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Scribas is a variant of the
Runecrafting Magic System. |
VARIANT: Runecrafting Magic System |
This document provides all of
the guidelines necessary to play a practitioner of a style of Magic called
Scribas. |
Scribas are essentially the same as Runecrafters, but
are more limited. However, on the plus side the lack of a need for multiple Media
Skills means that a Scribner has more points to put into more Symbol
Familiarities, or other abilities at their discretion. Finally, it takes
considerably less time to create a Symbol than it does to create an Ephemeral
Rune, making Symbols much more immediately useful. |
To use this variant Magic System, simply use the
Runecrafting document in its entirety with
the exception of sections that have been "overridden" by this document, as
indicated in the section headers below. |
SCRIBNER |
NOTE: Practitioners of
Scribas
(SKREE-bahs) are called Scribners (SKRIB-ners)
collectively, or
a Scribner (SKRIB-ner) singularly. |
Scribas is a form of Arcane Magic based on
inscribing various Magical Symbols on to cloth, paper, or skin. The
Runecrafting model is used as the base
mechanic for this type of Magic, but with some changes where noted below. |
Scribners are essentially the same as
Runecrafters; differing primarily by
being more limited. However, Scribners do enjoy advantages over Runecrafters
to compensate. |
Focus |
Scribners learn the
secrets of Magical Symbols that represent potent Magical effects. As their careers progress,
Scribners typically
build up their repertoire of Known Symbols which can make them
fearsome opponents and valuable allies. |
MODIFY: Means to Power |
The general rules given in the Means to Power
section of Runecrafting apply to Scribas, but with the following
alterations. |
Scribners learn Symbols,
which they can then draw upon cloth, paper, or skin. They use these
Symbols to make powerful but temporary static effects. Scribners do not
alter the surface of the object they place a Symbol on; they merely draw,
dye, or paint a
Magical Symbol on the surface with Ink. The Symbols can be quite colorful
and complex, limited only by the Scribner's skill with Calligraphy. |
APPLICABILITY |
Scribners can only create Ephemeral Magic
Items. |
CASTING
MODEL |
Scribners function exactly the same as
Runecrafters, but with a few cosmetic differences, some restrictions, and
some benefits. |
SCRIBAS SKILL |
In addition to taking Familiarities with
each Rune that they know, all Scribners must have KS: Scribas.
This Skill indicates their general understanding of Scriba Magic and ability
to recognize the properties of different Symbols. A player can decide whether
they prefer the INT or GEN based version of this Knowledge Skill at
character creation. |
KS: Scribas;
Real Cost: 3 points |
KS: Scribas
(GEN); Real Cost: 2 points |
MEDIA SKILLS |
Scribas only use PS: Calligraphy to draw
on all three Media available to them (cloth, paper, skin). |
PS: Calligraphy; Real Cost: 2 points |
MIXED MEDIA |
All Symbols work equally well on cloth,
paper, and skin. |
OTHER ABILITIES |
There are some ancillary abilities that are
not required but are certainly beneficial to a Scribner. |
OTHER SKILLS |
Though not necessary, there are several
Skills that can be beneficial to a Scribner, and can be used as
Complementary Skills where appropriate. |
PS: Create Inks;
Real Cost: 2 points |
KS: Inks; Real Cost 3 points |
KS: Cloth; Real Cost: 3 points |
KS: Paper & Parchment; Real Cost: 3
points |
MAGESIGHT |
It is not a requirement, but many
Scribners take some version of the Magesight ability described in Fantasy HERO for
5th Edition. |
Awakened: Magesight, Discriminatory, Range, Sense;
|
Real Cost: 17
points |
RUNESENSE |
Alternately a Scribner might have a more
specific ability to detect Symbols, Runes, and Glyphs. |
Runesense:
Detect Magical Symbols, Runes, Glyphs (no Sense Group), Discriminatory,
Increased Arc Of Perception (360 Degrees), Range, Sense (22 Active Points);
Sense Affected As Another Sense (Mystic Sense; -1/4); |
Real Cost: 18
points |
MODIFY: Restrictions |
The general rules given in the Restrictions
section of Runecrafting apply to Scribas, but with the following
alterations. |
MINIMUM BUY IN |
Due to the efficiency of this Magic System
Scribners must know at least 16 Symbols before they can use any of their
Symbols. This equates to 16 points, plus at least 4 more for KS: Scribas and
PS: Calligraphy for a minimum buy in of 20 character points. Some GM's might
choose to waive this arbitrary restriction or replace it with a different
one of their own choosing. |
USAGE |
Symbols may be used to embed temporary
magical powers into a object such as wards, and to set up other indirect
effects emanating from a symbolic representation scrawled upon cloth,
paper, or skin. |
INKS |
It requires special Inks to work this kind
of Magic. However it is left to the GM's discretion how rare and/or
expensive these Inks might be. Some Inks might be nearly permanent while
others may be water soluble; some might more properly be dyes, or even an
enamel. Typically water soluble Inks are used on skin due to the temporary
nature of Scribas. |
NOTE: This is a means by which
the GM can control the effectiveness of a Scribner to suit their campaign to
a fairly fine degree. |
PHYSICAL MANIFESTATION |
All Ephemeral Runes must take "Physical Manifestation",
described on Page 100 of the Until Superpowers Database. The Physical Manifestation of a
Symbol often lasts long beyond the Charge in the Symbol is expended, usually
until it is washed off. Depending on the inks used, they may be permanent. |
CREATING EPHEMERAL SCRIBA ITEMS |
Scribners can only create Ephemeral Magic
Items, called Symbols. |
REQUIRED SKILL ROLLS AND TIME |
It takes the following effort to
successfully evoke a Symbol: |
- Proper Inks and a writing or drawing implement
- One Minute per 10 Active Points, uninterrupted
- A KS: Scribas Skill Roll at -1/20 Active Points
- The appropriate PS: Calligraphy Roll at -1/20 Real Cost
|
If the KS: Knowledge Skill
Roll is failed but the PS: Calligraphy Skill Roll is successful
then the Symbol looks correct but lacks Magical potency. |
1 Turn per 10 Active Points |
-1 |
1 Phase per 10 Active Points |
-2 |
1 Phase per 25 Active Points |
-3 |
1 Phase per 50 Active Points |
-4 |
1 Phase per 100 Active Points |
-5 |
|
A Scribner may take less
time to render a Symbol, but suffer an additional Skill Roll
penalty to their PS: Calligraphy Skill Roll for rushing the job, as
shown by the adjoining table. |
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CREATING PERMANENT
SCRIBA ITEMS |
Scribners cannot make Permanent Magic
Items. Ignore this entire section of the Runecrafting document. |
SPECIALIST SCRIBNERS |
Scribas does not have a concept of
"Specialists". However, a Scribner could take a Disadvantage
indicating that they cannot work with one of the three Media available to
them as follows. A Scribner may take this Disadvantage twice if they wish,
indicating that they are limited to only one Media. |
SCRIBAS BLOCK: Physical Limitation: Cannot Work Magic with [Cloth,
Paper, Skin]; All the Time, Slightly Limiting |
Disadvantage Total: -5 points |
REQUIRED/FORBIDDEN MODIFIERS |
In addition to the Required/Forbidden Modifiers
described in the Runecrafting document, Scribas are limited to having only
one Charge. |
Symbol |
- Must Have the Physical Manifestation Limitation
- May Not Have the Independent Limitation
- May Not Have the Focus Limitation
- May Not Have the Restrainable Limitation
- Must
Have Non-recoverable Charges
- Continuous Charges Must
Terminate Via Anti-Magic
- Must have only 1 Charge
- May Not Have No Conscious Control
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