Fate of the Norns

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PostPosted: Mon Nov 26, 2018 10:41 pm 
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So, I literally just random a game (we're starting Egil's Saga) and the question of using out of combat effects of active powers in social situations. I was for the most part ruling that you had to be very careful with using them because it would provoke other individuals' reactions to having magic used on them or around them. This worked for the most part. However, I'm not sure how to make a general ruling on the out of combat effects of active powers that specifically affect another individual's mental/emotional states should be handled. So far i've been saying that unless you can initiate a power out of sight/earshot of an individual, and then move into range with them, that they would notice a magical effect. Specifically, the case of the Seithkona's spells have us conflicted. I am running things from a more historic POV, so in my opinion Seithkona magic would still be taboo to most people. A lot of the Seithkona's spells affect emotions/thoughts, so how would they apply them without people crying "witchcraft?"


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PostPosted: Tue Nov 27, 2018 9:27 am 
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The game was written to allow GMs to colour the world as they see fit, without minutia that needs to be looked up. Out of combat effects were also left somewhat vague as to keep it more narrative rather than being crunchy like combat... but if you want it more crunchy, the social combat rules coming in Creatures from Fairy-Tale and Myth will add crunch to social situations.

As for my take on your situation, I'd say that if you're in a pre-Christian area, Seith would be an accepted magic, but not necessarily allowed in certain social interactions- a sort of established magic etiquette. If a Seithkona did perform some magic, I would say that the effects would be hard to see because of the nature of her magic: the unseen world of spirits. If this was unfolding in a region already espousing White God doctrine, then for sure Seith would be frowned upon and may be a crime.

I allow my players to use their out of combat effects rather liberally, because they are heroes of the land; head and shoulders above those around them. The world reserves levels 1-7 for the nobodies of the world, while starting characters usually begin between levels 8-12. You could always tie a skill check to any of the effects if you want there to be an inherent difficulty.

Does that help?

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PostPosted: Wed Dec 05, 2018 8:31 pm 
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It very much does! For the most part, I was having no problem adjudicating how/when to use out of combat Active Power effects in various situations, but the Seithkona Powers were tricky enough that I wanted some official feedback. I think that in general I'll sort on how socially acceptable their magic is on a case by case basis. Definitely, the prevalence of Christianity will play a major role, but so would the individual reputation of the Seithkona in the area. Doing a lot of blatant foul necromancy and cursing would probably make a Seithkona at best kept at arm's length while one that focuses more on healing and spiritual cleansing would be fully accepted.

I'm running the Dwellers currently through the Celebrations of Egil's Saga. The Seithkona wanted to use Out of Combat Powers to affect the Arm-Wrestling. Specifically, she wanted to be able to arm wrestle one of the NPCs (a big burly type) and then use the Out of Combat Effect of Bone Snapper to snap his/her arm. I decided that in order for her to be able to do this without it being obvious to everyone that magic was involved, she would have to either win the opposed Brawling check or lose it by no more than one.

One of the main reasons I put this thread up was that Egil himself just stomped out of the tent and sat down to do some arm wrestling himself.

You can imagine how THAT could make things... Awkward.


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