règles maison saga français

We are using 5th editions of the rules.

A - creatures with might

1. might will be handled differently by the SG
2. guideline for destructing might only destruct "might pool" (so the magic resistance stay consistent for a might being during a fight…). If this bring might pool to 0 in a determined fight, this brings same consequence as if it would have been might score. Otherwise, the might creature regenerates and magi have to restart their work.
3. the guideline PeVi relative to might destruction : suppress "+2 magnitude" from it, so a level 15 (voice) spell would only destroy 5 might if penetrating. (See rule G)

B - About virtues
Some major virtues don't please me as written.

-> secondary insight: it's activated anytime you put xps in an art (from exposure, study, teaching, vis study or adventure), but only once

-> elemental magic : same as secondary insight. In addition, for the purpose of magic resistance, if your spell has requisites, the weaker magic resistance of your target in all arts used is taken in account.

Example: you are an elementalist and your spell is CrIg(Aq) "pilum of lava". Your penetration is 40 in Ignem and in 39 in Aquam(because of a specialization). Your opponent has ignem magic resistance of 50 and 20 in Aquam. Normally, it won't penetrate (40<50). But since your penetration in Aquam is better than his magic resistance, it penetrates.

-> mutantum magic : this virtue cannot affect Ritual spells. It's my reading of the rules (as in flexible).

-> luck : This virtue is about luck and must be used when we roll for experimentation or alike process. This provides a +1, +0, -1 bonus, at choice of the player, helping him to reach the best result possible in the range of those 3. This way, luck is also a useful virtue for magi. The bonus can only be used once, that mean in the roll on the extraordinary chart or in the subchart, not on both.

-> learning from mistake : This virtue covers not only one ability. It covers a group of abilities (no more than five of them anyway) related by one theme, like would be the abilities which are blocked by the flaw ability block.

-> faerie legacy : the bonus from the blood is not replaced by a more potent version but is an additional bonus, except when this is totally incompatible (example: ghul blood or huldra blood)
- - -> Ghuul blood legacy is : init +1, atk +4, def +5, dmg +4 (rather than init -1, atk +2, def +3, dmg +2)
- - -> huldra blood legacy is as described, but works in divine aura. They still can't move while invisible.

Without this fix, the legacy virtue is just lame.

-> student of (realm) : it is compatible with a puissant (otherwise, this has no interest and is just a disguised puissant realm lore).

-> Vulgar alchemy is fully reexplained here on the wiki and house ruled for that it is easier to fix the shape and material bonus (otherwise, it's not used at all!).

-> Fast caster : this give +3 to normal initiative, and another +3 (for +6) to fastcasting. It's comparable to "inventive genius".

-> magical memory: +3 aux jets de mémoire (basés sur l'int uniquement).

C - labtexts

Any labtext copy is readable without needing "rewriting" by the initial author. In other words: when you write a labtext, you make, directly, a copy readable by others; your labtext is not in symbols proper to you alone.

Doing copy is as usual.

D - parma magica

- no text about parma at all: if those had existed, the Order would have at least 1 time in his history lost some, and the secret of Parma would have been spoiled to enemies… nah, it CAN'T the case. So no book about parma.

- during char generation, you won't find parma teachers above the score 8. useless since character generation = gauntleted magi

E - Wards against supernatural threats (wards with "might" in the guideline)

"Form" ward cover all realms for one form, and "vim" ward cover all forms, but not all realms.

F - about Intellego

Intellego spells which provide information needs a duration of at least concentration/diameter. It takes time to receive the answer (from a human's mind or anything's mind).

H - Merinita mystery : Becoming
1. transforming the spirit.
The might of the faerie is "labtotal/4" rather than "labtotal/2".
2. transforming the body.
The level is [age] + [decrepitude score *5]. There is no "-35". This part is odd because:

  • if it refers to the aging, it's not always 35 (it may be 18 for age quickly or 50 for strong faerie blood)
  • if it refers to the time elapsed since the perfect maturation, it's not 35 but 16.

Conclusion: since it's too weird and not justified, it's not taken into account, effectively preventing this ritual to be a easy piece of cake!

I - warping during character generation
1 warping point per year is assumed during chargen.
In addition to that normal amount, special points are gained from extraordinary activities: mysteries, experimentation…

J - About original research
step I. target
I don't like the idea that "30, 45 and 60" are the targets for the minor, major and hermetic breakthroughs respectively. Of course, that's secret, but expect something rather like that:
25-35 for minor breakthrough
50-70 for major breakthrough
85-105 for hermetic breakthrough.
This way, breakthrough are really hard.

step II. procedure
1. Each season roll normally on the experimentation chart.
If you got failure or botch, resolve it normally but don't go further. If you get discovery, don't roll on the subchart.If you get another result, that result will apply like usual.
If you have luck, you may add or subtract 1 of that result (it may avoid a failure; it cannot save you from a botch).
Keep that result (except botch or failure)
2. From your previous result, check if with [MT/5 round up] added, or substracted, you get a discovery. If yes, you do it. Keep that modifier locked.
If you do, your spell idea is invented (with maybe some gameplay adjustement - you should discuss it earlier); otherwise, your spell is maybe invented (if the guideline may achieve a classical hermetic effect). Otherwise, you just don't invent anything.
3. If your experimentation require multiple seasons, finish it as normal (but you will not go to step 2 again - you may only do so once for a same project; however discovery still don't provide anything)
4. when the project is finished, if you have had a discovery on step 2, you may try to stabilize.

step III. Stabilization
Use the modifier from step 2. Roll a stress die as normally. If you roll a 7 or 8, you failed, idem if you botch. Otherwise, you stabilize.
(If you fail to stabilize, you may retry again, but you still gain warping (from step IV) and must check for twilight as normal.)

step IV. warping
You gain "magnitude" warpings points. Subtract a simple die from it. It may give 0 warping points.
If you gain enough point to pass into twilight, do a normal check for twilight.

K about masteries

- Multiple casting : add +number of copy botch dice (which, effectively is reduced by mastery score as normal). It may mean that if you use full mastery, your mastery bonus will not reduce the base dice. Familiar bonds and other will still interfere, but nothing except mastery may reduce the number below 1 botch die, thus it will keep the risk high when using your maximum capacity of multiple casting.

V about wards and aegis

in accordance with rules, ward and aegis spell must penetrate

W about Perdo Vim guidelines
Many perdo vim includes +XX levels. It's always in magnitudes (so if the effect say +10 level, it's in fact +2 magnitudes.

See also house rule G.

X about dies on spell casting

ritual spell use stress roll
formulaic use stress roll in stress situation
mastered d formulaic spell use stress roll, but no botch die in non stress situation
spontaneous /2 (with fatigue) always stress roll
[for Diedne, spontaneous /2 (without fatigue) use stress roll]
spontaneous /5 no die

for ritual spell, one way to escape the botch roll (if stress roll is 0) under no stress situation is to have mastery. Plus, mastery reduce the number of botche die under stress situation (for both ritual/formulaic spells) which can be 0 if you have a good gold cord, good mastery.

Y - change vis rates

This is the standard rate:

For redcaps, there is the local redcap which change your vis.
You = Result
4 Form = 1 Technique
2 Technique = 1 Technique
2 Form = 1 form
1 Technique = 1 form

In addition you pay a fee of 1 pawn vim to have access to the change service.