Ian Young wrote:
> So, how about it? How would the numbers need to be juggled to
> transform concentrated magic from its current form to an ability?
We're actually using some Concentration rules along these lines in my
Arkat Alumnus PBEM. It's still early days and no-one's actually had
occasion to use Concentration yet, but here are the rules that we're
using (NB: all of the PCs are Apprentices, so this may have given a
certain slant to the rules):
- Concentration is not merely an abstract binary state, it is an
ability Concentrated on [Magic], which represents the character's
level of commitment to a magic system.
- This ability can be used to augment any magical abilities within
the system to which it pertains, or other relevant situations (e.g.
the contest to be accepted as an apprentice).
- When a concentrated character deals with another type of magic,
however, this ability operates as a flaw. If your character is
resisting magic that originates in different Otherworld, for example,
the flaw automatically counts as a 'negative augment' (i.e. -1 per 10
rating).
- Unconcentrated characters suffer a -10 penalty in all Otherworlds.
Concentrated characters don't suffer this penalty in their own
Otherworld, but suffer a penalty equal to their Concentration ability
in the others.
- The rule about halving the cost of increasing magic abilities for
concentrated characters does not apply; instead all characters pay the
concentrated cost for magic abilities.
- Common Magic can still only be used passively (i.e. as an augment)
or defensively, unless the character is concentrated. Characters must
have attained at least 1W in their Concentrated On X ability in order
to use Common Magic abilities actively.
- For abilities that specifically require a character to be
concentrated (e.g. a devotee's feats, spirit allies), the
concentration ability must have attained a mastery in their
Concentrated On X ability in order to use these abilities.
- Concentration is an ability like any other, so you have to buy it
in the first place and spend HPs (or the initial 20 character creation
points) to improve it (or decrease it).
- In order to learn a secret, the character must have attained a
level of at least 1W2 in this ability, in addition to the normal
requirements.
:¬p