|
|
|
#27 | ||||
|
Join Date: Mar 2006
Location: Iceland*
|
If any PC wants it. So far, the two completed ones have specialised Talents from the 'A Talent for the Arts' sub-section in 'Ritual Path Specialists' in Pyramid #3/66 instead.
Quote:
Quote:
And no, it's not for all magic, theoretically, in that there can potentially exist some strange magical effects that coexists with technology, but a) They are not available to PCs and b) The magic might instead warp reality in other ways. Practically speaking, PCs can avoid most ill effects by having only fairly limited magical gifts, using them sparingly and tending toward somewhat tried-and-true technology, without any failure-prone electronics. Also, Signature Gear is somewhat protected (and exempt from giving TL penalties to casting), due to the attunement with the character and emotional attachment. Quote:
I used -1 per TL above TL 4. In the past, I've used 1/3 (round down) penalty for a single small item, 1/2 (round down) for a few, 2/3 (round down) for a hefty assortment and full penalty for full battle-rattle of the latest gadgets. Note that I mis-remembered what I did in the last campaign and it should be -1 per TL above TL 3 instead, so the maximum penalty is actually -5. Environmental technology lowers effective Mana Level around it instead of being a penalty to the individual caster. Quote:
In my campaign, at least, it shall have its full Basic Set effects, with the bonus applying both to rolls to gather energy and to cast spells.
__________________
Za uspiekh nashevo beznadiozhnovo diela! |
||||
|
|
|
| Tags |
| monstrum, ritual path magic, rpm, thaumatology, vile vortices |
|
|