I think this is a really cool idea that actually plays into a campaign I'm working on designing. Thanks for sharing!
Why not use an Archetype instead? (I'm not familiar with Nemesis, so these will be straight-up WT point costs.)
Archetype: Mage (45)
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Source: Life Force - could be anything, really, but I think this plays nicely into Willpower Bid
Permission: Wizardry (25) - can buy any number of Hyperskills based on the Magic stat
Intrinsic: Mutable (15) - this allows characters to learn new spells as they play
Intrinsic: Custom Stats (5) - instead of removing a stat, I use this to add the Magic stat
So technically, using this system, spells are Hyperskills. This is so that the player rolls Stat (Magic) + Hyperskill (specific spell), which makes more sense to me than requiring two different powers that are each Augments. Here's a couple examples:
Hyperskill: Fireball (1/2/4)
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Qualities: A
Capacities: Range
Extras: Area (+1), Burn (+2)
Flaws: Fragile (-1), Obvious (-1), Willpower Bid (-1)
Hyperskill: Flight (2/4/8)
------------------
Qualities: U
Capacities: Self
Extras: Duration (+2), No Physics (+2)
Flaws: Obvious (-1), Fragile (-1)
So here's an example: Larg the journeyman Mage has 2d in Magic and 3d+1hd in Fireball (he's had some unfortunate incidents so far learning to use it). When he rolls to attack, he's rolling 5d+1hd.
You could modify the Archetype if you wanted a specific kind of Mage - for example, you could take the World of Darkness system and allow a mage certain "paths" (that's the direction I'll be going with this). A Warmage could include a Hyperbrawl skill with an extra that allows him to combine it with a spell, or just take the Multiple Actions miracle.
I don't mean all this to say "you're doing it wrong," I just thought I'd offer an alternative. :)
Joshua
On Tue, Apr 3, 2012 at 7:48 AM, Heiko Aulbach <rhyana@gmail.com> wrote:
Hi,I'm currently working on a magic system for a setting that uses the dice from Nemesis and a bunch of stuff from other ORE versions.I'd like to have spellcasters buy a basic (somewhat expensive) ability to do magic and then buy (relatively cheap) spells making use of this ability. To that end, I've come up with the following examples, using Wild Talents to build the abilities and spells:For magic abilities there is General Magic (allows the use of any spell, but you need two dice in GM to use one die in any spell) and Fire Magic (as a template for all of the specialised types, each of them allows the use of spells within that school and you only need one die in FM to use one die in the spell).Abilities:General MagicQualities: A/D/U Capacities: SelfExtras: Augment (+4)Flaws: If/Then (Can only be used to augment spells) (-1),If/Then (Needs twice as many augment dice as spell dice) (-1),Willpower Bid (-1)For each of the Qualities the cost would be 3/12/24, using the cost of d/ed/td from Nemesis, resulting in a total cost of 9/36/72.Fire MagicQualities: A/D/U Capacities: SelfExtras: Augment (+4)Flaws: If/Then (Can only be used to augment spells) (-1),If/Then (Needs as many augment dice as spell dice) (-1),If/Then (Can only be used for spells from the fire school) (-1),Willpower Bid (-1)Here the cost would be 2/8/16 for each Quality, resulting in a total cost of 6/24/48.Spells:FireballQualities: A Capacities: RangeExtras: Area (1d = +1 / 1ed = +2 / 1td = +4),Burn (+2),Flaws: Fragile (-1),If/Then (Needs to be augmented by Fire Magic and/or General Magic) (-1),If/Then (Only as many spell dice as FM and/or half as many as GM) (-1),Obvious (-1)This should cost 1/8/32.FlightQualities: U Capacities: SpeedExtras: Duration (+2),No Physics (+1),Flaws: Fragile (-1),If/Then (Needs to be augmented by Air Magic and/or General Magic) (-1),If/Then (Only as many spell dice as AM and/or half as many as GM) (-1),Obvious (-1)This should cost 1/4/8 with Fragile or 2/8/16 without.I'm reading Fragile as something that would allow the spell to be interrupted even after the casting is finished, so long as it's effect is still active, which would make this type of spell either useless when including it (e.g. a protection spell that lasts only as long as the caster doesn't have to sneeze or something), or "unstoppable" without it (compared to the way magic usually works in games).Propably I'll introduce another Flaw like "Interruptable" or something, but I haven't decided yet.Heal WoundsQualities: U Capacities: RangeExtras: Engulf (+2)Flaws: Fragile (-1),If/Then (Needs to be augmented by Nature Magic or General Magic) (-1),If/Then (Only as many spell dice as NM and/or half as many as GM) (-1)Obvious (-1)This should cost 1/4/8.The plan is for a character to have something like the following set of abilities and spells:General Magic (2d) for 18 pointsFire Magic (2d) for 12 pointsFireball (3d) for 3 pointsFlight (1d) for 1 or 2 pointsHeal Wounds (1d) for 1 pointSo the dice pool for Fireball would be 2 augment dice from General Magic and Fire Magic each and 3 dice from the spell itself, using the 2/1(=2) allowed by Fire Magic and the 2/2(=1) allowed by General Magic, resulting in a total pool of 7 dice.For both Flight and Heal Wounds, it would be 2 augment dice from General Magic and 1 die from the spell, using the 2/2 dice allowed by General Magic, for a total pool of 3 dice.I want to have an easily expandable system, which I think I've achieved pretty nicely, after all, to create the school of Air Magic, I only have to change two words in Fire Magic and most new spells would also share the major part of their rules with all of the others.Also, magic should be somewhat expensive, which works pretty well, also, but not as costly as for example in Witchcraft (by Eden Studios, the core rules are available for free at DriveThruRPG). As I was planning to create the characters using 100 points, the second part is something I'm not so sure about, but on the other hand, both Expert and Trump dice in the abilities is something I'm not sure I want to have anyways.So, why did I post this? Well, for starters, I'm not so sure that this stuff really works like I think it does. (Even though I like ORE very much, most of my friends prefer D&D, DSA (a german fantasy system) or Witchcraft/UniSys, so my experience actually using them is rather limited).And, of course, I'm alway open to suggestions that would improve the mechanics of it, even though I thinks it is already pretty simple, once the spells/abilities are created.Thanks,Heiko--
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