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Join Date: Jan 2011
Location: Chelyabinsk, Russia
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I'd like to use RPM for my setting but RPM differs a lot from canonical source, so it needs to be tweaked.
The setting itself is similar to Technomancer with Magic abiding its laws nearly as Physics and with very little odds of Magical Failures. I know it's better to be modeled by Magic As Powers but PCs are limited to weak mages so they're prone to little failures and So, Magic there isn't so versatile while more reliable. I'd say mechanical effect is that considerable list (about of 20-30) of Everyman spells is casted with bonuses from +1 to +5 and additional up to +5 for "common" equipment (not rare and expensive grimoires, more like Magical Workspace kit) but improvised magic is at penalty or even requires Invention rules in the case of previously unknown effect. Maybe there're Grimoires for not widely-known spells, but they're more plot devices, McGuffins than a tool. So, what is potential discount on Ritual Adept for such system? Also, I'd like mages to depend on external energy which is much like ammo for firearms. So, no gathering ambient energy at all (maybe the world itself is like No Mana but with no magic suppresion effect, just no ambient energy, something like Very Low Mana) - mages usually rely on energy sourses though such artifacts which store magical energy are very common, much like firearms ammo in non-prohibiting countries (they're produced by holders of Primary Sources - mighty artifacts which actually produce that magical energy). Sacrificing FP and HP is rare and may lead to quirks. Inner reserve is at its place but it can't be replenished through Path of Magic because no ambient energy is presented. Though it can be replenished by touching Artifacts. Is discount here on Ritual Adept, Magery or both? ============================================ And about Condition Rituals. Can mage "hold" blatant attack spells (with himself as a subject) with condition "When I decide to attack"?
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MH Setting. Welcome to help. |
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