Difference between revisions of "Talk:TROS in the Hammer:Magic Spirits"

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(Excited reply to Pete)
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:For a charm (the equivalent of a spell of one) you are correct.  Only two words (verb noun).  For a power (the equivalent of a spell of three) or a weaving (the equivalent of a spell of many) you can use any number of words, and although you choose them as nouns/verbs, you can twist them into adjectives or adverbs for the purpose.  Example: My word is the noun "Fire".  I can use this as "Flaming" (adjective) in a power or weaving, but not in a charm (as I can only use one noun and one verb.  However, an innovation just occurred to me that will make things a bit more obvious.  I will add it to the main page, but here it is in a nutshell: whenever you want to make an effect, you write an English language sentence for that effect.  The sentence can include words for targets, range, volume, and duration (the four components of the target number), any number of "connecting" type words (with, then, a, the, and, etc.), and a number of your own quality words appropriate to whether it is a charm, power, or weaving.  Frankly, I wrote these rules in one stream of consciousness fit, and they need more thought.  Whats really needed is for other people to come up with examples of both quality lists for spirits and ways to combine the words into charms, powers, and weavings, and most importantly HOW THEY RELATE TO ACTUAL GAME EFFECTS, so that the implications of them can be thought through a bit.  [[User:Skalchemist|Skalchemist]] 06:11, 25 August 2006 (PDT)
 
:For a charm (the equivalent of a spell of one) you are correct.  Only two words (verb noun).  For a power (the equivalent of a spell of three) or a weaving (the equivalent of a spell of many) you can use any number of words, and although you choose them as nouns/verbs, you can twist them into adjectives or adverbs for the purpose.  Example: My word is the noun "Fire".  I can use this as "Flaming" (adjective) in a power or weaving, but not in a charm (as I can only use one noun and one verb.  However, an innovation just occurred to me that will make things a bit more obvious.  I will add it to the main page, but here it is in a nutshell: whenever you want to make an effect, you write an English language sentence for that effect.  The sentence can include words for targets, range, volume, and duration (the four components of the target number), any number of "connecting" type words (with, then, a, the, and, etc.), and a number of your own quality words appropriate to whether it is a charm, power, or weaving.  Frankly, I wrote these rules in one stream of consciousness fit, and they need more thought.  Whats really needed is for other people to come up with examples of both quality lists for spirits and ways to combine the words into charms, powers, and weavings, and most importantly HOW THEY RELATE TO ACTUAL GAME EFFECTS, so that the implications of them can be thought through a bit.  [[User:Skalchemist|Skalchemist]] 06:11, 25 August 2006 (PDT)
:: Thanks Hans, I have been trying to decide what words to use for Peregrine, maybe doing some examples might help. So far I have Peregrine; control, mind, speed, healing, movement, percieve, pain, strength. Your changes will help me make up spell examples which I will be adding soon.[[User:Silentdaikyu|Silentdaikyu]] 07:00, 25 August 2006 (PDT)
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:: Thanks Hans, I have been trying to decide what words to use for Peregrine, maybe doing some examples might help. So far I have Peregrine; control, mind, speed, heal, movement, percieve, pain, strengthen. Your changes will help me make up spell examples which I will be adding soon.[[User:Silentdaikyu|Silentdaikyu]] 07:00, 25 August 2006 (PDT)
:::WOW, I love those words.  Thats 8 - two free, and your 6 proficiency points.  Which would be your primary?  I freely admit I have no idea how this will work in practice; I cribbed the idea from Donjon and Ars Magica.  The hard part is going to be implementing the words into actual game mechanics, especially in terms of magnitute.  But looking at that list of words I'm pretty darn excited.[[User:Skalchemist|Skalchemist]] 07:23, 25 August 2006 (PDT)
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:::WOW, I love those words.  Thats 8 - two free, and your 6 proficiency points.  Which would be your primary?  I freely admit I have no idea how this will work in practice; I cribbed the idea from Donjon and Ars Magica.  The hard part is going to be implementing the words into actual game mechanics, especially in terms of magnitude.  But looking at that list of words I'm pretty darn excited.[[User:Skalchemist|Skalchemist]] 07:23, 25 August 2006 (PDT)
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::::One example and some spell sentences which I plan to work on. Just putting words together so far. I haven't decided which is the primary yet, right now I'm leading toward control. I changed healing and strength to verbs. BTW can a verb be changed to a noun in a more complex spell or vice versa?
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::::'''I control the mind of that man.''' For complete control of a human targets mind, no resistance roll. This is a level 3 Conquer effect, Area 0 (only one target and mind is considered Area 0), Range 2 (line of sight), Target 2 (animal). I'm not completely sure how duration works, so for now this is an instantaneous effect but it can be sustained by not recovering magic pool dice used to cast it. CTN 7 (or 6 if mind or control are primary).
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::::'''Things I'm working on''', I heal myself. I strengthen the perception of my mind. I speed my movement. I control his/it's movement. I control the lock. I speed the boat. I strenghen my perception. I control his pain. I control the speed of his movement. For some of these I'm not sure of the grammar, you can let me know what I can get away with. [[User:Silentdaikyu|Silentdaikyu]] 21:44, 27 August 2006 (PDT)

Revision as of 21:44, 27 August 2006

Please post any comments about this material here. Skalchemist 08:01, 23 August 2006 (PDT)


When making a spell you specifically say that there can be no other nouns or verbs in the phrase. Your examples imply that no other adjectives or adverbs can be used either. Is this a correct assumption? Silentdaikyu 18:55, 24 August 2006 (PDT)

For a charm (the equivalent of a spell of one) you are correct. Only two words (verb noun). For a power (the equivalent of a spell of three) or a weaving (the equivalent of a spell of many) you can use any number of words, and although you choose them as nouns/verbs, you can twist them into adjectives or adverbs for the purpose. Example: My word is the noun "Fire". I can use this as "Flaming" (adjective) in a power or weaving, but not in a charm (as I can only use one noun and one verb. However, an innovation just occurred to me that will make things a bit more obvious. I will add it to the main page, but here it is in a nutshell: whenever you want to make an effect, you write an English language sentence for that effect. The sentence can include words for targets, range, volume, and duration (the four components of the target number), any number of "connecting" type words (with, then, a, the, and, etc.), and a number of your own quality words appropriate to whether it is a charm, power, or weaving. Frankly, I wrote these rules in one stream of consciousness fit, and they need more thought. Whats really needed is for other people to come up with examples of both quality lists for spirits and ways to combine the words into charms, powers, and weavings, and most importantly HOW THEY RELATE TO ACTUAL GAME EFFECTS, so that the implications of them can be thought through a bit. Skalchemist 06:11, 25 August 2006 (PDT)
Thanks Hans, I have been trying to decide what words to use for Peregrine, maybe doing some examples might help. So far I have Peregrine; control, mind, speed, heal, movement, percieve, pain, strengthen. Your changes will help me make up spell examples which I will be adding soon.Silentdaikyu 07:00, 25 August 2006 (PDT)
WOW, I love those words. Thats 8 - two free, and your 6 proficiency points. Which would be your primary? I freely admit I have no idea how this will work in practice; I cribbed the idea from Donjon and Ars Magica. The hard part is going to be implementing the words into actual game mechanics, especially in terms of magnitude. But looking at that list of words I'm pretty darn excited.Skalchemist 07:23, 25 August 2006 (PDT)
One example and some spell sentences which I plan to work on. Just putting words together so far. I haven't decided which is the primary yet, right now I'm leading toward control. I changed healing and strength to verbs. BTW can a verb be changed to a noun in a more complex spell or vice versa?
I control the mind of that man. For complete control of a human targets mind, no resistance roll. This is a level 3 Conquer effect, Area 0 (only one target and mind is considered Area 0), Range 2 (line of sight), Target 2 (animal). I'm not completely sure how duration works, so for now this is an instantaneous effect but it can be sustained by not recovering magic pool dice used to cast it. CTN 7 (or 6 if mind or control are primary).
Things I'm working on, I heal myself. I strengthen the perception of my mind. I speed my movement. I control his/it's movement. I control the lock. I speed the boat. I strenghen my perception. I control his pain. I control the speed of his movement. For some of these I'm not sure of the grammar, you can let me know what I can get away with. Silentdaikyu 21:44, 27 August 2006 (PDT)