Feits

Building Feits

Base Difficulty

Any feit or rapture starts with determining its base difficulty, by comparing the desired effect with what it would take, in the Tell, to duplicate the effect. The first half is determined by how many people it would take, and the second by what kinds of tools the people would need.

Difficulty People Tools
0 Environment None
1 Alone Animal
2 Expert Simple
3 Few Complex
4 Lots Sci-Fi
5 Hordes Fantasy

People

When looking at a reference situation to determine how many people would be required, don't consider the complexity of the tool. Just because it would require lots of people to build a plane does not mean that you start with that as your base.

Environment
effects that the natural world itself provides, such as wind or lightning
Alone
a single, average person
Expert
a single expert, such as an Olympic athlete, shaman, or physicist
Few
a handful of people, of mixed skill (experts and average folks)
Lots
20 or more people
Hordes
hundreds of people

Tools

None
no tools necessary
Animal
the "tools" available to animals, such as wings or gills
Simple
basic tools with very simple moving parts, such as a hammer or pulley
Complex
most modern tools, with many complex parts, such as computers, guns, or engines
Sci-Fi
tools requiring technology usually found in sci-fi, such as laser pistols, teleporters, or replicators
Fantasy
requires technology beyond what we even imagine, such as shape-shifting or life-draining

Simply determine which people and tools would be required to duplicate the effect, and add their values together.

Examples

  • In order to move a key across the room, a single average person would just pick it up and move it. That's Alone (1) and No Tools (0), or a base difficulty of 1, to telekinetically move a key.
  • To create a fireball, you could duplicate the effect with a grenade, and a normal person throwing it. That's Alone (1) and a Complex tool (3), for a base difficulty of 4.
  • To regenerate a lost limb, you'd have to turn to sci-fi to find a good example. It would take an Expert (2) using Sci-Fi level tools (4), for a base difficulty of 6.
  • To send a message to all the Maestroes of the Tell, it would take Hordes (5) of people, using Complex (3) tools like planes, cars, and telephones, for a base difficulty of 8. Alternately, you could imagine it as one person Alone (1) using Complex tools, for a base of 4. The difference will lie in how the Traits of the spell are defined.
  • To create a new disease, it would take a Few (3) people working with either Complex (3) or Sci-Fi (4) level tools, depending on what is intended. Modifying an existing bacteria or virus would be the first, a difficulty of 6, while creating one from scratch would be the latter, a difficulty of 7.
  • To make someone fall asleep, you could imagine it many ways. It could be an environmental (0) effect with no tool (0), since people will fall asleep naturally, without prompting. You could also see it as one person Alone (1) using a drug, a Complex tool (3). You'd have a base difficulty of 0, or 4, depending. Like sending the message, the difference will lie in the Traits selected.
  • To create a new sentient life form would likely take Lots (4) of people using Fantasy (5) equipment, for a total base difficulty of 9.

Feit and Rapture Traits

While the Difficulty is determined by what it would take to do it, the Traits of the magic determine what it actually does. Simply choose relevant Traits from the list of possibilities below.

Scale

Here/Now - There/Then - Yonder

Move to/from There is free
Any move to/from yonder automatically requires a mote of Passion in order to cast, and increases difficulty by 1.

relative to situation -
teleporting there, when the situation is a fight, is Yonder, on the other side of the opponents There
teleporting to another town, when the situation is protecting the people of the town from the opponents just outside it, is also Yonder.

Fine tuning

Intangible
Gradual/Cumulative
Prolific
Limits
Penetrating
Permanent
Targets/Area
Duration

Raptures

Chants

Charms, Amulets, and Talismans

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