[UA] UA magick in the OtE universe

nick wedig nickwedig at yahoo.com
Sat Mar 6 11:49:10 PST 2004


> I'm thinking that if someone is not rushed and has the
> charges, he can just expend the charges and do the magick. 
> Like, say a cliomancer taking off an afternoon to rewire
> some history.  He's not rushed, and eventually he's going
> to succeed in his skill since failure does not cost charges
> (except for BOHICA but I won't incorporate that here).  But
> if he was in a stressful situation--such as convincing the
> satanist in front of him that it was someone else who broke
> his ribs 2 weeks ago--then he'd have to roll his skill to
> get the spell off. 
> 
> But how to determine the difficulty?  I thought I'd see
> what you folks thought.

Are you having magick be a central, broad trait for the character, so
all adepts have at least three dice?  Then set the difficulty for minor
magicks at, say, 7, sig at slightly higher, probably like 12, and major
at, say 16. (These values are off the top of my head, not based on
anything at all.)

You could throw out rules where more charges lower the difficulty, or
reverse the system such that it is easier to do major magick in a
stressful situation, provided you have the charge.  So minor difficulty
= 16, sig. 12, major 7.  This is to represent the amount of magickal
force in the adept, trying to break free, like water filling up a dam. 
A little magick won't have as much force, and is more difficult to get
to do what you want.

Mr. Teapot
will stop before he begins suggesting massive revisions to the existing
magick system

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