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brainstorming & development / Re: Unknown Armies: Adept Magick
« on: December 29, 2011, 11:52:14 AM »
More on casting moves
Revised casting moves
In the first post above, I roughly drafted out three casting moves (I'm ignoring the creation magic, like mechanomancers and narco-alchemists, because they're a separate thing). As I've been thinking about it, I've revised it a little. There's still 3 different casting moves, but the conditions when you use them has been tweaked:
In case it isn't clear from the above descriptions, my thinking here is based on the consequences of weak hits and strong hits. Random spells almost always have unwanted unnatural phenomena, and are harder to pull off successfully. If you're being shot at, then (like seize by force) the questions of whether you succeed and whether you avoid what they're doing are both included in the same roll. If you have a relatively calm moment and you're casting a formula spell, then the focus of the move is on how well you cast and how much you keep down the consequences.
Stats for moves
I was originally thinking that Weird would be rolled for all magic, but I've changed my mind. Weird is still a big part of the unnatural in the setting and is important to adepts; it represents their grasp of the weird, how well they can think contradictory, paradoxical thoughts at the same time, etc.. It's used for casting random spells, but not formula spells (which are internalized beyond the point where you're making it up as you go).
Here's what I'm thinking about stats for each move:
* I'm thinking about making bitch slap reality use different stats depending on which Theme of school you have. If I do that, I think Acquisition and Hierarchy schools use sharp, Control schools use hard(?) (I also considered cool, but like it being different than winging it ), and Hierarchy schools use hot.
Revised casting moves
In the first post above, I roughly drafted out three casting moves (I'm ignoring the creation magic, like mechanomancers and narco-alchemists, because they're a separate thing). As I've been thinking about it, I've revised it a little. There's still 3 different casting moves, but the conditions when you use them has been tweaked:
- cast under fire: when you cast a formula spell while the shit's raining down on you and it's do-or-die (basically like the blast move above, except the key isn't what kind of spell you're casting, but whether someone or something's trying to harm you or screw you over right the fuck now)
- bitch slap reality: when cast a formula spell to get what you want and no one and nothing is breathing right down your neck (identical to the cast a formula spell move above--it's all about whether you cast successfully and what are the consequences from the magick itself)
- winging it: when you try to cast a spell that isn't a formula spell (identical to the cast a random spell move above--it's similar to formula spells except it's pretty much a given things go at least a little wonky and the question is how much)
In case it isn't clear from the above descriptions, my thinking here is based on the consequences of weak hits and strong hits. Random spells almost always have unwanted unnatural phenomena, and are harder to pull off successfully. If you're being shot at, then (like seize by force) the questions of whether you succeed and whether you avoid what they're doing are both included in the same roll. If you have a relatively calm moment and you're casting a formula spell, then the focus of the move is on how well you cast and how much you keep down the consequences.
Stats for moves
I was originally thinking that Weird would be rolled for all magic, but I've changed my mind. Weird is still a big part of the unnatural in the setting and is important to adepts; it represents their grasp of the weird, how well they can think contradictory, paradoxical thoughts at the same time, etc.. It's used for casting random spells, but not formula spells (which are internalized beyond the point where you're making it up as you go).
Here's what I'm thinking about stats for each move:
- cast under fire: roll+cool (bullets are flying, but you better not let that make you sloppy, chump)
- bitch slap reality: roll+sharp* (perception and brains are key here--you know what to do, so do it right, you know?)
- winging it: roll+weird (it's all about gonzo thinking and wrestling reality into shape on-the-fly)
* I'm thinking about making bitch slap reality use different stats depending on which Theme of school you have. If I do that, I think Acquisition and Hierarchy schools use sharp, Control schools use hard(?) (I also considered cool, but like it being different than winging it ), and Hierarchy schools use hot.