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[[Category:Settings]]
 
[[Category:Al-Qadim]]
 
[[Category:Al-Qadim]]
 
=APPENDIX B: SETTINGS=
 
=APPENDIX B: SETTINGS=
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Armour is useful in the midst of combat; D&D notwithstanding, nobody wears it unless expecting a fight because of its other drawbacks. Armour provides a bonus to an actor’s reactive modifier in combat along the lines of:  
 
Armour is useful in the midst of combat; D&D notwithstanding, nobody wears it unless expecting a fight because of its other drawbacks. Armour provides a bonus to an actor’s reactive modifier in combat along the lines of:  
  
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+1 Heavy padding
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+2 Leather
  
<table border=1 cellspacing=1 cellpadding=3>
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+3 Lamallar
<tr>
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<td>+1</td>
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+4 Full Chain  
<td>Heavy padding</td></tr>
 
<tr>
 
<td>+2</td>
 
<td>Leather</td></tr>
 
<tr>
 
<td>+3</td>
 
<td>Lamallar</td></tr>
 
<tr>
 
<td>+4</td>
 
<td>Chain mail</td></tr></table>
 
  
 
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Those same numbers, however, count as penalties when attempting any other physical actions while wearing the armour. Running, jumping, climbing, even riding are made more difficult by wearing armour. Armour also acts as a penalty to the actor’s modifier to resist heatstroke at double the armour’s protective value (so that full chain gives a -8). Zakhara is not a land of heavy cavalry and knights.  
Those same numbers, however, count as penalties when attempting any other physical actions while wearing the armour. Running, jumping, climbing, even riding are made more difficult by wearing armour. Armour also acts as a penalty to the actor’s modifier to resist heatstroke at double the armour’s protective value (so that full chain gives a -8). Zakhara is not a land of heavy cavalry and knights.
 
  
 
===The Evil Eye ===
 
===The Evil Eye ===
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* A Simple Failure results in 1 severe check applied to whatever sphere of action the actor was prideful about (thus, pride about seducing the Caliph’s favourite wife results in a Social check, while pride concerning your battle ferocity result sin a Physical check).  
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1. A Simple Failure results in 1 severe check applied to whatever sphere of action the actor was prideful about (thus, pride about seducing the Caliph’s favourite wife results in a Social check, while pride concerning your battle ferocity result sin a Physical check).  
  
  
* Full Failure results in either 2 severe checks in that sphere, or 1 severe check in two different spheres.  
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2. Full Failure results in either 2 severe checks in that sphere, or 1 severe check in two different spheres.  
  
  
* Spectacular Failure results in either 3 severe checks in that sphere or 1 severe check in all spheres (so you become either notably bad at what you were formerly good, or just become all-around jinxed).  
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3. Spectacular Failure results in either 3 severe checks in that sphere or 1 severe check in all spheres (so you become either notably bad at what you were formerly good, or just become all-around jinxed).  
  
  
Checks from the Evil Eye will not recovered naturally: the victim must somehow appease the forces he has aroused against him, usually by making some pubic display of humbleness.
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Checks from the Evil Eye will not recovered naturally: the victim must somehow appease the forces he has aroused against him, usually by making some pubic display of humbleness.  
  
 
===Magic ===
 
===Magic ===
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* A Simple Failure EITHER means the effect did not go off and 1 check has been received in the Spell Contest, if the mage desires to keep trying OR that the effect did occur but in some unexpected and not entirely helpful way.  
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1. A Simple Failure EITHER means the effect did not go off and 1 check has been received in the Spell Contest, if the mage desires to keep trying OR that the effect did occur but in some unexpected and not entirely helpful way.  
  
  
* A Full Failure means the spell failed to go occurs and 2 checks in the Spell Contest.  
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2. A Full Failure means the spell failed to go occurs and 2 checks in the Spell Contest.  
  
  
* A Spectacular Failure results in 3 checks even if the casters desires not to pursue the Spell Contest, which means 1 severe check. For sorcerers this is Mental; for sha’ir this is Social. Optionally, something magical does happen, but it is rather unpleasant for the caster (something equivalent to 3 checks, but in any sphere. For example, if your were trying to create hunting-hound from a flame, maybe be a ball of flame mushrooms in front of you and you take 3 checks of Physical). Thus it’s a choice to just take your lumps and forget it, or take your lumps AND hope something useful come out of the resulting mishap.
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3. A Spectacular Failure results in 3 checks even if the casters desires not to pursue the Spell Contest, which means 1 severe check. For sorcerers this is Mental; for sha’ir this is Social. Optionally, something magical does happen, but it is rather unpleasant for the caster (something equivalent to 3 checks, but in any sphere. For example, if your were trying to create hunting-hound from a flame, maybe be a ball of flame mushrooms in front of you and you take 3 checks of Physical). Thus it’s a choice to just take your lumps and forget it, or take your lumps AND hope something useful come out of the resulting mishap.
  
  
In order to distinguish sha’ir and sorcerers better, I’m thinking it might be a good idea to retain the spell idea for sorcerer but dump the “spell fetching” for sha’ir, replacing it with services from the djinn. The effect would be that sha’ir have access to a greater range of effects, but through more complex (and potentially dangerous) means, while sorcerers will be somewhat limited to those spells which they know, but will have a generally easier (and quicker) time producing them. Sorcerers are craftsmen and (at the higher levels of learning) scientists; sha’ir are artists.  
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In order to distinguish sha’ir and sorcerers better, I’m thinking it might be a good idea to retain the spell idea for sorcerer but dump the “spell fetching” for sha’ir, replacing it with services from the djinn (as I mentioned in my earlier post). The effect would be that sha’ir have access to a greater range of effects, but through more complex (and potentially dangerous) means, while sorcerers will be somewhat limited to those spells which they know, but will have a generally easier (and quicker) time producing them. Sorcerers are craftsmen and (at the higher levels of learning) scientists; sha’ir are artists.  
  
 
====Sorcerers====
 
====Sorcerers====
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To cast a spell, the digitologist rolls INT + PER + Sorcery + the individual spell bonus. This gives them a larger bonus than most sorcerers and means that they may attempt higher level spells earlier. Because digitalogists understand a basic unity to magic, they need not specialize in any elemental provinces to cast higher level spells (they regard the Theory of Conceptual Incompatibilities as the product of lazy minds and the Theory of Provincial Obeisance as scarcely worthy of serous discussion). Casting takes time, however, as the mathemagician must draw out the formulae of the spells for it to take effect; all digitalogy spells take 2 turns to activate.
 
To cast a spell, the digitologist rolls INT + PER + Sorcery + the individual spell bonus. This gives them a larger bonus than most sorcerers and means that they may attempt higher level spells earlier. Because digitalogists understand a basic unity to magic, they need not specialize in any elemental provinces to cast higher level spells (they regard the Theory of Conceptual Incompatibilities as the product of lazy minds and the Theory of Provincial Obeisance as scarcely worthy of serous discussion). Casting takes time, however, as the mathemagician must draw out the formulae of the spells for it to take effect; all digitalogy spells take 2 turns to activate.
  
 
[[Samsara:Main Page|Main Page]]
 
  
 
1.[[Samsara:Fundamentals|Fundamentals]]
 
1.[[Samsara:Fundamentals|Fundamentals]]

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