Difference between revisions of "Miracles"

From RPGnet
Jump to: navigation, search
Line 1: Line 1:
''Founding principles
+
Founding principles
#Miracles should be fun and easy to use. Performing miracles should feel different to spellcasting (''i.e. a differnt mechani''c)
+
#Miracles should be fun and easy to use. Performing miracles should feel different to spellcasting (''i.e. a different mechanic'')
 
#Faith casters should be a bit more discerning when calling on their god as compared to spellcasters.  
 
#Faith casters should be a bit more discerning when calling on their god as compared to spellcasters.  
#Include torg concepts such as focus.''
+
#Include torg concepts such as focus.
  
 
==='''PERFORMING MIRACLES'''===
 
==='''PERFORMING MIRACLES'''===

Revision as of 21:41, 11 January 2008

Founding principles

  1. Miracles should be fun and easy to use. Performing miracles should feel different to spellcasting (i.e. a different mechanic)
  2. Faith casters should be a bit more discerning when calling on their god as compared to spellcasters.
  3. Include torg concepts such as focus.

PERFORMING MIRACLES

  • In torglike, miracle workers (such as priests, shamans) roll their dicepool to determine whether they have successful performed a miracle.
  • Unlike spellcasting, miracles generally do not need to beat a foe's 'Resist' difficulty. Instead, miracles must beat the miracles 'Focus' difficulty (this means that miracles are more independent of the foe's strength than spells are).
  • To successful perform a miracle, roll Spirit + Faith
    • Width 2 sets work only if they are equal to or greater than the Focus difficulty. Eg. a 2x6 set miracle will work on a foe if the miracle has a Focus6 difficulty or less. A Focus7 miracle wouldn't have worked.
    • Width 3 or greater sets do NOT need to roll equal to or over Focus. (Otherwise miracles are too underpowered)
  • There are also circumstance modifiers that affect the chance of performing miracles
    • performed in front of a congregation (at least 20 people) +2d
    • the recipient of the miracle is from the same faith +2d
    • the recipient of the miracle is of a similar faith (e.g an anglican performing a miracle on a pentecostal) OR has no faith (athiest) or is uncommitted (agnostic) +0d
    • the recipient of the miracle is from a completely different faith (e.g. an anglican performing a miracle on a taoist) -2d

ACTIVELY RESISTING

  • Miracles cannot be actively resisted unless the character has the faith skill as well. It is a full-round action of denouncing the opposing faith and results in increasing the focus difficulty of the miracle by +2. Also, sets of all widths must now beat the focus difficulty.

FAILED MIRACLES

  • If the miracle fails (dice pool has no successes or does not beat the focus), then the miracle worker cannot perform THAT same miracle again until he/she has communicated with God and performed a penance. After the penance is complete, access to that miracle is restored. The penance is directly related to the Focus difficulty of the miracle. For example, a failed bless miracle with focus3 would need only a nights rest + rosary in the morning (for catholics) or 20min meditation (for buddhists) to be restored. A failed Faith Healing with focus6 would need a more severe penance such as donating a week of community service in the name of your god, or a 3 day fast with nothing but water/juice (with an associated penalty to the body stat while fasting).

MIRACLE RESULTS

Each miracle has a table that details the result of different width successes (in general Width 2 = minimal success, Width 3 = adequate success, Width 4 = Good success, Width 5 = Spectacular success).

EXAMPLE MIRACLES

  • Bless
    • Focus3
      • Width2
      • Width3
      • Width4
      • Width5


  • Faith Healing
    • Focus6
      • Width2
      • Width3
      • Width4
      • Width5
  • Cure Disease
    • Focus7
      • Width2
      • Width3
      • Width4
      • Width5
  • Exorcise
    • Focus9
      • Width2
      • Width3
      • Width4
      • Width5