eximius' Character

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Sep 21, 2018 10:10 pm
Alright, I appreciate your enthusiasm, but that doesn't help us here.

Do you want an Adept Focus or a School Sage Focus?
Sep 21, 2018 11:49 pm
Sorry, thought you'd have something else to add there.

Probably Adept of Space? Sage sounds great but if I chose Sage of Parameter can you even do anything?

EDIT: Can you do anything with only Parameter? You briefly explained that Parameter is meta and controls the other three in Phoenix's thread, so I guess I just don't know what *only* Parameter would do.
Last edited September 22, 2018 12:39 am
Sep 22, 2018 1:18 am
To explain it more accurately, Parameter controls Space. Not spellcasting of Space Magic, but Space itself. Rather than determining what DOES happen, it determines what CAN happen.

If someone tries to step into the spot you designate, or even teleport into it, they cannot. Alternatively, you could do the same thing for them trying to leave the spot.

If something tries to move faster than the speed you choose, they cannot. Alternatively, you could make it so that the object cannot slow down past the minimum speed of your choosing.

You can trap phased people or things between dimensions, or keep something in this Dimension.

There's lots of other things. But mainly, the idea is that Sector, Motion, and Dimension magic let you do things spatially in a way better than you normally could. Be in locations you can't reach, move faster than you normally could, etc. These things are not ONLY possible with Space Magic, meaning that Parameter magic has control over everyone and everything.

This goes back to my invisible wall example. You can't walk through an "empty" and "open" doorway, if Parameter magic says you can't. Seemingly nothing is stopping you. NOTHING. But because the spell says it's impassable, you can't.
Sep 22, 2018 6:32 am
Alright, let's do Sage of Parameter then. Sounds incredibly niche and unique. Is it an uncommon school? Will anyone know of it?
Sep 22, 2018 7:06 am
Got it. No, you're not likely to come across characters who have experience with the Parameter subschool. Elite magical scholars and those trained in the Space School may, but it is still not guaranteed. Now, a good enough roll with Knowledge (occult) or a basic Nemesis PV check may let someone know what you're using, but knowing the name of something is rarely enough to be of use.

Here's the formula for how much money you'll have before we handle equipment:
First Class = 3d10x10 gp
Wealthy = (3 x number above) + 100 gp
Human = +20 gp

Run those calculations if you have the time before I get back, and begin thinking about what kinds of weapons, armor, and mundane equipment you want. I'm going to get some sleep.
Sep 22, 2018 3:04 pm
Money money

Edit: 19 × 30 + 120 = 690... Of what unit? I need to go re-read the other equipment convos
Last edited September 22, 2018 3:06 pm

Rolls

Wealth - (3d10)

(3106) = 19

Sep 23, 2018 12:32 am
The unit was given. Gp is gold. So you'll be starting off with 690 gold. Any weapons you would like, off the top of your head?
Sep 23, 2018 2:12 am
Duh, go. My bad.

Well, he'd want a ranged option because ideally he wouldn't actually let you get close enough to hurt him. Maybe throwing knives? That way if you do get close enough, they can double as daggers. Though I vaguely recall something about throwing knives not being okay in a different thread... Are they okay?
Sep 23, 2018 2:17 am
They're Third Class and you don't come from a Third Class nation, so you have to settle for normal Daggers. They are still throwable, just not specially designed for it. However, you can do what the other person did and make some or all of them Magical Distance weapons.
Sep 23, 2018 6:44 am
Can you reiterate what that means? I don't remember who did that and I don't want to search through 30 pages of text for it... But lets go with that thought.
Sep 24, 2018 1:49 am
Third Class of Progression means your society has the greatest amount of technological, scientific, and social advances, but has left magic behind in the process. Makes some stuff like special throwing knives, crossbows, even muskets available, but you can't play a magic character. Since you're playing a magic character, you can't be Third Class.

Ranged weapons in my system operate on range increments. Weapons can be thrown 15 ft. maximum. If you throw a weapon hard enough, it will fly farther than that, but will not be useful. By taking Distance enchantment, the dagger can now be thrown in two increments of 30 ft. each (for a maximum range of 60 ft.)
Sep 27, 2018 3:47 am
Crap, I thought I had replied. Sorry.

So, daggers with the Magical Distance. Let's see... I don't really know what our starting point would be, but I'll assume there will be travel.

Amulet (5 gp), Backpack (1 cp), Bedroll (3 tc), Blanket (2 tc), Bowl (1tc), Bracelet (10 gp), 3 x Candle (9 tc), Chalk (5 tc), Flask (6 tc), Flint/Steel (1 sp), Ink (1 gp), Inkpen (1 sp), 10 x Parchment (10 cp), Pouch (3 tc), 3 x Rations (3 sp), 2 x Ring (60 gp), Spyglass (30 gp), Tent (6 tc), Waterskin (3 tc), 2 x Wine Bottle (6 cp).

Whats the difference between a lamp and lantern? What is the unit of rope?

583 gp, 35sp, 1cp, 12tc remaining before weapons, magic items, and possibly a lamp/lantern and rope. (Is PhoenixScientist's thread the best to look at for this stuff?) Is there any thing magic item wise you think would jive with my Parameter specialty? It looks like the amulet or the two rings are viable enchantment recipients, plus some of the independent magic items form Phoenix's thread.
Sep 27, 2018 4:33 am
Don't worry, I've made several blunders in the process of getting this set up.

As for your questions, that will take some work to answer. In rules as written, there is no difference between a lamp and a lantern. Thank you for pointing out something I need to address. I don't have the unit of rope written, but I've been operating on 50 ft.

I would say PhoenixScientist's thread is probably the best so far, in that regard. Let me do some work over here and I'll get back to you on the other things.
Sep 27, 2018 7:27 am
Inspired by your question, I have written a comprehensive description of the Mundane Items, and can now report that a Lamp is a small vessel meant to supply continuous light (if you have enough oil), while a lantern is not a light source at all. From my research, the object referred to as Lantern is just the housing that you use to protect and carry a light source. As such, I have provided it for the players' convenience.

Yes, the unit of rope is now canonically 50 ft.

I have not tested any magic items in conjunction with Parameter magic, so I'd say feel free to explore possibilities. What do you want your magic items to be able to do? (As a side note, amulets and rings do not come with magical enchantment ability. You have to buy special items that just happen to be jewelry.)
Sep 28, 2018 4:49 pm
Alright, then I'll be wanting a lamp and two sections of rope. How long does one unit of oil burn?

Ah, so not magical, just pretentious if I wear all those. Haha well, we'll keep them for now unless I really need the cash for something else.

So, the canonical example you've given a few times with Parameter is that I could specify a doorway as impassable and it would be like a wall. I also chose Sage of Parameter. Can you give me an example of something I could do as level 1, 2, and 3 in Parameter to get a grasp on where the boundaries of the school lie? Because I could come up with things like: the speed of sharp objects may not exceed X while within 3ft of me or something. It doesn't sound too terribly out of bounds for the power, but it might be too high level or something. And what are the bounds of things I can specify? Space? Objects? Can I specify that magic may not operate inside of a space? There are so many possibilities. Haha
Sep 28, 2018 5:46 pm
One unit/pint of oil burns for 36 hours.

I can do that, sure. We'll label these effects as "The Quarantine Effect," "Applying a Speed Cap," "Mother May I," "Immobilize," "Banishment," "Forced Individuality," "Forced Utility," and "Forced Image." Bear in mind that spells are basically "free" and "instant" if they only affect the contents of a 10 ft. radius around you (not all of it necessarily, but some or all). If a spell affects something outside that range, you have to either add successes or increments of 10 rounds (50 seconds) to the casting time. In addition, all the following effects are written as if you are trying to manipulate the rules binding an object of Span 1/4 or less (like a housecat). Any object or creature of Span 1/2 requires 1 success just because of its size, and every size up requires another success.

The Quarantine Effect
Bar an object or creature from entering a 1 sq. ft area, or from leaving it. If you scale this up to suit a larger creature, the size also increases to 2 sq. ft. (Span 1/2), 5 sq. ft. (Span 1), and so on. You can cast a wider area for a smaller target, but the required successes remain equivalent to the area, not the target. You can even specify that this is not gross movement, but orientation or facing (for example, preventing a door or chest from opening, preventing a clock from being wound, or preventing a mirror from being faced North).

Applying a Speed Cap
Bar an object from moving faster than the speed you assign, or from moving slower. A Span 1/4 object is barred from reaching 4x its normal maximum, while a Span 1/2 is barred from traveling 5x faster than normal, a Span 1 is barred from traveling 6x, and so on. You can cast for a higher limit while targeting a small object, but the number of required successes is equivalent to the speed cap, not the size. When it comes to setting a minimum speed, it must be a percentile of the speed at which the object is currently traveling. You could not, for example, set the minimum speed of a motionless object to 500 miles per hour. What you could do is set the minimum speed of an object traveling 120 mph so it cannot travel slower than 60 mph (half its speed).

Mother May I?
Restrict which direction or directions an object can move. If the target tries to go that way, it will simply stop as if meeting a wall. It takes no damage from the impact, as it simply cannot move any further. The object may still be able to orient and face in that direction, but cannot bodily go that way. Instead of locking out one direction, you might use this spell to force all movements to occur in this direction.

Immobilize
Prevent an object from starting to move, if it was currently standing in place. Dimension magic cannot even phase the object out of this plane of existence.

Banishment
If the target leaves this plane under a Dimension magic effect (its own, or someone else's), then it cannot return.

Forced Individuality
The target is locked zero-dimensionally. If Dimension magic tries to clone the object, the spell simply fails.

Forced Utility
All the above effects cost one success each added to the spell. Forced Utility requires two. The target is 1D-locked. If Dimension magic tries to alter it one-dimensionally, the spell fails.

Forced Image
Forced Image adds three successes to the spell. The target is 2D-locked. If Dimension magic tries to alter it two-dimensionally, the spell fails.

Uncanny Use of Parameters
However, rules are made to be broken. All the above effects put a rule in place that was not there before. If you wish, you can instead remove a Parameter already in place. Not a spell effect, but the actual physical law of reality as applies to the target. The rule stays removed, just like a Parameter added would stay added. For example, if you remove Mother May I? from a target trying to pass through a solid wall, the wall no longer serves as a barrier to them.
If you are casting a counterspell to make possible what a Parameter mage has made impossible, this actually makes the difficulty easier by 1 success. If you are casting to make impossible what a Parameter mage has allowed, this only adds 1 success for the counterspell, rather than a second one from the above Uncanny rule. This means that if you are removing an imposed restriction that only cost 1 success, you can remove it without rolling, simply by willing it to end.
Aside from the above capabilities, the Parameter mage gains bonus dice for more advanced Parameter casting. For every 3 Parameter Magic Levels you gain, you get 1 die that can be used a single time on each spell you roll.

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