Difference between revisions of "Casting Attribute"

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(Created page with "At character creation, the mage must choose an Attribute to be used for the rolls to cast spells; this is called the '''Casting Attribute'''. This must be either Muscle, [[In...")
 
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At character creation, the mage must choose an Attribute to be used for the rolls to cast spells; this is called the '''Casting Attribute'''. This must be either [[Muscle]], [[Intellect]], or [[Presence]]. Mages who use Muscle to cast forcibly pull mana from themselves or the world around them to fuel spells; they are often daring or rash. Mages who use Intellect know the ins and outs of the operation of mana and the ways to make it perform; they are often calculating and analytical. Mages who use Presence simply will their mana to act; they are often confident or arrogant.  
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At character creation, the mage must choose an Attribute to be tied to their spellcasting talent; this is called the '''Casting Attribute'''. By default, a character uses Intellect, but it could be any of the 12 attributes listed on the character sheet at the player's option. The Casting Attribute not only influences the rolls to cast spells, it also determines the character's starting MP total.
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Choosing a Casting Attribute has as much storytelling potential as it does game-play potential. Each Attribute grants an interesting and unique ability and describes the style with which a mage casts spells. The Attributes and their effects are as follows.
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;Muscle
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:Aggressive, forceful, and relies upon physicality and raw power.  Able to cast using only gestural elements; requires no incantation for spells.
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;Agility
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:Quick, fluid, and tough to pin down.  If the caster successfully dodges an attack spell, he gets +4 on his next Attack Spell.
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;Endurance
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:Steadfast, sturdy, and skilled at manipulating the flow of life energy.  Channeling Health into Mana has no Fate cost.
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;Intellect
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:Studious, scholarly, and well-versed in recognizing and responding to the arcane.  When this character makes a successful Counterspell, his opponent takes the difference in opposed rolls as Damage.
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;Insight
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:Intuitive, sensitive, and adept at unraveling negative magic.  When this character makes a successful Dispel, she receives Mana equal to the original casting cost of the nullified spell.
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;Cunning
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:Devious, pragmatic, and excels at knowing the odds. Can identify other mages and their Casting Attributes on sight.
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;Charm
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:Confident, personable, and at home addressing large groups.  +2 bonus to Casting roll against multiple targets.
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;Persuasion
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:Glib, loquacious, and especially effective one-on-one. +2 bonus to Casting roll against a single target.
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;Presence
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:Charismatic, glamorous, and mesmeric.  Able to cast using only incantations; requires no gestural component for spells.
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;Courage
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:Selfless, protective, and skilled at mystically defending others.  Can Counterspell spells targeted at allies, not just themselves.
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;Psyche
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:Iron-willed, unflappable, and projects an aura of unbreakable resolve. Nearby allies may use this mage's Saving rolls against harmful magic instead of their own.
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;Self-Control
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:Disciplined, meditative, and trained to turn mystic energies inwards.  May channel MP into HP at the cost of 1:5.
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[[Category:Magic]]
 
[[Category:Magic]]

Latest revision as of 22:29, 9 May 2012

At character creation, the mage must choose an Attribute to be tied to their spellcasting talent; this is called the Casting Attribute. By default, a character uses Intellect, but it could be any of the 12 attributes listed on the character sheet at the player's option. The Casting Attribute not only influences the rolls to cast spells, it also determines the character's starting MP total.

Choosing a Casting Attribute has as much storytelling potential as it does game-play potential. Each Attribute grants an interesting and unique ability and describes the style with which a mage casts spells. The Attributes and their effects are as follows.

Muscle
Aggressive, forceful, and relies upon physicality and raw power. Able to cast using only gestural elements; requires no incantation for spells.
Agility
Quick, fluid, and tough to pin down. If the caster successfully dodges an attack spell, he gets +4 on his next Attack Spell.
Endurance
Steadfast, sturdy, and skilled at manipulating the flow of life energy. Channeling Health into Mana has no Fate cost.
Intellect
Studious, scholarly, and well-versed in recognizing and responding to the arcane. When this character makes a successful Counterspell, his opponent takes the difference in opposed rolls as Damage.
Insight
Intuitive, sensitive, and adept at unraveling negative magic. When this character makes a successful Dispel, she receives Mana equal to the original casting cost of the nullified spell.
Cunning
Devious, pragmatic, and excels at knowing the odds. Can identify other mages and their Casting Attributes on sight.
Charm
Confident, personable, and at home addressing large groups. +2 bonus to Casting roll against multiple targets.
Persuasion
Glib, loquacious, and especially effective one-on-one. +2 bonus to Casting roll against a single target.
Presence
Charismatic, glamorous, and mesmeric. Able to cast using only incantations; requires no gestural component for spells.
Courage
Selfless, protective, and skilled at mystically defending others. Can Counterspell spells targeted at allies, not just themselves.
Psyche
Iron-willed, unflappable, and projects an aura of unbreakable resolve. Nearby allies may use this mage's Saving rolls against harmful magic instead of their own.
Self-Control
Disciplined, meditative, and trained to turn mystic energies inwards. May channel MP into HP at the cost of 1:5.