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7/27/2019 Variant Casting
1/1
This optional method or casting spells borrows heav-
ily rom the Star Wars Sage Edition RPG published by
Wizards o the Coast. Since were not copying any speci-
icSWSEpowers or charging or these rules, no apologies
are made or what is essentially a variant an work.
Using this method greatly changes the way all orms o
Arcane Background workread these rules careully.
Caveat: These rules are a variant bolted onto an exist-
ing system. As such, ambiguous situations may arise. We
recommend the GM go with the spirit o the rules at all
times, rather than the letter o the rules.
Spell pickSEach spellcaster begins with a number o casting
picks, not unique spells, as shown below:
Type Picks
Cleric 4
Hrimwisard 4
Rune Mage 4*
Other 6**
* Pick one rune as normal. His spell picks must come
rom that single rune.
** Covers druids, elementalists, heahwisards, and
song mages
When choosing spells the character can take as many
as he likes, up to the maximum picks allowed or his
spellcaster type. However, each pick o a spell is also themaximum number o times that spell can be invoked in a
single encounter. Thus, i a caster wants to be able to cast
boltmore than once per ght, he needs to spend extra
picks taking more castings o bolt. Once the picks are
made, they cannot be chosen later. A cleric must take a
minimum o one pick or his deitys signature spell.
Because the heroes will have a xed number o cast-
ings o each spell, we recommend you copy out the spell
text onto an index card and give the hero one card o
the relevant type or each casting he takes. When a spell
is cast, successully or not, the card is placed ace down
on the table.
Example: Umberto plays a heahwisard. He has 6
casting picks under this system. Umberto elects to takearmor, bolt (x2), detect/conceal, entangle, and stun.
In any specifc encounter Umberto is limited to just a
single use oarmor, detect/conceal, entangle,andstun,
and just two castings obolt.
GaininG More pickSTaking the New Power Edge no longer grants the
knowledge o a single new spell. It gives the caster a
number o bonus spell picks. Every caster gains a mini-
mum o one spell pick. I his arcane skill is d4 or d6 he
gains one extra pick. An arcane skill o d8 or d10 grants
two additional picks. An arcane skill o d12+ grants
three more picks. Rune mages may take a maximum o
one new rune or each New Power Edge. The picks may
be taken rom spells the caster already knows, new spells
or which he qualies, or a mixture o old and new.
In this variant system the New Power Edge may be
taken a maximum o once per Rank, not per advance-
ment as normal. A character who takes the New Power
Edge during character generation cannot take the Edge
again until he reaches Seasoned.
Example: Umbertos heahwisard has reached Sea-soned. His arcane skill is d10, giving him a total o three
picks when he takes New Power. He takes another cast-
ing oarmor, and learns defection (x1) andquickness
(x1). His spell list is now armor(x2), bolt (x2), defec-
tion, detect/conceal, entangle, quickness, andstun.
recoverinG SpellSCasters can recover spells in several ways.
When an encounter ends the caster recovers all his
spells (see below).
Spending a benny as a ree action allows a character
to immediately recover one spell o his choice.
A character dealt a Joker may recover one spell ohis choice.
encounterS
Encounters come in two typescombat and non-
combat. Combat encounters cover tabletop ghts, mass
battles, and chases, as well as any scenes or which action
cards are dealt. An encounter is deemed to end one game
minute ater the last action card is dealt. At this time the
caster recovers all his spells. Should an encounter end
but another encounter start beore one minute passes,
then it is treated as an extension o the previous encoun-
ter and no spells are recovered. To prevent rule abuse, a
combat encounter must involve enemy combatants.Non-combat scenes cover things like negotiations,
gathering inormation, sneaking up on a position, travel
across country, and so on. In general, these scenes dont
involve any use o action cards or initiative purposes.
Because o the wide timescale these scenes may cover,
they last until the GM determines them to end. However,
we recommend a minimum o one hour o game time be
applied to prevent abuse o thehealingspell.
(c) Triple Ace Games, 2010
variant caStinGoptional expanSion