Post by Ferabird on Nov 22, 2010 15:46:41 GMT -5
1. Using Magic - I do not consider it a matter of course that everyone and their mom can use magic easily with the right series of gestures. Magic isn't just ever-present and waiting for any old moron to harness it- it's something for those with the talent for it. By the same token, even a master of magics will only be able to do so much with so many different elements and specialties. A player should consider only so many sorts of magic for a single character, assigning one in particular at which they excell while others are cast with a significant handicap. Magic can only be used by non-magical characters at a fairly severe handicap, and with numerous components.
2. Gaining Preps - Preps are gained through concentration. Whether the character chants, draws symbols, glows, or whatever... they must concentrate in order to draw in the magic. Preps can only be gained one per post, and only in posts where the character concentrates! A concentrating character may move only a few steps per post, and may speak only in a calm and conversational tone in deviation to the process of casting. Strenuous activities like dodging or screaming battle commands are too much to do while prepping.
3. Losing Preps - Preps are lost completely when a spell is interrupted, usually backlashing in a harmful or shocking fashion as the half-constructed magics are sent awry. Interruption succeeds when a caster is harshly jarred, injured, distracted into abandoning a spell, or loses conciousness, among other things.
4. Holding Preps - Holding preps is generally a huge no-no, though if everyone else involved in a scene agrees then there's no reason to say you can't. Held preps are essentially put on pause, allowing a character to act or fight normally until they're resumed.
5. Dismissing Preps - Should a character decide to abandon a spell, they must take a turn to disperse the magics they'd gathered to fuel it.
6. Spells - Spells have effect directly proportional to the number of preps used, with ten preps being the max before the magics consume the caster. A spell is a spell, whether the magic is arcane, divine, chi, or anything else!
7. Cantrips - Cantrips are small effects cast in the same post that they're prepped. Examples are the little cliche moves like lighting a cig with a tiny flame, icing a drink, untying someone's shoe, anything that can be safely considered insignificant. Interruption of a cantrip does NOT result in a backlash. Cantrips cannot be used for direct offense! You can however be a creative irritant and try to use them to get an 'edge' in combat.
8. One-Prep Shields - Meant to even the playing field a bit when it comes to combat, a caster can sacrifice a turn to run, cast, or fight and instead produce a temporary shield meant to withstand a single blow. Seeing as a fighter doesn't have to prep their blows, it seems only fair to give the mages a chance not to get their faces pounded in. This is a one-turn effect, cast the same turn that it's prepped. Only one single-blow shield can be up at a time. To clarify- the caster is essentially sacrificing their turn to negate a blow. The next turn they continue normally.
9. Backlash - A backlash is the effect achieved when a spell is interrupted or overcast, doing damage to the caster and sometimes those around them in an amount directly proportional to the number of preps prepared when the backlash is caused.
10. Prep Storing - No. Just- no.
11. Magical Items - Keep it reasonable, kiddies. I don't mind negligible items with simple roleplay effects on them. It you want to be able to shoot lighting though, or use your family relic to make it rain cupcakes, we're gonna have some words!
12. Preps vs. Effect - The number of preps directly effects the result earned. Refer to 'this totally unavailable because I haven't written it yet post' when in doubt.
2. Gaining Preps - Preps are gained through concentration. Whether the character chants, draws symbols, glows, or whatever... they must concentrate in order to draw in the magic. Preps can only be gained one per post, and only in posts where the character concentrates! A concentrating character may move only a few steps per post, and may speak only in a calm and conversational tone in deviation to the process of casting. Strenuous activities like dodging or screaming battle commands are too much to do while prepping.
3. Losing Preps - Preps are lost completely when a spell is interrupted, usually backlashing in a harmful or shocking fashion as the half-constructed magics are sent awry. Interruption succeeds when a caster is harshly jarred, injured, distracted into abandoning a spell, or loses conciousness, among other things.
4. Holding Preps - Holding preps is generally a huge no-no, though if everyone else involved in a scene agrees then there's no reason to say you can't. Held preps are essentially put on pause, allowing a character to act or fight normally until they're resumed.
5. Dismissing Preps - Should a character decide to abandon a spell, they must take a turn to disperse the magics they'd gathered to fuel it.
6. Spells - Spells have effect directly proportional to the number of preps used, with ten preps being the max before the magics consume the caster. A spell is a spell, whether the magic is arcane, divine, chi, or anything else!
7. Cantrips - Cantrips are small effects cast in the same post that they're prepped. Examples are the little cliche moves like lighting a cig with a tiny flame, icing a drink, untying someone's shoe, anything that can be safely considered insignificant. Interruption of a cantrip does NOT result in a backlash. Cantrips cannot be used for direct offense! You can however be a creative irritant and try to use them to get an 'edge' in combat.
8. One-Prep Shields - Meant to even the playing field a bit when it comes to combat, a caster can sacrifice a turn to run, cast, or fight and instead produce a temporary shield meant to withstand a single blow. Seeing as a fighter doesn't have to prep their blows, it seems only fair to give the mages a chance not to get their faces pounded in. This is a one-turn effect, cast the same turn that it's prepped. Only one single-blow shield can be up at a time. To clarify- the caster is essentially sacrificing their turn to negate a blow. The next turn they continue normally.
9. Backlash - A backlash is the effect achieved when a spell is interrupted or overcast, doing damage to the caster and sometimes those around them in an amount directly proportional to the number of preps prepared when the backlash is caused.
10. Prep Storing - No. Just- no.
11. Magical Items - Keep it reasonable, kiddies. I don't mind negligible items with simple roleplay effects on them. It you want to be able to shoot lighting though, or use your family relic to make it rain cupcakes, we're gonna have some words!
12. Preps vs. Effect - The number of preps directly effects the result earned. Refer to 'this totally unavailable because I haven't written it yet post' when in doubt.