Commit 71c2d52a authored by Craig Maloney's avatar Craig Maloney
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Updating more formatting

parent 5f953ab8
......@@ -2187,6 +2187,7 @@ Camomile is running away from the guardian of an abandoned castle. She darts int
\mysection{Magical Focus for each school}
\subsection{Chaosah}
\label{sub:Chaosah}
\begin{itemize}
\itemsep1pt\parskip0pt\parsep0pt
\item
......@@ -2197,40 +2198,84 @@ Camomile is running away from the guardian of an abandoned castle. She darts int
Can disintegrate objects and reconstruct them with enough witches.
\item
Focuses on small changes having large results.
\end{itemize}
### Magmah
* Relates to metallurgy and materials science, fire, heat, lifestyle, and cooking
* Works with poshness, metal purification, food preparation
* Focuses more on flashy spells and spells of comfort (food, poshness, riches)
\subsection{Magmah}
\label{sub:Magmah}
\begin{itemize}
\itemsep1pt\parskip0pt\parsep0pt
\item
Relates to metallurgy and materials science, fire, heat, lifestyle, and cooking
\item
Works with poshness, metal purification, food preparation
\item
Focuses more on flashy spells and spells of comfort (food, poshness, riches)
\end{itemize}
### Hippiah
* Relates to Plants and Plant Growth
* Works with healing and nourishment
* Focuses on helping folks, even if reluctantly
\subsection{Hippiah}%
\label{sub:Hippiah}
\begin{itemize}
\itemsep1pt\parskip0pt\parsep0pt
\item
Relates to Plants and Plant Growth
\item
Works with healing and nourishment
\item
Focuses on helping folks, even if reluctantly
\end{itemize}
### Aquah
* Relates to water, storms, and weather
* Works with motion of the tides, weather systems, and aquatic life
* Focuses on powerful spells that aren't flashy
\subsection{Aquah}%
\label{sub:Aquah}
### Zombiah
* Relates to reanimation and maker culture
* Works with building mechanical structures and comples machinery
* Focuses on animation and reanimation
\begin{itemize}
\itemsep1pt\parskip0pt\parsep0pt
\item
Relates to water, storms, and weather
\item
Works with motion of the tides, weather systems, and aquatic life
\item
Focuses on powerful spells that aren't flashy
\end{itemize}
### Ah
* Relates to spirits and the spirit world
* Works with listening to spirits and using spirit-based magic for information gathering and direction.
* Focuses on knowledge and order, but can be used offensively in certain cases.
* (Depending on the campaign sprits may either be able or unable to interact with the physical world)
\subsection{Zombiah}%
\label{sub:Zombiah}
\begin{itemize}
\itemsep1pt\parskip0pt\parsep0pt
\item
Relates to reanimation and maker culture
\item
Works with building mechanical structures and comples machinery
\item
Focuses on animation and reanimation
\end{itemize}
## Example spells for each school
\subsection{Ah}%
\label{sub:Ah}
\begin{itemize}
\item
Relates to spirits and the spirit world
\item
Works with listening to spirits and using spirit-based magic for information gathering and direction.
\item
Focuses on knowledge and order, but can be used offensively in certain cases.
\item
(Depending on the campaign sprits may either be able or unable to interact with the physical world)
\end{itemize}
\mysection{Example spells for each school}
### Chaosah
* Chaosah Black Hole: Creates a black hole, which opens a portal to another dimension
* Disintegrate / Reintegration spells
* Micro-dimension
* Small changes having large impact
\subsection{Chaosah}%
\label{sub:Chaosah}
\begin{itemize}
\item
Chaosah Black Hole: Creates a black hole, which opens a portal to another dimension
\item
Disintegrate / Reintegration spells
\item
Micro-dimension
\item
Small changes having large impact
\end{itemize}
### Magmah
* Fireball (as a weapon or as a torch for light)
......@@ -2305,20 +2350,20 @@ Be creative with the results of combining too many potions together. Combining a
## Rea Exhaustion
If you run out of Fate Points while casting a spell or making a potion you may take the consequence "Rea Exhaustion" to gain a Fate Point. Rea Exhaustion is not something to be taken lightly. Rea Exhaustion affects your refresh level and adds an additional consequence to your character. Each level of Rea Exhaustion subtracts one from your current Refresh. If a character has three refresh and takes the moderate consequence of "Rea Exhaustion" their Refresh drops from 3 to 2. If they take a second consequence of "Rea Exhaustion" at the Severe level and their refresh drops from 2 to 1.
If you run out of Fate Points while casting a spell or making a potion you may take the consequence Rea Exhaustion to gain a Fate Point. Rea Exhaustion is not something to be taken lightly. Rea Exhaustion affects your refresh level and adds an additional consequence to your character. Each level of Rea Exhaustion subtracts one from your current Refresh. If a character has three refresh and takes the moderate consequence of Rea Exhaustion their Refresh drops from 3 to 2. If they take a second consequence of Rea Exhaustion at the Severe level and their refresh drops from 2 to 1.
The GM awards one Fate Point for taking the Rea Exhaustion consequence. For parties that prefer a more challenging game the Fate Point may be taken from one of the other players. See the optional rule below.
Rea Exhaustion: If a witch runs out of Rea (fate points) for a spell you may take the consequence "Rea Exhaustion". This grants one fate point for a moderate consequence or two fate points for a severe consequence. Remember that the rules for being "taken out" still apply.
Rea Exhaustion: If a witch runs out of Rea (fate points) for a spell you may take the consequence Rea Exhaustion. This grants one fate point for a moderate consequence or two fate points for a severe consequence. Remember that the rules for being Taken Out still apply.
Until the Rea Exhaustion is removed then your refresh is depleted by one for moderate consequence or two for severe consequences.
The consequence "Rea Exhaustion" can only be removed via rest or meditation or concentrated study. Each period of deep rest, meditation, or study reduces the "Rea Exhaustion" consequence by one point.
The consequence Rea Exhaustion can only be removed via rest or meditation or concentrated study. Each period of deep rest, meditation, or study reduces the Rea Exhaustion consequence by one point.
## Optional Rule: The Balance of Rea
Groups that prefer a more challenging game or more consequences for Rea Exhaustion may opt to use The Balance of Rea rule in their game. The default Rea Exhaustion consequence gives one Fate Point for Rea Exhaustion. This Fate Point comes from the GM's pool of points. The Balance of Rea rule changes where that Fate Point comes from. When a player character takes the Rea Exhaustion consequence they may select another player character that is closest to the player character, or the player character with the most Fate Points. That player then gives the player taking Rea Exhaustion one of their Fate Points. If this reduces the giving player's character to zero Fate Points they must then take a moderate "Rea Exhaustion" consequence and receive a Fate Point from one of the other players that has Fate Points. If that player is then reduced to zero then the Fate Points are distributed and subsequent consequences are taken. If all players have the consequence "Rea Exhaustion" and the players have run out of Fate Points to give then the GM may compel the group to accept a world aspect that grants each player one Fate Point. This aspect should reflect a massive Rea Shift in the world of Hereva. At the end of the Great War each of the Chaosah Witches were exhausted of their Rea which caused the Great Tree of Komona to break, which damaged the magic in all of Hereva. GMs, the decision of how severe the exhaustion of Rea would be for your party of witches is up to you.
Groups that prefer a more challenging game or more consequences for Rea Exhaustion may opt to use The Balance of Rea rule in their game. The default Rea Exhaustion consequence gives one Fate Point for Rea Exhaustion. This Fate Point comes from the GM's pool of points. The Balance of Rea rule changes where that Fate Point comes from. When a player character takes the Rea Exhaustion consequence they may select another player character that is closest to the player character, or the player character with the most Fate Points. That player then gives the player taking Rea Exhaustion one of their Fate Points. If this reduces the giving player's character to zero Fate Points they must then take a moderate Rea Exhaustion consequence and receive a Fate Point from one of the other players that has Fate Points. If that player is then reduced to zero then the Fate Points are distributed and subsequent consequences are taken. If all players have the consequence Rea Exhaustion and the players have run out of Fate Points to give then the GM may compel the group to accept a world aspect that grants each player one Fate Point. This aspect should reflect a massive Rea Shift in the world of Hereva. At the end of the Great War each of the Chaosah Witches were exhausted of their Rea which caused the Great Tree of Komona to break, which damaged the magic in all of Hereva. GMs, the decision of how severe the exhaustion of Rea would be for your party of witches is up to you.
Some examples:
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