Editing Story of the People
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=Magic= | =Magic= | ||
− | + | ==Spirits== | |
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Most magic involves working with Spirits. See [[TROS_in_the_Hammer:Magic_Spirits|Spirits and Spirit Magic]] for a basic description of 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: | A Spirit character (PC or NPC) has the Spirit keyword, as follows: | ||
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'''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. | '''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. | ||
− | === | + | ===Spirit Magic=== |
− | + | Spirits 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. | ||
− | == | + | ====Limits on Spirit Power==== |
+ | These are much as described in the TROS link, especially with regard to how long it takes in game time to acheive things, regardless of the level of success. | ||
− | === | + | ====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. | ||
====Contest: Spirit Command Line Magic==== | ====Contest: Spirit Command Line Magic==== | ||
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'''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. | '''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. | 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. | '''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. | ||
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'''Complete Defeat:''' Materials are ruined. | '''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. | '''Method:''' Spirit employer selects desired qualities, and sets up appropriate apparatus and an available Vessel. The process typically takes 30 minutes. | ||
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'''Major or Complete Defeat:''' Vessel destroyed. | '''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. | '''Method:''' The Spirit Employer can harm and coerce any spirit. This is not pleasant for the spirit at all. | ||
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'''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. | '''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. | ||
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