Mechanically, Vril dice work the
same way as the Quintessence dice of Victoriana. Casting spells, using magnetic
abilities, activating runes, etc. spends pips of Vril just like Quintessence. During
character generation, player characters still start with Vril dice equal to
their Resolve. Unlike Quintessence dice, Vril dice only have 4 pips each, to
represent the world’s diminishing magical fields. While an hour’s rest still
restores 1 pip, a good night’s sleep now only restores Vril dice equal to twice
the caster’s Resolve Attribute.
However, Vril now has a few other
uses:
Thaumaturgists
By precharging their Hermetic
operations with an existing vril field, thaumaturgists momentarily soften the
walls of reality making their spellcasting easier. When a thaumaturgist casts a
spell, they may reduce the black dice in their pool by 1 for every 2 pips of
vril they spend beyond the spell’s cost. Vril may be spent in the same manner
to reduce the black dice of Concentration tests. In this way, thaumaturgists
can reduce the black dice in a test down to zero.
Sigil Scribes
While a sigil’s activation lasts
hours, sometimes that’s not long enough. A scribe's will creates a sigil. A
scribe’s will sustains it. Sigil Scribes may spend 2 Vril pips to extend the
duration of a sigil’s activation by an hour. They may keep the sigil active in
this way until they run out of Vril. A sigil scribe can keep multiple sigils
active at a time, but it still costs 2 Vril for each sigil every hour. While
the sigil is active, the scribe can choose to extend its duration at any point.
Magnetists
A magnetist’s connection with the
deeper world around them grants them amazing abilities. Sometimes their mind snatches
insight from bursts of cosmic inspiration.
Before a magnetist
rolls any test using the Wits attribute, they may spend Vril to add dice to
their pool. Every 4 Vril pips spent adds an extra dice to their pool. Dice
added in this fashion cannot exceed the magnetist’s Presence attribute. A
player character must have one of the Magnetists Talents to spend Vril in this
way. Even though all Eldren start play with a magnetist ability, they cannot spend
Vril in this way without a Magnetist Talent.
Conjurors
Conjurors call on nature’s power
to create their enchantments. Wherever there is nature there are nature
spirits. Conjurors make deals with nature spirits (such as Sprites, Nymphs,
Leshy, Genius Loci, Kami, Vilas, and Dryads), leasing their vril for the spirit’s
labor. Ordinarily, enchanting takes hours. With a little help, it takes
minutes. For every 4 pips over the enchantment’s ritual cost, its ritual
duration is halved (rounded down). For example, if a ritual duration is 3 hours
long and the conjuror spends 8 extra vril, the ritual duration is now 45
minutes.
Vrility (New Talent)
Even as magic leaves the world,
you spark with vestiges of its old power. Through strength of will, training,
innate ability, or luck, your stores of vril surpass those of most magicians.
All of your Vril Dice posses 5 pips instead of 4.
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