Gladius et Aegis: Puissance Aspects

From RPGnet
Revision as of 08:49, 19 July 2012 by Asklepios (talk | contribs)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search

Back to Main Page

Overview and Guidelines[edit]

Puissance Aspects are perhaps the hardest to work with, but the notes below might give you ideas as to how to approach things.

Flexible positioning of Aspects[edit]

Unlike the Aspects associated with the other three attributes, its often very hard to decide whether a Puissance Aspect counts as a Training Aspect, a Specialization or an Expertise. There can be a degree of flexibility here, and most Puissance Aspects can fall into any of the three positions. Don't forget though that a Specialization is always considered to be a subset of one Training Aspect, and likewise an Expertise is a subset of the Specialization.

So, for example, consider the two sets below...

  • FIRST SET: Puissance 3, Pyromancy (Training), Staff Focus (Specialisation), Evocations (Expertise).
  • SECOND SET: Puissance 3, Staff Focus (Training), Evocations (Specialisation), Pyromancy (Expertise).

While very similar looking, they work differently. Both would roll 6 dice if using a pyromantic evocation while wielding a mage's staff. However, the first set would roll 3 dice with a necromantic ritual-casting that uses his staff, while the second set would roll 4 dice. Or, if you prefer, the first set would roll 4 dice when casting a pyromantic ritual without his staff, whereas the second set would only roll 3 dice.

Essentially, you can never gain the bonus dice from a specialisation unless you're already gaining one from training, and you can never gain the bonus dice from expertise unless you're already gaining one with a specialisation.

Consider for example a third set:

  • THIRD SET: Puissance 3, Versus Humans (Training), Pyromancy (Specialisation), Staff Focus (Expertise)

In this case, a magus casting a pyromantic spell with his staff against a human is at 6 dice. However, the same magus casting a pyromantic spell with his staff against a non-human is at 3 dice. Because its not within the training area, the specialization and the expertise simply don't come into play.


Puissance Aspect Examples[edit]

Specific Arcana[edit]

If you name a specific arcana as an Aspect, then it'll come into play when that Arcana is used. Obviously, you should name an Arcana that you have access to. Also, you shouldn't stack different Arcana types in the same Aspect chain generally, as its unlikely you'll be using effects from more than one Arcana at once.

Types of Magic[edit]

If you name a type of magic as a casting, then it'll come into play when you use that type of aspect. However, remember the guideline of thirds here with regards to Aspects. If the GM feels that a third or less of your possible uses of arcana are of this type of magic then its fine as an Aspect. Thats not to say you have to limit yourself to using that type of magic that little - its more about the potential uses rather than your choices.

Examples might include:

Evocations[edit]

This is a fancy-mage name for magic designed for using fast in battle. They don't include spells cast in preparation for combat, nor rituals that take a long time and then attack, but rather the sort of spell that you start and begin while combat is happening around you.

Rituals[edit]

Most gens don't have the ability to use their arcana in rituals but those that do can select this as a type.

Defensive[edit]

Includes all effects that protect or defend.

Aggressive[edit]

Includes all effects that harm or hinder.

Sensory[edit]

Includes all effects centred around scrying, detection or senses.

Enhancement[edit]

Includes all effects that enhance capabilities.

Useful Circumstances[edit]

These Aspects indicate that you are more effective in these given circumstances. Examples might include:

Vs. Humans[edit]

Benefits when your effects are targeting humans.

Vs. Vampires[edit]

Benefits when your effects are targeting vampires.

Staff Focus[edit]

Benefits when you are wielding a staff, and channeling through that.

Sanctum[edit]

Benefits when you are in your inner sanctum.

Daylight[edit]

Benefits when your spells are cast in daylight.

Offsetting Negative Circumstances[edit]

These Aspects count as a bonus dice in these given circumstances, but actually normally just represents the offsetting of penalties for those circumstances.

Physical Impairment[edit]

For Magi (who usually suffer reduced spellcasting effectiveness when physically impaired) this is an offset. For some creatures (such as a werewolf that enters a furious rage as he is injured) it might represent an actual bonus.

Sensory Deprivation[edit]

Offsets the penalties for not being able to see or hear your target, for example if it is heavily smoky, or if your target is invisible.