ArsMagica.HouseRules History
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!! House Rules
to:
!! House Rules
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[[#menu]]
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[[HouseRules#menu| Top]]
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[[HouseRules#menu| Top]]
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[[HouseRules#menu| Top]]
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''Alternative idea: rather than a flat three levels, add one level per extra individual included. If doing this, you may assume that any combination of those included may be targeted without Warping.''
to:
''Alternative idea: rather than a flat three levels, add one level per extra individual included. If doing this, you may assume that any combination of those included may be targeted without Warping.''
[[HouseRules#menu| Top]]
[[HouseRules#menu| Top]]
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[[#spells |New Spell Design Rules]]
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''Also, experience has changed markedly with 5th edn.''
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----
to:
----
[+'''New Spell Design Rules'''+] [[#spells]]
-----
When designing a spell or effect that will not Warp its target(s), add three levels - as if creating a device with limited access - to the design process (not the spell's level).
''Alternative idea: rather than a flat three levels, add one level per extra individual included. If doing this, you may assume that any combination of those included may be targeted without Warping.''
[+'''New Spell Design Rules'''+] [[#spells]]
-----
When designing a spell or effect that will not Warp its target(s), add three levels - as if creating a device with limited access - to the design process (not the spell's level).
''Alternative idea: rather than a flat three levels, add one level per extra individual included. If doing this, you may assume that any combination of those included may be targeted without Warping.''
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* '''The student must have a knowledge of the writing of Latin (perhaps Write Latin 2 or 3 minimum?)''' - Bruno.
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* Disputatio requires a [fancy word for teacher?] who possesses the Disputatio Academic Skill, and conforms to the rules presented in ''Ars Magica: Fourth Edition'', page XX; except for the modifications presented below.
* '''The[interlocutor?] (the character being taught) generates a Study Total for the appropriate ability equal to 6 + Intelligence + [teacher?]'s Intelligence + [teacher?]'s Disputatio, ''and'' gains one experience point in Disputatio.'''
* '''The[teacher?] gains one experience point in the appropriate ability, ''and'' one experience point in Disputatio.'''
* '''The
* '''The
to:
* Disputatio requires a preceptor, who possesses the Disputatio Academic Skill, and conforms to the rules presented in ''Ars Magica: Fourth Edition'', page XX; except for the modifications presented below.
* '''The interlocutor (the character being taught) generates a Study Total for the appropriate ability equal to 6 + Intelligence + preceptor's Intelligence + preceptor's Disputatio, ''and'' gains one experience point in Disputatio.'''
* '''The preceptor gains one experience point in the appropriate ability, ''and'' one experience point in Disputatio.'''
* '''The interlocutor (the character being taught) generates a Study Total for the appropriate ability equal to 6 + Intelligence + preceptor's Intelligence + preceptor's Disputatio, ''and'' gains one experience point in Disputatio.'''
* '''The preceptor gains one experience point in the appropriate ability, ''and'' one experience point in Disputatio.'''
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* Training requires a trainer and conforms to the rules presented in ''Ars Magica: Fourth Edition'', page XX; expect for the modifications presented below.
to:
* Training requires a trainer and conforms to the rules presented in ''Ars Magica: Fourth Edition'', page XX; except for the modifications presented below.
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* Lectio requires a lecturer, a text to lecture on, and conforms to the rules presented in ''Ars Magica: Fourth Edition'', page XX; expect for the modifications presented below.
to:
* Lectio requires a lecturer, a text to lecture on, and conforms to the rules presented in ''Ars Magica: Fourth Edition'', page XX; except for the modifications presented below.
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* Disputatio requires a [fancy word for teacher?] who possesses the Disputatio Academic Skill, and conforms to the rules presented in ''Ars Magica: Fourth Edition'', page XX; expect for the modifications presented below.
to:
* Disputatio requires a [fancy word for teacher?] who possesses the Disputatio Academic Skill, and conforms to the rules presented in ''Ars Magica: Fourth Edition'', page XX; except for the modifications presented below.
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* Study requires that the character be both familiar and literate in the language of the text that is to be studied, and conforms to the rules presented in ''Ars Magica: Fourth Edition'', page XX; expect for the modifications presented below.
to:
* Study requires that the character be both familiar and literate in the language of the text that is to be studied, and conforms to the rules presented in ''Ars Magica: Fourth Edition'', page XX; except for the modifications presented below.
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* Exposure occurs constantly as a character is engaged in other activities, and conforms to the rules presented in ''Ars Magica: Fourth Edition'', page XX; expect for the modifications presented below.
to:
* Exposure occurs constantly as a character is engaged in other activities, and conforms to the rules presented in ''Ars Magica: Fourth Edition'', page XX; except for the modifications presented below.
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The rules for combat fatigue in ''Ordo Nobilis'' seem sensible, and cut down on the amount of dice-rolling during the game (not that this is a big problem for us ''now'').
The basic Ease Factor for fatigue rolls brought on by strenuous activity will increase from 6 to 9. To mitigate this, in most (if not all!) cases, the Athletics ability will be added to characters' fatigue totals.
If a character is forced to roll to see if they are fatigued, a roll of 9+ means that they suffer no Fatigue Level loss. If the result is below 9 then one Fatigue Level is lost. If the result is more than 3 below 9 then an additional Fatigue Level is lost; if the roll is more than 6 below 9 then ''two'' additional Fatigue Levels are lost; and so on. Botched rolls result in an additional Fatigue Level loss for each level of the botch. If all Fatigue Levels are lost, then Body Levels are lost.
The fatigue from travel rules will also be altered. The difficulty of the travelling will result in a higher Ease Factor, making more Fatigue Level loss likely; however experienced marchers will be more able to travel with less ill-effects.
A list of Ease Factors for travel-related fatigue tests follows:
[[table align=left width=150]]
[[cellnr align=center width=100]]''difficulty''
[[cell align=center width=50]]''ease''
[[cellnr width=100]]Easy
[[cell align=center width=50]]9+
[[cellnr width=100]]Light
[[cell align=center width=50]]12+
[[cellnr width=100]]Medium
[[cell align=center width=50]]12+
[[cellnr width=100]]Hard
[[cell align=center width=50]]15+
[[cellnr width=100]]Very Hard
[[cell align=center width=50]]15+
[[cellnr width=100]]Terrible
[[cell align=center width=50]]15+
[[tableend]][[<<]]
The basic Ease Factor for fatigue rolls brought on by strenuous activity will increase from 6 to 9. To mitigate this, in most (if not all!) cases, the Athletics ability will be added to characters' fatigue totals.
If a character is forced to roll to see if they are fatigued, a roll of 9+ means that they suffer no Fatigue Level loss. If the result is below 9 then one Fatigue Level is lost. If the result is more than 3 below 9 then an additional Fatigue Level is lost; if the roll is more than 6 below 9 then ''two'' additional Fatigue Levels are lost; and so on. Botched rolls result in an additional Fatigue Level loss for each level of the botch. If all Fatigue Levels are lost, then Body Levels are lost.
The fatigue from travel rules will also be altered. The difficulty of the travelling will result in a higher Ease Factor, making more Fatigue Level loss likely; however experienced marchers will be more able to travel with less ill-effects.
A list of Ease Factors for travel-related fatigue tests follows:
[[table align=left width=150]]
[[cellnr align=center width=100]]''difficulty''
[[cell align=center width=50]]''ease''
[[cellnr width=100]]Easy
[[cell align=center width=50]]9+
[[cellnr width=100]]Light
[[cell align=center width=50]]12+
[[cellnr width=100]]Medium
[[cell align=center width=50]]12+
[[cellnr width=100]]Hard
[[cell align=center width=50]]15+
[[cellnr width=100]]Very Hard
[[cell align=center width=50]]15+
[[cellnr width=100]]Terrible
[[cell align=center width=50]]15+
[[tableend]][[<<]]
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''Nota bene: These are some of John's wacky new ideas - they are not approved, but are hopefully being discussed.''
'''Practice'''[[<<]]
* Practice is the most common method of gaining experience. Anyone who performs tasks for an entire season will practice abilities. Practice can be a result of normal duties or work, or the result of an deliberate attempt to hone the ability.
* An ability may only be practiced in certain situations. If the ability in question is a Talent then it may be practiced by any character. If the ability in question is a Skill then it may only be practiced if the character has a score of at least one in the ability. Knowledges may not normally be practiced, however there are exceptions; specifically for Knowledges used in a magus' laboratory work (i.e. Magic Theory, Hermetic Alchemy, Hermetic Theurgy, etc.).
* '''A character who practices gains provides one experience point in the appropriate ability.'''
'''Training'''[[<<]]
* Training requires a trainer and conforms to the rules presented in ''Ars Magica: Fourth Edition'', page XX; expect for the modifications presented below.
* '''The trainer gains one experience point in the appropriate ability ''or'' one experience point in Leadership.'''
'''Lectio'''[[<<]]
* Lectio requires a lecturer, a text to lecture on, and conforms to the rules presented in ''Ars Magica: Fourth Edition'', page XX; expect for the modifications presented below.
* '''The lecturer gains one experience point in the appropriate ability, ''and'' one experience point in Lectio.'''
'''Disputatio'''[[<<]]
* Disputatio requires a [fancy word for teacher?] who possesses the Disputatio Academic Skill, and conforms to the rules presented in ''Ars Magica: Fourth Edition'', page XX; expect for the modifications presented below.
* '''The [interlocutor?] (the character being taught) generates a Study Total for the appropriate ability equal to 6 + Intelligence + [teacher?]'s Intelligence + [teacher?]'s Disputatio, ''and'' gains one experience point in Disputatio.'''
* '''The [teacher?] gains one experience point in the appropriate ability, ''and'' one experience point in Disputatio.'''
'''Study'''[[<<]]
* Study requires that the character be both familiar and literate in the language of the text that is to be studied, and conforms to the rules presented in ''Ars Magica: Fourth Edition'', page XX; expect for the modifications presented below.
* '''The reader generates a Study Total for the appropriate ability equal to Quality + Intelligence + Concentration, ''and'' gains one experience point in Concentration.'''
* ''John: I personally think that perhaps this needs to be reconsidered, as per the rules on the website I mentioned a while back.''
'''Exposure'''[[<<]]
* Exposure occurs constantly as a character is engaged in other activities, and conforms to the rules presented in ''Ars Magica: Fourth Edition'', page XX; expect for the modifications presented below.
* Experience in Speak: Latin - although an Academic, not a Casual, Knowledge - can be gained through exposure if the character is in an environment where this is the language that is being used primarily, or if they are engaged in the study of texts in Latin.
* ''John: Is living in a covenant sufficient exposure to gain Order of Hermes Lore?''
'''Practice'''[[<<]]
* Practice is the most common method of gaining experience. Anyone who performs tasks for an entire season will practice abilities. Practice can be a result of normal duties or work, or the result of an deliberate attempt to hone the ability.
* An ability may only be practiced in certain situations. If the ability in question is a Talent then it may be practiced by any character. If the ability in question is a Skill then it may only be practiced if the character has a score of at least one in the ability. Knowledges may not normally be practiced, however there are exceptions; specifically for Knowledges used in a magus' laboratory work (i.e. Magic Theory, Hermetic Alchemy, Hermetic Theurgy, etc.).
* '''A character who practices gains provides one experience point in the appropriate ability.'''
'''Training'''[[<<]]
* Training requires a trainer and conforms to the rules presented in ''Ars Magica: Fourth Edition'', page XX; expect for the modifications presented below.
* '''The trainer gains one experience point in the appropriate ability ''or'' one experience point in Leadership.'''
'''Lectio'''[[<<]]
* Lectio requires a lecturer, a text to lecture on, and conforms to the rules presented in ''Ars Magica: Fourth Edition'', page XX; expect for the modifications presented below.
* '''The lecturer gains one experience point in the appropriate ability, ''and'' one experience point in Lectio.'''
'''Disputatio'''[[<<]]
* Disputatio requires a [fancy word for teacher?] who possesses the Disputatio Academic Skill, and conforms to the rules presented in ''Ars Magica: Fourth Edition'', page XX; expect for the modifications presented below.
* '''The [interlocutor?] (the character being taught) generates a Study Total for the appropriate ability equal to 6 + Intelligence + [teacher?]'s Intelligence + [teacher?]'s Disputatio, ''and'' gains one experience point in Disputatio.'''
* '''The [teacher?] gains one experience point in the appropriate ability, ''and'' one experience point in Disputatio.'''
'''Study'''[[<<]]
* Study requires that the character be both familiar and literate in the language of the text that is to be studied, and conforms to the rules presented in ''Ars Magica: Fourth Edition'', page XX; expect for the modifications presented below.
* '''The reader generates a Study Total for the appropriate ability equal to Quality + Intelligence + Concentration, ''and'' gains one experience point in Concentration.'''
* ''John: I personally think that perhaps this needs to be reconsidered, as per the rules on the website I mentioned a while back.''
'''Exposure'''[[<<]]
* Exposure occurs constantly as a character is engaged in other activities, and conforms to the rules presented in ''Ars Magica: Fourth Edition'', page XX; expect for the modifications presented below.
* Experience in Speak: Latin - although an Academic, not a Casual, Knowledge - can be gained through exposure if the character is in an environment where this is the language that is being used primarily, or if they are engaged in the study of texts in Latin.
* ''John: Is living in a covenant sufficient exposure to gain Order of Hermes Lore?''
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''John's brilliant new ideas :P''
to:
''Nota Bene: These are some of John's wacky new ideas - they are not approved, but are hopefully being discussed.''
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[[cell width=200]][[#results New Experimental Results Table]]
to:
[[cell width=200]][[#results New Experimental Results]]
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''e.g. Studying a text for a season will produce a Study Total '''and''' one experience point in Concentration.''[[<<]]
This is a simplification of the system mentioned in ''Ordo Nobilis'' (I believe).
When '''Practicing''' an ability for a season, roll as normal, but add one experience to the total generated.[[<<]]
''e.g. If the result of the die roll would normally mean '''no''' gain in experience points, gain '''one''' experience point instead.
''(Folks, is this okay? It seems reasonable in light of the 'automatic gain' system? Should we also increase the amount of xps gained from being Trained, and from Disputatio?)''
to:
[[table align-center width=600]]
[[cellnr width=200]][[#armsandarmour Enchanting Arms and Armour]]
[[cell width=200]][[#experience New Experience Rules]]
[[cell width=200]][[#results New Experimental Results Table]]
[[cellnr width=200]][[#fatigue New Fatigue Rules]]
[[cell width=200]]
[[cell width=200]]
[[tableend]]
[[cellnr width=200]][[#armsandarmour Enchanting Arms and Armour]]
[[cell width=200]][[#experience New Experience Rules]]
[[cell width=200]][[#results New Experimental Results Table]]
[[cellnr width=200]][[#fatigue New Fatigue Rules]]
[[cell width=200]]
[[cell width=200]]
[[tableend]]
Changed lines 12-26 from:
(Stress die
|| '''Die''' || '''Result''' ||
|| Botch || Disaster ||
|| 1-4 || No extraordinary effects ||
|| 5-6 || No benefit ||
|| 7+ || '''Roll Again''' || '''Result''' ||
|| || 1-3 || Complete faliure ||
|| || 4-5 || Modified effect ||
|| || 6-7 || Side effect ||
|| || 8 || Special event ||
|| || 9-10 || Discovery ||
to:
[+'''Enchantment of Arms and Armour'''+][[#armsandarmour]]
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!!Enchantment of Arms and Armour
Deleted line 15:
Deleted line 19:
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to:
Nota bene: If, for mythic or practical reasons an enhancement is enemy-specific (only applies against one type of opponent), the bonus is doubled.
----
[+'''New Experience Rules'''+][[#experience]]
----
''John's brilliant new ideas :P''
----
[+'''New Experimental Results Table'''+][[#results]]
----
(Stress die + risk modifier)
|| '''Die''' || '''Result''' ||
|| Botch || Disaster ||
|| 1-4 || No extraordinary effects ||
|| 5-6 || No benefit ||
|| 7+ || '''Roll Again''' || '''Result''' ||
|| || 1-3 || Complete faliure ||
|| || 4-5 || Modified effect ||
|| || 6-7 || Side effect ||
|| || 8 || Special event ||
|| || 9-10 || Discovery ||
----
[+'''New Fatigue Rules'''+][[#fatigue]]
----
''John's brilliant new ideas :P''
----
----
[+'''New Experience Rules'''+][[#experience]]
----
''John's brilliant new ideas :P''
----
[+'''New Experimental Results Table'''+][[#results]]
----
(Stress die + risk modifier)
|| '''Die''' || '''Result''' ||
|| Botch || Disaster ||
|| 1-4 || No extraordinary effects ||
|| 5-6 || No benefit ||
|| 7+ || '''Roll Again''' || '''Result''' ||
|| || 1-3 || Complete faliure ||
|| || 4-5 || Modified effect ||
|| || 6-7 || Side effect ||
|| || 8 || Special event ||
|| || 9-10 || Discovery ||
----
[+'''New Fatigue Rules'''+][[#fatigue]]
----
''John's brilliant new ideas :P''
----
Added lines 5-15:
The troupe has decided that doing pretty much ''anything'' for a season will gain a character one experience point in an appropriate ability.[[<<]]
''e.g. Studying a text for a season will produce a Study Total '''and''' one experience point in Concentration.''[[<<]]
This is a simplification of the system mentioned in ''Ordo Nobilis'' (I believe).
When '''Practicing''' an ability for a season, roll as normal, but add one experience to the total generated.[[<<]]
''e.g. If the result of the die roll would normally mean '''no''' gain in experience points, gain '''one''' experience point instead.
''(Folks, is this okay? It seems reasonable in light of the 'automatic gain' system? Should we also increase the amount of xps gained from being Trained, and from Disputatio?)''
----
''e.g. Studying a text for a season will produce a Study Total '''and''' one experience point in Concentration.''[[<<]]
This is a simplification of the system mentioned in ''Ordo Nobilis'' (I believe).
When '''Practicing''' an ability for a season, roll as normal, but add one experience to the total generated.[[<<]]
''e.g. If the result of the die roll would normally mean '''no''' gain in experience points, gain '''one''' experience point instead.
''(Folks, is this okay? It seems reasonable in light of the 'automatic gain' system? Should we also increase the amount of xps gained from being Trained, and from Disputatio?)''
----
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|| '''Armour''' || ''''Minimum Load Possible''' ||
to:
|| '''Armour''' || '''Minimum Load Possible''' ||
Changed lines 49-54 from:
*Re Te or Re An effects reduce the load of armour by 1 per magnitude. The maxima reductions possible are:
||'''Armour''' || '''Max. Reduction''' ||
|| Shield || no maximum ||
|| Hauberk || -1 ||
|| Half armour || -2 ||
|| Full armour || -3 ||
||
|| Shield
to:
*Re Te or Re An (or Re He for wooden shields) effects reduce the load of armour by 1 per magnitude.
|| '''Armour''' || ''''Minimum Load Possible''' ||
|| Shield || 0.0 ||
|| Hauberk || -1.0 ||
|| Half armour || -2.0 ||
|| Full armour || -3.0 ||
|| '''Armour''' || ''''Minimum Load Possible''' ||
|| Shield || 0.0 ||
|| Hauberk || -1.0 ||
|| Half armour || -2.0 ||
|| Full armour || -3.0 ||
Changed line 50 from:
|| "Armour" || "Max. Reduction" ||
to:
|| '''Armour''' || '''Max. Reduction''' ||
Changed lines 50-53 from:
|| Shield||no maximum||
|| Hauberk||-1||
|| Half armour||-2||
|| Full armour||-3||
|| Hauberk||-1||
|| Half armour||-2||
|| Full armour||-3||
to:
|| Shield || no maximum ||
|| Hauberk || -1 ||
|| Half armour || -2 ||
|| Full armour || -3 ||
|| Hauberk || -1 ||
|| Half armour || -2 ||
|| Full armour || -3 ||
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|| Cuirass||-1||
||Hauberk||-2||
||
to:
|| Hauberk||-1||
|| Half armour||-2||
|| Half armour||-2||
Changed lines 50-53 from:
|| Shield no maximum
|| Cuirass -1
|| Hauberk -2
|| Full armour -3
to:
|| Shield||no maximum||
|| Cuirass||-1||
|| Hauberk||-2||
|| Full armour||-3||
|| Cuirass||-1||
|| Hauberk||-2||
|| Full armour||-3||
Changed line 31 from:
*Increase damage of a weapon by +1 per magnitude. If the damage is increased beyond 150% of standard, the weapon will eventually break. A MuTe effect of magnitude at least half as great as this effect strengthening the weapon will prevent this.
to:
*Increase damage of a weapon by +1 per magnitude. If the damage is increased beyond 150% of standard, the weapon will eventually break. A Mu Te effect of magnitude at least half as great as this effect strengthening the weapon will prevent this.
Changed line 49 from:
*ReTe or ReAn effects reduce the load of armour by 1 per magnitude. The maxima reductions possible are:
to:
*Re Te or Re An effects reduce the load of armour by 1 per magnitude. The maxima reductions possible are:
Changed lines 54-56 from:
*MuTe or MuAn effects increase the soak rating of armour by +1 per magnitude.
*ReHe increases the defence of a shield by +1 per magnitude; increases of greater than +1 require an Intellego requisite.
*MuHe effects may strengthen a shield as MuTe strengthens weapons.
*
*
to:
*Mu Te or Mu An effects increase the soak rating of armour by +1 per magnitude.
*Re He increases the defence of a shield by +1 per magnitude; increases of greater than +1 require an Intellego requisite.
*Mu He effects may strengthen a shield as Mu Te strengthens weapons.
*Re He increases the defence of a shield by +1 per magnitude; increases of greater than +1 require an Intellego requisite.
*Mu He effects may strengthen a shield as Mu Te strengthens weapons.
Changed lines 46-58 from:
*Reduce the strength requirement of a missile weapon by 1 per magnitude.
to:
*Reduce the strength requirement of a missile weapon by 1 per magnitude.
'''Enhanced defence'''
*ReTe or ReAn effects reduce the load of armour by 1 per magnitude. The maxima reductions possible are:
|| Shield no maximum
|| Cuirass -1
|| Hauberk -2
|| Full armour -3
*MuTe or MuAn effects increase the soak rating of armour by +1 per magnitude.
*ReHe increases the defence of a shield by +1 per magnitude; increases of greater than +1 require an Intellego requisite.
*MuHe effects may strengthen a shield as MuTe strengthens weapons.
Nota bene: If, for mythic or practical reasons an enhancement is enemy-specific (only applies against one type of opponent), the bonus is doubled.
'''Enhanced defence'''
*ReTe or ReAn effects reduce the load of armour by 1 per magnitude. The maxima reductions possible are:
|| Shield no maximum
|| Cuirass -1
|| Hauberk -2
|| Full armour -3
*MuTe or MuAn effects increase the soak rating of armour by +1 per magnitude.
*ReHe increases the defence of a shield by +1 per magnitude; increases of greater than +1 require an Intellego requisite.
*MuHe effects may strengthen a shield as MuTe strengthens weapons.
Nota bene: If, for mythic or practical reasons an enhancement is enemy-specific (only applies against one type of opponent), the bonus is doubled.
Changed lines 39-46 from:
*Increase a weapon's toughness. Every two levels of magnitude increases the number of botches required to break the weapon by one. Thus a weapon enchanted at second magnitude requires a double botch to break; a weapon enchanted at fourth magnitude requires a triple botch.
to:
*Increase a weapon's toughness. Every two levels of magnitude increases the number of botches required to break the weapon by one. Thus a weapon enchanted at second magnitude requires a double botch to break; a weapon enchanted at fourth magnitude requires a triple botch.
'''Muto Herbam effects'''
*Increase a projectile's damage by +1 per magnitude.
*Increase the accuracy of a projectile by +1 per magnitude (with an Intellego requisite if the bonus exceeds +1).
*Increase the damage of a bow, crossbow or sling by +1 per magnitude.
*Increase the accuracy of a bow, crossbow or sling by +1 as a first magnitude effect. No greater increase is possible in this way.
*Reduce the strength requirement of a missile weapon by 1 per magnitude.
'''Muto Herbam effects'''
*Increase a projectile's damage by +1 per magnitude.
*Increase the accuracy of a projectile by +1 per magnitude (with an Intellego requisite if the bonus exceeds +1).
*Increase the damage of a bow, crossbow or sling by +1 per magnitude.
*Increase the accuracy of a bow, crossbow or sling by +1 as a first magnitude effect. No greater increase is possible in this way.
*Reduce the strength requirement of a missile weapon by 1 per magnitude.
Changed line 30 from:
to:
'''Rego Terram (or Herbam) effects:'''
Changed lines 35-39 from:
*Reduce a weapon's load by 0.5 per magnitude.
to:
*Reduce a weapon's load by 0.5 per magnitude.
'''Muto Terram (or Herbam) effects'''
*Increase damage of a weapon by +1 per magnitude. This is limited to +6 for edged weapons, +3 for pointed weapons. No weapon can more than double its normal damage in this manner; blunt weapons are unaffected by this effect.
*Increase a weapon's toughness. Every two levels of magnitude increases the number of botches required to break the weapon by one. Thus a weapon enchanted at second magnitude requires a double botch to break; a weapon enchanted at fourth magnitude requires a triple botch.
'''Muto Terram (or Herbam) effects'''
*Increase damage of a weapon by +1 per magnitude. This is limited to +6 for edged weapons, +3 for pointed weapons. No weapon can more than double its normal damage in this manner; blunt weapons are unaffected by this effect.
*Increase a weapon's toughness. Every two levels of magnitude increases the number of botches required to break the weapon by one. Thus a weapon enchanted at second magnitude requires a double botch to break; a weapon enchanted at fourth magnitude requires a triple botch.
Changed lines 30-32 from:
Rego Terram effects:
Increase damageby +1 per magnitude. If the damage is increased beyond 150% of standard, the weapon will eventually break. A MuTe effect of magnitude at least half as great as this effect strengthening the weapon will prevent this.
Increase damage
to:
""Rego Terram effects:""
*Increase damage of a weapon by +1 per magnitude. If the damage is increased beyond 150% of standard, the weapon will eventually break. A MuTe effect of magnitude at least half as great as this effect strengthening the weapon will prevent this.
*Increase accuracy (attack bonus) of a weapon by +1 per magnitude; increases of greater than +1 require an Intellego requisite.
*Increase the defence rating of a weapon by +1 per magnitude; increases of greater than +1 require an Intellego requisite.
*Reduce the minimum strength requirement of a weapon by 1 per magnitude.
*Reduce a weapon's load by 0.5 per magnitude.
*Increase damage of a weapon by +1 per magnitude. If the damage is increased beyond 150% of standard, the weapon will eventually break. A MuTe effect of magnitude at least half as great as this effect strengthening the weapon will prevent this.
*Increase accuracy (attack bonus) of a weapon by +1 per magnitude; increases of greater than +1 require an Intellego requisite.
*Increase the defence rating of a weapon by +1 per magnitude; increases of greater than +1 require an Intellego requisite.
*Reduce the minimum strength requirement of a weapon by 1 per magnitude.
*Reduce a weapon's load by 0.5 per magnitude.
Added lines 18-32:
----
!!Enchantment of Arms and Armour
(From the Parma Fabula, Atlas Games)
Nota bene: these rules provide simple, subtle enchantments that modify equipment's statistics.
Nota bene: When multiple effects are instilled in an item, they must work co-operatively. Thus, the effects noted below combine to form a single effect so long as they share Form and Technique; the magnitude is the magnitude of all component effects.
Rego Terram effects:
Increase damage by +1 per magnitude. If the damage is increased beyond 150% of standard, the weapon will eventually break. A MuTe effect of magnitude at least half as great as this effect strengthening the weapon will prevent this.
Changed line 12 from:
|| 7+ || '''Die''' || '''Result''' ||
to:
|| 7+ || '''Roll Again''' || '''Result''' ||
Changed lines 13-17 from:
|||| 1-3 || Complete faliure ||
|||| 4-5 || Modified effect ||
|||| 6-7 || Side effect ||
|||| 8 || Special event ||
|||| 9-10 || Discovery ||
|||| 4-5 || Modified effect ||
|||| 6-7 || Side effect ||
|||| 8 || Special event ||
|||| 9-10 || Discovery ||
to:
|| || 1-3 || Complete faliure ||
|| || 4-5 || Modified effect ||
|| || 6-7 || Side effect ||
|| || 8 || Special event ||
|| || 9-10 || Discovery ||
|| || 4-5 || Modified effect ||
|| || 6-7 || Side effect ||
|| || 8 || Special event ||
|| || 9-10 || Discovery ||
Changed lines 12-19 from:
|| 7+ || Roll again below (1d10 no modifiers) ||
|| '''Die''' || '''Result''' ||
||1-3 || Complete faliure ||
||4-5 || Modified effect ||
||6-7 || Side effect ||
|| 8 || Special event ||
|| 9-10 || Discovery ||
||
||
||
||
|| 9-10 || Discovery ||
to:
|| 7+ || '''Die''' || '''Result''' ||
|||| 1-3 || Complete faliure ||
|||| 4-5 || Modified effect ||
|||| 6-7 || Side effect ||
|||| 8 || Special event ||
|||| 9-10 || Discovery ||
|||| 1-3 || Complete faliure ||
|||| 4-5 || Modified effect ||
|||| 6-7 || Side effect ||
|||| 8 || Special event ||
|||| 9-10 || Discovery ||
Changed lines 1-19 from:
to:
!! House Rules
----
!!Extraordinary Results Chart
(Stress die + risk modifier)
|| '''Die''' || '''Result''' ||
|| Botch || Disaster ||
|| 1-4 || No extraordinary effects ||
|| 5-6 || No benefit ||
|| 7+ || Roll again below (1d10 no modifiers) ||
|| '''Die''' || '''Result''' ||
|| 1-3 || Complete faliure ||
|| 4-5 || Modified effect ||
|| 6-7 || Side effect ||
|| 8 || Special event ||
|| 9-10 || Discovery ||
----
!!Extraordinary Results Chart
(Stress die + risk modifier)
|| '''Die''' || '''Result''' ||
|| Botch || Disaster ||
|| 1-4 || No extraordinary effects ||
|| 5-6 || No benefit ||
|| 7+ || Roll again below (1d10 no modifiers) ||
|| '''Die''' || '''Result''' ||
|| 1-3 || Complete faliure ||
|| 4-5 || Modified effect ||
|| 6-7 || Side effect ||
|| 8 || Special event ||
|| 9-10 || Discovery ||
Page last modified on August 27, 2005, at 01:14 PM