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Old 06-09-2017, 02:27 AM   #1
ajardoor
 
Join Date: Jun 2010
Default [RPM] Advice on Charms and Elixirs

So this thread will be about what we want players to know about Ritual Path Magic's systems for conditional rituals, charms, and elixirs.

Inspired by, and following on from, this blogspot; http://www.ravensnpennies.com/2017/0...l#.WTo3jOvCarU

Not just stuff about helping your GM manage the book-keeping, but also the right tactics concerning your spell slots. Add your thoughts.
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General Advice
First, be sure to note the effective skill levels (margin of success when appropriate), spell effects for stacking spells rules (note Lesser/Greater then effect type then Path), energy (for meta-magic), form (conditonal, charm or elixir?), what the spell does, any triggers (gestures, words, events?) for the conditional spells, and where you're storing it (in a backpack, in your pocket, hidden compartment?). Keep all this info written on a separate sheet, and be wary if your GM requires you to prove your character remembers this IC. (You DID take the Photographic Memory advantage, didn't you?)

In-character, label your charms and elixirs (in code if OpSec requires secrecy) so ignorant allies can identify them.

The Fast-Draw skill is your friend, know it's modifiers. Remember that good hiding places for your Holdout and Smuggling skills will conversely penalise your Fast-Draw. The appropriate specialty for charms and elixirs (I believe) is Ammo, Wand, Potion or Device.

Conditional Rituals
Be aware stacking spells rules limit your conditional rituals the most - no multiple copies of the same spell and any centred on your person are likely to clash with buffs. A healing spell set to trigger if you suffer injury or your HP drops below a certain point might be good as a conditional ritual, as might certain defensive spells (turning invisible or teleporting you out of there) set to trigger if someone attacks you. Keep in mind, triggers are sarcasm blind, literal minded, and "dumb-fire".
The best use for conditional rituals is on objects and places, not people - such as alarms, traps and remote operating. Be aware some gesture/words triggers for on-person conditionals could be prevented by gagging and/or bindings. A combination gesture-AND-words trigger can prevent accidental triggers, but is the most vulnerable to foiling. A two-handed gesture trigger is just dumb - doors, car driving, ladders, rifles, human shields, regular shields, Chinese finger traps...

Regular charms
Attack spell charms are best used for assassination, not heated combat because they need to be Readied (or Fast-Drawed). Utility spells and spells with long durations are the best choices for regular charms. Stuff for allies to carry around (e.g. buffs, instantaneous no-duration effects, spell wards, tools for doing a single task) is the next best choice, but be wary of thieves. If you have a job that requires casting one ritual in particular regularly, normal charms are probably your standard equipment.

Ammo charms
Revolvers are probably what you want to shoot ammo charms with, since you can "dial a round" by rotating the cylinder while the magazine-loading semiautomatic gun is "dumb-fire" in that regard. Crossbows and bows make selective ammo charm use easy - just use separate quivers - but are less deadly weapons.

Tattoo charms
Multiple copies of the same spell on the same tattoo should be used for attack spells, that is what you'll be casting repeatedly and fast as possible, after all.
A spell to get you free of capture (wherein your hands are bound and your mouth is gagged) is a great choice for a tattoo charm. You only need a mental command, after all, not a gesture or spoken word. It is harder to remove a tattoo than to confiscate a potion, too.

Scroll charms
Scrolls are more secure than regular charms (write them in an obscure language that your allies know but your enemies do not), but are more cumbersome to use in combat. Spells that need long durations or out-of-danger use (Control Machine) are a good fit for scroll charms.
Remember that stealth will be compromised by speaking aloud when using the scroll, not to mention it requires two hands AND knowing the language. There's also harder to conceal or pass off as harmless than regular charms.

Elixirs
Expiration dates are great, but label them so you know what is still good and what's a dud. Limited by slots instead? Then all the various advice for charms is probably good here as well.
Buffing, healing and poisons are all good effects for elixirs, since they also need to be Readied (or Fast-Drawed) and therefore a little cumbersome in combat.
Grenades are almost always AoE weapons - usually explosives or acid. Have a solid way to transport the grenades - they're meant to have fragile containers, after all. A carefully compartmentalised chest with shock absorbing measures is what you need, test it out with eggs first. In combat, be aware that holding a grenade elixir makes you a tempting target for ranged attacks. Just like actual military grenades, an elixir of this type can trap a door or other mechanism with careful placement - put it where it is set to be dropped or stepped on.
Pastilles are similar to grenades, but easier to safely transport and harder to actually use, because they need fire to work. Carry matches or use fire spells. Their vectors are smoke, not explosions, though - so watch out for wind and enemies with gas masks.
Ointments are the least useful elixirs in combat - too slow and cumbersome. Healing during lulls in the action and pre-battle buffs are the best fits for ointment elixirs.
Potions are classic - use travel mugs (plastic cups with flip lids and screw tops) if you have them, to prevent spills and allow easy drinking.
Powders should be used for poisonings, I reckon. They're otherwise a poor substitute for potions if you haven't got a blowgun (which makes them semi-viable for combat)...unless you REALLY need to administer healing or buffing through air currents rather than fluids, for some reason.

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Did I leave anything out?
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