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=Magic= ==What can be done with Magic?== ===Limits on Power=== Pretty much everything described LINK here under Spirit magic limits are general limits on what can be accomplished through magic, regardless of method. ===Magnitude of Effect=== In most cases, under Heroquest the old TROS level of effect translates to the need to get a marginal, minor, or major victory in the appropriate magical contest instead of a level 1-3 effect under TROS. Here are some more complete suggestions: '''CREATION''' - Creating things from scratch with materials at hand. * Marginal Victory: Create basic forms and shapes with no "moving" parts. Examples: Chair, Simple Flute, Door (with no hinges or lock), Axe. * Minor Victory: Create more complex forms and shapes, with "moving" parts. Examples: A realistic gold coin, a tasty looking apple, a working cart. * Major Victory: Create a very complex form. Small living things can actually be created at this level of success. Examples: A working clock. An insect. A flower plant. * Complete Victory: Create an incredibly complex form. Living things can be created out of whole cloth at this level of success, although they will have no memories or training. In other words, you could create a dog, but it would be a very stupid dog, as its doggy brain would be a complete blank slate, with only whatever capabilities are hardwired. ==Types of Magical Beings== ===Spirits=== Most magic involves working with Spirits. See [[TROS_in_the_Hammer:Magic_Spirits|Spirits and Spirit Magic]] for a basic description of spirits. ====Spirit Keyword==== A Spirit character (PC or NPC) has the Spirit keyword, as follows: '''Mundane Abilities:''' Spirit Knowledge and Spirit Symbolism. Embodied and Anchored Spirits may have one or more other abilities appropriate to their forms, natures, and training. Prevalent Spirits may also have mundane abilties. Contacted Spirits rarely have mundane abilities of any use. '''Magic Abilities:''' Spirit Tongue. Also, contactable Spirits have two or more qualities, at least one noun and one verb. One of these qualities is the Spirits primary quality. No ability rating of a spirit may exceed its primary quality rating. An Embodied Spirit (one that creates its physical form out of Os) will have one or more form abilties that represent this. '''Magic Flaws:''' Two flaws, a noun and a verb, usually the "opposite", in some way, of the primary quality and one other quality, of the spirit. ===Shades/Recordatii=== Ancestors "spirits", ghosts of dead people. Routinely contacted through Ars Memoria by the Infomatii, only contacted via Witchcraft by the People (a capital offense). Cannot be played as PCs. ==Magical Systems== ===Spirit Command Line Magic=== Spirits themselves make magic by combining their qualities and then making their will become reality. ====Command Lines==== As described [[TROS_in_the_Hammer:Magic_Spirits|here]] to create magic, a spirit's qualities are combined into a Command Line. The rules for creating a command line are essentially unchanged from the those under TROS. The differentiation between Charms, Powers, and Weavings in the TROS rules is no longer a mechanical one, it is only descriptive. Note that the magnitude of the effect generated is not related to the length of the command line, only its complexity. A Charm of the qualities "Burn" and "Wood" could start a campfire or a massive forest fire. ====Contest: Spirit Command Line Magic==== '''Method:''' Spirit determines the command line, and the desired effect. GM specifies level of Victory necessary to completely achieved desired effect (based on magnitudes above and elsewhere). '''Appropriate Ability:''' One quality, the highest rated in the Command Line. '''Typical Modifiers and Augments:''' All other qualities in the Command Line augment, Spirit Symbolism if enough time and capable of drawing appropriate symbols or making appropriate gestures. '''Resistance:''' If against a target, appropriate ability plus augments of that target plus number of qualities used in Command Line. If not against a target, usually a base of 17 plus # of qualities used. '''Any Victory:''' Desired effect occurs, within the magnitude. If the level of victory is insufficient to generate exactly what the Spirit wanted, the Spirit can choose to have nothing happen instead of accept partial success. '''Tie:''' Nothing happens, but the effect can be attempted again. '''Any Defeat:''' Nothing happens and spirit takes consequences according to the level of defeat (Hurt, Impaired, Injured, and even Dying), with the consequence applying to their qualities or other appropriate abilities. ===Geestwerkgelegenheid (Spirit Employment)=== Spirit Employment is the method that the Gezag use to make spirits serve them. Unlike the People, the Gezag have never gotten the trick of simply contacting and or befriending spirits, nor of embodying them. But they are masters of creating anchored spirits that can do useful labour beyond their qualities. ====Contest: Create appropriate Vessel==== '''Method:''' Spirit employer builds an appropriate Vessel, selects appropriate mundane abilities. The process can take any amount of time based on the nature of the Vessel. '''Appropriate Ability:''' Manufacture Vessel '''Typical modifiers and augments:''' Spirit Employment Theory, appropriate mundane abilities '''Resistance:''' Highest mundane ability rating (can have up to 3). '''Any Victory:''' Vessel is completed. '''Marginal Victory:''' Mundane abilities are half of expected. '''Tie:''' More work is needed. '''Any Defeat:''' Vessel will not work. '''Complete Defeat:''' Materials are ruined. ====Contest: Employ spirit into available Vessel==== '''Method:''' Spirit employer selects desired qualities, and sets up appropriate apparatus and an available Vessel. The process typically takes 30 minutes. '''Appropriate Ability:''' Employ Spirit '''Typical modifiers and augments:''' Spirit Employment Theory, Spirit Accounting '''Resistance:''' Spirit Primary Quality + (number of qualities * 5) '''Any Victory:''' Appropriate spirit is contacted and employed (anchored) to the Vessel. '''Complete Victory:''' Spirit has all qualities equal to the Primary Quality '''Major, Minor, Marginal Victory:''' Spirit's additional qualities are at -3, -6, and -9 from the primary quality, respectively. Ratings can be shifted +/-5 as long as total shift is +0. Minimum quality rating is 13. '''Tie:''' Spirit contacted, but cannot be employed. Must try again. '''Any Defeat:''' Spirit not contacted, and spirit with those qualities not available. '''Major or Complete Defeat:''' Vessel destroyed. ====Contest: Discipline a spirit==== '''Method:''' The Spirit Employer can harm and coerce any spirit. This is not pleasant for the spirit at all. '''Appropriate Ability:''' Discipline Spirit '''Typical Modifiers and Augments:''' Spirit Employment Theory, mundane abilities as appropriate (such as Torture). '''Resistance:''' Spirits Primary quality, modified by appropriate augments. '''Consequences:''' As any brute contest, based on victory. The Spirit Employer can be harmed in defeat, typically by penalities to Discipline Spirit and personality traits. ===Spirit Friendship=== The methods by which female members of the People deal with spirits. ===Ars Memoria=== The methods by which the Informatii contact and deal with their dead ancestors. ===Calculare Mundus=== The methods by which the Informatii coerce spirits. ===Gematria=== The methods by which the Gezag directly manipulate the Oonderstrom (Underlay). Very dangerous, because it causes madness.
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