When I saw Harry's post, I was going to start a new thread on it; but it seems to have been addressed quite adequately here. Your "religion" is what you actually believe about God, gods, and the supernatural realm; the skill ability level in that reflects a combination of knowledge and faith (degree to which you trust what you claim to believe). Any knowledge you have about religions that you do not believe falls into the category of theology. For Harry's purposes, having a 2@5 SAL at Theology: Roman Catholicism M0@1 would automatically grant a 1@10 SAL in theologies of similar religions (after all, you cannot understand one theology at a professional level without understanding how it differs from other views), and you could umbrella dissimilar systems as effectively 0@10 skills. He would then also have his 2@5 Pagan Asatru Religion M1@0, which would be the basis of his holy magic.
Matt, meanwhile, has a religion skill in some form of paganism (we've not yet discussed it) which believes in the existence of many spirits/gods with whom he can form relationships. Also, whether his chaos magic is holy magic (petitioning spirits for assistance) or arcane magic (using the concept of spirits as elements to help focus his own ability to channel magic, even though the spirits themselves are not involved) would have to be determined as well.
Which is what Scott said, but there must be some reason for me to repeat it, and I'll let you know if I think of one....
Meanwhile, having addressed the new post on Character Creation, I am turning my attention to Maxx, Harry, Hikolaj, John 2, Adam, and Graeme.
Maxx rolls 22 on the GE roll for hair and eye color, and his preference is for Black/Black which is what his human self has. I'm going with silver hair and violet eyes.
He gets two chances to remember the Morse code characters he needs--one on his education level and the other on his enhanced memory skill. I'll call it a simple check for the first, and he rolls 6, so he remembers enough characters to do the code he wants. Now I have to remember why he was doing that.
First, though, I've found the reference to tying knots. Humans ordinarily have a 2@3 Manipulate Object skill, which is developed over about two decades. I'm thinking that at eight to nine months old he's got a 1@1 SAL at this, combined with his BRA, on which he is way ahead of the curve--children his age are usually 0@8 Strength and 0@10 Agility, and he's already at 1@2 Strength and 1@2 Agility, and has his 1@8 will power on top of that. Two year olds have 0@9 strength and 1@1 agility, so he's a remarkable child. Still, a 1@1 SAL+1@8 BRA+2x2@ bias for being able to stand erect (supported) means 33% chance that he can perform this task. 71 is a major failure on that.
Harry rolls a GE 13, Barely Good Enough, on the circumstances surrounding the fire. I figure he's handled the healings and the people who were going off shift, but there might be something else afoot.
Nikolaj's GE roll on the foraging is 22, which is not bad enough to overcome his successful protection prayer. Let's find out whether he has any skill or experience at what he's doing.
John 2 wants to use his new pyro skill to harass his teacher, and he rolls 96 on a skill with a 2x7@ bias+1@1 SAL+2@2 BRA=47% chance of success, 5% chance to botch, we've got a botch. I've got a list of ten possibles:
- Backfire: heat own chair
- Misfire: heat table
- misfire: heat other chair
- power burst: start fire behind target
- reverse effect: freeze chair
- reverse effect: flash freeze room
- brain burn
- psionic shock wave
- neural breakdown
- misfire: heat attack on Lauren
Roll is 10. We need a damage rating for this; I can use the bod bias botch injury table for that, 26 is Fatal damage, and now we need a damage roll, 10, that's 5 intensities, she has a 2@ damage value so she divides by two and discards fractions, 2 intensities of damage, which is still severe blistering.
It comes to me that I have a good vampire already made. He's a bit dim-witted, but he's a beast for all that. He's got a 1@7 TV, 3@2 bod improvise weapon skills, 1@8 RSV, 2@1 MSV, 2@5 DV, and we will start with Geneice taking Adam's advice. She needs to make her stealth roll, 3@10 SAL+3@1 BRA+2x10@ bias and she rolls--I've managed to lose another 10-sided die and I don't know how I did it, but with one die I roll 75, which is an easy and strong success, so she's got the stealth and has time to set up. She rolls 82 on Chow En Lai, for which she has 3@10 SAL+3@1 BRA+2@10 bias=91, another strong success. Now for the blow--but wait, this is not her chosen sword; is it 2@10 for a different katana, or 1@10 for a different sword?
I need to calculate Graeme's chance of success here for the heat creation skill. I note specifically that the skill does not guarantee the creation of fire, but only the creation of intense heat; using that heat to create fire is a completely separate question.
I'm looking at a baseline of 6 minute TF for 10 (F) degrees increase in a 10,000 cubic foot volume. I'm looking at a considerably greater increase in heat in a considerably smaller "volume", a solid object roughly two cubic inches. Counting halvings, I've got 5000, 2500, 1250, 625, 312.5, 156.25, 78.125, that's 7 halvings and time to shift to cubic inches, I think. 78.125 cubic feet is 135,000 cubic inches, from which we go to 67500, 33750, 16875, 8437.5, 4218.75, 2109.375, 1054.6875, 527.34375, 263.671875, 131.8359375, 65.91796875, 32.958984375, 16.4794921875, 8.23974609375, 4.119873046875, 2.0599365234375, and this is why I keep a calculator with my gaming supplies. That's 23 halvings of volume, +230. He also gets a bonus for increasing the TF from 6:00 to 10:00, +7 for 66%. He gets +1 for a red stone, +5 for appropriate, +1 for drawing equipment, +1 for destroying the stone, it appears that he can use either hand so -2, +5 for magical language, and we've got to determine the modification for temperature. There's a very high probability of success here, since even if he wants to raise the temperature by a thousand degrees, that's only about six and a half doublings.
--M. J. Young