Posted April 02, 2023 by Free Radicals Press
#magic-system #Rapture #TTRPG #RPG #development #design #additional-rules
Putting a little crunch in Rapture's magic system…
For those of you who are familiar with the Rapture-powered TTRPG, Dragontown, magic plays an interesting role thematically within the game. However, in terms of straightforward mechanics, the magic system needs a bit of work. For the upcoming Rapture core rulebook, labeled the Big Red Ugly Edition, magic has a bit more crunch than previous renditions of the system allowed.
Much like skills, spells are purchased using a dice ladder system: d4, d6, d8, d10, d12, d20, and 2d12. The higher the dice number, the greater your chances of securing success (or even complication) when a spell is cast. Also note: Spells require players to spend fatigue points, which are reset using “Catch Your Breath” or sacrificing health or sanity points, with the exchange being 2 health or sanity points for ten (10) new fatigue points.
Below, you will find a list of ratings for spellcasters. When a spellcaster wants to purchase (say) a spell called Tangled Fates, they must start by purchasing it at d4, which costs ten (10) XP to do so. The ladder must be followed to make this a spell that has a higher chance of success.
Spells have five (5) key elements, and they are as follows:
Players begin the game with ten (10) fatigue points, which are added to when the player’s character levels up: Levels 2 (10+d4), 4 (10+d6), 8 (10+d8), 12, (10+d10) 16 (10+d12), and 20 (10+d20). Fatigue points are a fungible asset, meaning they deplete with use, but they also replenish during certain periods of time within the game, such as “Gasping,” “Catch Your Breath,” or “End of Day.” Players can sacrifice two (2) health or sanity points to regain an additional ten (10) fatigue points when they need them most.