Re: Truestone

From: bethexton <bethexton_at_...>
Date: Wed, 19 Dec 2001 19:17:40 -0000

A few thoughts of possible ways you could rule on it, without straying too far from how it has been used in the past: - you still use the magic rules, but when you use truestone the target numbers drop substantially (like by a mastery), so it becomes easy to set up cool magical effects with it. - Truestone can hold magic essentially outside of time, so rather than putting your feat (experience doing what your god did) into it, what you really put in is the effect of that feat, so in essence it lets you store a spell role of a particular feat (spirt power, spell, whatever). So with enough preparation you can assume the truestone is holding a critical success in store for you. - It literally holds your experience on the god plane or your knowledge of the spell plane or your relationship with a spirit, so you do "put into it" your feat or spell or spirit. Not a big value if you put it in and you keep the truestone, but it lets you loan that to another person....and the key is they don't get penalties for using improper magic, so a theist could hold the relationship of an animist to his spirit, and use that spirit like he was part of the tradition. ditto a sorceror could briefly feel what it is like to be Hedkoranth flinging Greatweighty, or an animist could briefly reach out and precisely draw upon a saints node....all as if they were right and proper in doing so, without hurting their magic or their relationship with their tradition.

The first use emphasises truestones ability to set up cool magical effects that can help drive stories, and can help heroes plan really cool events. The second is the power gamer usage, where it lets you have that extra power. The third focusses on its ability to trade around magic.

Just some more grist for the mill.

--Bryan

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