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[[Category:Magic]]
 
=APPENDIX A: ULTRAMUNDANE ABILITIES=
 
=APPENDIX A: ULTRAMUNDANE ABILITIES=
 
I love magic.  Let’s get that out of the way.  I love mysterious mystics and brash sorcerers and sly magicians.  I love spells and incantations and theurgy and summonings and conjurations and faery-tale charms.  I’m also pretty happy with psychic powers and weird energies and alien abilities and wuxia stunts.  The first thing that I look at in a game system is how it handles all of this stuff, which I collectively refer to as <i>ultramundane</i> abilities.
 
I love magic.  Let’s get that out of the way.  I love mysterious mystics and brash sorcerers and sly magicians.  I love spells and incantations and theurgy and summonings and conjurations and faery-tale charms.  I’m also pretty happy with psychic powers and weird energies and alien abilities and wuxia stunts.  The first thing that I look at in a game system is how it handles all of this stuff, which I collectively refer to as <i>ultramundane</i> abilities.
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==Example Applications==  
 
==Example Applications==  
===The Master of Magic (Effect-based Abilties===
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===The Master of Magic (Effect-based Abilties)===
 
This system is used to model a metaphysic where wizards spend years studying and mastering long list of spells.  They have hundreds at their fingertips which they could use at any moment.  Think Zothique or Gondwane.  Rather than have each spell be an ability, you build effects and then describe them however you want to.
 
This system is used to model a metaphysic where wizards spend years studying and mastering long list of spells.  They have hundreds at their fingertips which they could use at any moment.  Think Zothique or Gondwane.  Rather than have each spell be an ability, you build effects and then describe them however you want to.
  
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*Perceive
 
*Perceive
 
   
 
   
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Each of these is available as an ability.  Attack +2 and Move +4.  Then you need a way to build each effect.  Thus:
 
Each of these is available as an ability.  Attack +2 and Move +4.  Then you need a way to build each effect.  Thus:
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<pre>Base Attack Spell: Has a range of 5 feet, affects 1 target, and is
 
<pre>Base Attack Spell: Has a range of 5 feet, affects 1 target, and is
 
instantaneous.  Checks delivered to the target are based off of the  
 
instantaneous.  Checks delivered to the target are based off of the  
 
caster’s roll with an effect rating of 1.  The base Contest Rating is +5.
 
caster’s roll with an effect rating of 1.  The base Contest Rating is +5.
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Modifiers:
 
Modifiers:
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*Range of 5 additional feet for each +1 to Contest rating
 
*Range of 5 additional feet for each +1 to Contest rating
 
*Affects 1 extra target for each +3 to Contest rating
 
*Affects 1 extra target for each +3 to Contest rating
*Affects all targets in 3 foot square area for +5 to Contest rating (i.e. the opponent’s Speed modifiers don’t apply)
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*Affects all targets in 3 foot square area for +5 to Contest rating  
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(i.e. the opponent’s Speed modifiers don’t apply)
 
*Lasts 1 extra turn for each +3 to Contest rating</pre>
 
*Lasts 1 extra turn for each +3 to Contest rating</pre>
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Using this, you could create a spell called “Conjure Throwing Knife”.  It has a range of 10 feet (+1) and everything else is base.  This is a quick and easy spell—the Contest Rating is +6, with the opponent’s STA + QWK modifying the Contest rating.  It’s not at all a flashy spell; in fact, it might not even seem to be magic since you could have been hiding the knife in your sleeve.  Someone with very minor magic abilities could cast this without too much trouble.  Some who is a master could cast this in his sleep and he could pull scores of these things out of thin air, which would be a bit unnerving to his opponents.
 
Using this, you could create a spell called “Conjure Throwing Knife”.  It has a range of 10 feet (+1) and everything else is base.  This is a quick and easy spell—the Contest Rating is +6, with the opponent’s STA + QWK modifying the Contest rating.  It’s not at all a flashy spell; in fact, it might not even seem to be magic since you could have been hiding the knife in your sleeve.  Someone with very minor magic abilities could cast this without too much trouble.  Some who is a master could cast this in his sleep and he could pull scores of these things out of thin air, which would be a bit unnerving to his opponents.
  
You could also create a spell called “Flowering Razor Blossom”.  This shoots ofo a small spark which explodes into a whirling cloud of razor blades, like deadly fireworks.  It has an effect rating of 3 (+4 to the Contest rating), a range of 30 feet (+5), affects everyone in an area of nine square feet (+10), and lasts for 3 turns (+6).  This is a roiling mass of pain and a very hard spell to cast.  The Contest rating is +30, which would require some serious ability.
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You could also create a spell called “Flowering Razor Blossom”.  This shoots off a small spark which explodes into a whirling cloud of razor blades, like deadly fireworks.  It has an effect rating of 3 (+4 to the Contest rating), a range of 30 feet (+5), affects everyone in an area of nine square feet (+10), and lasts for 3 turns (+6).  This is a roiling mass of pain and a very hard spell to cast.  The Contest rating is +30, which would require some serious ability.
  
 
An idea to consider is whether the magician can change his method of casting to suit his needs.  What if he takes extra time?  That might reduce the Contest rating.  What if he has various magical doo-dads, like a wand of oak tipped with a ruby or powdered demon hide?  Maybe they help too.  Or is the casting fixed: this is how it is done and that’s all there is to it.
 
An idea to consider is whether the magician can change his method of casting to suit his needs.  What if he takes extra time?  That might reduce the Contest rating.  What if he has various magical doo-dads, like a wand of oak tipped with a ruby or powdered demon hide?  Maybe they help too.  Or is the casting fixed: this is how it is done and that’s all there is to it.
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This system is the opposite of the “professional wizard” described above.  In this setting, magic is potentially available to anyone in the form of dealings with the innumerable spirits who live in the world.  This is an animistic setting, with gods of the harvest and the rivers and each tree in the forest.  Everyone has learned a thing or two about dealing with some spirits; otherwise life would be impossible.  The farmer knows to leave offerings for the Goddess of Fertility  (to increase his yield) and to the Mouse Prince (to keep vermin out of the crops).  The blacksmith always starts his work with an invocation to the Triple Forge Lords: the Fire, the Water, and the Iron.  Successful interaction with the Ten Million allows humans to successfully endeavor in a harsh world; incurring the wrath of the spirits means trouble.
 
This system is the opposite of the “professional wizard” described above.  In this setting, magic is potentially available to anyone in the form of dealings with the innumerable spirits who live in the world.  This is an animistic setting, with gods of the harvest and the rivers and each tree in the forest.  Everyone has learned a thing or two about dealing with some spirits; otherwise life would be impossible.  The farmer knows to leave offerings for the Goddess of Fertility  (to increase his yield) and to the Mouse Prince (to keep vermin out of the crops).  The blacksmith always starts his work with an invocation to the Triple Forge Lords: the Fire, the Water, and the Iron.  Successful interaction with the Ten Million allows humans to successfully endeavor in a harsh world; incurring the wrath of the spirits means trouble.
  
In this metaphysic, there are no specialized abilities for magic.  Magic and art (in the widest sense of the word) occupy a continuum of human action, with magic being the most efficacious form of art.  Any time an actor attempts to take action against reality (i.e. engages in a Contest), his status with the relevant gods comes into play.  His default modifiers represent someone neutral in the eyes of the spirits.  If he wishes to improve his chances at any endeavor, he must first engage in a prayer-contest with the proper beings.  
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In this metaphysic, there are no specialized abilities for magic.  Magic and art (in the widest sense of the word) occupy a continuum of human action, with magic being the most efficacious form of art.  Any time an actor attempts to take action against reality (i.e. engages in a Contest), his status with the relevant gods comes into play.  His default modifiers represent someone neutral in the eyes of the spirits.  If he wishes to improve his chances at any endeavor, he must first engage in a prayer-contest with the proper beings. Relevant attributes would be PRE (impressing the god), MAN (cajoling the god), and INT (knowing what the god likes or does not like).  The appropriate skill acts as a specialization as normal.  And recall that “art” should be loosely used, so that “Swordplay” might have an associated spirit, as might “Seduction” and “Chess”.  The Contest rating might be based on how the intended action fits into the Divine Scheme: natural actions would be aided by the gods, while unnatural actions would be resisted.  Causing a magical iceberg in the desert to melt would be encouraged by the Sand Daemons, while creating the iceberg would be resisted by them.
 
 
Relevant attributes would be PRE (impressing the god), MAN (cajoling the god), and INT (knowing what the god likes or does not like).  The appropriate skill acts as a specialization as normal.  And recall that “art” should be loosely used, so that “Swordplay” might have an associated spirit, as might “Seduction” and “Chess”.  The Contest rating might be based on how the intended action fits into the Divine Scheme: natural actions would be aided by the gods, while unnatural actions would be resisted.  Causing a magical iceberg in the desert to melt would be encouraged by the Sand Daemons, while creating the iceberg would be resisted by them.
 
 
 
It is suggested that this contest be made a Simple Contest, except in dramatically appropriate circumstances.  If the GM elects to have a Full contest, then the subsequent action should be made Simple since successive Full Contests will be very involving. Winning the Contest garners a bonus when the actor makes his attempt.  Simple success garners +1, while a Spectacular success garners +3.  Alternately, one might say that any success in the prayer-contest means that the subsequent attempt automatically succeeds because the relevant gods support it (it would then be appropriate to have the prayer contest be a Full Contest). 
 
 
 
Failure would be penalized similarly or deny the action outright.  If Severe checks are incurred, it is suggested that they do not recover naturally, but can only be restored by making some sort of amends with the appropriate spirit.  On the other hand, they might not apply to all actions within the Sphere, but only to that particular type of action.  The farmer who enrages the Mouse Prince might have a severe check on future farming actions where they relate to predators, but not to all future physical actions.
 
 
 
The issue might be complicated if the actor’s knowledge of the gods is limited.  Maybe not everybody knows all of the relevant sprits in the world (it would be quite a lot of spirits to memorize).  So perhaps the characters only know certain gods: perhaps one god for each ability they possess, or one god for each +1 in INT.  In this case, the characters might call upon gods to do things which they might not normally do.  The Contest rating, in this setting, might be based on the personality of the god: the Maiden in Blue Silk loves all people and eagerly answers prayers to her, while the Lord of the Black Frost hates humanity and only answers prayers that contribute to its destruction. 
 
  
It might also be based on how the intended action relates to the spirit’s nature: the above-mentioned Mouse Prince will happily assist in destroying crops and poses a Contest rating of +1 for the artist (+1 because even the Mouse Prince doesn’t want to be bothered all the time); he is less likely to help someone find a lost grimoire since mice don’t care about that sort of thing and poses a Contest rating of +6 for thisFailure in the prayer-contest in this setting, might result in the gods shutting the character out for some time, or until reparations are made for the rudeness, or even result in attacks by the god.
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It is suggested that this contest be made a Simple Contest, except in dramatically appropriate circumstances.  If the GM elects to have a Full contest, then the subsequent action should be made Simple since successive Full Contests will be very involving. Winning the Contest garners a bonus when the actor makes his attempt.  Simple success garners +1, while a Spectacular success garners +3.  Alternately, one might say that any success in the prayer-contest means that the subsequent attempt automatically succeeds because the relevant gods support it (it would then be appropriate to have the prayer contest be a Full Contest).  Failure would be penalized similarly or deny the action outright.  If Severe checks are incurred, it is suggested that they do not recover naturally, but can only be restored by making some sort of amends with the appropriate spiritOn the other hand, they might not apply to all actions within the Sphere, but only to that particular type of action.  The farmer who enrages the Mouse Prince might have a severe check on future farming actions where they relate to predators, but not to all future physical actions.
  
Yet another variation would organize the gods into a hierarchy of powerGreater beings can give more aid, but are also harder to successfully petition.  The spirit of the pebble beside you, on the other hand, is very easy to contact, but isn’t a great deal of helpIn this case, the Contest rating will equal the bonus being sought and a relevant spirit must be found.  If you want a +2 to build your bridge, the local river spirit could help you with little fuss (Contest rating +2)If you want to make the greatest bridge in history and seek a +15 to your effort, you will have to get into the good graces of Harmonia, Duke of Sympathies and Connections, a mighty god who does not easily grant his favours.
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The issue might be complicated if the actor’s knowledge of the gods is limited.  Maybe not everybody knows all of the relevant sprits in the world (it would be quite a lot of spirits to memorize)So perhaps the characters only know certain gods: perhaps one god for each ability they possess, or one god for each +1 in INT.  In this case, the characters might call upon gods to do things which they might not normally do.  The Contest rating, in this setting, might be based on the personality of the god: the Maiden in Blue Silk loves all people and eagerly answers prayers to her, while the Lord of the Black Frost hates humanity and only answers prayers that contribute to its destructionIt might also be based on how the intended action relates to the spirit’s nature: the above-mentioned Mouse Prince will happily assist in destroying crops and poses a Contest rating of +1 for the artist (+1 because even the Mouse Prince doesn’t want to be bothered all the time); he is less likely to help someone find a lost grimoire since mice don’t care about that sort of thing and poses a Contest rating of +6 for thisFailure in the prayer-contest in this setting, might result in the gods shutting the character out for some time, or until reparations are made for the rudeness, or even result in attacks by the god.
  
Failure in this setting might result in a simple penalty as above; it might also result in the actors being cut off from that level of the hierarchy.  The zealous bridge-builder who offends Harmonia might find the ranks of the Greater Conceptual Dukes closed off to his entreaties and will have to make do with minor, local spirits for a while.
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Yet another variation would organize the gods into a hierarchy of power.  Greater beings can give more aid, but are also harder to successfully petition.  The spirit of the pebble beside you, on the other hand, is very easy to contact, but isn’t a great deal of help.  In this case, the Contest rating will equal the bonus being sought and a relevant spirit must be found.  If you want a +2 to build your bridge, the local river spirit could help you with little fuss (Contest rating +2).  If you want to make the greatest bridge in history and seek a +15 to your effort, you will have to get into the good graces of Harmonia, Duke of Sympathies and Connections, a mighty god who does not easily grant his favours.  Failure in this setting might result in a simple penalty as above; it might also result in the actors being cut off from that level of the hierarchy.  The zealous bridge-builder who offends Harmonia might find the ranks of the Greater Conceptual Dukes closed off to his entreaties and will have to make do with minor, local spirits for a while.
  
 
The same implementation of the mechanic could be used if there is only one god who grants all petitions, but finds it easier to grant small favours than large miracles.  This would call for less creativity on the part of GMs and players, who would not have to keep discovering new spirit-powers every time they try something new.  Failure in this system might have the most severe consequences as angering the One God is probably a bad thing.  Magic becomes another tactic in this system: getting a big favour calls for greater effort and risk.
 
The same implementation of the mechanic could be used if there is only one god who grants all petitions, but finds it easier to grant small favours than large miracles.  This would call for less creativity on the part of GMs and players, who would not have to keep discovering new spirit-powers every time they try something new.  Failure in this system might have the most severe consequences as angering the One God is probably a bad thing.  Magic becomes another tactic in this system: getting a big favour calls for greater effort and risk.
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That said, you could also use these absolute abilities as modifiers, but not directly.  They could be used in social situations particularly, as a measure of how inhuman someone is.  For example, Fishman doesn’t need to roll in order to breathe underwater, but maybe he could use his Gills +2 to help in impressing upon a tribe of merfolk that he is not one of the hated “land-dwellers”.  The Living Hunk of Stone doesn’t need to roll his Animate Construct +6 to resist the effects of nerve gas, but he could use it to scare the locals into worshipping him as a god.
 
That said, you could also use these absolute abilities as modifiers, but not directly.  They could be used in social situations particularly, as a measure of how inhuman someone is.  For example, Fishman doesn’t need to roll in order to breathe underwater, but maybe he could use his Gills +2 to help in impressing upon a tribe of merfolk that he is not one of the hated “land-dwellers”.  The Living Hunk of Stone doesn’t need to roll his Animate Construct +6 to resist the effects of nerve gas, but he could use it to scare the locals into worshipping him as a god.
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Contents
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[[Samsara:Main Page|Main Page]]
  
 
1.[[Samsara:Fundamentals|Fundamentals]]
 
1.[[Samsara:Fundamentals|Fundamentals]]
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9.[[Samsara:Samsara points|Samsara Points]]
 
9.[[Samsara:Samsara points|Samsara Points]]
  
10.[[Samsara:Ultramundane abilities|Appendix A--Ultramundane Abilities]]
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10.[[Samsara:Long term play|Long Term Play]]
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11.[[Samsara:Examples of play|Examples of Play]]
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12.[[Samsara:Ultramundane abilities|Appendix A - Ultramundane Abilities]]
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13.[[Samsara:Settings|Appendix B – Settings]]

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