Mechanics.   Posted by Ao.Group: 0
 GM, 2 posts
 Alpha, Omega
 The Mana
Wed 30 Jul 2014
at 01:19
-Due to the nature of this mage game, the mechanics are rather light. This section details the few mechanics there are, and their impact in-game.
Each mage has stats, divided into the Pyramid of Might:

          Sway    Perception
      Strength     Speed     Soak
    Will    Mana    "Creativity"    Knowledge

-Each player begins with one point in each stat (except wealth, which is determined by a roll of 1d3). They also have additional points they can put in their stats, as explained in further detail with the nature of the stats. Note that, once creation is done, additional points in a given stat are harder for each stat already in it. Furthermore, each point beyond the first is worth more than the previous one.
-A single mage can have multiple personae, and each persona will, most likely, have different stats. A mage must have at least one active persona, or a phylactery. Without one of these, the mage will lose his power. Each player begins with one persona, no exceptions. Each starting player's persona is associated with one of the five colors of magic (you may choose this freely), and this choice cannot be changed once made. Further personae, depending on how they are collected, may be related to another color of magic. Some personae, however, may not be tied to a color of magic at all, meaning that persona cannot cast magic.

-Each tier of the pyramid relates to something that may be important to a mage.

-The bottom tier is that mage's magical stats. Each player has 7 points to distribute among their magical stats. No stat may be raised above 5 in this way.
-Will is your ability to control the magic. Generally, this is used for fine-tuning and intricate work. Additional willpower can be gained when undoing Wrath of Ao, if you remind him that that's what you're doing. Ao isn't very good at keeping track of things like that.
-Mana is your ability to draw mana from your surroundings. The more of it you have, the bigger your spell effects can be. Additional mana can be gained by casting spells that require large effects to work. As always, you should remind Ao when this is your goal.
-"Creativity" is your ability to overcome the limitations of magic. The more you have, the more you can accomplish. This is, ultimately, your ability to see the world in a way that benefits your spellcasting. In general, this can be used as a quick-and-dirty substitute for some of the other abilities. You gain "creativity" by being the victim of magical effects, or sometimes through Wrath of Ao. "Creativity" allows for the creation of magical relics, as well as other permanent magical effects.
-Knowledge is your ability to cast the exact spell you want. The more knowledge you have, the more specific your spell effects can be without increasing the mana/will required. You gain knowledge by using your ACTs to learn. Each time you do, there is a small chance you will increase your knowledge stat.

-The second tier is your mage's physical stats. Each player has 5 points to freely allocate among their physical stats. No stat may be raised above 4 in this way.
-Strength is your ability to lift, carry, punch, jump, or do anything else that requires raw, brute strength. This stat, and all further stats listed here, have no bearing on spell-casting ability, but may become important if you choose to make them so.
-Speed is your ability to run, dodge, hit, swerve, or otherwise react quickly.
-Soak is your ability to not die if you get hurt, poisoned, or anything else. This shouldn't become important, but some mages get a little paranoid and like to make it a priority.

-The third tier is your mage's social stats. You have 3 points to distribute between these two.
-Sway is your ability to convince other people to do what you want. You can choose how you go about making this happen (diplomacy, intimidation, et cetera), but the end result is more or less the same.
-Perception is your ability to tell when someone else is trying to hide something or deceive you. Some mages are more naive, while some aren't.

-The top tier is your mage's wealth. This is material goods, money, or whatever. Sometimes, a mage may collect a cult following, and collect wealth from the populace. If a mage wants to gain access to mundane construction, rare material components, or anything else that might be hard to acquire, wealth is that stat that becomes important.

-In general, your stats are going to stay where they are at character creation. Not all stats are equal. If you're going for a power build, I would recommend focusing on mana and "creativity" on character creation, as Will is fairly easy to gain and Knowledge isn't as important as the others. However, you should remember that the point of this game is to have fun. If you want to play someone with equal stats across the board or someone with high levels of knowledge, go for it.

-When you declare an ACT, roll a number of d6s equal to the number of points you have in that stat. The resulting number is the relative strength of what you've just done. When I read your ACT, I will set a target number for the pertinent stats. If you meet the number, everything works out. Otherwise, Wrath of Ao comes into play.

This message was last edited by the GM at 01:36, Wed 17 June 2015.

 GM, 10 posts
 Alpha, Omega
 The Mana
Thu 31 Jul 2014
at 01:09
Re: Mechanics
As for spells themselves, there is one hard limitation: it is impossible to cast any spell that had a set duration. In general, magical effects will be either temporary or permanent. Permanent effects may require "creativity" checks, while instantaneous effects only require knowledge, will, and mana (except in extenuating circumstances).

For example, if you want it to rain for the next three hours, you can create an instantaneous effect that makes it start raining, but you can't actually force it to stay raining as easily. By creating a large enough storm, you can ensure that it will not dissipate in that time, but that's about it.

This message was last edited by the GM at 22:30, Tue 16 June 2015.

 GM, 169 posts
 Alpha, Omega
 The Mana
Tue 30 Jun 2015
at 19:47
Re: Mechanics
When you have the opportunity to make a growth check, you roll your dice for whatever stat you might have the opportunity to grow. If you have X points in your stat currently, you need to roll X dice and get higher than 5X. To gain another point in a stat from 1, you need to roll at least a 6. To gain another point from 2, you need to roll at least 11, for 3 you need 16, and so on.

Under certain circumstances, you may have additional bonuses given to this roll. The most notable example of such bonuses is this: when using a downtime action to increase a stat, you get a +6 bonus to your growth check.