[PnP] Innate Magics

Thomas O. Magann Jr. tmagann at earthlink.net
Sun Mar 12 05:34:19 CET 2017


After giving my opinion, I sat and thought a bit about the mechanics behind my answer.

This is based on V1, which is what I use.

MEL for innates is based on experience, while EL is based on stats. This can make for a a bit of a disparity compared to a mage with one MEL for many spells, each of which boosts his MEL. An Innate gets Experience form just tone one spell, although his expertise gains also go towards MEL. Still, if he doesn't use it much but has high stats, he can have a highg EL and, hence, spend a few phases getting the Energy together to trigger it.

My assumption is that there's going to be some level of distraction during this time period. Also that high EL (hence, stronger) spells will require more attention.

So, I'd say use the EL of the innate spell as a perception penalty. That calls for perception rolls, of course.

A few exist. It would be a penalty to setting an ambush, and  abonus to the ambush someone has set against you. You'd give them a bonus to avoid, or take a penalty to avoid yourself. Each of these rolls happens once, and only of the ambush is triggered during the casting time.

Apply the EL as a penalty to any Tracking or Trailing, and roll each phase of spell casting. If you fail the trail is lost and you can reacquire when the spell is done, including canceling the casting to reacquire immediately. Standard track/trail rules apply to reacquire.

And, basically, that just leaves bumping into things. 

Set a BL of 10, modified by the local terrain. A glass smooth desert with no obstacles, including other beings, would likely be a BL20. A dungeon death trap/obstacle course could be a BL0.

Make the roll, adding the EL of the spell to the roll. Roll each phase. Allow for partial success.

-A Success is fine, you didn't bump into anything or anyone. 

-A Partial Success means you noticed in time to stop yourself, but may have lost concentration on the spell. Roll on the same BL, but this time instead of adding the spell EL, subtract your Will Bonus. 

-A Failure means you bumped into something and lost the spell. That is likely all it means, unless there is something specific about the terrain that might be more dangerous, like if you are alone in a field of prickly cacti. If so, the GM will need to determine damage based on circumstance.

-An Abyssal Failure means you really stepped int he wrong place: Tripped over a root, found the lone gopher hole or animal burrow in a empty field, etc. Assume a trip-and-fall and 1d6 damage (negated only by some sort of acrobatics skill, if any, but NOT Climbing), again, unless the GMdetermines that the terrain is more hazardous. If so, whatever the terrain would do on a failure plus the 1d6, at minimum.

That's what I came up with, anyhow.

-----Original Message-----
>From: " Thomas O. Magann Jr." <tmagann at earthlink.net>

>Can they? Probably. Should they? I would think there is a bit of tunnel vision involved, much like texting while driving or some such. Doing two things at once, and doing both well are very different things.
>
>I'd say to be careful in dense wood about bumping into trees, and to walk alongside cliff sides very slowly and carefully until the innate magic was done being cast.

>-----Original Message-----
>>From: Scott Adams <longshotgm at comcast.net>

>>So MUs can't move and cast OR chew gum and rub stomach at same time.
>>
>>Do Innates suffer this same fate?
>>Since most agree Innate is through thought.
>>I've not thought of this before.
>>I suspect they can move.
>>Since creatures can move/cast.  
>>
>>



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