Magus Novice Opus: Prima Materia: Difference between revisions

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= Rules =
= Rules =


Resolution is roll Xd8 and compare success counts. The default success number is 5 but this may be raised or lowered by circumstances. No successes and 1/2 or more 1s rolled produces a botch. Western-style magi double the value of rolled 7s and eastern-style magi double the value of rolled 8s.
== Great Work ==


== Great Work ==
''To wield magic is to undertake a quest.''


All magi pursue a great work, which represents both the trajectory of their studies and an impossible dream to change the world. If magic is meant to act in according with the laws of nature, the Great Work is an act that redefines the world. Nikola Tesla had the Great Work of 'harness the power of lightning', while Thomas Edison desired to 'create the world of modernity'. Alchemists traditionally had the goal of 'replicating the Philosopher's Stone', something very few achieved in their lifetimes.
== Failings ==


Achieving or moving towards their Great Work restores a magi's regenerates Will.
''To wield magic is to face failure.''


== Hubris ==
== Legends ==


== Honors ==
''To wield magic is to stand on achievement: your own and those who came before.''


== Stats ==
== Stats ==
:Power (P): Physical power and strength.
:Finesse (F): Physical precision and swiftness.
:Toughness (T): Resistance to pain and injury.
:Sensation (S): Situational awareness, mental agility and keen senses.
:Intellect (I): Mental horsepower.
:Charisma (C): The ability to dominate a situation and attract attention.
:Deception (D): The ability to deceive others about your nature and intentions.


== Skills ==
== Skills ==
:Academics (specify):
:Athletics:
:Craft (specify):
:Delinquency:
:Etiquette:
:Lore (specify):
:Martial Arts (specify):
:Military:
:Occult:
:Rule:
:Perform (specify):
:Servant:
:Sneak:
:Technology:


== Resources ==
== Resources ==
Will is your reserves of determination. Characters have a permanent Will that determines the maximum they can stockpile, and is sometimes rolled to defend against some mental assaults (many use Sensibility or Intellect instead).
A point of temporary Will can be spent to:
:Add a success to a roll. Can be spent retroactively to negate (but not overcome) a botch.
:Cast spells when Azoth is exhausted.
:Automatically defend against magical effects.
Wisdom is the 'reward' for suffering a Failing. Enduring a botch without paying out of it provides insights that magi can use to climb to ever greater heights. Wisdom has no permanent stat, and is instead accumulated session to session.
A point of Wisdom can be spent to:
:Obtain an insight on how to resolve a situation.
:Dynamically learn a new spell of any available level, ignoring the Azoth cost. Can be used to go into XP debt.
:Enhance social checks with other magi, or other beings of vision and ambition.
Also known as ''ain soph'' and ''mana'', azoth is the metaphysical solvent that is essential to magecraft. It allows them to dissolve rigid aspects of reality and refine them according to their vision, and make these changes permanent. With the exception of illusion and divination magic, all spells cost one Azoth per level of the spell (so an L1 spell costs 1 Azoth, an L5 spell costs 5 Azoth, etc.) Magi collect azoth in a variety of ways, from gathering it in their blood or fatty tissues, trapping it in coins of precious metals or gemstones or decanters of alchemical crystal.


== Combat ==
== Combat ==

Revision as of 19:40, 18 August 2016

It's back!

Rules

Great Work

To wield magic is to undertake a quest.

Failings

To wield magic is to face failure.

Legends

To wield magic is to stand on achievement: your own and those who came before.

Stats

Power (P): Physical power and strength.
Finesse (F): Physical precision and swiftness.
Toughness (T): Resistance to pain and injury.
Sensation (S): Situational awareness, mental agility and keen senses.
Intellect (I): Mental horsepower.
Charisma (C): The ability to dominate a situation and attract attention.
Deception (D): The ability to deceive others about your nature and intentions.

Skills

Academics (specify):
Athletics:
Craft (specify):
Delinquency:
Etiquette:
Lore (specify):
Martial Arts (specify):
Military:
Occult:
Rule:
Perform (specify):
Servant:
Sneak:
Technology:

Resources

Will is your reserves of determination. Characters have a permanent Will that determines the maximum they can stockpile, and is sometimes rolled to defend against some mental assaults (many use Sensibility or Intellect instead).

A point of temporary Will can be spent to:

Add a success to a roll. Can be spent retroactively to negate (but not overcome) a botch.
Cast spells when Azoth is exhausted.
Automatically defend against magical effects.

Wisdom is the 'reward' for suffering a Failing. Enduring a botch without paying out of it provides insights that magi can use to climb to ever greater heights. Wisdom has no permanent stat, and is instead accumulated session to session.

A point of Wisdom can be spent to:

Obtain an insight on how to resolve a situation.
Dynamically learn a new spell of any available level, ignoring the Azoth cost. Can be used to go into XP debt.
Enhance social checks with other magi, or other beings of vision and ambition.

Also known as ain soph and mana, azoth is the metaphysical solvent that is essential to magecraft. It allows them to dissolve rigid aspects of reality and refine them according to their vision, and make these changes permanent. With the exception of illusion and divination magic, all spells cost one Azoth per level of the spell (so an L1 spell costs 1 Azoth, an L5 spell costs 5 Azoth, etc.) Magi collect azoth in a variety of ways, from gathering it in their blood or fatty tissues, trapping it in coins of precious metals or gemstones or decanters of alchemical crystal.

Combat

Magic

Complications

Chargen

NPCs

Lapis University