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Guidelines for Inventing and Creating Spells.

Posted by NarratorFor group 0
Narrator
NPC, 18 posts
Wed 18 Sep 2013
at 04:59
  • msg #1

Guidelines for Inventing and Creating Spells

1. You need to describe what it is you want to invent.

2.a we need to determine how much of that is actual inventing, and how much is modifying something that already exists (for devices)

2.b We need to determine how your "magic" works. is it eye of frog, or do you need exotic materials, books, etc.?

3. Determine if it requires money.

4. Determine if it requires an Adventure.

5. A character can "spend" another character's invention point making something for the character supplying the point.

6. Dependent on presentation, some inventions may not cost an entire point, but ma instead cost .1 or .5. Modifying a pump action shotgun, to take a magazine is a .1 job. Modifying a break breach, double barrelled shotgun to take a magazine is a .5 job. (just as a quick example)

7. All invention rolls are done on the dice roller, no exceptions.

8. a natural 1% is a critical breakthrough

9. A natural 00% is a critical DISASTER or ACCIDENT

10. Spells can get crazy.

11. Some inventions may require more than one point.

12. There may also be a time requirement, that you'll need to game in, while working on something.

13. common sense dictates, in all cases. A device cannot be made with nothing, not spending any time on it. A spell wont work if you need dragon fat but use crisco.

14. Spending an inventing point to get out of stuff, figure out stuff is not part of this game. If you are in a deathrap, you have to roleplay your way out, and figure it out.

In all cases, an invention or a spell will be roughly 75% as powerful as a power, as a general rule of thumb. A lightning bolt spell, for example, will attack as lightning, but just be an attack. you get no power stunts like take control of devices/short out things, or it will do 1d12 instead of 2d8 damage, etc.
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