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Thaumaturgy

Dresden Files Role Playing Game (FATE)


Overview 1. Determine the desired spell effect. 2. Determine complexity in shifts. a) If complexity <= Lore, you have everything needed, go to dra ing po er. !) If complexity " Lore, enter #reparation stage. $. #repare ritual. a) Invo%e aspects & gain t o shifts per aspect. !) 'a%e declarations & each successful declaration gives you a temporary aspect to tag and t o shifts of po er hen you do so. c) (ccept or inflict conse)uences & gain the value of the conse)uence in shifts. d) *%ip a scene & gain one shift per scene s%ipped. 4. Dra po er & roll Discipline to control po er dra n each round. +he spell is cast hen you meet the num!er of shifts re)uired !y the spell,s complexity. Determine Spell Effect 1. Solve improbable or impossible problems 2. Create a lasting change 3. Provide inaccessible knowledge 4. Interact with the supernatural 5. Shape supernatural energ into ph sical !orms Evaluating omple!ity 1. "ction t pes a# Solve improbable or impossible problems $ simple action. b# Create lasting changes% &emporar $ a maneuver. Permanent $ winning a con!lict. c# Provide inaccessible knowledge $ assessment. d# "llow interaction with the supernatural $ contest o! wills. e# Shape magical energies into ph sical !orms $ attack ' block plus duration. 2. Simple actions $ solvable b mundane skill rolls given time and resources. Includes "ssessments( )eclarations( unopposed *aneuvers( and other skill usages. a# Comple+it is e,ual to the successes re,uired to do this through mundane means. 3. -pposed *aneuvers a# *ust beat de!ender.s skill. b# *ust get through an &hresholds( /ards( or other protections. c# *a chain multiple aspects $ pa ing !or each o! the above separatel . d# "dd shi!ts !or persistence ' duration. 4. Contests and Con!licts a# "s -pposed *aneuvers plus% b# *ust have enough shi!ts to account !or Stress and Conse,uences. c# )eath or permanent trans!ormation must take the target out $ over!lowing their entire stress track and all conse,uences. 5. )uration a# 0ach additional shi!t moves duration up one level on the chart 1-/ 315#. b# &haumaturg usuall starts at 15 minutes 1appro+imatel one scene# or .until sunrise. depending on target. -pposed spells 1living target# start at 15 minutes. 2nopposed spells 1ob3ect or area target# start at .until sunrise.. Preparation 1. Creating a spell construct a# 4itual 4esearch the 4itual Casting space ' area Components $ chanting( ritual movements( inscriptions( etc. Ph sical implements $ athame( other tools( ingredients( etc. b# S mbolic 5inks &rue names Scale models " piece o! the whole c# Power Sources 1optional# $ -/ 246. 2. "d3udicating preparation a# Invoke aspects b# *ake declarations c# "ccept or in!lict conse,uences d# Skip scenes Dra"ing Po"er 1. )ecide how !ast to draw power a# &ake mental stress e,ual to the amount ou draw over Conviction b# 7o stress i! drawing power below Conviction 2. 4oll )iscipline vs the amount o! power drawn each e+change a# -n a !ailure( all shi!ts o! stored power prior to and including the !ailed e+change( become !allout and ' or backlash. b# -n a success( the amount o! power drawn in the e+change is added to stored power. 3. -nce stored power matches or e+ceeds the number o! shi!ts needed !or the spell( it is success!ull cast.

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