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  #221 (permalink)  
Old November 11th, 2007
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Hello I am new the forums and have been a fan of the system mostly with CoC and Nephilim. My question about the power system. Are the powers, spellls, mutations and psychic abilities be its own system/stat or will it be spells/powers done as skills or advantages? Will it be like D&D spells or will it be GURPS magic system like each spell will be part of the standard skill list?
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  #222 (permalink)  
Old November 11th, 2007
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Quote:
Originally Posted by technoshaman View Post
Hello I am new the forums and have been a fan of the system mostly with CoC and Nephilim. My question about the power system. Are the powers, spellls, mutations and psychic abilities be its own system/stat or will it be spells/powers done as skills or advantages? Will it be like D&D spells or will it be GURPS magic system like each spell will be part of the standard skill list?
There are five separate power types presented in the core rulebook. Though they're somewhat compatible, the GM is advised to pick one power type that works for the setting and stick with it.

It isn't hard to make them play together, but they're not balanced against one another at all.

Magic Spells are from Magic World, from the Worlds of Wonder boxed set. They are handled like skills - you pick how many power points (levels) you're going to throw into a spell, roll % for success, and apply results based on the level of power points used. Levels are limited by 1/2 your character's INT. For example, if you have Blast 55% and INT 16, you can throw up to 8 levels of Blast. Roll under 55%, spend 8 power points, and you've got a 8d6 Blast attack. The more levels you throw into a spell, the slower it is, so you would go at a lower DEX rank. Magic spells increase like skills.

Mutations (based on those from Hawkmoon) are almost always either modifications to characteristics or skills, or sometimes allow other (or diminished) use of a skill. Some of them have a power, like Pheromones or Regeneration. Some are bodily modifications such as Natural Weapon or Wings, while others are cosmetic with some minor in-game effects, like Coloration or Luminescence.

Psychic Abilities are usually skill-based, or skill and POW vs. an opposing value based. They have a variable power point cost to use. They increase with experience when used successfully. It is loosely-based on the system from Elfquest.

Sorcery is the system from Elric!/Stormbringer, and doesn't require spell rolls. Spells usually have levels, equivalent to how many power points they cost to cast. Usually, they simply work. Characters can know a limited number of spell levels at any given time, but can cast the spells they know freely, assuming they have power points and some required element (like a summon elemental spell might require some element handy). Sorcery doesn't increase in experience so much as sorcery-using characters learn new spells, or more levels of already-known spells.

Super powers are based on the ones from the Super-World book from Worlds of Wonder, and the later Superworld game. They are rated in levels, and sometimes simply work, sometimes must beat an opposed characteristic on the resistance table, and sometimes use an existing or new skill to succeed. Some might increase the utility of a normal skill in a "super" way. Sometimes they augment a characteristic or other character attribute. Sometimes they grant a new ability that isn't covered by one of these factors. They can be increased through a variety of means, but not by the traditional skill/experience method.
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  #223 (permalink)  
Old November 11th, 2007
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Quote:
Originally Posted by Jason Durall View Post
For example, if you have Blast 55% and INT 16, you can throw up to 8 levels of Blast. Roll under 55%, spend 8 power points, and you've got a 8d6 Blast attack.
I'm quite a bit worried with the power here. 8d6 points of damage for 8 mp? What is a warrior supposed to do with that? It will fry everything...

SGL.
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  #224 (permalink)  
Old November 11th, 2007
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Quote:
Originally Posted by Trifletraxor View Post
I'm quite a bit worried with the power here. 8d6 points of damage for 8 mp? What is a warrior supposed to do with that? It will fry everything...

SGL.
Well, keep in mind that at least in the vanilla case, that's pretty much dumping all your magical resources in one shot; it also sounds like it has the classic S&S idea that while he's building up the spell you go up and hit him.

That doesn't mean you aren't right to some degree, though.
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  #225 (permalink)  
Old November 11th, 2007
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Quote:
Originally Posted by Jason Durall View Post
There are five separate power types presented in the core rulebook. Though they're somewhat compatible, the GM is advised to pick one power type that works for the setting and stick with it.

It isn't hard to make them play together, but they're not balanced against one another at all.

Magic Spells are from Magic World, from the Worlds of Wonder boxed set. They are handled like skills - you pick how many power points (levels) you're going to throw into a spell, roll % for success, and apply results based on the level of power points used. Levels are limited by 1/2 your character's INT. For example, if you have Blast 55% and INT 16, you can throw up to 8 levels of Blast. Roll under 55%, spend 8 power points, and you've got a 8d6 Blast attack. The more levels you throw into a spell, the slower it is, so you would go at a lower DEX rank. Magic spells increase like skills.

Mutations (based on those from Hawkmoon) are almost always either modifications to characteristics or skills, or sometimes allow other (or diminished) use of a skill. Some of them have a power, like Pheromones or Regeneration. Some are bodily modifications such as Natural Weapon or Wings, while others are cosmetic with some minor in-game effects, like Coloration or Luminescence.

Psychic Abilities are usually skill-based, or skill and POW vs. an opposing value based. They have a variable power point cost to use. They increase with experience when used successfully. It is loosely-based on the system from Elfquest.

Sorcery is the system from Elric!/Stormbringer, and doesn't require spell rolls. Spells usually have levels, equivalent to how many power points they cost to cast. Usually, they simply work. Characters can know a limited number of spell levels at any given time, but can cast the spells they know freely, assuming they have power points and some required element (like a summon elemental spell might require some element handy). Sorcery doesn't increase in experience so much as sorcery-using characters learn new spells, or more levels of already-known spells.

Super powers are based on the ones from the Super-World book from Worlds of Wonder, and the later Superworld game. They are rated in levels, and sometimes simply work, sometimes must beat an opposed characteristic on the resistance table, and sometimes use an existing or new skill to succeed. Some might increase the utility of a normal skill in a "super" way. Sometimes they augment a characteristic or other character attribute. Sometimes they grant a new ability that isn't covered by one of these factors. They can be increased through a variety of means, but not by the traditional skill/experience method.
Thanks for the extended summary, Jason. Do I gather from you discussion of sorcery that the rank of effect is no longer connected with the skill level in any way? I know in MagicWorld you took a 10% penalty for every rank over the first.
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  #226 (permalink)  
Old November 11th, 2007
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Originally Posted by Trifletraxor View Post
I'm quite a bit worried with the power here. 8d6 points of damage for 8 mp? What is a warrior supposed to do with that? It will fry everything...

SGL.
Bad example (I didn't refer to the powers section of the manuscript, which was nailed down sometime a year ago) - I now recall that the damage spells are more expensive, and can be dodged or parried with a shield.
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  #227 (permalink)  
Old November 11th, 2007
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Originally Posted by Nightshade View Post
Thanks for the extended summary, Jason. Do I gather from you discussion of sorcery that the rank of effect is no longer connected with the skill level in any way? I know in MagicWorld you took a 10% penalty for every rank over the first.
There is no skill level associated with Sorcery.

(Are you confusing the older summoning-style magic from the earlier editions of Stormbringer?)
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  #228 (permalink)  
Old November 11th, 2007
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Hello,

As I don't have SB5, I can't check!
Will the combat skills be Attack/Parry (like RQ) or same skill for both (like SB1)?
Is the skill the same for all weapons in same category (like RQ III, same skill for all 1H axes) or different skill for each weapons (like CoC)?

Runequestement votre,

Kloster
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  #229 (permalink)  
Old November 11th, 2007
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Quote:
Originally Posted by Kloster View Post
Will the combat skills be Attack/Parry (like RQ) or same skill for both (like SB1)?
The default is that it's a combined skill (your skill in Melee Weapons (Daggers) would be 55% for both attacks and parries.

Optional rules allow for the GM to split attack and parry into two separate skills.

Quote:
Originally Posted by Kloster View Post
Is the skill the same for all weapons in same category (like RQ III, same skill for all 1H axes) or different skill for each weapons (like CoC)?
The default rules assume a broad specialization in weapon classes. For example, 1-Handed Swords, 2-Handed Axes, etc.

Optional rules allow for more detailed specialization, so you might have Broadsword, Shortsword, Rapier, Scimitar, Saber, etc.

There are suggestions as to handle someone with a narrow specialization handling a weapon of the similar broad type.
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  #230 (permalink)  
Old November 11th, 2007
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Something I've been wondering about is why was the spirit & divine RQ3 magic system scrapped? It could do with some tweaks, but it was overall a very good system for BRP type of play. I am kinda afraid that some spells from magic world won't be even half as good.

SGL.
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