All of the below has been "tested and tossed" and then replaced with a newer version - go to this post for more details.
Yes, the Magic system proposed in the Genesys RPG book is interesting and clever. However, I'm thinking about a system that allows Magic users to do virtually anything they can imagine, as long as they have the (Will)power for it. No spell lists, no spell ingredients, no divine intervention, no such-and-such-a-caster specific abilities. Just plain, raw Magic that is accessible to anyone with the proper genetic background (in this case, Fae ancestry).
Here's my first (un-tested) pass at this. Can we make this idea work?
A Free-Form Magic System;
In our setting, Magic is about imposing your will on the world around you. Anything that you can imagine, you can try to make a part of reality as long as your attempt respects the law of conservation of mass and energy. Put another way, it's about convincing one form of matter that it wants to undergo a change in state; to be something else.
In game, just describe what your Magic wielding character is trying to do and work it out with your GM and your group.
For any Player Character to be able to use Magic (and take ranks in the Skill) they must take the Fae-Blooded Unique Ability at Character Creation. In other words, for a PC to have the ability to use magic it must be in the character's blood from birth.
To use Magic, a character must spend a Prepare Maneuver to focus their thoughts and then they must spend an Action to Unleash the Magic. These do not need to be sequential and the character may perform other Maneuvers and Actions, but the character must not lose consciousness between Preparing their Magic and Unleashing it.
As an Action, using Magic is regarded much like an Attack Action or an Opposed Check.
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Want to heal your allies? You're rolling against the severity of the wounds.
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Want to charm an NPC? You're rolling against their appropriate Social Skill.
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Want to hurl fire at an attacker? You're rolling a ranged attack.*
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Want to break down a door? You're rolling an attack against an inanimate object that likely has a Wound Threshold**
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Want to transform that pesky NPC into a rat? You're rolling against their Silhouette and their Self***
Magic is generally unpredictable and difficult to manipulate, thus any Magic check has it's difficulty Upgraded four times before the roll. (This means the minimum difficulty is actually 2 Challenge Dice for a Simple Check.)
RESULTS;
Each uncanceled Failure results in 1 point of Damage to the Magic user. (Magic can be prickly!)
Uncanceled Threat result in Strain Damage to the Magic user. (Magic can be tricky!)
Each Despair results in a Critical Injury to the Magic User. (Magic can seem vengeful, too!)
Advantage, Success and Triumph can be spent as normal.
MODIFIERS;
As normal, Talents could do any of the following for Specifc or General instances of Magic;
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Downgrade Difficulties
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Upgrade Skill Checks
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Remove Setback Dice
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Add Boost Dice
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Add Advantages
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Add Damage
Assign Boost and Setback based on situational and environmental conditions (eg: drawing lightning from a cloudy sky / clear sky / underground).
Characters can collect Treatise on various sciences written from a Magical perspective. Characters don't need to have Knowledge in different Sciences to be able to wield Magic, but having this Knowledge would Boost their understanding of what they are attempting to do. Also, not having specific knowledge could result in Setbacks.
If a character is attempting to perform some Magic that would absolutely benefit from specific Knowledge (such as creating a permanent dwelling, building a bridge, etc.) or another Skill (such as Medicine), consult the following table;
|
Skill Rank |
Boost Dice Added to Magic Check |
Setback Dice Added to Magic Check |
|
0 |
0 |
3 |
|
1 – 2 |
1 |
2 |
|
3 – 4 |
2 |
1 |
|
5 |
3 |
0 |
* Attack Damage of Magic; Raw Magic does Willpower + Magic as base damage? Use 2 Advantages to activate a “weapon” quality on your attack as normal.
** Wound Thresholds and Inanimate Objects; This is still to be tested, but how about giving inanimate objects a number of wounds equal to their Size/Silhouette. This way, breaking a lock or a door is a trivial matter, but tearing down an entire building becomes something more ambitious.
***Silhouette and Self; Here, conservation of mass is an issue – you have to figure out what to do with the particles of that NPC that won't be part of the rat (unless you're planning on a VERY large rat). Also, a character's sense of self will play a roll in resisting this sort of Magic. (Where does THAT go if you shrink down a person?)
Edited by admuttNewer version of house rules!