December 18, 2005

White Rats

I kind of like the idea of some inbred royal servants... rats whose fur is also practically white. They'd be like Cleverness +1, but have less Brawn than a regular rat. Their Magic rating might not be as bad, either.

Posted by Kiz at 12:26 PM | Comments (0)

December 17, 2005

Sorcery

Rather than have a ton of spirt-based Summoning effects, it might be better to have two classes of magic available... Wizardry (affects the real world) and Sorcery (affects the spirit world). There could be six standard spells for each and a separate Edge for access to each one.

Wizardry:

  • Delve/Shape
  • Influence/Compel
  • Manipulate/Levitate
  • Scry/Locate
  • Mislead/Illusions
  • Spark/Lightning

Sorcery:
  • Binding spirits into places / Animating golems and undead
  • Enchanting someone with a resident spirit
  • Enchanting yourself with a resident spirit / Shapeshifting
  • Weather control?
  • Mesmerism?
  • Finding spirits?

Some more Sorcery thoughts...
  1. Communicating basic concepts to spirits
  2. Communicating complex ones (advanced)
  3. Attracting attention of spirits (and/or living beings?)
  4. Merging with a spirit to transform yourself (advanced or very advanced)
  5. Making a spirit manifest as an ephemeral, illusionary being (most spirits are only capable of this on their own)
  6. Making a spirit manifest in a physical body to animate it (advanced)
  7. Making a spirit manifest in some physical raw material so that it can form its own body (advanced or very advanced). Or maybe the "concentrated" version of making it manifest in a pre-prepared body.
  8. Holding spirits at bay
  9. Banishing spirits entirely (advanced)
  10. Enabling a spirit to "possess" a person, producing minor effects on them.
  11. Enabling a spirit to permanently possess an insect or unintelligent animal, creating a familiar spirit of sorts (probably advanced, possibly just a severed possession spell on a mindless critter).
  12. Seeing the physical world as a spirit does.
  13. Seeing the future or past via a spirit.

Posted by Kiz at 02:59 PM | Comments (0)

December 15, 2005

More Forbidden Magics

These should mostly be Edges that require two Advanced Edges already. Let me browse a few ideas...

Call Storms (requires Levitation and Lightning): the caster must float up into the sky or occupy a high point.

Posted by Kiz at 04:25 PM | Comments (0)

Forbidden Magics

Okay, ways to perform forbidden magics... These would probably mostly be Edges.

Shapeshifting (Requires the Edges: Binding and Shaping): by conjuring a powerful spirit into your own flesh and granting it the ability to remake your own form, you can be physically transformed in ways that regular flesh-Shaping can't match, such as growing larger or smaller or acquiring special abilities like a venomous bite.

The difficulty is based on the form desired. The process is quite violent but very quick, taking only a few rounds. You won't be able to act during the process, but physical harm suffered at this point is commonly washed away... only a blow which kills you outright will have any effect; lesser wounds simply close up during the process.

The process requires both a Binding and Shaping check vs the same difficulty. If the Binding check fails, you'll end up with the spirit in charge of your new form instead of yourself, effectively making your character into an NPC for the duration. The only way to undo this is to successfully Banish the spirit. You can spend a Hero Point to make one attempt to Banish the spirit yourself before it's too late; otherwise you become a prisoner in your own horribly remade flesh until the spell ends... Since the spirit then has control over all of your physical and magical actions, it can maintain the spell itself as long as it wants.

If the Shaping check fails, the form will be imperfect. This generally means that your new form is hideously disfigured and generally has vulnerable spots where the bones, scales and/or protective shell haven't formed properly.

If either check botches (fails by 10+), you don't change and instead take 1d6 damage per failure level. If you botch both checks, you'll probably die.

Shapeshifting of this sort is hard on the system. Your real body takes 1 point of damage every so often; when this exceeds your regular Hit Point total, you have to make a Survival Test as per normal.

  • Difficulty 15 or less: no stress damage
  • 20: 1 point per day
  • 25: 1 point per hour
  • 30: 1 point per minute
  • 40+: 1 point per round
When you transform back, translate any damage suffered by your transformed body into the appropriate amount of damage for your regular form, then add any stress damage. Thus, if you maintain an assumed form for a long time then get beaten into unconsciousness, the combined stress will often kill you.

Maintaining your new form requires minimal concentration. If you are knocked out, the spell will end and you will revert to normal. It can be maintained while you sleep by spending an hour meditating beforehand, however. The transformation can be made permanent by Severing the spell, but doing so incurs as many Severance points as the base difficulty divided by 5 and the decision of whether or not to Sever has to be made before you roll either check.

Some possible difficulties:

  • Change into a fully healed version of yourself (this is not actually a maintained spell; all it does it heal you to full): 15
  • Take the form of a specific member of your own species: 20.
  • Take the form of a different PC race of the same size (e.g.- a Common Mouse who becomes a White Mouse): 20 (25 to mimic a specific person)
  • Take the form of an animal of equivalent size (e.g.- a Common Rat becoming a similarly-sized turtle): 25
  • Becoming an animal of significantly larger or smaller size (e.g.- a Mouse becoming a housefly or a Ka'at): 30
  • Becoming an animal of astoundingly greater size (e.g.- a deer or human): 50
You can also choose to become a generic "monster" instead of an animal. This requires summoning a destroyer-spirit and it turns you into a horrific mass of claws, teeth, tentacles and eyes. Such forms generally aren't any more powerful than turning into an equivalent-sized predator, but they're really terrifying and require that folks who encounter you make a fear check (rolling Resolve) vs the difficulty of your spell.

So, let's say that one of the First Ones desired to become a Titan. That would entail rolling Summoning and Delve, both vs difficulty 50. If he had a skill of +15 in both and a Magic stat of +15 to back it up, he'd "only" need to roll a 20+ on both to pull it off. If he succeeded, he'd take 1 point of stress damage per round and when that exceeded his natural Hit Points he'd have to start making Survival tests. If this knocks him out, he returns to his natural state, multiplies any damage taken to his Titan form by an appropriate amount (i.e.- if he's lost 5% of his HP as a Titan, he'll take 5% of his regular HP total in damage when he changes back) and adds that to his stress damage to see how much damage he's taken in total.

Posted by Kiz at 01:10 PM | Comments (0)

December 12, 2005

Typical Stats

Okay, assuming that a skill of +5 is basically Journeyman, a +10 is Master and a +15 is Grandmaster...

Typical Common Mouse (stats at +0 not shown): Magic -2

Agility: -10 inanimate object, -5 slug, +0 typical person, +5 acrobat, +10 astounding acrobat.
Brawn: -10 inanimate object, -5 immobile person, +0 typical person, +5 big, strong man, +10 Olympic weight lifter.
Cleverness: -10 insect, -5 animal, +0 typical person, +5 genius, +10 supergenius.
Drive: -10 inanimate object, -5 coma victim, +0 typical, +5 strong leader, +10 amazing leader
Perception: -10 inanimate object, -5 insensible, +0 typical, +5 eagle-eye, +10 bloodhound.
Magic: -10 inanimate object, -5 ordinary animal, +0 talking animal, +5 mage, +10 archmage.
Size: -10 flea, -5 ant, +0 mouse, +1 rat, +5 weasel, +10 ka'at, +20 human.

Size makes you easier to hit with ranged attacks, but subtracts from all damage taken and adds directly to Brawn.

Ant: Agility +1, Brawn -5, Cleverness -10, Drive +0, Perception +0, Magic -5. HP: 1, Armor 1.

Soldier Ant: Agility +0, Brawn -3, Cleverness -9, Drive +1, Perception +0, Magic -5. HP 4, Armor 2.

Common Shrew: Agility +2, Brawn -1, Cleverness -7, Drive +0, Perception +1, Magic -5. HP: 8.

Talking Shrew: Agility +2, Brawn -1, Cleverness -3, Drive +0, Perception +1, Magic -3. HP: 8.

Weasel: Agility +1, Brawn +5 (from size), Cleverness -6, Drive +2, Perception +1, Magic -5. HP: 20, Armor 5.

Ka'at: Agility +3, Brawn +10 (from size), Cleverness -5, Drive +0, Perception +2, Magic -5. HP: 30, Armor 10.

Human: Agility -1, Brawn +20 (from size), Cleverness +0, Drive +0, Perception +1, Magic -5. HP 50, Armor 20.

Posted by Kiz at 01:16 PM | Comments (0)

December 10, 2005

Zombies

Spirits won't/can't inhabit a living body for long, because they don't like fighting with the host for control. The only way to get them to stay reliably is to drug the subject so that they are basically insensate and the spirit gets to be in charge.

  • Servitor: turns host into a Houdoun-style zombie. With regular doses of the drug, they'll stay a zombie indefinitely.
  • Healer: rapidly restores the host to perfect health, then leaves.
  • Destroyer: turns host into a violent Houdoun-style zombie.
  • Protector: ditto.
  • In fact, I think all of the others would do the same.

Posted by Kiz at 09:11 AM | Comments (0)

December 09, 2005

Missile Weapons

Sling: damage 1d6+Brawn/2. Reloading takes a Secondary Action. Very cheap.

Shortbow: damage 1d8+Brawn. Reloading takes a Secondary Action.

Longbow: damage 1d10+Brawn. -1 to hit. Reloading takes a Secondary Action. Requires a minimum Brawn of +1.

Crossbow: damage 1d10+1+Brawn. +1 to hit. Reloading takes a Full Action. Expensive.

Optional Rule: all missile weapons except for Slings are built for a particular Brawn rating. If your Brawn is less than that, you are at -2 to hit and damage per point you fall short. If your Brawn exceeds it, your damage bonus is calculated as though you had the Brawn rating of the weapon.

Posted by Kiz at 03:18 PM | Comments (0)

December 07, 2005

Saving Throws

Toughness (Fortitude): roll Brawn + Drive + Size

No Reflex save... that's under the Reaction skill.

No Willpower save... that's under the Resolve skill.

Only physical fortitude (used for resisting stuff like poisons, diseases and electrical shocks) is based solely on stats. Diseases should probably leave out Size, though.

Posted by Kiz at 01:14 PM | Comments (0)

Spell Effect Rules

Delve Effects
Note: using Delve always requires 2 Full Actions to cast and requires a Full Action each turn to maintain. It can only be performed by touch.

  1. Probe target: examine a target magically for information about their physical state
  2. Deep probe (concentrated): learn deeper information about the target, such as their mental state
  3. Reshape object (advanced, costs 1 extra fatigue): rearrange an object's physical form internally. Can be used to treat physical injuries. Reshaping an object is a very slow process, often taking hours. The harder the object, the more difficult to shape and the longer it takes for even minimal changes.
    • Water/Mud (diff 10): 1 round
    • Dead Wood/Flesh (diff 15): 1 minute
    • Living Wood/Flesh (diff 20 to shape it without injuring the target): 15 minutes
    • Stone/Soft Metal (diff 25): 1 hour
    • Hard Metal (diff 30): 4 hours
  4. Shatter object (advanced, concentrated): attempt to reshape an object suddenly and violently, effectively shattering it. Inflicts 2d6+Magic*2 (minimum 0) damage on it.

Influence Effects

  1. Manipulate emotions: target's emotions are adjusted slightly. Resisted with Sense Magic, since if you can tell that it's happening you can generally easily ignore the effects. Mostly it has only cosmetic effects, although you can apply the SL as a penalty to inappropriate actions. Effect generally lasts for Magic minutes after the spell ends (minimum 0).
  2. Overwhelming emotion (concentrated): target is blasted with an overwhelming emotion. Resisted with Resolve. Target falls under the influence of that emotion for SL rounds.
  3. Command actions (advanced): target's actions can be prohibited or even compelled. Last command remains in effect for Magic rounds after the spell ends (minimum 0). Resisted by Resolve.
    • Passive prohibition (don't do X): +0
    • Active command (do X): target gets +5 to resist
    • Target is strongly opposed to command: target gets +5 to resist
    • Target would rather die than obey (includes complete paralysis and suicidal actions): target gets +10 to resist
  4. Command single action (advanced, concentrated): as above, but only takes a single command, the effect only lasts Magic*2 rounds (minimum 1), and it can only be a passive command. The target's resistance roll is at -5.

Manipulate Effects

  1. Weak TK: move nearby objects with effective Brawn of Magic-5.
  2. TK Shove/Pull (concentrated): shove or pull a nearby object with an effective Brawn of Magic.
  3. Levitation (advanced): float Magic-Size paces per round (minimum 0). Note that it requires a Magic rating greater than your Size to work at all.
  4. Flight (advanced, concentrated): fly 10+(Magic-Size)*2 paces in a single round (minimum 0). Can be maintained, but at a cost of 1 Fatigue per additional round.

Mislead Effects

  1. Distract: target can be made to hear brief noises or see flashes of movement in whatever direction you choose. Resisted with Awareness (to pick out that the sound/image is illusory).
  2. Overwhelm (concentrated): attempts to momentarily blind and deafen the target by overwhelming them with chaotic sounds and images. Resisted with Awareness. The target is at -5 to all actions involving sight or hearing for SL rounds.
  3. Illusions (advanced): specific sounds and images can be projected, although they are still clearly unreal if examined closely. Resisted with Awareness. The illusion can be seen/heard even if the resistance roll is successful (the target can just see what's really there as well), so coherent messages can be communicated easily.
  4. Overwhelming illusion (advanced, concentrated): the target is hit with an illusionary image that looks completely real but only lasts for one round per SL. Resisted with Awareness.

Scry Effects

  1. Search area for X:
  2. Search distant area for X (concentrated):
  3. Find X at any range (advanced):
  4. Establish link to X at any range (advanced, concentrated):

Spark Effects

  1. Ball of flame: does Magic points of damage per minute of exposure, minimum 1.
  2. Fireball (concentrated): does 1d6+Magic damage to a cluster of targets; resist with Evasion. +1d6 damage per crit.
  3. Electrical sphere (advanced): target must roll a Toughness save (Brawn+Drive+Size) vs 10+Magic or be stunned for a round.
  4. Lightning bolt (advanced, concentrated): does 1d4+Magic damage to a single target; resist with Evasion. +1d4 damage per crit. Target must also roll Toughness vs 10+Magic*2 or be stunned for 1 round plus Failure Level (1 per full 5 he fails by).
  5. Ball of light (advanced): always difficulty 10. Brightness varies from Candle (Magic +0 or less) to Torch (Magic +3) to Bonfire (Magic +5) to Daylight (Magic +10) to Brilliant, Dazzling Daylight (Magic +15 or higher). Lasts for SL rounds after the caster stops concentrating.
  6. Flash of light (advanced, concentrated): everyone looking towards the caster is blinded. Targets resist with Reaction. Those who fail are blinded for Magic/2 rounds (minimum 1).

Summoning Effects

  1. Attract: draws the attention of all magical creatures (including other talking mice) within a number of paces equal to your total roll. As long as the spell is maintained, all creatures in that range can sense the direction towards you. Can be restricted to bodiless spirits only or physical beings only, if desired.
  2. Psychic shout (concentrated): an attract spell that only lasts for one round, but has 10x the normal range. The desired targets cannot be limited.
  3. Prepare binding (advanced):
  4. Banish (advanced, concentrated):

Posted by Kiz at 12:59 PM | Comments (0)

December 03, 2005

Variant Spirits

Spiritlore Skill: lets you determine what sort of spirits are likely to be found in an area and the best conditions for summoning them. Necessary to keep the Binding power from being more than a crapshoot.

Variants: some spirits possess strange powers above and beyond what's typical.

Destroyers: some can remake a dead body into a monstrous form.

Healers: a few aren't good at healing, but can restore the recently dead. They will only enter a recently deceased corpse, and then only one that's in good shape. Once successfully summoned to revive someone, they never return to the same spot again.

Posted by Kiz at 05:53 PM | Comments (0)

December 02, 2005

Shaping

Time required per session:

  • Hard metal: 6 hours, diff 25
  • Soft metal/Stone: 1 hour, diff 20
  • Wood/Flesh: 15 minutes, diff 15
  • Mud: 1 minute, diff 12
  • Water: 1 round, diff 10

There's a Perform specialty called Waterdancing. It's combined with Shaping to make liquids dance and reshape themselves in entertaining ways. It's a performance art popular amongst the upper classes.

When you cast a Shaping spell on something, you can roll over your successes to the Craft/Medicine/Herbalism/Perform roll.

Hm. How about this: every extra success you get beyond the minimum shifts the time required down a step... nah, that would require a big chart or else it would be too powerful. There probably should be a minimum difficulty for each one, though.

Posted by Kiz at 07:19 PM | Comments (0)

December 01, 2005

Weapon Special Abilities

Knife (light): can be used in close combat without penalty (normal penalty is -4 for a light weapon and -8 for a medium or heavy weapon).

Mace/club (medium or heavy): can inflict stunning blows (3/4 of damage is stun) at its normal damage roll (normally a subdual attack with a lethal weapon does 1/2 damage). A club is just an inferior mace.

Axe (medium or heavy): when used to perform a Full Attack (a full action), you are +4 to damage (normal is +2 to damage).

Spear (medium): when used to fend, you don't have any penalty to hit if the foe doesn't advance (normally you're -2 to hit if they don't advance, +2 to hit if they do).

Sword (light, medium or heavy): if you score a critical success on a parry, you can apply roll-over dice from it to your next attack upon that person.

Flail (heavy): if your attack is successfully parried by less than 5 points, you still score a partial success and strike them for half damage. If you try to use a flail to parry, the same applies to you.

Staff (medium): reduced damage, but gets an extra free parry per turn.

Beat/Feint (secondary action): make an attack that tries to throw your opponent off-balance. If you win, it does no damage, but you get to roll-over your Success Levels as Bonus Dice to your next attack (which must be in the same or next round).

Minor Attack (secondary action): make an attack which inflicts 1/2 normal damage if it hits. Eh, probably a bad idea.

Posted by Kiz at 07:46 AM | Comments (0)