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open:settings:6d6hellenic:magic [2016/01/08 17:54]
tregenza
open:settings:6d6hellenic:magic [2016/03/01 18:50] (current)
tregenza
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 Curses can be removed or undone before their duration is complete by an action that overcomes the hazard'​s CP value (as per 6d6 RPG Core). What type of action is needed to remove a curse is left to the imagination of the players. Unless the caster of the curse specified otherwise when placing the curse (and accepted the situation bonuses for this), curses disappear at the end of a scene. Curses placed on characters by gods or other divine beings may have longer durations or even be persistent (see 6d6 RPG Core, page 91). Curses can be removed or undone before their duration is complete by an action that overcomes the hazard'​s CP value (as per 6d6 RPG Core). What type of action is needed to remove a curse is left to the imagination of the players. Unless the caster of the curse specified otherwise when placing the curse (and accepted the situation bonuses for this), curses disappear at the end of a scene. Curses placed on characters by gods or other divine beings may have longer durations or even be persistent (see 6d6 RPG Core, page 91).
  
-<style playguideexample>​ 
-Androbulos launches a horrible itching curse at the thief Melegros using his Arcana, Curse, Sorcerer and Willpower advantages. Melegros uses his Divine Aura, Spear and Brawn to resist the curse. Androbulos rolls a 14, beating Melegros'​ nine, and the curse is successful. The degree of success is 5, so the curse has a CP of 5 and a dice value of 1d6+1. Unless Melegros removes the curse, his actions will be hampered by the 1d6+1 of distracting itches. 
-</​style>​ 
  
-Players are encourage to think of alternative ways to use curses. 
- 
-<style playguideexample>​ 
-Marpessa wants to punish the people of a village who have forsaken her patron god by inflicting nightmares on them. That evening she sneaks down to the edge of the village and uses her Curse, Discipline, Focus, Champion of <apdx ref="​open:​settings:​6d6hellenic:​apdx:​aphrodite">​Aphrodite</​apdx>​ and Invokation advantages for an action worth 5d6+3. Because the Invokation advantage has the Time (Session) keyword it takes her an entire evening to cast the curse. Normally she would not be able to cast a curse targeting the whole village without massive situation bonuses resisting her, but the Invokation advantage allows her to ignore this. The Game Leader rules that to be an effective punishment the night terrors must last all night. In game terms this is a session, which is longer than the scene a curse normally lasts, so the resistance increases by 2d6+0. Everyone in the village is a 1d6+0 mook (adding 1d6+0 to the resistance) and the Game Leader decides to roll once for the entire settlement. The Game Leader also adds 1d6+0 for the difficulty of such subtle magics, giving a total resistance of 4d6+0. With a roll of 23 Marpessa beats the resistance of 10. Everyone in the village is terrorised by CP 13 / 1d6+3 nightmares. This is enough to give most of the 1d6+0 mooks the worst night'​s sleep of their lives. In the morning the villagers begin building a new shrine to Aphrodite. 
-</​style>​ 
  
 ===Wards=== ===Wards===
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 A person willingly accepting a ward offers no resistance other than the minimum of one. This is increased by situation bonuses for range, area and other factors. Anyone may choose to resist a ward just as they can resist a curse, but normally placing wards is a lot easier than cursing someone. Wards, like curses, only last a single scene unless the caster extends it with a suitable increase in the resistance. A person willingly accepting a ward offers no resistance other than the minimum of one. This is increased by situation bonuses for range, area and other factors. Anyone may choose to resist a ward just as they can resist a curse, but normally placing wards is a lot easier than cursing someone. Wards, like curses, only last a single scene unless the caster extends it with a suitable increase in the resistance.
  
-<style playguideexample>​ 
-Phanias knows that he is about to go into a dangerous ice cave. Unused to the cold, he casts a ward on himself using Focus, Sorcerer and Ward for 3d6+3. Suspecting the cave is very deep, he extends the duration of the ward from a scene to a session which adds 2d6+0 to the resistance. Obviously Phanias is not resisting the ward himself and there are no situation bonuses for range or area so the total resistance is 2d6+0. The Game Leader only rolled four on the two dice but Phanias scored 11 on his. This is a degree of success of 7. He now has a Resist Cold advantage worth 1d6+2 which will last for the next few hours. 
-</​style>​ 
  
 === A Magical World === === A Magical World ===
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 Wards and curses can be placed on objects and locations. This is no different from using it on people except that inanimate objects never resist but do gain situation bonuses. Placing a curse or a ward on an object being used or carried by a creature is the same as targeting the creature themselves. A curse or ward placed on an area or object will automatically affect everyone using or passing through it. Making a ward or curse selective increases the inherent difficulty of the magic and raises the resistance. Wards and curses can be placed on objects and locations. This is no different from using it on people except that inanimate objects never resist but do gain situation bonuses. Placing a curse or a ward on an object being used or carried by a creature is the same as targeting the creature themselves. A curse or ward placed on an area or object will automatically affect everyone using or passing through it. Making a ward or curse selective increases the inherent difficulty of the magic and raises the resistance.
  
-<style playguideexample>​ +
-Rhodope does not want anyone passing through the door to the guest quarters where she and her daughter will be sleeping that night. She casts a ward on the doorway with her Cunning, Champion of <apdx ref="​open:​settings:​6d6hellenic:​apdx:​hecate">​Hecate</​apdx>,​ Magic (Realm) and Sorcerer advantages. The door is the size of a normal human and there is no range so there is no resistance except for the 2d6+0 for extending the duration to the entire night (a session). Rolling 16 against 6, the ward is worth CP 10 / 1d6+3. Now anyone trying to open the door (including Rhodope) will find it is jammed and it needs an action to overcome the 1d6+3 of warding. +
-</​style>​+
  
 ==Sensing Wards== ==Sensing Wards==
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-<style playguideexample>​ 
-Parthenope wants to subtly remove a guard who is in her way. Using her Herbology, some herbs and her Natural Philosophy she creates a potion that will give the guard hideous stomach cramps, the Pained hazard. Rolling 3d6+1 she gets a 12 CP potion. Drunkenly staggering up to the guard, waving a bottle, she attempts to trick the guard into accepting a drink. The guard'​s 1d6+0 is no match for Parthenope'​s Bluff and he is tricked into drinking. Moments later the guard is doubled over in agony as the CP 12 / 1d6+3 hazard takes effect. Parthenope steps past the guard and heads into the temple. 
-</​style>​ 
  
open/settings/6d6hellenic/magic.txt · Last modified: 2016/03/01 18:50 by tregenza
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The 6d6 RPG tabletop store is owned and operated by Chris Tregenza. Who also owns and runs Myomancy, a site about ADD / ADHD medication, Autism and Dyslexia Treatments and also site called Poosk. Chris also provides copy-writing, web design SEO advice to sites like Dingles' Games pathfinder rpg resources.