Whatever power granted intelligence to the First Ones, it was stolen from the Titans. The dark secret of this is the Curse... the mere presence of a Titan suppresses and eventually destroys the intellect of any intelligent rodent. There are mice living in the Forbidden Land... they're feral descendants of those who got too close.
Hokay, what ideas can I steal from other games? A quick list:
Okay, I sussed out part of the problem. I wanted powerful magic to be a strain, to give the impression that the PC was really working for it. Mousy magic is small, where the typical mouse would have to have total concentration to light a candle with their mind. Everyone gets access to more powerful spells, because those are just regular spells with more "oomph!" behind them.
More potent innate magic should probably make things easier in some fashion... let's see... levels of effort required.
The wussiest possible mage would be one who had to exert Extraordinary Effort just to use Small Magicks. Let's list them of from weakest to strongest.
So, lemme think... maybe if I lay out the "Maximum Magic Ratings" for the races.
I need to run a BASH playtest. Maybe even just some interactions using the basic system and the provided PCs.
Things I really like in randomizers...
In order to cast spells, you have to have at least one point invested in the appropriate Art. Spellcasting is always a Magic roll, with the degree of success determining how potent the spell is. Your "Magic" rating is equal to your Mind plus or minus whatever modifiers apply. Many races have bonuses or penalties to their Magic rating.
Small Magicks are minor spells that require a minimum roll of 10 to cast (rolls below that fail, but you still expend any Energy required). They can be matched against someone else's stat in a resistance check but Small Magicks almost always lose against deliberate resistance... anyone actually attempting to deliberately defend against a Small Magick gets a +5 bonus to their stat multiplier. Thus, they are generally only useful against opposition when you have complete surprise.
Large Magicks are much more powerful spells that throw a lot of energy into their effect but they lack subtlety and cannot perform anything other than crude, simple feats. They require a minimum roll of 20 to cast at all, but there is no bonus for actively resisting one.
High Sorceries collectively refer to spells which are both powerful and complex or subtle. They are the most difficult of magics to perform, requiring a lot of training and a minimum roll of 30 to cast. Mages attempting High Sorceries will often take a lot of extra time to perform them, gathering a +1 or +2 bonus before rolling.
Let's take a White Mouse magic specialist... Mind 5 plus Magical Heritage plus Magical Potency gives a multiplier of 7. Times 2d6 gives a result from 14 (enough for a Small Magick) to 84(!) with a typical roll being 49. This character can throw High Sorceries quite reliably, failing only on a roll of 2-4.
Some thoughts... Giving +2 to Royal Mice is quite powerful.
Magic 0: typical roll 0, cannot cast spells at all.
Magic 1: rolls from 2-12, typical 7, fails at even Small Magicks without extra time. With extra time & prep, can act as Magic 3.
Magic 2: rolls from 4-24, typical 14, succeeds at Small Magicks regularly.
Magic 3: rolls from 6-36, typical 21, succeeds at Large Magicks regularly.
Magic 4: rolls from 8-48, typical 28, only fails Large on 2-4.
Magic 5: rolls from 10-60, typical 35, regularly succeeds at even High Sorceries.
Magic 6: rolls from 12-72, typical 42, fails HS only on 2-4.
Magic 7: rolls from 14-84, typical 48, still fails HS on 2-4.
Magic 8: rolls from 16-96, typical 57, fails HS on 2-3.
With Magic 8, though, it's hard to ever resist it, even with a +4 bonus from something. With it adding to both "attack" and "damage", it's even grosser. I should probably slap a lower limit on bonuses.
Getting rid of the Magical Potency advantage would probably be enough. That way White Mice get a +1 and Royals a +2. Other races can buy Magical Heritage instead. It can say if you have both it and Poor Magical Heritage, then they cancel each other out AND your mother almost certainly died giving birth to you.
So a Common Mouse with Magical Heritage would be as good as a White Mouse (and would have a similarly distinguished bloodline, it's just that his fur wouldn't be white).
Change Albino to "Mark of Royalty"... Albino, Poor Health (-20 hits, -1 to Brawn for fatigue/health checks), but +1 Status and +1 Magic.
Powers are broken up into 4 big categories... Fighting, Thieving, Magic and General. The categories don't mean much, but break them up in a useful manner.
There should also be some "free" maneuvers that anyone can do.
Aimed shot: you spend 4 energy for a +1 to hit and damage attack.
Dodge: you spend 2 energy for a +1 bonus to your defense rolls this turn.
Duck & Run: you spend 4 energy for a +2 bonus to your defense rolls and cannot do anything else other than duck and run.
Natural Acrobat: ignore all penalties for awkward positioning. You can act at full rating even while hanging upside down by one foot.
Quick Paws: you can make a free Pickpocket attempt against anyone you come into close contact with, even in the middle of combat.
Pierce Armor: does work against monsters with innate armor/soak.
1 point: you can perform Small Magicks for 4 energy.
2 points: you can perform Small Magicks for 1 energy and Large Magicks for 4.
3 points: you can perform High Sorceries for 4 energy, Large Magicks for 3, and Small Magicks for free.
4 points: you can perform High Sorceries for 3 energy, Large Magicks for 2 and Small Magicks for free.
5 points: you can perform High Sorceries for 2 energy, Large Magicks for 1 and Small Magicks for free.
Twin Blades (imported from Fashar, requires two paired light melee weapons):
Hammer of Zakarvus (developed in the Wildlands, requires a single heavy hand-and-a-half weapon and switches from single handed to double handed as required): reduces the energy cost of a might blow, a sweep and the break weapon moves.
Dancing Blade (taught by the priesthoods of Luciel and Lumierre, using a single light sword): this style is lightning fast and grants +1/+2/+3 to your initiative when using it.
Guardian Shield (common to military forces all over the Fallows, uses a one-handed weapon and a shield):
Big Brother, Little Sister (popular in Duvain's Weal, uses mismatched paired weapons, often maces):
Cat-Slayer (an ancient style using a heavy spear, optimized for damaging creatures much larger than the character):
Falling Rain (archery style, also taught to followers of Lumierre):
Quickpaw's Claw (knife-fighting style common in the big cities, uses small, concealable weapons):
Traveller's Secret (staff-fighting technique taught to the priesthood of Magellian although techniques have spread elsewhere):
Actually, these should probably be paired with organizations and usually require a Duty.
Imperial Guards: the cream of the crop as far as military infantry goes. An elite group that hasn't let the corruption in their ranks damage their discipline and fighting skill. They use a one-handed weapon paired with a shield. Novice: +2 to resist anything that would force you out of formation, whether a spell, trick or physical force. Journeyman: when fighting alongside other people, you can grant them a +1 defense bonus by using your shield to protect them as well. A group of 3 or more experienced Imperial Guardsmen are very hard to get through. Master: reduce any target's shield bonus by 2 as you know how to get through shields well.
Imperial Messengers: an elite corps of scouts and rangers who travel cross-country to deliver messages between various courts and towns. They use a short but well-made spear designed to let them defend themselves from large predators. Novice: +1 damage vs creatures larger than you. Journeyman: +2 damage vs bigger things. Master: +2 defense vs anything bigger than you.
Gleaners: the thieves' guild of Haven, they teach a curriculum of thieving and burglary traits including some knife-fighting techniques.
Black Paw Assassins: an amazingly secretive group, it's expected for members to "silence" anyone who happens to learn that they are a member, although some members keep to that rule better than others. They teach some special assassination maneuvers for their bonuses. Most won't go on adventures as such unless they are on leave or retired. This can be paid for with the "Marked for Death" Disadvantage where your resignation wasn't actually accepted by the masters of the guild.
Swordsmaiden of Lumierre: only female mice of good breeding are ever trained as swordswomen by the priestesses of Lumierre. They are trained to have lightning-fast reflexes in both attack and defense. They use a single slender blade but they use it very well.
Magellian's Cloak: agents of the church of Magellian, they are expected to learn whatever might be useful and bring that knowledge back to the church. They are trained in fighting with a staff or walking stick.
Heralds of Summer: some followers of the church of Jandara are trained in the use of the bow and have developed some special techniques. Maidens of Summer are allowed to also be Heralds if desired, but most refuse. Male Heralds are often put to work guarding Maidens.
Hammer of Zakarvus: warriors who have sought out training by the reclusive warrior-priests of Zakarvus in the Wildlands. They do not require active support, but instill their followers with a stringent code of honor that they must either follow or become outcasts and marked for death by those who do. Their techniques are oriented around huge hand-and-a-half weapons that can deal very powerful blows.
Twin Blades: a flashy technique imported from Fashar, specialized around wielding two paired light weapons (almost always edged). No organized following, it's just a training regimen that few people have the proper aptitude for.
Duvain's Fist: warriors who follow Duvain's example in both weapons (big maces) and outlook (brave, macho, in-your-face heroism bolstered by a lot of alcohol). Not really all that well organized; you usually have to take a code of honor or something to pay for this, although some people take a Duty to a particular temple and guard it.
Changes to the BASH Fantasy rules...
Highborn: +1 Status due to your distinguished family line.
Membership: likely memberships include the various priesthoods and the Imperial Messengers.
Magic: replaced with the Magical Heritage Advantage... all talking rodents are inherently magical or they couldn't talk!
Magical Heritage: due to your race, you have +1 to your Mind rating for working spells. This advantage is only available to races that require it.
Magical Potence: you have unusually strong magic for your race. +1 to your Mind rating for working spells. Your mother probably died giving birth to you.
Natural Jumper: only available to Jumping Mice. You receive a +5 bonus to normal jumps and can make jumps 10x as far if you forgo this bonus.
Unliving: not available for player characters.
Doomed: you can reroll any roll that would result in your death unless this is the death that you were prophesied to have... then it's -1 to rolls to avoid that fate.
Lowborn: due to your race, you receive -1 Status.
Poor Magical Heritage: your race is one of very limited magical ability, probably because your race isn't actually descended from the First Ones at all but were instead given sentience by one of their spells. -1 to Magic.
Sheltered Upbringing: Requires a total Status of at least +1. Your Status rating acts as a penalty whenever you are forced to perform "lowborn" tasks like menial labor.
Small: not available for player characters.
Okay, using the BASH rules...
Spend 7 points on Brawn, Agility and Mind, putting 1-5 in each. You can gain 1 extra stat point by dropping 2 points of Powers (you can only do this once).
Then pick a species. Each species has certain abilities/traits you have to take (barring some unusual character concept).
Royal Mice: Maximum Brawn of 3.
Advantages: Magical Heritage (+1 Magic), Highborn (+1 Status)
Special Traits: Albino (+1 Status, +1 Magic, -20 hits, vulnerable to sunlight)
Disadvantages: Sheltered Upbringing (Status penalizes you when performing tasks beneath your station), 1 other Disadvantage of Choice
White Mice: Maximum Brawn of 4.
Advantages: Magical Heritage (+1 Magic), Highborn (+1 Status)
Disadvantages: 2 Disadvantages of Choice
Common Mice: No requirements.
Jumping Mice:
Advantages: Natural Jumper (+5 to jumping checks)
Disadvantages: Poor Magical Heritage (-1 Magic)
Common Rats:
Advantages: Large (+1 Brawn, -1 Agility, +5 to damage done/soaked), 1 Advantage of Choice.
Disadvantages: Lowborn (-1 Status), Poor Magical Heritage (-1 Magic)
White Rats:
Advantages: Large (+1 Brawn, -1 Agility, +5 to damage done/soaked), Highborn (+1 Status)
Disadvantages: Poor Magical Heritage (-1 Magic), Duty (to a Royal family)
Wild Rats: Maximum Agility/Mind of 4, Minimum Brawn of 4.
Advantages: Large (+1 Brawn, -1 Agility, +5 to damage done/soaked), 2 Advantages of Choice
Disadvantages: Lowborn (-1 Status), Bad Reputation (-2 to be believed by other races), Poor Magical Heritage (-1 Magic)
Advantages must be countered by taking an equal number of Disadvantages. Special Traits are ones that have both good and bad sides and must always be taken together. It is recommended that you not take more than 3 Advantages / Disadvantages beyond those required by your species.
Fighter, Magus, Thief.
Each lets you put points into special maneuvers that turn you from an ordinary mouse into something special.
Let's say it's a d6 system, with 5s and 6s being successes.
1 point of Fighter lets you succeed on 4+, 2 points on 3+, 3 points of 2+, 4 points???
Twin Blades School: Favored in Fashan, wielding two light edged weapons in a spinning maneuver that lets you hit folks all around you and better deal with large groups of foes.
Hammer of Zakarvus: favored in the Wildlands, this attack requires enormous strength and entails using an oversized weapon to deliver a one-hit kill.
Thief powers...
Lightning Paws: pickpocket someone when you don't have time, such as when in melee combat.
Natural Acrobat: ignore all penalties for things like hanging from one toe.
Just a Rock: can hide in plain sight by assuming a fitting pose and staying perfectly still.
Mage powers already covered... I need a unified system. That's the hard bit... I was already intending to make Magic special, but not in a similar fashion.
BASH-style... 3 stats.. Agility, Brawn, Cleverness.
Magical power is defined as bonuses to Cleverness solely for spellcasting. The Albino Trait (defined as something that gives both an Advantage and a Disadvantage) is -1 Brawn for health & endurance, +1 Cleverness for spells and spell resistance.
White Mice get Rich +1, Magical Power +1.
Royal Mice get Rich +2, Magical Power +1, Albino (+0), and some general disadvantage that equates to "totally inexperienced at doing things for themselves".
Common Mice just get 2 extra points of general abilities... or possibly extra skill points to represent the fact that they work for a living.
Common Rats get Big (+1 to brawn, -1 to agility for squeezing through things).
Yeah, the rich vs poor divide makes things iffy... may have to penalize the upper classes in some fashion.
Okay, 1 point in a power lets you do that for 4 energy... 2 point for 3, 3 points for 2, 4 points for 1, 5 points for free. With 10 energy available, each point will increase the number of times you can do it. Thats the default setup... sometimes powers will have their own increase tree that makes more sense, but if nothing else works this is an okay substitute.
Spells are a little different... 1 point lets you cast Small Magicks in that Art for 4. 2 points lets you cast Large Magicks for 4 and Small for 1. 3 points lets you cast High Sorceries for 4, Large for 3 and Small Magicks become free. 4 points is High Sorceries for 3, Large for 2. 5 points is High Sorceries for 2, Large for 1. Small Magicks are minor spells that can't defeat overt resistance by a mouse-sized critter. Large Magicks are potent but uncomplicated spells that throw a lot of power around but have no subtlety. High Sorceries are complex and intricate spells. So, with 7 Arts, mastering all magic would cost 35 power points. I think PCs began with 7 points of Powers, so a starting mage could know trivial magic in all 7 Arts or Large Magicks in 3 (and Small in one) or High Sorceries in 2.
Without any points in an art, you can attempt Small Magicks for 10 energy, a bunch of penalties (say -2 Mind so that the bonus that Royals get largely cancels this out) and some loss of HP from the strain.
Whispers: telepathy-based spells.
Spark: fire and electricity spells.
Tug: telekinetic spells.
Scry: detection/divination spells.
Compel: mind-control/influencing magics.
Shaping: slow physical transformation/repair spells.
Glamour: illusion/phantasm spells.