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Atomik Grimoire to Iron Gauntlets
Using Atomik Grimoire directly with Iron Gauntlets.
Contributor: Precis Intermedia *Created: Jun 27, 2007Modified: Jan 16, 2019System: Atomik Add-ons

This document describes how to adapt the Atomik Grimoire to use it directly with Iron Gauntlets as an alternate magic system. Spell Specifics
MP Value
References to MP Value are unimportant and can be ignored. Speed
Speed is used to determine how many turns must be spent to cast a spell. Consult the table below. A turn lasts five seconds in Iron Gauntlets, during which time the characters take actions by order of reaction. After all actions are taken, the turn ends. When Round is used in Atomik Grimoire, read this as being a full combat turn.
 Speed  Turns Required  Time Equivalent 
 1  1  5 seconds or less 
 2  2  10 seconds 
 3  3  15 seconds 
 4  6  30 seconds 
 5  12  1 minute 
 6  24  2 minutes 
Duration
Spell duration is the same as noted for each spell. Range
The range for each spell is the same as noted; meters can be quickly converted to feet by multiplying the value by three. Magic Level
The magic level for a spell determines the arcanum ability level required by the character to optimally cast the spell. A penalty is applied to the task if this minimum is not met: +1diff times the difference between the character’s arcanum rating and the converted magic level.
 Arcanum Rating  Magic Level  MP Value 
 1  1-2  1-10 
 2  3-4  11-24 
 3  5-6  25-48 
 4  7-8  49-80 
 5  9-10  81-120 
 6  11-12  121-168 
Abilities and Tasks
The Atomik Grimoire uses the term attribute for abilities. Permanent attribute modifiers should be treated as gimmicks or flairs, modifying an aspect of the specified ability. Other modifiers affect the related tasks. Percentage increases to movement should be applied to movement speeds after they are determined by the movement chart or a task is performed. Percentage increases to Hit Points should either increase armor rating, add a bonus to survival or composure tasks, or be treated like END\/. Consult the table below. Bonuses to tasks (referred to as success checks by the Atomik Grimoire) are applied as extra dice, while penalties are applied as increases in difficulty. For example, a bonus of +2 is applied as +2D, but a penalty of -2 would be applied as +2diff. The base difficulty to cast a spell is routine. When applicable, margin of success is equal to the amount of overkill achieved on a task. When the term Value Level is used, 1 VL equals one (1) level of ability, one (1) gimmick, or three (3) levels of skill. Thus, a 4 VL Trait would cost the same as allocating 4 points to an ability, 12 to a skill, or four (4) gimmicks. Gimmicks in Iron Gauntlets are the same as the “Special Traits” mentioned in the Atomik Add-Ons. Some Special Traits, such as “Pain Tolerance,” are covered by Iron Gauntlets gimmicks (“Tolerance to Pain”) and the Iron Gauntlets rules for those traits may alternatively be used. Arcanum
The arcanum ability is similar to the crafting ability, and grants a character access to the Atomik Grimoire skills and spells. Backgrounds that allow points to be allocated to the crafting ability may do so to the arcanum ability instead. Arcanist
This optional vocation replaces the wizard vocation, reflecting the needs of the Grimoire.
all arcanum-based skills, literacy, legends, alchemy, composure
 Modifier  Permanent Applied as Flair  Permanent Applied as Gimmick  Applied to Task 
 STR\/  fitness: muscle  musclebound or frail  muscle-related fitness tasks 
 DEX\/  fitness: agility  sure-footed or clumsy  agility-related fitness tasks 
 END\/  fitness: constitution, stamina, or toughness (or fitness when determining natural armor)  -  fitness-based composure tasks 
 INT\/  reasoning  -  reasoning-based tasks 
 SOC\/  influence  -  influence-based tasks 
 WILL\/  -  -  composure tasks 
 ATT\/  -  -  relevant attack tasks 
 DEF\/  -  -  relevant defense tasks 
Skills
The following new arcanum-based skills are required to cast Atomik Grimoire spells. They may not be attempted without training. Each skill is associated with and required to cast a spell from a particular magical sphere. In addition, each skill can be refined by a number of skill flairs that relate to magical circles (see the Iron Gauntlets Companion for an explanation of skill flairs). A character can memorize a number of spells equal to his reasoning ability, eliminating the need for a spell book to use these spells. Characters begin play with a number of spells equal to their arcanum rating. Additional spells can be purchased just like skills, but each one has a cost equal to its Magic Level (after being converted for use with Iron Gauntlets: 1 to 6). New spells can be gained by spending experience from the relevant arcanum-based skills—the cost is ten (10) plus two (2) per level of the spell (after being converted for use with Iron Gauntlets). Physicality
The skill of physicality covers all effects related to physical reality.
•  Creation: Modifies the physicality skill when relating to the material creation, transmutation, or restoration of physical objects.
•  Destruction: Modifies the physicality skill when relating to breaking, unmaking, entropy, and disintegration type effects.
•  Movement: Modifies the physicality skill when relating to motion, speed, or displacement in space, time, or dimension.
Wisdom
The skill of wisdom concerns all things related to the mind, consciousness, and the retainment or attainment of information.
•  Knowledge: Modifies the wisdom skill when relating to the manipulation of knowledge and information, as well as languages.
•  Divination: Modifies the wisdom skill when relating to attaining knowledge through higher powers or new levels of consciousness.
•  Mentalism: Modifies the wisdom skill when relating to telepathy, mind reading, and mind control.
Sensing
The skill of sensing governs seeing, hearing, perceiving, hiding, and other sensing effects.
•  Perceiving: Modifies the sensing skill when relating to effects that improve or augment the senses, or grant new senses such as clairvoyance.
•  Concealing: Modifies the sensing skill when relating to effects that hide things from the senses both natural and magical, including invisibility type effects.
•  Revealing: Modifies the sensing skill when relating to effects that counter concealing effects, or work to reveal things that are hidden from normal sight.
Elements
The skill of elements manipulates and controls the four base elements of etherical reality: fire, earth, air, and water. This may also include the summoning of elemental spirits (overlaps with the skill of summoning).
•  Fire: Modifies the elements skill when relating to effects that work with the element of fire.
•  Earth: Modifies the elements skill when relating to effects that work with the element of earth.
•  Air: Modifies the elements skill when relating to effects that work with the element of air.
•  Water: Modifies the elements skill when relating to effects that work with the element of water.
Life
The skill of life concerns all effects involving life, biology, nature, and the spiritual essence of life.
•  Nature: Modifies the life skill when relating to effects that work directly with the energies of nature, plants, and animals.
•  Healing: Modifies the life skill when relating to healing wounds, sickness, regeneration, and even resurrection.
•  Transformation: Modifies the life skill when relating to polymorphic and shape-shifting effects, transmutations, and transformations of living things.
•  Blessing: Modifies the life skill when relating to the endowment of positive mystical energies, whether natural, spiritual, or divine.
Death
The skill of death is magic that concerns matters of death and dying, creatures of the undead, and physical and spiritual decay.
•  Necromancy: Modifies the death skill when relating to effects that involve physical death, undead creatures, and necrolic energy.
•  Corruption: Modifies the death skill when relating to effects involving physical and spiritual corruption and decay.
•  Cursing: Modifies the death skill when relating to the casting of negative mystical energies.
Summoning
The skill of summoning concerns the calling, contacting, and summoning of spirits and entities from other planes of reality, including the spirit-world and other dimensions.
•  Contacting: Modifies the summoning skill when relating to effects that are used to contact entities in other planes.
•  Summoning: Modifies the summoning skill when relating to effects that are used to summon entities from other planes.
•  Controlling: Modifies the summoning skill when relating to effects that are designed to help control spirits and entities that have been summoned.
Deterrence
The skill of deterrence includes effects that dispel other effects, banish spirits, and create protective energy fields.
•  Dispelling: Modifies the deterrence skill when relating to effects that dispel, disrupt, or cancel other effects.
•  Banishment: Modifies the deterrence skill when relating to banishing spirits and entities not native to the current plane of reality.
•  Protection: Modifies the deterrence skill when relating to the creation of mystical energy fields that shield from magical attacks or other entities.
Evokery
The skill of evokery concerns effects that draw upon and control the energies of magic itself.
•  Evocation: Modifies the evokery skill when relating to effects that call up mystical energies.
•  Manipulation: Modifies the evokery skill when relating to effects that shape, steal, or endow mystical energy.
•  Illusion: Modifies the evokery skill when relating to effects that create illusions or glamours.
•  Enchanting: Modifies the evokery skill when relating to effects that are used to enchant items with magical effects.
Damage
1 DL of damage should equal 1inj, while 1 BL should equal 1fat. Armor rating is equal to the DL value, up to a maximum armor rating of 9. Thus, 3 DL would equal 3 points of armor. This armor may protect against fatigue and/or injury at the director’s discretion, unless otherwise stated in the Atomik Grimoire. Measurements
Metric values are used in Atomik Add-ons. To convert these values to English units, consult the table below.
 Metric  English  Accurate Conversion  Quick Conversion 
 Centimeters  Inches  cm x 0.394  cm / 2.5 
 Meters  Feet  m x 3.28  m x 3 
 Kilometers  Miles  km x 0621  km / 1.5 
 Kilograms  Pounds  kg x 2.205  kg x 2 
 Metric Tons  Tons  mt x 1.102  mt x 1 
 Liters  Quarts  l x 1.056  l x 1 
 Cubic Meters  Cubic Feet  m3 x 35.315  m3 x 35 
 Centrigrade  Fahrenheit  c x 1.8 + 32  c x 1.8 + 32 

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