Hm. Been reading over the Usagi Yojimbo book at home. Interesting system. As an exercise, I tried to figure out how hard it would be to convert HM over to use that system.
Magic would presumably be a sixth stat that always starts at 0 (and goes to d4 if you get Improved Magic Trait x1, d6 if you get it x2, etc. ).
New gift - Improved Magic Trait: if your Magic rating is currently zero, it becomes d4; otherwise, it goes up 1 die size to a max of d12.
New careers -
Mage: applies to Lore: Magic, Presence, Sense Magic and
Shaper: applies to Lore: Magic, Shape Spell, Craft and Observation. Gifts are Improved Magic Trait and Artistic (+1 to Craft, Presence, etc.)
Healer: applies to Lore: Medicine, Shape Spell, Probe Spell and Inquiry. Gifts are Improved Magic Trait and Investiture?
Beast-handler: applies to Animal Lore, Compel Spell, Influence Spell, and Riding. Gifts are Improved Magic Trait and Animal Empathy.
Evoker: applies to Lore: Magic, Manipulate Spell, Spark Spell and Presence. Gifts are Improved Magic Trait and Magical Reserves.
Hm.
Or each spell could be a Gift on its own, meaning that most mages would only be able to perform a few spells.
MAGICAL GIFTS:
These gifts cover spells and spell-casting. Unlike most gifts, when they "exhaust", it actually means that you suffer a level of fatigue, rather than exhausting the gift.
Manipulate Spell:
- always: you can cast the Manipulate spell by rolling against 2d4 (instead of the usual 2d8). If you fail the roll, you suffer a level of fatigue.
- always: you can cast a concentrated Manipulate spell whose effective Strength is equal to twice your Magic rating, but only lasts one round. Also, you suffer a level of fatigue automatically.
Hm. Roll vs 2d8 to cast any of the six standard spells. The right Gift will reduce the difficulty to 2d4. Dunno... I'd have to look at that.
Magical Reserves:
- X(5): you can tap this gift to power a spell, as per the spell's description.
Manipulate:
- spend Magical Reserves or Focus to telekinetically move objects as long as you concentrate. Your effective strength & speed (for contests) is equal to your Magic rating, but you suffer a -2 penalty to tests (your opponent gets an extra 2d12 to roll).
- spend Magical Reserves or Focus to telekinetically shove or pull an object for a single action. Your effective strength & speed (for contests) is equal to your Magic rating.
- X(auto): improve the strength of your continuous manipulate so that there is no penalty.
- X(auto): perform a shove or push but maximize your roll.
Hm. To steal an idea from other systems, let's group them together.
Gift: Internal Magic - grants Probe and Shape spells.
Gift: Physical Magic - grants Manipulate and Spark spells.
Gift: Mental Magic - grants Influence and Compel spells.
That way, being able to throw around all 6 spells costs 3 Gifts... exactly your beginning allotment of "free" Gifts. You're better off taking a mage-career, of course, which will give you one too.
Healer: Internal & Improved Magic Trait. Applies to Medicine.
Shaper: Internal & Improved Magic Trait. Appies to Craft.
Evoker: Physical & Improved Magic Trait. Applies to Presence.
Beast-handler: Mental & Improved Magic Trait. Applies to Animal Handling and Riding.
Sorcerer (compels monsters for the army): Mental & Improved Magic Trait. Applies to Tactics.
Cavalry: Mental & Improved Magic Trait: applies to Influence, Tactics, Riding and Spear.
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