Sunday, November 21, 2010

From Dragon's Foot

Opening remarks and mission statement.

The Nights are, in tone an temperament, more supernatural pulp than high fantasy. I don't want to run an Arabian Nights game; I want to adventure in the Arabian Nights universe - more the Golden Voyage of Sinbad than The Thief of Bagdad.

Back on topic.

For Mini Six there should be two levels of Perks in Magic Knowledge.

First level is "has some knowledge of". Usually the daughter of a cobbler or butcher "has some knowledge of" enchantments and can recognize a man who has been turned into a monkey and may know how to break the enchantment. Maybe even make reasonably useful charms.

The second level is "higher education". The can make explosives, acids, golems; can summon and bind jinn and demons; and make really useful charms.

You shouldn't have to buy separate Perks for Summoning, Alchemy, and Kabalism; but the skill for each has to be bought separately.

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