Practices


Each character has 8 primary statistics called "practices". You begin play with 1 rank in 3 practices, 2 ranks in 2 practices, and 3 ranks in 3 practices of your choice.

PracticeDescription
CreationCreate things
DestructionDamage, debuff, and destroy
EminenceCommand/control troops, intimidate or impress people, create shock and awe
KnowledgeDiscover and memorize key knowledge
MobilityRanged combat and impossible accuracy
RestorationBuff, heal, and repair
SubterfugeDeception, disguise, espionage, secrets, skullduggery
TacticsControl/manipulate battlefield/terrain

Creation: You attempt to create something. You roll a power most appropriate to create something + your Creation stat. Depending on the object you want to create, a certain number of successes are needed, with each attempt taking roughly 1 day. You can take a penalty to your roll per time scale you want to reduce this time: 6 hours for -1, 2 hours for -2, 30 minutes for -3, 10 minutes for -4, 3 minutes for -5, 1 minute for -6, 3 rounds for -7 and 1 round for -8.

For a simple object you need 1 + size + Resources cost successes. For a complex object, you need +4 more successes.




ASPECTS
When you create any effect, you must devote your successes to the aspects of effect you want to create. All aspects of an effect you create start at 1 before you invest dice in the effect. You can split your effect between multiple things. For example if you have 5 dice in something and you wanted to create a ranged area attack. You could devote 2 dice to the area (1 + 2 = 32 = 9 yards/meters) and 3 dice to damage.

Powers that can use normal tools without magic, which extend your limitations by whatever the normal tool provides. For example, Bows domain at rank 1 is limited to Area 5 feet and Range 50 feet. However, when using a shortbow, the range is already 50 feet. So by wielding a bow, a character could use a rank 1 Bows domain out to 100 feet of range. Weapons and other tools have their own stats, so assume the following limitations unless noted otherwise:


Area: (1 + Dice)2 yards/meters
Damage/healing: 1 + 1 dice
Duration: (2 + dice - target's resistance rank, minimum 1). 1 = 1 round, 2 = 3 rounds, 3 = 1 minute, 4, = 3 minutes, 5 = 10 minutes, 6 = 30 minutes, 7 = 2 hours, 8 = 6 hours, 9 = 24 hours, 10 = 1 week, 11 = month, 12 = year, 13 = decade, 14 = century, 15 = millennia, 16+ = permanent.
Number of targets: (1 + Dice)2 (if affecting specific targets instead of area)
Range: Area x 10 x dice
Virility: 1 + dice is the number of successes needed to resist to end the effect. Only one resistance roll can be attempted every interval. An interval is 1 round if the duration is 3 minutes or less or 1 minute if its 10 minutes or 30 minutes. If the duration is longer, the interval is always 1 time size smaller: permanent-->millennia-->century-->decade-->year-->month-->week-->day-->hour-->minute.
Weight Created: Rank2 x 2 lbs./1 kg for rare/precious substance, x10 for uncommon, x100 for common
Weight Moved: Rank2 x 20 lbs./10 kg for anything, x10 for uncommon, x100 for rare


Shortbow: +1 range
Longbow: +2 range
Battleaxe: +1 damage
Shortsword: +1 attack
Longsword: +1 attack, +1 damage

success.