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MAGIC-
requires a high level of role playing and should be as convincing as
possible. To cast magic in Norn a character must have either:
1.A spell, a basic spell list is included in the appendix “spells”, this
list reflects the spells a journeyman mage would know upon
completion of apprenticeship. New spells can be created (through
negotiation with Norn), learnt or found within the game. All spells
will take the form of an incantation and a list of any required
physical components. The incantation will also indicate the OC
power base cost of the spell and the IC effect of the spell.
2.Psych power of 2 or more. The spell is powered up using as much
of this as the caster feels is required (or prudent) and some spells
have higher power base costs than others.
3.Any necessary physical components
4.The skill “Spellcasting”
Or
The character is spiritually attuned and uses elemental’s to create
“magical” effects
APPENDICES
App 1- Skills.
App 2- Spells, Rites and Rituals.
App 3- People and Places.
App 4- Religion and the Gods.
App 5-Currency and cost of living.
App6- Poisons and Potions.
MAGIC-
requires a high level of role playing and should be as convincing as
possible. To cast magic in Norn a character must have either:
These lists represent the spells a journeyman mage or elementalist
would know upon completion of apprenticeship. New spells can be
created (through negotiation with Norn), learnt or found within the
game. All spells will take the form of an incantation and a list of any
required physical components. The incantation will indicate the
level of damage or healing caused by the spell as well an IC
descriptive or effect.
Manna of 2 or more. The spell is powered up using as much Manna
as the caster feels is required (or prudent) and some spells have
higher power base costs than others. Only Manna above the base
cost count toward the effect and duration of the spell.
Manna are represented by beads, which are transferred to a “dead”
pouch by the caster when used.
Any necessary physical components
The skill “Spellcasting”
Or
The character is spiritually attuned and uses elemental’s to create
“magical” effects.
Spells.
A spell is a pre-prepared formula designed to produce a very
specific magical effect
Spells:
Shield- Creates an invisible shield around the caster, the shield
moves with the caster and protects against all forms of attack.
Base cost=1, Component= a handful of earth, Duration= 5 minutes
for every Manna invested, Effect= prevents damage up to the
amount of Manna invested.
e.g A Shield with 2 Manna will last for 5 minutes and prevents 1HP
of damage.
A Shield with 5 Manna lasts for 20 minutes and prevents 4 HP of
damage.
Incantation= “ I call upon the earth herself to shield me from harm”,
as the incantation is spoken, the earth should be scattered in a ring
around the caster.
The caster should then transfer Manna to their dead pouch.
Shield (other)- as for Shield but cast onto a named target.
Base cost=3, Component= a handful of earth and a lock of hair
form the recipient, Duration= 5 minutes for every Manna invested,
Effect= prevents damage up to the amount of Manna invested.
Incantation= “ I call upon the power of earth to shield(name) from
harm”, as the incantation is spoken, the earth should be scattered
in a circle around the named person. The hair is destroyed during
the casting (and the phys-rep can be discarded).
People and Places.
Norn LRP events all take place on Earth, it’s just an Earth where
magic exists, the Gods are involved and mythical creatures are real.
Sometimes history has worked out differently, because of this and
this is reflected subtle differences form history as we may know it.
Initially we aim to develop 3 campaigns-each set in a different
century.
1.Britannia- Set in the early 6th Century, British and Germanic
warbands contest ownership of Britannia following the collapse of
Rome.
2.Albion- Set in the early 13th Century, “Hardrada” won at Stamford
Bridge and Aenglund is divided between Norse and Norman.
3.Covenant- Set in the early 17th Century, men begin to place their
faith in science and challenge the established order, while others
take advantage of uncertainty. Strange cults abound and the people
of Albion are beset by plague and demon.