Post by logan9a on Jan 27, 2019 22:30:34 GMT
Here's how it works:
Joe wants to cast magic in a zone requiring a willpower x3 roll. Joe has a 10 willpower because of math.
In combat:
Each round Joe wants to attempt a spell (a bad idea here) he rolls a willpower x3. If he fails it, he is DONE with that round. Trying out a non-functional spell is his whole action (unless hasted, etc).
Outside of combat:
Joe can sit and spam willpower x3 rolls until he either succeeds or fumbles. If he succeeds, on the next round he can cast a spell. If he fumbles, he is DONE WITH ALL MAGIC for the day. And the GM will draw a fumble deck card.
Joe wants to use tech inside of a zone requiring a willpower x3 roll. Joe still has a willpower of 10.
Same as above however some objects (like slug throwers) may mess up if someone attempts to fire it and it 'misfires' due to some parts working and some not. This may create a jam. Other items may or may not like someone attempting to turn them on or whatever in a zone they don't work. While the GM may not have you roll every round (or he may) the tech items may operate in a clunky or erratic fashion.
SPECIAL SHIT
If you are attempting to access a MAGICAL pocket in a non-magic zone, you need the willpower roll. If you fumble, the non-magic of the place has forever eaten your shit. And you'll get a fumble deck card.
If you have stuff in a magical pocket and go into a hard non-magical area (there are a few special ones) your shit in there may be permanently lost just from being there.
If you store valuable stuff in your magical pocket it is very iffy if you will get it back if you go exploring new zones. Or even if you go through a gate, get teleported to a new place, etc. The magical pocket is pretty reliable if you do it in a magic zone and stay within that zone. As soon as you leave it becomes either unreliable or 'at risk'.
Joe wants to cast magic in a zone requiring a willpower x3 roll. Joe has a 10 willpower because of math.
In combat:
Each round Joe wants to attempt a spell (a bad idea here) he rolls a willpower x3. If he fails it, he is DONE with that round. Trying out a non-functional spell is his whole action (unless hasted, etc).
Outside of combat:
Joe can sit and spam willpower x3 rolls until he either succeeds or fumbles. If he succeeds, on the next round he can cast a spell. If he fumbles, he is DONE WITH ALL MAGIC for the day. And the GM will draw a fumble deck card.
Joe wants to use tech inside of a zone requiring a willpower x3 roll. Joe still has a willpower of 10.
Same as above however some objects (like slug throwers) may mess up if someone attempts to fire it and it 'misfires' due to some parts working and some not. This may create a jam. Other items may or may not like someone attempting to turn them on or whatever in a zone they don't work. While the GM may not have you roll every round (or he may) the tech items may operate in a clunky or erratic fashion.
SPECIAL SHIT
If you are attempting to access a MAGICAL pocket in a non-magic zone, you need the willpower roll. If you fumble, the non-magic of the place has forever eaten your shit. And you'll get a fumble deck card.
If you have stuff in a magical pocket and go into a hard non-magical area (there are a few special ones) your shit in there may be permanently lost just from being there.
If you store valuable stuff in your magical pocket it is very iffy if you will get it back if you go exploring new zones. Or even if you go through a gate, get teleported to a new place, etc. The magical pocket is pretty reliable if you do it in a magic zone and stay within that zone. As soon as you leave it becomes either unreliable or 'at risk'.