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Comme Il Faut: All Things Right And Proper - dndgeek.com

Comme Il Faut: All Things Right And Proper - dndgeek.com

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When resisting Faerie enchantments, rememberthat glamours and illusions are resisted by yourPerception (against the Faeries’ ability), while Fears,Love Charms, and <strong>All</strong>ures are resisted by yourCourage.Q Can you ‘bathev ile running, talking,etc.? Ov must you remain quiet and in one place?A By definition, “gathering power” requires performingthe same specific ritual each time to bring thepower to ~ 7 0 ~ 1 Bonifacians, . Templars, and Dnuds prayquietljy Acolytes of Ra, Masters of the White Lodge,and Golden Dawn Adepts draw mystic symbols on theground and concentrate on them; <strong>Il</strong>luminatus magesmediate on elaborate metaphysical puzzles to cleartheir minds. But staying quiet isn’t always required;Native American, African and Aborigine shamendance, make ritual paintings and drawings, or concentrateon carved animal fetishes; Asian mages do kungfi~ katas or chant Buddhist sutras. <strong>And</strong> Tanmc mageshave to have sex-without orgasm-a really inconvenientway to gather power! In short, any activity can beclassed as gathering power, as long as it is ritualizedand the exact same activity each time. As a side note, inthe example in CF, pg. 198, Manllion the Magnificentis not described as moving as he throws up hs brickwall; he is assumed to have gotten a moment of concentrationin.Q: When using an area spell, can it be limitedonly to a specificgvoup of targets, OY will it afSecteve yone present?A. The Definition of 11 sets the exact parametersof the spell’s effect on the universe. This is why theDefinition is described as the number of subjectsaffected, not the area affected. You could, for example,define the subjects afkcted as 1,000 Merent people,all in different cities (but wihthe Spell Range), whowere all part of a particular Order, or had red hair!Q: How do you do damage in a Sovcey Duel? <strong>And</strong>how do you deternine spell damage for othev Spells?A A Sorcery Duel is a variation I established to fit inwith the DLieling System. As such, its Damage is doneexactly like damage with a sword, using the woundingchart on pg. 195. However, regular spells that do damageare a bit more <strong>com</strong>plex. As described in “HardNumbers Falkenstein” on pg. 82, damage for certainspells is rated by the Definition Harmful Effect. Youdecide the Rank of damage the Spell causes, then paythe resulting TER Converting damage from Ranks tolost Health is also listed on this table.Q: How long does it take to cast spells?A As a rule, Players gather power to themselves ata rate of one card per every 2 minutes of in-game time.Thus, to cast a 24 TE spell would require 48 min-utes-assuming ~ 7 0 got ~ 1 umalgned one point cards thewhole time. But it really doesn’t have to happen thatway; you could draw a King (13 points) the first turnand a Queen (14 points) the next, and cast that spell infour minutes! So in answer to the question; as long asit takes for you get lucky.Q: How do you do “j%ee-f...t” maflick?A If fieeform magick is defined as sorceryon the spot without existing spells, the answer is, youdon’t. It’s like saying, “How do I build a particleaccellerator without referring to any textbooks or previousresearch?” Falkenstein sorcery is the culminationof centuries of wizards laborously building on thework of other wizards. To just grab a handll of energyand start weaving is a recipe for disaster; I invite anyHost with such a case on his or her hands to do whateverthey want to the offending party.Q: How do you invent new spells? How long does ithke? How do I create base costs for spells not found inthe book?A. You can invent nYOLX Host. First, the two of you should define whatthe spell can do in a single, simple sentence. Next,determine the basic nature of the spell and what itsAspect wdl be. Now, with your Host, decide what thebasic Thaumic Energy Requirement of the spellshould be. As a rule of thumb, I start with a TER of 6,reducing it to a 4 if the spell is of limited use, orincreasing it to 8 ifit allows the Player a strong advantagein movement, control of others, or personal protection.Time spells are always between 10 and 12.Destructive spells start at 10 and go up by incrementsof 2 as they be<strong>com</strong>e more powerful; the high end is aTER of 16. Finally, have the Host write down theworst possible thmg that could happen if this spellgoes wild. Put this away for later; it’s time to go intothe “lab” and start roleplaying the process of researchingthe spell.A new spell takes a m of one day of carefultmkering for every 10 points of TE required. For eachday that passes, draw one random card from theFortune deck; if the draw is not in the spell’s Aspect,add one day to the research time and keep drawing. AJoker means the spell has a catastrophic falure and theevent the Host came up with <strong>com</strong>es to pass. Eeek.But to do what you need doesn’t necessarilyrequire inventing the spell from scratch-remember;you can mix and match spells and Lorebooks to createnew variations. Tlis process only requires knowing allthe spells involved and adding a certain amount of“debugging” time; use the researching systemdescribed above, but add hours, not days, to theresearch allotted, and ignore Jokers.

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