessary for my setting. As for measuring it in actions, the problem is that a ritual will then always take a specific amount of "time" as actions. You wouldn't ever get "faster" with rituals.

If you say that succeeding with style counts extra toward the number of actions needed, you would. And remember that fails would slow your progress, unless you choose to pay a Serious Cost (p. 132) for each to have it count as a success.

The sympathetic link thing is there to provide some sort of control against the possibility of someone sitting in a secluded location, lurking on the Internet to choose a victim, and casting a Death Note ritual that the victim can't possibly see coming or defend against — though even in Death Note, the mass murderer in question at least needed to get his victim's name (which would be a Sympathetic Link).

dataweaver 04-26-2015 08:42 PM

Re: [RPM] Critique My Conversion of Ritual Path Magic to Fate Core
 
The bit about Paths is something I was thinking of, too. My solution would be to have a ritualist (i.e., a character with an Aspect that grants access to RPM) get an extra “Skill Pyramid” to be filled exclusively by Path Skills, with its apex capped by your Lore skill from your primary skill pyramid. Given that there are only nine Paths (ten, if you include Nonexistence), the usual Pyramid has too many slots; so I'd go with a narrower Path Pyramid:

• one Path at your Lore rating
• one Path a step down from your Lore rating
• two Paths two steps down from your Lore rating
• two Paths three steps down from your Lore rating
• three Paths four steps down from your Lore rating

Stop just before you get to Mediocre (+0) proficiency.

You wouldn't use Lore to perform RPM; you'd use the appropriate Paths. As such, I'd revert Lore to its standard definition in Fate Core.


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