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ZWEIHÄNDER Grim & Perilous RPG - a Warhammer Fantasy Roleplay retroclone
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<blockquote data-quote="Daniel D. Fox" data-source="post: 5835787" data-attributes="member: 55033"><p>Today, we look at Magic!</p><p></p><p>Priests, wizards, witches and hedgewise, there is a specific distinction between them through their Career Traits. Similarly, there are thematic differences. Whereas a wizard may be a battle mage, necromancer, demonologist or otherwise, clerics may be a battle priest, a simple monk, an initiate of a non-violent faith or perhaps the worshipper of a demon or grim god of winter. Whichever the case, those careers who possess either the Invocation or Piety skill may draw upon Spells.</p><p></p><p>Spells essentially function the same; the Asylum spell a cleric may have will work the same as the wizard's version. However, the way their invoked (through an act of contrition towards a god, a Faustian bargain with a demon or even harnessing the invisible ethereal) differ greatly. Wizard and clerics alike may succumb to corruption, insanity and far, far worse. Perhaps the cleric has attracted the favor of a good god (or even an evil one). Perhaps the hedgewise has suffered disfavor with a local nature spirit (and is punished in kind). Perhaps the warlock, who has struck a bargain with a demon of the underworld, gains a bonus to his rolls due to his Corruption Rating. Either way, all casters are able to draw from the same spell list. However, these same lists are "packaged" through different themes. The rules will include many different example packages, and show players how to create their own themes to match whichever direction they want to take their character.</p><p></p><p>----How Does All It Work?-----</p><p></p><p>All casters, regardless of their Starting Career, begin with a number of Magic Points equal to their Willpower bonus. This is considered a daily allotment of how many spells they may cast. Gaining back these Magic Points (MP) can be done in several different ways. Some GMs may simply require a good night's rest and prayer for clerics. Some GMs may require wizards to "remember" spells, following old school Vancian magic. Some GMs may simply let MP regenerate over a 24 hour period. Some GMs may require priests and the like to return to a place of worship or power and give an appropriate sacrifice to regain lost MP. The rules are built with this modularity in mind, and allows GMs to custom built whatever sort of magic system they prefer.</p><p></p><p>All casters, regardless of their Starting Career, must roll either an Invocation or Piety test to cast a spell. The difficulty is set by the GM, and modified in many different ways. Although some rules are codified (such as firing a Magic Bolt into ranged combat [-20% difficulty]), others are left to the province of the GM. The difficulty class can be hard in the case where a caster is on horseback or under duress, or it could be potentially easy if the caster is using a spell within a sanctuary or place of power such as standing stones, a ley line or even when "linked" together in ritual with other casters.</p><p></p><p>All casters, regardless of their Starting Career, are subject to Corruption, Favor and Disfavor. Some corrupting effects mutate the caster, giving them an abhorrent appearance. Some corrupting effects can augment specific sorts of spells. Favor and disfavor can come about when a demon, god or otherwise grants a boon (or a bane) to the caster's roll. These effects are always resultant in the addition of any number of D10. These D10 can be used in substitution of the hundred's spot on a roll. Here's an example:</p><p></p><p><em>Kailin is a battle mage. He has manage to accumulate a number of Corruption points over time, which has changed his appearance. Similarly, it has given him a certain amount of favor with a god of enslavement and punishment. Kailin attempts to cast the spell Bind Foe. The GM rules that the difficulty is hard, given the situation - Kailin's surrounded by foes, his allies are dead and he's Seriously Wounded. However, Kailin is casting a spell that's favored by his god - the Bind Foe spell can tie up foes with an invisible ligature. The GM rules that even though Kailin's test is a hard Invocation test, he can add 1 Favor die.</em></p><p><em></em></p><p><em>Kailin makes his roll and comes up with 54%. His target number was 44%, so he would have failed. However, he has the opportunity to replace the hundreds spot of 50 with 1 Favor die. He rolls his favor die, and comes up with a 3, thus rendering a new roll value of 34% - he succeeds! Essentially, Kailin was given a choice between the <strong>better</strong> of the 5 and the 3</em></p><p></p><p>As you can see, Favor can add additional dice. But what about Disfavor? It works much in the same way, but the player must penalize their roll with an additional D10. Let's assume in the case above that Kailin was suffering 1 Disfavor. Although he rolled a 54%, he must roll an addition d10. Although the D10 came up with 3, he must choose the <strong>poorer</strong> of the rolls between 5 and 3. He still failed!</p><p></p><p>So how do casters get Corrupted over time? By rolling pairs (or triples, or qradruples in some cases). Even though a caster may have 2 Favor dice, he can still gain corruption and insanity by rolling poorly. If a caster fails a die roll and he rolls doubles, he instantly incurs a number of Corruption Points equal to the face number. Additionally, the player then rolls on the Minor Corrupting Effects tables. If you get three matches, you roll on the Major Corrupting Effects tables.</p><p></p><p>As you can see, it's inherently dangerous to utilize spells, blessings or however you wish to categorize them. Some GMs may simply ignore Corruption Points, and have players roll on the Corrupting Effects table. He may even have the player roll on the Divine Anger Effects tables instead, depending on the theme he's applied to the caster. In all cases, the GM is given the authority to adopt a modular approach, all of which can be used exclusively or inclusively together.</p><p></p><p>For a taste of the most "minor" of magic, here is an early list of 1 MP spells for your perusal. Note that this does not reflect the final product: <a href="http://dl.dropbox.com/u/34934670/Spells1MP.pdf" target="_blank">http://dl.dropbox.com/u/34934670/Spells1MP.pdf</a></p></blockquote><p></p>
[QUOTE="Daniel D. Fox, post: 5835787, member: 55033"] Today, we look at Magic! Priests, wizards, witches and hedgewise, there is a specific distinction between them through their Career Traits. Similarly, there are thematic differences. Whereas a wizard may be a battle mage, necromancer, demonologist or otherwise, clerics may be a battle priest, a simple monk, an initiate of a non-violent faith or perhaps the worshipper of a demon or grim god of winter. Whichever the case, those careers who possess either the Invocation or Piety skill may draw upon Spells. Spells essentially function the same; the Asylum spell a cleric may have will work the same as the wizard's version. However, the way their invoked (through an act of contrition towards a god, a Faustian bargain with a demon or even harnessing the invisible ethereal) differ greatly. Wizard and clerics alike may succumb to corruption, insanity and far, far worse. Perhaps the cleric has attracted the favor of a good god (or even an evil one). Perhaps the hedgewise has suffered disfavor with a local nature spirit (and is punished in kind). Perhaps the warlock, who has struck a bargain with a demon of the underworld, gains a bonus to his rolls due to his Corruption Rating. Either way, all casters are able to draw from the same spell list. However, these same lists are "packaged" through different themes. The rules will include many different example packages, and show players how to create their own themes to match whichever direction they want to take their character. ----How Does All It Work?----- All casters, regardless of their Starting Career, begin with a number of Magic Points equal to their Willpower bonus. This is considered a daily allotment of how many spells they may cast. Gaining back these Magic Points (MP) can be done in several different ways. Some GMs may simply require a good night's rest and prayer for clerics. Some GMs may require wizards to "remember" spells, following old school Vancian magic. Some GMs may simply let MP regenerate over a 24 hour period. Some GMs may require priests and the like to return to a place of worship or power and give an appropriate sacrifice to regain lost MP. The rules are built with this modularity in mind, and allows GMs to custom built whatever sort of magic system they prefer. All casters, regardless of their Starting Career, must roll either an Invocation or Piety test to cast a spell. The difficulty is set by the GM, and modified in many different ways. Although some rules are codified (such as firing a Magic Bolt into ranged combat [-20% difficulty]), others are left to the province of the GM. The difficulty class can be hard in the case where a caster is on horseback or under duress, or it could be potentially easy if the caster is using a spell within a sanctuary or place of power such as standing stones, a ley line or even when "linked" together in ritual with other casters. All casters, regardless of their Starting Career, are subject to Corruption, Favor and Disfavor. Some corrupting effects mutate the caster, giving them an abhorrent appearance. Some corrupting effects can augment specific sorts of spells. Favor and disfavor can come about when a demon, god or otherwise grants a boon (or a bane) to the caster's roll. These effects are always resultant in the addition of any number of D10. These D10 can be used in substitution of the hundred's spot on a roll. Here's an example: [i]Kailin is a battle mage. He has manage to accumulate a number of Corruption points over time, which has changed his appearance. Similarly, it has given him a certain amount of favor with a god of enslavement and punishment. Kailin attempts to cast the spell Bind Foe. The GM rules that the difficulty is hard, given the situation - Kailin's surrounded by foes, his allies are dead and he's Seriously Wounded. However, Kailin is casting a spell that's favored by his god - the Bind Foe spell can tie up foes with an invisible ligature. The GM rules that even though Kailin's test is a hard Invocation test, he can add 1 Favor die. Kailin makes his roll and comes up with 54%. His target number was 44%, so he would have failed. However, he has the opportunity to replace the hundreds spot of 50 with 1 Favor die. He rolls his favor die, and comes up with a 3, thus rendering a new roll value of 34% - he succeeds! Essentially, Kailin was given a choice between the [b]better[/b] of the 5 and the 3[/i] As you can see, Favor can add additional dice. But what about Disfavor? It works much in the same way, but the player must penalize their roll with an additional D10. Let's assume in the case above that Kailin was suffering 1 Disfavor. Although he rolled a 54%, he must roll an addition d10. Although the D10 came up with 3, he must choose the [b]poorer[/b] of the rolls between 5 and 3. He still failed! So how do casters get Corrupted over time? By rolling pairs (or triples, or qradruples in some cases). Even though a caster may have 2 Favor dice, he can still gain corruption and insanity by rolling poorly. If a caster fails a die roll and he rolls doubles, he instantly incurs a number of Corruption Points equal to the face number. Additionally, the player then rolls on the Minor Corrupting Effects tables. If you get three matches, you roll on the Major Corrupting Effects tables. As you can see, it's inherently dangerous to utilize spells, blessings or however you wish to categorize them. Some GMs may simply ignore Corruption Points, and have players roll on the Corrupting Effects table. He may even have the player roll on the Divine Anger Effects tables instead, depending on the theme he's applied to the caster. In all cases, the GM is given the authority to adopt a modular approach, all of which can be used exclusively or inclusively together. For a taste of the most "minor" of magic, here is an early list of 1 MP spells for your perusal. Note that this does not reflect the final product: [url]http://dl.dropbox.com/u/34934670/Spells1MP.pdf[/url] [/QUOTE]
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