In reply to Sanjar Zand (msg # 199):
quote:
Would it be possible to try out the draft ritual rules for extended/ritual casting and getting the bonus from Sanjar's Rites skill?
If so Sanjar could use the bonus points, allocating them to Spellcraft/Manipulation, and get another degree of manipulation out of the castings.
If this is feasible in a reasonable ammount of time another degree of duration applied could extend the effect to 12 days and give the group the option of doing more in-depth inspection/surviellance of the target before attacking... and not being forced to rush besides.
( Damage Resistance: +Combine:Enchant, +Duration:6, +Targets:1 )
So that would be 4mp for covering two people, in such a fashion for 12 days.
Yes it would, and happy to see the Ritual rules applied here. For sacrificial animals, you could look at livestock costs in the Companion and halve the Taskeen price to find the SP price. I'll get round to a Korantine-specific price list one day!
GM commentary
Adopting the RQ6 Enchant spell to produce a 'temporary enchantment' in which extended AoT durations apply is to represent making the spell a fixture of the world's 'physics' rather than an emanation of the sorcerer's will. As such the fixed (game world) time rather than POW multiple should be used. It also follows that the spell would remain in force until duration expires if (heaven forbid) the caster gets killed.
As it happens the Duration bracket it falls into at 6 points of manipulation was the most problematic - AoT setting does not so far use weeks, as it is modelled on real-world ancient norms where a 'week' is an astrological abstraction rather than something that people manage their time by. I may in future editions revise that for simplicity's sake as the game week is a handy device, and consequently use a week as the Duration 6 time, rather than the current 10 days which is approximating 1/3 of a month (round up).
In this instance the difference between 7, 10 and 12 days is fairly academic as the mission should be accomplished or not well before expiry. But it's good to settle how things will work in play prior to landing on Solisand, assuming you ever get there, as the durations may be more critical.
The RP opportunity is in my view improved with the change here. The sorcerer character has more to think about, more to consider, and the use of ritual and potentially of sacrifice for the MP fuelling adds more colour. Unless the GM keeps throwing a lot of countermagic effects and spells around (somewhat artificial in many cases), forcing the sorcerer to divert points to Magnitude rather than duration, the sorcerer with a limited spell list to reserve his MPs for can be caught in the trap of having done his job last week and be very much in the back seat when things kick off. Good for a spell-slave, bad for an adventurer.
quote:
Yeah, do we have the option to push on and see how we fare on fatigue and optionally rest, or would that require additional time?
Pushing on into the night or a forced march will, if it produces fatigue, do so as 'long term' fatigue that would require a proper rest period (night's sleep or day's rest) to recover from, as it is not the fatigue experienced from a short burst of frantic activity. So you could try it and decide to rest up somewhere rather than plunge into action if fatigue checks go badly, but it would indeed require additional time.
xxx
Anyhoo -
Sanjar: sort your casting out;
I await an Insight roll from someone (frankly, someone roll and I'll treat as a team test to save messing about);
Decide if you want to hire both Bitch and Bastard from Athlazo and negotiate if you want to (Athlazo has a 53 rolled, fail on Commerce);
I have already rolled and resolved encounters for the first part of your journey, which resulted in Rhaskos finding lunch;
Next step is what happens as the party comes into view of Oleg's Hills and darkness is approaching...