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15 de enero de 2012 13:08:25 CET
Yo añadí la mecánica de como hacer investigación Original que es muy parecido:

Hermetic Integration of Ancient Magic

The Integration Process

1. Find a source of ancient magic, such as a relic, book, or the like. This typically involves a quest or adventure of some sort.
2. Investigate the source to gain Insight; this typically takes two or three seasons.
3. Invent a spell or magical device incorporating the Insight. A magus must experiment while doing this. If she succeeds in inventing the spell, she gains a number of breakthrough points equal to the magnitude of the spell or device. The spell may break Hermetic limits, but if it does, it cannot
be invented by another character without access to the inventor’s Lab Text, and cannot be varied in any way.
4. Continue to research, gaining more breakthrough points, until the threshold is equaled or exceeded.
5. Bask in the glory of having improved Hermetic theory, or alternatively, prepare for the political consequences of your impudence.

Integration and Original Research

Houses of Hermes: True Lineages includes rules for original research, which allows magi to add features to Hermetic magic based purely on their own inspiration. Integrating ancient magic tends to be faster and safer, but it does have two disadvantages. First, the magus can only aim for the Breakthroughs suggested by the ancient magic
in question. Second, he has to get out of his laboratory and find existing sources of Insight. From the storyguide’s perspective, these may be advantages, of course.
The two sets of rules are similar, and both approaches may be taken to a single Breakthrough. That is, breakthrough points from integration may be added to breakthrough points from original research to determine whether a Breakthrough has been achieved.

Ancient Magic contains a variety of pre-Hermetic magics and arcane secrets. While complete synthesis of these magical traditions is not possible, Hermetic magic is versatile enough to integrate many of the principles of these magics, pushing the bounds of Bonisagus’s theory and perhaps even the limits of magic themselves.

The Breakthrough
A magus ambitious enough to attempt to unify the various magics contained in the chapters of this book with Hermetic theory may attempt to achieve a Breakthrough in Hermetic theory, accomplished through research and experimentation. Any magus may, at any time, attempt a Breakthrough; there are no minimum Art or Ability scores required. To successfully integrate the magic into Hermetic theory,
he must accumulate a number of breakthrough points determined by the type of Breakthrough he is attempting.
Each chapter of Ancient Magic details the number of breakthrough points required to integrate a specific part of that ancient magic into Hermetic Theory.
There are three kinds of Breakthrough: Minor, Major, and Hermetic. Note that it is recommended
that the exact number of breakthrough points required be varied, so the players do not know the precise number needed for the Breakthrough.
A Minor Breakthrough is a development that is immediately useful and applicable in the existing framework of Hermetic magic, such as a new Range, Target, or Duration. It improves upon or adds to existing theory without truly reaching the limits of magic. (Typically requires around 30 breakthrough points.)
A Major Breakthrough pushes those limits, but does not break them; these include creating new Hermetic Virtues for Gifted characters. Incorporating hedge magic into Hermetic theory is a Major Breakthrough, and the incorporation can then be taught to others as Supernatural Virtues. (Typically
requires around 45 breakthrough points.)
A Hermetic Breakthrough is research that breaks one of the Hermetic limits of magic, whether by creating a new Arcane Ability or giving the ability to cast permanent duration spells without vis. Hermetic Breakthroughs re-write the theory books; the only Hermetic Breakthrough in the last 450 years was the development of the Parma Magica by Bonisagus. (Typically requires around 60 breakthrough points.)

Insight is gained from studying some existing source of the ancient magic in question. Every Insight the magus gains allows him to produce a partially Hermetic effect incorporating some aspect of that lost magic. As he produces more of these effects, he gains the broader understanding necessary to incorporate that aspect into Hermetic theory as a whole.
The seasons spent gaining Insight produce Lab Texts. Any magus may study these Lab Texts over the course of a season in order to gain the same Insight for himself, even without direct access to the source. Summaries of Lab Texts are not useful in this way, however; only the whole thing can be used. For purposes of copying, Lab Texts that detail Insights have a level equal to the typical number of breakthrough points needed for the type of Breakthrough in question.
There are three sources of Insight: texts, relics, and teachers.
Texts are ancient books and tomes, symbolic wall paintings, or other explanatory sources that describe how to learn, perform, or cast a magical effect. If the text contains the information needed to gain a Supernatural Ability, a character could use it to learn the Ability, as per the normal rules. Most Hermetic magi, however, cannot learn Supernatural Abilities due to prohibitive penalties. Alternatively, the text may contain the rites and practices needed to perform a magical spell or ritual associated with the ancient magical tradition.
Relics are mystical devices or sacred items enchanted by practitioners of the ancient magic, and incorporate unique aspects of that tradition. Additionally, a relic may be an ongoing mystical effect caused by magic of the ancient tradition. Like Hermetic magical devices, a magus is able to investigate the device to learn its secrets and unlock the methods used to craft it.
Teachers are individuals who possess the Supernatural Abilities associated with the ancient magic and are able and willing to instruct a Hermetic magus. The very nature of the ancient magic in this book means that there are no remaining living practitioners to teach the arcane secrets of antiquity. Nevertheless, most of the ritualists who knew and performed the various magics were pagans; their ghosts may still haunt the mysterious regions of Mythic Europe, and could be convinced to teach a Hermetic magus.
For every season a magus spends investigating a source of insight, make a stress roll of Intelligence + Magic Theory against an Ease Factor of 18. The Inventive Genius Virtue adds three to this roll, and some sources of Insight may add their own modifiers. If the roll succeeds, the magus gains an Insight. If it fails, he learns nothing now, but may try again in another season. He may do other things before returning to his study. On a botch, the magus thinks he has an Insight, but does not. He realizes this if he creates an effect, as described below, in an attempt to use the Insight; upon completion, he discovers that the final product is either entirely Hermetic, or simply non-functional.
A single source can generally only provide a single Insight, although there may be rare exceptions. The same source provides the same Insight for any magus who studies it.

Creating the Effect
A particular Insight allows a researcher to create one specific effect. This effect might be a spell, or an effect enchanted into an item. It could, conceivably, be another laboratory project; anything that uses a Lab Total and creates something may be a legitimate Insight outgrowth. However, spells are by far
the most common, followed by item enchantments.
The researcher does not get to choose the effect for which he receives Insight, and as the level of the effect is fixed, the Insight might only be useful for creating an effect he cannot yet invent. For example,
the effect might be level 40, while the researcher has a Lab Total of 32. In that case, the researcher would have to increase his Lab Total before he could work on the effect.
The troupe should decide on the effects that result from particular pieces of Insight, choosing ones that
advance the saga without upsetting play balance. Player characters can vary things as much as they like once they fully integrate the system, so the restrictions at this stage should be accepted with good grace.
The researcher must invent exactly the effect inspired by the Insight. He may not vary the Range, Duration, or Target, or any other parameters. As the magus must experiment while inventing the effect, the result may be slightly different, as a result of rolls on the Extraordinary Results Table.
A spell is cast like a normal formulaic spell, and characters with Flexible Formulaic Magic may vary it at casting time in the normal way. The spell may also be mastered, again in the normal way.
The effect created may bend or break the limits of magic, as it incorporates non-Hermetic elements. Setting the level of the effect may require a judgment call by the troupe, as it may do something for which there is no Hermetic guideline.
If the effect is successfully created, the magus gains a number of breakthrough points equal to the magnitude of the effect. This applies even if the final effect is warped or has a side effect. These points are added to the magus’s running total, and he must find another source of Insight before repeating the procedure.
The effect produced in this way can be reproduced by other Hermetic magi. However, they can only do
so if they have access to a Lab Text describing it, and it is not possible to vary the effect in any way; it must be reproduced exactly as it was initially created. Reproducing the effect in this way does not grant breakthrough points unless the reproducing magus also gains the relevant Insight, whether from investigating the same item or from reading the original investigator’s Lab Texts. It is possible to reproduce the effect first, and study the insight Lab Texts later.

After the Breakthrough
Minor Breakthroughs are usable immediately in the game, and are understandable by all Hermetic magi. New Ranges or Durations may be incorporated into new spells or items, and the Lab Texts distributed for a spell may be used by another Hermetic magus without his needing to research the Breakthrough. Any magus who has created an effect using the Breakthrough can then use that Range of Duration freely in his other spells, and any magus trained by that magus, in either Arts or spells, may
also do so.
Major and Hermetic Breakthroughs must be taught to Hermetic magi directly. An Ability may be taught
in the usual way, either in person or through books. The discoverer converts his breakthrough points into experience points in the new Ability, so that a magus who accrued 50 breakthrough points to integrate an Ability would start with a score of 4.
A new Virtue may be Initiated according to the normal rules for Mysteries. The discoverer gains the Virtue when he completes the integration, and does not need to be Initiated. He does need to design an Initiation Script, following the rules in The Mysteries Revised Edition.
Inventing a Major or Hermetic Breakthrough that does not require teaching necessitates another Major
Breakthrough, which may be achieved by these rules or the original research rules. If this succeeds, any magus may create an effect using the Breakthrough as long as he has a Lab Text, and then may use the Breakthrough freely. As for Minor Breakthroughs, the same applies to any magus taught Arts or spells by a magus who understands the Breakthrough.
Tengo un talismán, y estoy dispuesto a utilizar lo. Jugar es saber.