March 31, 2005

Prince Valiant

Okay, if you get a success against a foe with an attack, you can choose to do damage, or to force them to use a particular defense against you (dodge or parry) next round. Basically, you'd do this to force them to do something that they're bad at, like making a heavily armored foe use his dodge rating (armor penalizes dodge).

I kind of like the PV system where armor adds to your regular combat skills, but subtracts from your agility skill... of course, this means that sometimes you might have to say, "No, armor doesn't help when you're thwacking an unsuspecting foe."

Another option- armor gives a bonus only if you're losing... you have to lose by more than X or else the armor saves you.

Posted by Kiz at 10:02 PM | Comments (0)

March 29, 2005

Playtest

Okay, with Sean gone, I've got no good reason not to run a Hybris playtest this weekend. What do I still need to do?

  • Make several example characters. Note whether or not any character types are unbalancingly expensive. Try a Big Warrior, a Mage of some sort and a Thief.
  • Stat up a couple of monsters... probably the equivalents of a D&D skeleton, kobold and ogre.
  • Run a really simple combat. Observe results.

Posted by Kiz at 04:30 PM | Comments (0)

March 28, 2005

Bull Rush

I'll definitely need a combat manuever that's basically the bull rush... a huge monster that just crashes into you and there's little you can do about it except dive for cover. With humans it won't be as accurate or effective, but with big critters... it should probably add your Size, maybe double your Size to the damage done. Or maybe it should just knock you down and only leave you prone and vulnerable to less accurate attacks? I'm thinking about a Devourer, here, forming itself into a giant, mouth-covered mass and running down hapless adventurers.

Can't be parried, obviously. Or maybe, more accurately, parries and blocks do damage to it, but it still hits you unless you give up your action and dive for cover.

I should look up how D20 does it.

Posted by Kiz at 04:54 PM | Comments (0)

March 27, 2005

Stats and Magic

Personal MP = INTU + Mana Gathering

Mana Recovery = DRV + Mana Rating per hour of meditation

Spell casting = KNO + Appropriate Magic Skill + 2d10

Posted by Kiz at 01:17 AM | Comments (0)

Rote Magic

Another idea from tSoY is rote magic... in Hybris terms, these are spells that are carefully predefined and which reduce the MP cost by 1. You buy the spell as a Secret in order to get the -1 MP cost. I'm iffy on allowing you to take the secret multiple times and keep reducing the cost... tSoY would certainly allow you to make a Lina Inverse type who had a spell of ultimate destruction that she could cast cheaply.

Posted by Kiz at 01:02 AM | Comments (0)

Revised Magic

To cast a spell, roll KNO + Magic skill + 2d10. You need a total of at least 10 to cast a spell successfully. A 10 gives you a level 1 result, while every additional 5 points gives you +1 level. The effect of your spell will be determined by the level.

The base mana cost of a spell is zero minus the mana level (if it's negative, the cost goes up... if the mana level is positive, it goes down). Mana can be spent to improve the outcome of your spell.

Here are some possible secrets/techniques:

Number of Targets:

  • 0: 1 target
  • 1: a cluster
  • 2: a group
  • 4: a large group
  • 8: everyone in a town
  • 16: everyone on an island
  • 32: everyone in a realm

Increased Effect: you can add +1 level to the result of any successful spell by spending 1 extra MP.

Reduced Effect: you can reduce the mana cost by giving up 1 level of effect per mana saved. This is mostly useful for powerful mages who want to cast complicated spells without spending mana.

Range:

  • 0: within 5 yards
  • 1: 10 yards
  • 2: 20 yards
  • 3: 40 yards
  • +1 per doubling

Reduced Mana Cost: you can reduce the mana cost by 1 by taking an extra round to cast the spell.

Secret of Sympathetic Magic: you can cast a spell on someone you can't see, provided that you have an item of theirs. Costs extra 4 mana and uses the ritual magic casting times.

Duration:

  • 0: 1 hour
  • 1: 1 day
  • 2: 1 week
  • 4: 1 month
  • 8: 1 year
  • 16: 10 years
  • 32: permanent

Posted by Kiz at 12:51 AM | Comments (0)

March 26, 2005

Spell Durations II

Well, I don't think I like the Ritual = longer-lasting stuff.

Having a secret that lets you extend the duration sounds better.

I'm not sure on maintained spells, though... I mean, in Ironclaw, they balance that by saying that only specific spells can be delayed... whereas I was thinking more that any spell could be delayed... which might be overpowered. Certainly some of them are worse than others.

Perhaps it should be more like Bound Spells... ones that are delayed until needed. Very few spells should be able to have indefinite durations.

Balancing bound spells by...

  • Each person can have a max of X bound spells safely: this makes spell-selling very profitable, since there's no special cost to the mage. (Example: World Tree)
  • Each bound spell costs the mage X mana until it is released: this limits spellcasters a lot... a given person can have a bunch of bound spells, but only at the cost of crippling a mage. (Example: Ironclaw)
  • There are very few bound spells, and most of them are caster-only. This probably isn't suitable for a system with more freeform magic. (Example: D&D)

Okay, I'm kind of inclined towards "invested" mana (probably 1 per spell, since most folks won't have many) with limited circumstances that the binding can be triggered by.

Stuff like "when hit with a spell resisted by Willpower", or "when critically wounded". The trigger has to be established when the spell is bound.

Posted by Kiz at 02:23 PM | Comments (0)

Spell Duration

A normal spell takes 1 round to cast and lasts either one round or one hour, depending on the sort of effect desired. e.g.- a fireball lasts a round... a conjured light lasts an hour.

If you take an extra round to do it, you can reduce the MP cost by 1.

The local mana level is also subtracted from the MP cost... if it's a positive mana area, the spell costs fewer MP... if it's a negative mana area, the spell costs more MP.

Ritual Magic: if you take one minute per level of the spell desired, (with an extra minute if you want to reduce the MP cost by 1), you can make it a ritual spell. This extends the duration to 1 day. Ritual magic is tightly constrained... if you roll a higher level spell than the one you were aiming for, the extra MoS is wasted. If you roll a lower level spell, it fails.

Ritual Magic can also create maintained spells. These last as long as the mage still has a connection to them. Maintaining a spell imposes a cumulative -1 penalty on all additional spellcasting for the duration. Furthermore, the MP spent on that spell can't be recovered while the spell is in effect. If the mage leaves the same realm or perishes, a maintained spell will become a regular ritual spell and end 1 day later. Getting rid of a maintained spell requires reversing the ritual and basically casting the spell again... it's not impossible for a mage to end up with a maintained spell that he just can't manage to get rid of.

Note that if a mage creates a maintained spell with an MP cost greater than 1/2 of his maximum MP, he's liable to be stuck with it.

Finally, there are Enchantments. These drain the caster's life force as he puts part of his will into the spell permanently. These require the use of Ritual Magic and cost the mage XP equal to their level to create. It's basically a maintained spell that is given its own lifeforce to power it and thus can maintain itself.

There are items which can power enchantments as well (so that the mage doesn't need to spend XP). Soulstones can sustain an enchantment of up to level X, where X is determined by the size and quality of the soulstone.

Now... do I like Ritual Magic or do I want to use the tSoY method and say that you can extend the duration by spending extra MP if you have the right Secret?

Hm... well, Ritual makes boost spells more potent by letting you increase the duration to a day without blowing extra MP. And I kind of like the "targetted" difficulty, where you have to get level X or fail and extra MoS is wasted. Perhaps I could come up with a better benefit than just extended duration?

Posted by Kiz at 10:41 AM | Comments (0)

March 25, 2005

Other Major Forces

  • The elementals... magically created creatures specially adapted to survive in environments that normal creatures can't. They're still somewhat vulnerable to Devourers, but the other Demon Legions can't really do much to them. The most common elementals are Salamanders and Undines.
  • The Fortress Realms: much like the Upper Realms, this is a small cluster of tightly connected realms. Unlike them, however, the Fortress Realms have bottled themselves up behind endless barricades and traps. It's hard to say what the quality of life is like inside the Fortress Realms, or even to confirm that they really deal with each other. They're terrified of giving away information to outsiders, so they rarely even communicate with outsiders. Serious attempts to get in cause them to launch devestating "counter"-attacks... so there are people inside, but they aren't talking. At least one Fortress Realm has been found that was utterly abandoned, though, apparently having been taken over by Devourers and wrung dry.
  • Mercenary Legions: there should probably be at least one big mercenary group... a legion of powerful warriors and mages who make their living by fighting for one side and then the other. They're generally paid in slaves, food, magical enchantments, etc.. Of course, they can't get work from the Devourers or Ravagers, but there's plenty of other employment... and work for PCs who are willing to join up. It may, in fact, just be a placement service with a tiny realm that's still on speaking turns with all sides and provides mercs to them all. Heck, they could be headquartered in Hybris, although that might make the city too corrupt... I'd kind of prefer a Hybris-like fortress that deals in slaves and such, dunno. That might be something for the second version.
Posted by Kiz at 06:28 PM | Comments (0)

March 22, 2005

Weapons

  • The Fend: if you have a longer weapon than your opponent and it has the fend ability (spears and swords do), you can declare that you are interposing it between you. Once you declare this during your action (and you CAN attack with it while doing so, if you choose), if your target attempts to close with you, you get +2 to hit them and they get -2 to hit you. Unfortunately, due to focusing on them, you are at -2 to defend against any attacks from a different direction.
  • All-out attack: +2 to hit and damage, -4 to defend against melee attacks and ranged attacks from the direction you're charging.
  • Impale: with an impaling weapon, when you score a crit you can choose to impale instead. This adds two bonus damage dice instead of just one, but you have to roll a Strength + Weapon skill check (diff 15) or else it gets stuck in them and wrenched out of your hand. Eh, maybe just say they lose their next attack retrieving it.
Posted by Kiz at 10:03 PM | Comments (0)

March 21, 2005

Life in Hybris


So it's not a happy time in the multiverse. Metaphorically, the realms are often described as spheres floating in a boiling ocean. Sometimes they float to the surface and become accessible to magical transport... other times they sink and are hidden away. Powerful magics can keep them in one place, but need to be maintained regularly.

Worse, teleporting into a realm generally involves weakening the barriers that keep it separate from the other realms. If a lot of teleporting is going on, spontaneous portals and rifts in reality will tend to show up. If things get too bad, the entire realm can be broken up into chunks and break up. Things that fall into a spontaneous portal are normally lost forever.

Hybris, however, is special. Something about the city acts as a funnel of sorts... anything lost to the Void has a small chance of landing in Hybris instead. It also interferes with normal inter-realm teleportation... Ravagers that end up in Hybris, for example, are often very confused since they keep calling for their pack but only a tiny portion of them will actually show up. Folks kill Ravagers on sight, of course, since they're vicious predators that get more and more dangerous as they grow in numbers.

The major armies are vaguely aware of Hybris's existence, but can't open portals there. So they mostly try to insert the occasional spy or seize anyone who has come from there for interrogation.

Arkaes the Merciful founded the Arkaites (sometimes known as the Sanctuary). They're an almost religious order that helps out people who find themselves teleported to Hybris. They teach them the local language, help them find jobs, et cetera.

If you're up for dangerous work, there's always Portal Fishing. Semi-stable portals appear in Hybris from time to time... the Gray Man generally sends some scouts through to check out the other side. If there's anything valuable, they bring it back... if it's dangerous, they come back and tell the mages to disrupt the portal and close it. If it leads somewhere safe, they might see if any refugees want to go through. You can't send very many people at once through a transient portal without it shutting down, so they're limited to sending small groups.

Some refugees are waiting for a portal to open to their homeland. Others are hoping to find a safe paradise to evacuate to... but folks know that even if a realm seems peaceful now, it could fall prey to the demon hordes at any moment. Hybris itself, for all its flaws, at least seems to be safe from invasion.

Posted by Kiz at 12:42 PM | Comments (0)

The Demon Hordes

There are at least six different "factions" involved in the Endless War, tearing up the realms. When a particular realm becomes "open" to inter-realm transport, it tends to get attacked by at least one faction... and often several of them. The relationship between the realms is complicated and obscure, making it almost impossible to predict when a realm will be open to transit, but you can scan for currently open realms.

  • The Ravagers and the other Ravagers: believed to be the oldest force, these creatures are basically big, armored wolf-things that can teleport about by tearing holes in the dimensional barriers around them. Generally, a "scout" will arrive in a plane on its own, looking for prey. If it finds small creatures that it can handle itself, it eats them and keeps looking. If it finds more prey than it can handle, though, it will signal its bretheren. Then the entire pack teleports in and attacks en masse. If there's more prey than a single pack can handle, they send out a wider call and dozens of packs arrive. No one knows how many Ravagers there are in total. There are at least two separate groups (which are hard for outsiders to tell apart) because people have seen different groups of Ravagers fighting each other over spoils.
  • Fiends: most of them are red-skinned humanoids with digitigrade legs, long tails with barbed ends and horns on their heads. It's said that they were once satyrs in the service of the Lords of Light, but their goddess was kicked out and turned them into a monstrous legion. Fiends who prove themselves worthy get enormous bat wings grafted onto their bodies so that they can fly. There are a wide variety of types, though, so not all Fiends look like the leaders and they use a lot of slaves as cannon fodder. Fiends are vicious and hateful but reserve their greatest rage for the Brutes.
  • Brutes: humanoid warriors who have been practically welded into their ornate battle armor. The Brutes are smaller in number than the other forces, but make up for it with cold, dispassionate and practical strategies, good teamwork and a lot of military discipline. They live to expand their lord's empire and shun all human emotion besides a love of battle. It's believed that the Brutes were once in the service of the Fiends but broke away to establish their own empire. The two groups loathe each other above all others.
  • The Lords of Light: a pantheon of gods that rules a tightly aligned cluster of realms that they call the Upper Realms. The Armies of Light not only defend their realms, they are known for interfering with the attacks of the other forces. Unfortunately, the gods' defenses depend heavily on conscripts bound with magical geases. So if they show up and "rescue" your town from an attack, they'll generally also seize everyone who looks like they might make a good slave... many of whom will find themselves brainwashed into serving as footsoldiers in the Armies of Light and helping to enslave other folks.
  • Devourers: the most mysterious of the lot. Devourers don't even seem to have bodies. They infiltrate a realm subtly, slowly leeching the life out of it. Weak willed people tend to get possessed by them and corpses will often become reanimated. Plants wither and die. Even dead wood burns only fitfully. In the end, the devourers leave only a crumbling husk behind. Because they enter realms more slowly and subtly than the others, they cause the least overt destruction and the fewest rifts. It's possible to drive devourers away by destroying all off the people that they've possessed. Burning the materials that they've been leeching off of is a good idea, too. If their foothold in a realm is lost, the devourers will be drawn back to wherever they come from. While normally Devourers restrict themselves to possessing bodies, at the peak of an infestation they've been known to create bodies out of whatever random material happens to be lying around... they usually consist of a lot of mouths and sticky tentacles for propulsion. These can be discorporated by sufficient physical harm and it takes a lot of energy to do this, so it's often a desperation manuever right before the Devourers lose their foothold entirely.
Posted by Kiz at 11:25 AM | Comments (0)

March 20, 2005

Enchanted Items

Here's a thought suggested by Travis Casey on rpg-create. Enchanted objects are just spells that must be maintained like any other. However, you can transfer the "cost" of maintaining the enchantment to another person.

So, let's say that maintaining a spell costs you X mp and X drive. You can transfer it to another person if you want... then they lose X mp and X drive. Without a "host", a spell goes dormant or even breaks down entirely (there could be a Secret of Dormancy or something).

So, using a magical artifact is going to require you to attune it to yourself. Thus, an innate balancing act, of sorts. If we allow for a Maintenance skill, then it would counteract the DRV penalty, so it would be useful even for non-mages.

Some items just cost you MP to use, like wands. Non-mages will have an MP equal to their DRV (or possibly Will, which would be Knowledge + Drive, but that would be a lot... if that's the case, then X should usually be more than 1).

Hm... actually, since I include DRV in calculating your MP, losing DRV would be basically the same as losing MP, plus penalties to skills.

So, basically, this adds a new kind of balancing... any given person can only use a certain number of magic items before the cumulative penalties make it not worth their while. But a single mage could make innumerable items with this system, which probably means that there should be a secondary limit.

Also, you can have stuff like Soulstones, which count as living beings and can maintain spells on their own. Very rare and expensive and no one knows how to make more. Most of them are already grafted onto existing magic items, including sentient ones like golems.

I need to think about the cosmology behind mana in this setting, and whether or not this makes sense.

Addendum: a minor note from Travis is the idea of spells that actively attune themselves to hosts on contact. Or when their current host dies.

Posted by Kiz at 10:51 PM | Comments (0)

Disintegration

I kind of like the idea of a simple magical art based entirely around breaking things down into dust and occasionally putting them back together.

Art of Unmaking: does lots of damage, but if the target isn't killed, then it only does 1/4 normal. If they are killed, they are disintegrated. Alternately, it could do, say, double-damage, but it only works against your full HP... if it fails, you still take some damage (1/4) from internal shock.

Secret of Reconstitution: you can restore a disintegrated object. Difficulty equal to the spell that unmade them, plus 1 per minute afterwards. Can be taken multiple times. The next one changes the penalty to 1 per hour, then 1 per day, then 1 per week, etc.

Secret of Partial Disintegration: you can disintegrate just part of an object. This allows you to use this art to inflict regular damage.

Posted by Kiz at 02:18 PM | Comments (0)

March 18, 2005

Magic Revision

Okay, with my recent thoughts about magic and using the Shadow of Yesterday as inspiration...

Roll KNO+Magic Skill+2d10.

  • <10: failure.
  • 10: level 1 success
  • 15: level 2
  • 20: level 3
  • 25: level 4
  • 30: level 5
  • +5 roll: +1 level

The effect of your spell is largely determined by the level. For example, a damaging spell does the level in d6 of damage. A stat-boosting spell gives the level in boost. Et cetera.

Casting a spell like this costs 1 mana or no mana if you take an extra turn. Secrets will add to the cost.

Optional: you can sacrifice success for mana cost... so you can take a -5 penalty per mana point you want to drop.

Secret of Raw Power: add +1 to the final level per MP spent. Max of DRV? Max of current level? Or just make sure the target gets a resistance roll so that a 10d6 attack still might miss outright? Probably max of current level, so that you have to be a really good mage to see the full benefit.

Secret of Distance Compression: double the base range of 5 yards for every MP spent. I didn't like the idea of restricting folks to touch spells as a default.

Secret of Mana Conservation: reduce the MP cost by 1 per level you give up. If the spell is reduced to level 0, it produces a noticable effect (e.g.- a spark of light) but no game effects. So you could light a candle with a level 0 spell, but not do even 1 point of real damage. You can't reduce the level to a negative number. Note that this means that a caster who rolls a level 4 effect could spend, say, 2 mana to boost the range and still cast it for free at level 1.

Secret of Rote Casting: you can automatically produce a level 1 effect without rolling.

Posted by Kiz at 07:48 AM | Comments (0)

March 17, 2005

Minimalist Setting

I may have gotten over-ambitious with Hybris again. Really, the original goal was to produce a very simple fantasy RPG and throw together a simple setting for it to work in. Getting bogged down in detailing dozens of different realms and such is probably counter-productive.

First, I need the basic system down pat. And it needs to be generic enough that it's not hard to drop a new or unique race into it.

Second, the setting might ought to be simplified and made starker... make the Endless War grander and more terrible, with Hybris being an isolated refuge in the midst of this realm-destroying conflict. Then almost everything would be an internal conflict inside the city itself, with the occasional foray into one of the more accessible realms. The existence of nice, "safe" realms might only be a rumor... the safest ones are probably horrific tyrranies where you have no rights or privacy and outsiders will always be second class citizens at best.

The war between the demon armies is endless... and they tend to attack out of rifts. Folks who are nearby when a rift opens may be able to escape into it. Also, major teleports (like sending in a big army) tends to open smaller portals at random, so people sometimes fall into them, too. Normally they'd be lost forever (possibly landing in a random realm somewhere), but Hybris has a weird funneling effect that causes a few folks to make it there safely.

The city is something of a grim oddity. It's a harsh life, but it could be so much worse. The Gray Man keeps order and keeps would be dictators from taking over. They were subjugated once, after a godlike being came through from a destroyed realm, but he was slain mysteriously.

One of the major factions is a group of mage/priests who create/nurture food with their magic. No one dares touch them for fear of being denied the free food that they distribute... not unless they have access to food of their own, of course.

The occasional demon-thing makes it to Hybris... whereupon folks kill it. Unlike most other realms, they can't summon their kinfolk here, so it's possible to survive. In other realms, the arrival of the first demon is a sign that more are coming.

Posted by Kiz at 10:19 AM | Comments (0)

Simple Magic

SweeneyTodd on RPG.net just posted about a really simple magic system... it was for FATE, but it amounted to you had a skill with a particular kind of magic and one or more aspects (Edges, basically) in that magic. To perform a minor spell, you'd just roll your skill. To do something really impressive and/or plot affecting, you'd also have to check off an aspect. Run out of aspects and you couldn't pull impressive magic anymore.

That's too simple for my taste, but it does match up with what I want... minor magic is free or almost free, major spells cost you something. It's got the best parts of both worlds... mages who've exhausted themselves aren't useless, magic can be used as often as you like, but we don't have to cripple it because the really impressive spells can only be used occasionally. That's basically what I liked about The Shadow of Yesterday. I have to think about how my system could be changed to reflect that better.

Posted by Kiz at 10:19 AM | Comments (0)

March 09, 2005

Balancing Magic

This is kind of an important design decision. Basically, how do you keep mages equivalent to other PC types?

  • The Howitzer Method: magic is really powerful, but exhausting. The mage can toast most foes or bypass most challenges, but only a few times. He'll depend on other PCs to fill in the rest of the time.
  • The Prep Method: the major downside to magic is having to prepare all spells in advance. You'll depend on other PCs to support you during unexpected stuff.
  • The Reload Time Method: potent magic is really slow. You might be able to defeat a group of foes, but only if protected for several rounds while you get your spell off. This requires careful balancing to keep mages from abusing buffs, summons and other effects that can be thrown out of combat.
  • The 90lb Weakling Method: magic is flexible because it lets you do all sort of marvelous things that ordinary people can't... but it isn't terribly powerful and can't produce really impressive effects... a good sword blow would be more effective than a magical blast.
  • The Expense Method: magic just costs a lot of points, so powerful mages won't be good at anything else. Of course, if they use their spells carefully, they may not need to be good at anything else.
  • The Russian Roulette Method: magic is dangerous. Mages often die when they screw up spells. Mages then make lousy, short-lived adventurers, but it might be good for a more diplomacy-oriented game.
  • The Esoteria Method: magic spells are so specific that you're really effective but only in a very narrow range. It's easy to find yourself in a situation where every spell is useless.
  • The Universal Method: practically everyone uses magic for something, so the only difference between a fighter and a mage is that the mage specializes in magic. We don't have to worry about magic-users overshadowing non-magic-users, because there aren't any to overshadow.
So, what method fits the setting best? Hm...

Well, you gather and channel mana from your environment. I could see making it slow. Some sort of MP system is probably necessary, too. Spells start at a cost of zero, but zero-cost spells are pretty wussy and restricted. Applying a Secret pumps up the energy cost accordingly. Subtract the mana level from the cost... if the mana level is negative, all spells cost more (and there's no such thing as a zero-cost spell anymore). If it's higher, you can apply some secrets and not spend MP.

MP is your INTU + Mana Gathering rating. Most spells roll KNO + Spell Skill. Spell effects generally add DRV to the final result (e.g., damage done, points transfered, etc.). Ongoing spells "tie up" some of your personal mana. Gods can maintain additional ongoing spells with their innate mana... equal to their (INTU + Mana Gathering) x Mana Rating.

Posted by Kiz at 01:28 PM | Comments (0)

Spell Damage

I kind of need some "standard" rules for determining spell damage. Something like...

  • Trivial: 1d6+DRV
  • Minor: 2d6+DRV
  • Major: 3d6+DRV
  • Dramatic: 4d6+DRV
  • Legendary: 5d6+DRV
That's probably not extreme enough, really. A "Legendary" spell that averages 19.5 points of damage isn't very legendary, especially if you get to save for half. I mean, it's a lot compared to a sword-blow, but that level should really be more of a "target is disintegrated" power level. Now if there's no "half-damage" bit, that's a good bit nastier, of course.
  • Trivial: 1d6+DRV (you could do just as well with a knife)
  • Minor: 2d6+DRV (about equivalent to a big bruiser's sword-blow)
  • Major: 4d6+DRV (can kill people outright)
  • Dramatic: (4d6+DRV) x2 (can kill major monsters outright)
  • Legendary: (4d6+DRV) x4 (obliterates even major monsters).
Hm. So, it's an interesting issue... if spell-effects go up exponentially, then magic-specialists tend to get gross.

If they go up linearly, then magic starts to hit a limit pretty quickly... but that's not necessarily bad. My damage system is similar to CoC... 3d6 is a lot of pain and suffering and 6d6 will kill pretty much any PC.

I like adding Drive to the damage roll, though... I could copy the Spycraft idea of using each mental stat for something separate... say KNO for actually casting the spell, PER for targetting spell-throwing effects, INTU for sensing/countermagicking stuff, and DRV for boosting the effects. I'm not sure I want to go to the trouble of doing separate casting/targetting checks, though.

I could also go with the first set and increase the boost from DRV... 1d6+DRV, then 2d6+DRVx2, then 3d6+DRVx3, etc.. 5d6+DRVx5 would average 27.5 instead of 19.5. Dunno. I'd like for the calculations to be super-quick and simple. I might even just use Diff/5 in d6... then it would start at 2d6+DRV and go up to 6d6+DRV.

tSoY effectively uses an MP system, since you have to spend from your pools to do stuff. It's interesting that it drains from a different pool depending on what Secret you're using. So you could exhaust yourself throwing divination magic but be fully charged for throwing destructive magic still.

It's got a few nifty effects, though... it looks like regular spell-casting is free but requires you to touch a single target. Casting at range costs 1 mp. Affecting a group costs 1 mp for up to 5 targets, 3 mp for 25, 6 mp for 100, and 10 mp for "everyone the caster can see". Since pools max out around 10, I doubt anybody could manage that last one. The duration starts at an hour and can be extended by spending points, too.

So the difficulty doesn't go up... but the MP cost does. There aren't many ways to increase the effectiveness, though... so if you need a minimum of X to produce an effect, you have to have the appropriate skill or you're hosed. Most powers don't have a minimum, though...

Also, there's the Massive Damage secret, which is pretty gross... you multiply the damage done by the amount of Vigor you spend (minimum 2).

Posted by Kiz at 12:52 PM | Comments (0)

March 08, 2005

Pushing Actions

You can go "all out" on any action, which gives you a +2 bonus but means that any failure is considered a botch.

For magic I might even allow a +4 bonus, but if you take it then you suffer a cumulative -2 penalty to use that kind of magic. The penalty goes away at the rate of 1 point per day.

Posted by Kiz at 05:59 PM | Comments (0)

March 05, 2005

tSoY Races

Strength, Endurance, Agility, Perception, Charm, Intuition, Knowledge, Drive.

Sandili: +1 Agility, -1 Intuition. Secret of the Sandili Tongue: +1 to Charm when performing in Sandili.

Human: no stat adjustments. No special abilities.

Salamander:

Wow, I ground out quick on that.

Posted by Kiz at 05:54 PM | Comments (0)

March 02, 2005

tSoY again

Perhaps it would be worthwile to try and write up a Shadows of Yesterday version of Hybris, mostly as an exercise/idea mine. Certainly there are some elements of the system that I could steal pretty easily for my own use if I wanted to.

The various magical arts would be Secrets... you'd always use the same magic skill, but which stat it would pair with would depend on the action taken. There'd be a primary Secret for each art (which represents basic training with it) then sub-Secrets which require the first one.

Secret of Thought (resisted with Willpower): you can use magic to send and receive thoughts with other people. Just sending doesn't normally involve a resistance check unless they try to block you out; reading thoughts always requires one, even if they're willing.

  • Secret of Bodily Control: you can use this magic to paralyze foes. Alternately, you can take control of their body, but this requires constant concentration.
  • Secret of the Depths: you can attempt to probe the memories of a subject, but this is really slow and generally requires them to already be in a trance state so that their thoughts don't obscure their memories.
  • Secret of Higher Thought: you can conceal your real thoughts behind a layer of false thoughts. You can also shut down your emotions temporarily in order to act in a calm, objective manner or to resist emotion-control magic.

Secret of Emotion (resisted with Insight): you can use magic to sense the emotional state of other people.

  • Secret of Overwhelming Emotion: you can disable foes by overwhelming them with a single, overpowering emotion of your choice.
  • Secret of Insinuation: you can influence someone's emotions in a subtle manner, making them feel happy, angry, lustful, et cetera. This generally seems just like an ordinary change in mood and can last a long time.
  • Secret of the Inner Heart: you harness your own emotional drives in order to gain bonuses to actions that you care deeply about. This also blanks out your surface thoughts (as you are operating on pure emotion), enabling you to resist thought-control magic.

Secret of the Inferno (resisted with Reaction): you can use magic to create fire out of nothing.

  • Secret of Flame Control: you can extinguish, shape or otherwise control fire.
  • Secret of Fire Protection: you can protect things from the damaging effects of fire, heat and smoke.
  • Secret of the Salamander: you can transform yourself into a being of living fire temporarily.

Secret of the Many Oceans (resisted with Toughness): you can use magic to control and shape water.

  • Secret of Immersion: you can create pure or salt water out of thin air.
  • Secret of Gills: you can enable other living creatures to breathe water and protect things from the damaging effects of immersion (like preventing a book from being damaged by getting wet).
  • Secret of the Undine: you can transform yourself into a creature of living water temporarily.

Secret of the Black Art (resisted with Willpower): you can summon Devourers, bodiless extradimensional entities that feed on mana and the life-force of living creatures. They will perform a single task, which they must be dedicated to as part of the summoning. Once the task is done, they'll do as they wish. This art is flexible, but rather slow and always takes 1 extra round to use.

  • Secret of Reanimation: you can bind a Devourer into a body, turning it into an undead creature.
  • Secret of Banishment: you can expel a Devourer from the mortal plane.
  • Secret of Coersion: you can give a new command to a Devourer, even if you didn't summon it yourself.

Secret of the Flesh (resisted with Endurance + Drive): you can boost or reduce someone's physical stats and other natural abilities (including their healing rate) temporarily.

  • Secret of Changing Flesh: you can make cosmetic changes or shift character points around in the target permanently. For example, you could reduce someone's Endurance to spend the points on Wings or change someone's Size rating. The more points moved around, the more damage doing this does to the target. Changes that can be passed on to their kids are far more difficult. This is also very slow, requiring 5 extra rounds each time it is used.
  • Secret of Insight: you can determine someone's health, stats and current condition by studying them with magic. This can also reveal things like hidden tumors.
  • Secret of the Inner Flesh: you can wound, paralyze or kill a target by changing their internal organs appropriately. It can also fix problems like blindness or cancer if you also have the Secret of Insight.

Secret of the Storms (resisted with Toughness): you can predict the weather and speed up or delay it in minor ways (e.g.- making fog linger or rain start early).

  • Secret of the Storm: you can modify the weather in major ways, producing or dampening out storms. This is very slow, requiring an extra minute to cast.
  • Secret of the Lightning Strike: you can control where lightning strikes. This process is slow, requiring 2 extra rounds to cast.
  • Secret of the Winds: you can control the direction and strength of the local winds in a precise fashion. This process is slow, requiring 2 extra rounds to cast.

Secret of the Natural Order (resisted with Willpower): you can command animals to obey you or make them feel friendly towards you.

  • Secret of the Plants: you can also command plants. Plants which are commanded can be made to uproot themselves and move about, although they often take damage from this.
  • Secret of Fertility: you can control the natural cycles of animals and people (and plants, if you have the Secret of the Plants), making them more or less fertile as desired.
  • Secret of the Beast Form: you can assume the form of an animal temporarily. It's much easier if you have a scrap of flesh taken from the creature whose form you wish to assume. If the scrap comes from a creature which is still alive right now, it's even easier.

Secret of Portals: you can sense the presence of portals. If they are inactive, you can activate them, although you still won't be able to use them if they require a key.

  • Secret of the Opener: you can create a portal between your current location and another realm. It's easiest if you do it in one spot, then go to the other end by other means open the other end there. Opening a portal directly from one spot to the other is very difficult.
  • Secret of Teleportation: you can make portals between two locations in the same realm.
  • Secret of the Key: you can put restrictions on a portal, such as it requiring you to hold a specific item or make a particular gesture. You can also render it inactive or set it up as a trap so that it will go inactive when the next person tries to travel through it, trapping them until the portal is reactivated.
  • Secret of the Diviner: you can use magic to learn what sort of key a portal uses or where it goes.
  • Secret of the Closer: you can create magical barriers that prevent certain kinds of portals from working, such as stopping all new portals or all cross-realm portals.
  • Secret of the Priest: you can create a mana portal, one that only allows mana to travel between two locations. Mana will flow from the area with the higher mana rating to the lower.

Secret of Metamagic: you can concentrate and store mana within yourself, providing you with extra magical energy to work magic with. You can also detect nearby mana fonts and barriers.

  • Secret of Countermagic: you can attempt to drain away mana from an opposing spell, countering it regardless of what sort of magic it is.
  • Secret of the Barrier: you can set up mystical barriers which block the flow of mana. A completely sealed area with no mana source inside it will not be able to replenish mana when it is used. You can also pour mana into a sealed area, artificially boosting the area's mana rating temporarily.
  • Secret of Divinity: you can attempt to absorb a mana source into yourself, becoming a deity. Warning: failing at this attempt can be fatal.

Posted by Kiz at 05:02 PM | Comments (0)

Locations

  • Hybris: an ancient, abandoned city of ornate towers and interlocking balconies and catwalks. The artwork is oddly stylized and mostly consists of aquatic creatures, although the city itself is land-locked. It is now inhabited by a rabble of refugees from various realms. Its portals are unstable and rarely allow more than a handful of folks to pass through before changing the destination that they lead to.
  • Korth: a decaying jungle realm whose deity (the goddess Allassarra) recently perished. Inhabited mostly by her surviving subjects, but the realm is gradually becoming unlivable without her magics to sustain it.
  • Choronos: a blasted wasteland ruled by the mad god Lalindiel and his Terrible Ones. Widely shunned.
  • Myros: the home realm of the Brutes, the demons lead by Benefor the Merciless.
  • The Hells: several closely tied realms ruled by Xualia the Cruel and her Fiends.
  • Arborelle: a realm of great forests. Ruled by the goddess Nahura and her Sandili.
  • Infernus: the fiery, volcanic realm inhabited by the Salamanders. No true deity, just the massive mana font they call Illiu.
  • Oceanus: the water world ruled by the Undines. Ruled by a pair of deities: Ahmn and Mna.
  • The Bright Lands: a group of tightly connected realms ruled by the pantheon of gods called the Lords of Light.
Posted by Kiz at 02:02 PM | Comments (0)

March 01, 2005

The Shadow of Yesterday

Been looking over the rules for The Shadow of Yesterday. A fairly nice ruleset, very rules-light and very "all areas of expertise are equal", much like Dogs in the Vineyard. A few thoughts...

  • Too much metagame stuff for my taste. The gift dice, for example, are a cute mechanic, but they're entirely player driven. If you're acting in character, you'll never use them because your character is unaware that they exist.
  • "All areas equal" is a nice design goal, but too prone to abuse for my group. I'd need definite guidelines for stuff like how hard it is to use "Sway" to convince a foe to, say, 1) Stop hitting me, 2) Hit someone else instead, or 3) Commit suicide.
  • Too narrow of a result range? That I'm not sure about. It has two ways of applying bonuses... boosting the total of the roll or giving you extra dice. Since you only use the 2 highest dice, there's a tradeoff there... the more bonus dice you already have, the less benefit you'll see.
  • Limited advancement. Linear advancement limited only by automatically retiring a character if they ever roll a 22+? Ugh. Might as well play D&D and automatically retire folks when they hit 20th level.
  • Haphazard advancement. I dunno, the whole "if your character doesn't care about what he's doing he won't get better at stuff" mechanism just turns me off. I think Riddle of Steel did this too, but there you could also use the Key for a bonus. I'd rather see characters who were better at things that they cared about than ones who got better at unrelated things because they were "being true to themselves". Apparently, getting players to actually stick to their character's motivations is a big problem in many groups, but I tend to end up with groups where staying in character is the norm. I might ought to try it at some point, though... just to see if any noticable improvements appear.
  • Treating all forms of damage as almost the same. Dunno. I'd have to see this in play. What pool you can spend to better "soak" the effects of damage will vary according to the type, but your basic rating won't. I suppose you could have Secrets like "Durable: +1 to Stay Up vs Physical Harm" but it might be better to have 3 ratings... I'm not sure.
  • I might be able to steal some magic system ideas, though.

Posted by Kiz at 01:50 PM | Comments (0)