Forgotten Suns: Science

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Sometimes, just having a high Ability score is not enough. Being a master craftsman, for example, isn't enough to repair advanced magical devices. Certain tasks are to complicated to be covered solely by an Ability. To accomplish them, a character must master a body of knowledge before being able to use his skills effectively. In the Forgotten Suns campaign, such knowledge is represented by sciences. Sciences are traits that live outside of the normal attribute/ability system. They are rated in dots like other traits, however these dots do not provide dice pools or other "active" effects. Instead, sciences act as a passive limitation on certain tasks. That is, some tasks are simply not possible unless you have a certain number of dots in a related science.

Most sciences have steeper requirements than Abilities, usually requiring the character to know one or more Abilities at a certain level. In addition, sciences always require instruction of some kind, either from a tutor, book or other source. This requirement is often the limiting factor in learning sciences, particularly those dealing with First Age technology.

At low levels, sciences cost only slightly more than than abilities, but become much more costly as they progress. The first dot in a science costs 2xp (assuming all the requirements are met). Additional levels cost a number of xp equal to the xp paid for the previous two levels, plus one. Training time is 20 times the xp cost, in hours, assuming the required instruction. So, the progression goes like this:

Science Cost Training time (hours)
2 40
●● 3 60
●●● 6 120
●●●● 10 200
●●●●● 17 340

These rules can be used in both First and Second Edition games; however, they will largely make reference to concepts from Second Edition books, particularly Wonders of the Lost Age and Oadenol's Codex, as the rules in these books are mostly edition agnostic. In First Edition, these rules replace the rules for Arts and Sciences in the Player's Guide. In Second Edition, they replace the rules for occult arts. Note that while standard Second Edition occult arts provided both extra dice and the ability to perform various procedures, under these rules, sciences only provide the latter. Under these rules, it is possible to learn normal specialties based on sciences. For example, a character might learn an Occult specialty in Enchantment. The combination of dots in science and specialties would be mechanically equivalent to standard Second Edition art, though it would be slightly cheaper. Sciences in these rules are also cheaper than sciences from First Edition.

When these rules list ability requirements, any applicable specialties should be included in the total. Further, these rules are assumed to work with rules that treat the various crafts as specialties instead of complete skills. For example, something requiring Craft (Fire) 4 could be done by someone with two dots in Craft and a +2 Fire specialty.

Architectonics

Anyone who can channel essence can attune to a manse. Usually, those with skill can also figure out how to alter or repair a manse. With sufficient Craft, Lore and Occult skill, it is even possible to design a manse that will cap a demesne (core.246, ex2e.133). Without knowledge of the science of architectonics, however, the resulting manse does little else. Its designer will have no control over what kind of hearthstone is produced, and cannot give the structure any special abilities at all.

Architectonics allows a character to design manses using the point-based powers found in Oadenol's Codex. It also allows for the repair of such powers within manses, though 1- and 2-point powers can be repaired without it. Repairs and alteration of higher point powers is possible for those without the science, but the result is always substandard in some way (e.g. requires continual maintenance, leaks essence, etc.).

Knowledge of manse construction and powers has been mostly remembered from the First Age. Given the large crews needed to build most manses, secrets of the lower levels of architectonics have been widely leaked and disseminated. Most large cities will have instructors, books and even manse-construction firms if you know where to look. Information on the higher levels of architectonics, however, are fairly closely guarded secrets. Clearly the Scarlet Empire possesses a full complement of this lore and, most likely, Lookshy does as well. First Age tombs and certain spirits may be among other sources.

Science Requires Allows
None Attune to a manse with an Intelligence + Lore (1) test
Total of 12 dots in Craft (Earth), Occult and Lore Design of Manse -●●● with 0-point powers, general repair or alteration of same
Total of 15 dots in Craft (Earth), Occult and Lore Design of Manse ●●●● with 0-point powers, general repair or alteration of same
Total of 20 dots in Craft (Earth), Occult and Lore Design of Manse ●●●●● with 0-point powers, general repair or alteration of same
Lore 1, Occult 1, Craft (Earth) 2 Repair of 1-point powers
Lore 2, Occult 2, Craft (Earth) 3, Geomancy Repair of 2-point powers
Lore 3, Occult 3, Craft (Earth) 4, Geomancy ●●
instruction from fairly common books, instructors
Add 1-point powers into manse designs, repair of up to 3-point powers
●● Lore 4, Occult 4, Craft (Earth) 5, Geomancy ●●●
instruction from known but rare books, instructors
Add 2-point powers into manse designs, repair of up to 4-point powers
●●● Lore 5, Occult 5, Craft (Earth) 6, Geomancy ●●●
instruction from ???
Add 3-point powers into manse designs, repair of up to 5-point powers
●●●● Lore 6, Occult 6, Craft (Earth) 7, Geomancy ●●●
instruction from ???
Add 4-point powers into manse designs
●●●●● Lore 7, Occult 7, Craft (Earth) 8, Geomancy ●●●
instruction from ???
Add 5-point powers into manse designs

Charmcraft

As charms increase in power, it becomes more difficult for exalts to learn them without help. Exalts without tutors or other knowledge of a charm are, essentially, forced to "invent" the charms they learn. This is no problem with charms up to Essence 3. Beyond this, however, it requires detailed knowledge of charm magic, represented by the charmcraft science. Charmcraft can be used both to learn existing charms and to invent new ones. (Absent teachers, both actions are essentially identical.)

There are two exceptions to how charmcraft operates. The first is Martial Arts. Martial Arts charms are more universal and, therefore, not as in tune with a character's essence as her "native" charms would be. Consequently, Martial Arts charms of Essence 4 and higher add one to their effective essence level to determine which level of charmcraft is needed to learn them without a trainer.

The second exception is sidereal exalts. Sidereal magic is such that sidereals cannot invent entirely new charms, so they cannot use charmcraft to do so, though they can still use it to learn existing charms. On the other hand, sidereals are much more in tune with Martial Arts than other exalts, so do not suffer the previously mentioned adjustment to Martial Arts charms.

Unlike most sciences, charmcraft itself is most often learned through trial and error, so may be self-taught at twice the training time. Charmcraft is never needed for charms that are taught to the exalt by a teacher or some other source.

Science Requires Allows
Ability to use charms Creation of charms requiring Essence 3 or less.
Essence 4 Creation of standard charms requiring Essence 4.
●● Lore 1, Essence 5 Creation of standard charms requiring Essence 5.
●●● Lore 2, Occult 1, Essence 6 Creation of standard charms requiring Essence 6.
●●●● Lore 3, Occult 2, Essence 7 Creation of standard charms requiring Essence 7.
●●●●● Lore 4, Occult 3, Essence 8 Creation of standard charms requiring Essence 8.

Genesis

First Age master craftsman worked with more than just the five magical materials, they created and altered life itself. Armed with the science of genesis, they cross-bred otherwise un-breedable species into strange new ones, mutated existing creates beyond recognition, even created whole creatures from nothing. Rules for creating life appear in Wonders of the Lost Age. Use of the genesis science, however, replaces the Craft (Genesis) ability described in those rules. Instead, anything requiring a certain level of Craft (Genesis) instead requires dots in the genesis science. Actual rolls using this ability instead use some ability more appropriate to what is being done, usually either a Craft (Wood), Craft (Water) or Medicine roll.

Science Requires Allows
Lore 4, Occult 3, Medicine 3, Craft (Wood) 1, Vivomancy ●●
instruction from ???
Creation of Artifact organisms
●● Lore 5, Occult 4, Medicine 4, Craft (Wood) 2, Vivomancy ●●●
instruction from ???
Creation of Artifact ●● organisms
●●● Lore 5, Occult 5, Medicine 5, Craft (Wood) 3, Vivomancy ●●●
instruction from ???
Creation of Artifact ●●● organisms
●●●● Lore 6, Occult 6, Medicine 6, Craft (Wood) 4, Vivomancy ●●●
instruction from ???
Creation of Artifact ●●●● organisms
●●●●● Lore 7, Occult 7, Medicine 7, Craft (Wood) 5, Vivomancy ●●●
instruction from ???
Creation of Artifact ●●●●● organisms

Magical Alchemy

While mortals dabble with trivial effects (see Thaumaturgy, below), more powerful creations can be made using true magic. Like sorcery, magical alchemy requires use of specific charms for each level. Higher levels of magical alchemy have been theorized, but never mastered.

Science Requires Allows
Mortal Alchemy ●●●, Occult 5, other abilities by formula,
instructions found in Alkahest, Comprehensive Deliquescence Cauldron
Creation of Artifact consumables
●● Mortal Alchemy ●●●, Occult 5, other abilities by formula,
instructions found in Berith, Transformative Touch Crucible
Creation of Artifact ●● consumables
●●● Mortal Alchemy ●●●, Occult 5, other abilities by formula,
instructions found ???, Prayer Subverting Tears
Creation of Artifact ●●● consumables

Magitech

Repair and, especially, construction of magical artifacts requires mastery not only of a wide body of skills, but also specific knowledge of magical technology, represented by the science of magictech. Rules for repairing artifacts appear in Wonders of the Lost Age, while rules for designing them appear in Oadenol's Codex. Use of the magitech science, however, replaces the Craft (Magitech) ability described in those rules. Instead, anything requiring a certain level of Craft (Magitech) instead requires dots in the magitech science. Actual rolls using this ability instead use a Craft roll under an appropriate standard element (usually Fire).

In addition to the Lore and Occult need to learn the science, actually using it also typically requires ability in at least two crafts. A primary craft (usually Fire) must be one more than an artifact being repaired or two more than an artifact being designed. A secondary craft (usually Air) must be the same rating as the artifact being repaired or designed. Some artifacts require different primary and secondary abilities. For example, a magical wooden ship might use Craft (Wood) and Craft (Water). Some artifacts might also require more than two Craft skills.

Very little magitech knowledge is available, even for a price. The Scarlet Empire and Lookshy have access to at least Magitech ●●●, but much of information known in the First Age has been lost. What has been recovered tends to be information about very specific items, rather than more general knowledge. Worse, much recovered lore makes use of techniques or materials that are no longer available.

Science Requires Allows
None Force attunement to an artifact of the wrong material with a Wits + Lore (3) test
Craft x Create a mundane work worth up to Resources x
Lore 3, Craft (Fire) 2, Craft (Air) 1, Repair
Lore 4, Occult 3, Craft (Fire) 3, Craft (Air) 1,
instruction from ???
Design of Artifact , Repair ●●
●● Lore 5, Occult 4, Craft (Fire) 4, Craft (Air) 2, Perfection
instruction from ???
Design of Artifact ●●, Repair ●●●
●●● Lore 5, Occult 5, Craft (Fire) 5, Craft (Air) 3, Perfection
instruction from ???
Design of Artifact ●●●, Repair ●●●●
●●●● Lore 6, Occult 6, Craft (Fire) 6, Craft (Air) 4, Perfection ●●
instruction from ???
Design of Artifact ●●●●, Repair ●●●●●
●●●●● Lore 7, Occult 7, Craft (Fire) 7, Craft (Air) 5, Perfection ●●
instruction from ???
Design of Artifact ●●●●●, Repair ●●●●● ●

Necromantia

Anyone able to use necromancy can learn spells from existing formulae. Inventing new spells, however, is a different story, requiring a great deal of knowledge, patience and practice. This is represented by the necromantia science, without which the creation of new spells is not possible. This science can also be used to learn "existing" spells (e.g. those in the book) without the associated formula.

Unlike most sciences, necromantia can be self-taught through experimentation, though this is time consuming (taking five times the usual training time) and extremely risky. This increases the Essence requirement by a dot and requires access to a wide library of existing spells of the same circle (at least eight).

Science Requires Allows
Lore 3, Essence 3, Shadowlands circle necromancy Design of shadowlands circle spells
●● Lore 4, Essence 4, Labyrinth circle necromancy Design of labyrinth circle spells
●●● Lore 5, Essence 5, Void circle necromancy Design of void circle spells

Necrosurgery

Not all who traffic with the dead limit themselves to the mere summoning and raising of corpses. Some get more…creative, combining parts from dead of all kinds into monsters. This is only possible for those who know the science of necrosugery, the art of assembling and animating dead flesh and harnessing necrotic energy.

Rules for necrosurgery were introduced in Abyssals and expanded in the Book of Bone and Ebony. Those rules, however, made use of a special Craft skill which is not used here. Dots in the science of necrosurgery act as an upper limit on the size class (bone.97) or artifact rating of creations made with it. Anywhere rules call for Craft (Necrosurgery), use Craft (Water), Craft (Wood), or Medicine ability, as appropriate.

Information on necrosurgery is hard to come by, even in the underworld. Deathlords are masters, and often teach it to favored servants but, even then, plans for specific creations are often tightly guarded, lest they fall into the hands of other deathlords.

Science Requires Allows
Lore 4, Occult 3, Medicine 3, Craft (Water) 1, Shadowlands circle necromancy
instruction from ???
Creation of Size 1 or Artifact entities
●● Lore 5, Occult 4, Medicine 4, Craft (Water) 2
instruction from ???
Creation of Size 2 or Artifact ●● entities
●●● Lore 5, Occult 5, Medicine 5, Craft (Water) 3, Labyrinth circle necromancy
instruction from ???
Creation of Size 3 or Artifact ●●● entities
●●●● Lore 6, Occult 6, Medicine 6, Craft (Water) 4
instruction from ???
Creation of Size 3 or Artifact ●●●● entities
●●●●● Lore 7, Occult 7, Medicine 7, Craft (Water) 5, Void circle necromancy
instruction from ???
Creation of Size 4 or Artifact ●●●●● entities

Perfection

This science represents the dedicated knowledge of metallurgy, heat and other minutia that are need to forge exceptional mundane weapons, armor and other items. This science can be learned for other crafts as well, but is usually learned with Craft (Fire).

The science of perfection can be mastered by mortal craftsmen, so can be found in most large cities. Some teachers may be reluctant to part with their secrets, however, or require a long apprenticeship. Perfection can also be mastered with long hours of experimentation instead of a trainer, taking ten times the usual training time.

Science Requires Allows
Lore 2, Craft (Fire) 4 Creation of exceptional items (ex2e.365)
●● Lore 3, Craft (Fire) 6 Creation of perfect items (ex2e.366)

Permanence

Wonders of the Lost Age mentions the "lost art" of creating self-sustaining and self-maintaining devices. Though this knowledge might exist somewhere, it is largely lost. If found, it would represent a science, dots of which would represent a limit on the level of device that could be made permanent.

Spellcraft

Anyone able to use sorcery can learn spells from existing formulae. Inventing new spells, however, is a different story, requiring a great deal of knowledge, patience and practice. This is represented by the spellcraft science, without which the creation of new spells is not possible. This science can also be used to learn "existing" spells (e.g. those in the book) without the associated formula.

Unlike most sciences, spellcraft can be self-taught through experimentation, though this is time consuming (taking five times the usual training time) and extremely risky. This increases the Essence requirement by a dot and requires access to a wide library of existing spells of the same circle (at least eight).

Science Requires Allows
Lore 3, Essence 3, Terrestrial circle sorcery Design of terrestrial circle spells
●● Lore 4, Essence 4, Celestial circle sorcery Design of celestial circle spells
●●● Lore 5, Essence 5, Solar circle sorcery Design of solar circle spells

Thaumaturgy

Exalts do not have a monopoly on magic. Even mortals can use magic if they know the right techniques and rituals. Mortal magic is less effective than charms or sorcery, requiring slow, specific rituals to make it work. There are ten basic sciences that comprise mortal magic, known collectively as thaumaturgy, and each must be learned separately.

All of these sciences require the use of specific recipes for particular effects, the complexity is measured in ranks from zero to three. In some sciences, these are called "rituals", in others "formula" or "procedures". Whatever the name, the result is the same: a thaumaturge must know both the ritual itself as well as the science. Most rituals have additional ability or other requirements to function.

Rules for thaumaturgy are covered in Oadenol's Codex, though the use of science here replaces the "degree" system used in those rules. A rating in the appropriate science is needed to use rituals of the corresponding rank. Some rank zero rituals exist, which can be practiced by anyone with a single dot in Occult. All of the thaumaturgical sciences have the same basic requirements. Some sciences may require additional traits as well.

Science Requires Allows
Occult 1 May use known rank 0 rituals
Occult 1 May use known rank 1 rituals
●● Occult 3 May use known rank 2 rituals
●●● Occult 5 May use known rank 3 rituals

Thaumaturgical texts and teachers are fairly common, though mortal savants can be protective of secrets they think only they know. Unless otherwise noted, assume that training for any thaumaturgical science can be found in most major cities.

Alchemy

Alchemy combines a number of disciplines, such as pharmacy, metallurgy, even cooking, to mix and transform different ingredients. Most alchemical formulas result in some type of material, usually a liquid, that provides useful effects when consumed. Other formulas focus only on transforming material from one type into another. Most mortal alchemy doesn't work very well on exalts. Alchemists use the procedures listed in the Art of Alchemy section in Oadenol's Codex.

Instruction in the all levels of alchemy is fairly easy to come by, with teachers and books available in most cities. In particular, the books Salt, Aether, and Gold provide a complete course.

Science Additional Requirements
Lore 2, Craft (Water) 1
●● Lore 4, Craft (Water) 2
●●● Lore 4, Craft (Water) 3

Astrology

While nowhere near the fate-altering ability of sidereal astrology, the astrological sciences allow mortals and exalts alike to read the stars for various information. Typically, an astrologer needs instruments to read the stars and a collection of books of stellar lore. Astrologers use the procedures listed in the Art of Astrology section in Oadenol's Codex.

Science Additional Requirements
Lore 1
●● Lore 2
●●● Lore 3

Demonology

Exalts most often use sorcery to summon and bind demons, but even mortals can do so with the right rituals, albeit with greater danger. Rituals also exist for more than just summoning demons, but also guarding against them, banishment and so on. Even true sorcerers often use such rituals as safeguards when summoning demons.

Instruction in the basics of demonology can be found from instructors and books in some major cities, but many places consider such knowledge evil or, at least, criminal. Even knowing the basic science, demonic rituals are often closely guarded by those who know them. Rituals used in demonology are found on in the Art of Demon Summoning section of Oadenol's Codex.

Elementalism

Exalts most often use sorcery to summon and bind elementals, but even mortals can do so with the right rituals, albeit with less ability. Rituals also exist for other elemental-based effects, such as guarding against them, banishment and so on. Even true sorcerers often use such rituals as safeguards when summoning elementals.

Instruction in the basics of demonology can be found from instructors and books in most major cities, but some places consider such practices sacrilegious, criminal or just distasteful. Within cultures that embrace it, rituals are usually easy to come by, but some might be guarded secrets of clergy or savants. Rituals used in elementalism are found on in the Art of Elemental Summoning section of Oadenol's Codex.

Enchantment

Enchantment allows mortals to create items with very minor magical effects, such as warding talismans. Few exalts practice enchantment, as Magictech is more effective.

Training in enchantment can be found nearly anywhere, from urban savants to tribal shaman. Rituals are usually simple to find, but some may be guarded for religious or financial reasons. Rituals for enchantment can be found in the Art of Enchantment section of Oadenol's Codex. In addition to the requirements listed in these rituals, Craft skill appropriate to the type of enchantment must be equal or exceed the rank of the ritual.

Geomancy

Power flows through the land, and the nature of material and shape on large scales can conduct that power. Geomancy allows both mortals and exalts alike to see and harness that flow through ritual.

Training in geomancy can be found nearly anywhere, from urban savants to tribal shaman. Rituals are usually simple to find, but some may be guarded for academic or financial reasons. Geomantic rituals are listed in the Art of Geomancy section of Oadenol's Codex.

Orisonurgy

Prayer allows mortals to request help from the gods, but such prayers in a ritual context are often much more effective. Some are actually prayers against certain gods, offering a degree of protection against them.

Access to training in orisonurgy varies greatly by region. In some cultures, it is practiced nearly universally to some degree. In others, access to ritual prayer may be completely controlled by the clergy. Access to rituals tends to match the local trend in ritual prayer, but rituals will almost always be provincial, often to specific local gods. Major rituals are almost always controlled by clergy of some kind. Rituals used in orisonurgy include those in the both the Art of Spirit Beckoning and the Art of Weather Working sections of Oadenol's Codex.

Science Additional Requirements
Presence 1
●● Presence 2
●●● Presence 3

Thanaturgy

Most cultures have rituals surrounding treatment of the dead and the afterlife. These include protection against ghosts, as well as perceiving, communicating with and summoning them, even animating the dead.

While most places frown on rituals to raise or summon the dead, nearly all of them condone and practice rituals protecting from ghosts. As such, training in thanaturgy is very easy to come by, but some of the more odious rituals are not. Rituals used in thanaturgy include those in Art of the Dead section of Oadenol's Codex.

Vivomancy

Societies in Creation use magical rituals to improve crop yields, breeding results, and managing livestock. Such rituals dealing with living things like plants and animals form the science of vivomancy.

Unlike most thaumaturgy, you are more likely to find training for vivomancy in rural areas. Rituals used in vivomancy include those in Art of Husbandry section of Oadenol's Codex.

Science Additional Requirements
Medicine 1
●● Medicine 2
●●● Medicine 3

Warding

While the sciences of demonology, elementalism and thanaturgy all have rituals that protect against entities in their field of influence, the science of warding focusses on protection of all kinds (including against the same types of creatures). It is rare, but possible, for one person to know both warding and one of these other sciences.

Warding is almost universally accepted in Creation, so training is easy to find nearly anywhere. Rituals used in warding include those in the Art of Warding and Exorcism section of Oadenol's Codex.