Random thought: perhaps HP should be 10+Endurance Skill or something? Then you could invest as much or as few skill points into getting tougher and never have a solid upper limit... but it would get slower and more expensive just like any other skill. At +10 HP, you'd actually get another point of Brawn for free, which would give you an extra HP. So it would be 10+Endurance (which depends on Brawn) rather than 10+Brawn (*2 if positive).
Then you could have weak PCs who still had a decent number of HP by sinking lots of points in to that skill.
There are no limits to how many spells you can cast per day, other than the practical ones. Fatiguing spells will eventually wear you out and even basic spells take at least a round.
Some basics:
Found a perfect pic for a Forest Folk mouse in Melissa Vernon's (of Digger) Elfwood gallery. If I wanted to commission a full-color cover pic, I could definitely do worse.
The underground mice end up like naked mole rats? With skin covering their shrivelled, vestigial eyes? After all, there are bad things in the depths, and they're swimming in them.
"Mouse Guard" is apparently a cute fantasy comic book about mice who serve as scouts and guards for a mousy kingdom. No overt magic in the samples, but there is a blue-robed guard who carries a staff instead of a sword and who might be paralyzing a snake by holding his staff against its head. Not sure.
Touch spells possibly being easier... and enchanted staves that can conduct them.
Status is now a stat on the same scale as the other stats, except that you don't get to allocate points to it at character creation. There isn't much social mobility in the Fallows... you'll have to go adventuring to raise your Status.
Hm. I don't want to penalize Wild Rats too much. Perhaps it should be -3 where you can't even get a club made and have to make do with a tree-branch.
I've been considering changing the name from Edge to Extra.
Okay, here's the list:
Whisper: communicate with spirits. Concentrated is a shout. Severed lets you always use Whisper effects on the spirit in question. Advanced allows communication of complex ideas. Advanced severed allows for pacts/bargains with dark gods.
Lure: attract specific kinds of spirits by entering into an appropriate trance. Concentrated tries to trick them into manifesting. Advanced lets you do sendings by attracting them towards other people.
Banish: attempt to force spirits away. Concentrated tries to force material spirits to dematerialize. Advanced can break enchantments such as bargains or talismans.
Tether: tie a spirit to the physical world. Creates talismans. Advanced can create golems/animate corpses.
Enthrall: put people in a trance-like state as though you were a spirit. Basic just fascinates targets, advanced lets you put ideas in their head.
Glimpse: lets you view the world as a spirit would. Dangerous, because of the risk of seizures from the wild visions. Advanced lets you pretty much scry the future, past or present using this but is exhausting and dangerous.
For some powers, concentrated can just be "do the same thing, but faster" since a lot of Sorcery powers are rituals and comparatively slow.
Crossing the lake can take as little as 2 days with favorable winds, up to 2 weeks or more if the winds turn against you.
Pirate Winds: strong breezes that force ships to moor themselves to large, wind-blocking obstacles such as islands or sunken trees, but which are not strong enough to stop the little pirate canoes used by the sea-rovers.
Pirates like to use cutlasses... little light metal blades of Fashorian design, basically curved heavy daggers. They're sharp along the outer curve, but dull in the inner... some pirates are known for carrying them in their teeth, with the sharp part facing outwards so that they don't cut themselves.
For properly evil Sorcery, there should be an effect which lets you bind minor spirits into yourself or an item. The spirit can then be commanded to perform an appropriate task SL+1 times before it fades back into the spirit world.
A common one is to enslave a benign spirit to heal a single wound completely.
Bindings of this sort are treated as permanent spells and incur Severance points. Spirits should never be happy about this sort of thing; it should be clear that binding them in this fashion torments them.
Sorcery isn't dark enough as is. I need some good names/themes for the skills that are darker.
Okay, some more thoughts...
I could split up attract/repel into separate skills. Gotta think about it. I would like 6 skills so that it matches up well with Wizardry. I could move visions into its own area instead of it being part of communicate. One more "independent" power would make it 50% using spirits and 50% being like a spirit. A leech-life/magic power? Maybe just have a separate skill for repelling spirits than attracting them?
Kenshar is a meditative technique practiced in Fashor. It enables the practicioner to tap into their inner magic to produce subtle, internal effects. It isn't widely thought to be a magical art, but it is.
Mostly it extends or expands on other skills, so, for example, a super-leap technique should add to or multiply your jumping distance... but you still have to use your Athletics skill.
Possible effects:
They're probably all Magic based skills, but your Magic rating won't matter as much for the effect... it's all subtle internal stuff that doesn't require a lot of power.
So, let me think... 3 skills would probably be plenty. The 3 basic precepts of Kenshar are:
Anyway, Self-denial lets you survive without food or water and lets you post-pone the effects of Fatigue until later (at a risk of making the fatigue even stronger when it finally comes back). Resisting torture probably falls under this skill, too.
Self-mastery lets you control things like your heart rate, breathing and sleep in a special trance state that makes it easier to wake up if something happens nearby. It's the body-control power.
Concentrate Energies lets you aid Brawn and Athletics rolls by throwing all of your body's strength into a task.
All 3 are Magic-based skills, but your Magic rating doesn't affect them a whole lot beyond aiding your skill rolls.
A given poison inflicts X points of damage at the rate of 1 point per time interval.
When you get poisoned you'll make a resistance check vs a difficulty set by how hard the poison is to resist.
A failure or worse means that you take full damage.
If you succeed, you'll take less damage. Only every SL+2 time intervals will actually do damage; the others are ignored.
So someone who gets a partial success will only take damage every other time interval. A level 1 success will only take damage every third time interval. Etc.
Poisons generally inflict either Lethal Damage, Stun or Action Penalties (-1 per level, treat as Fatigue).
Sorcerous Poisons: the venom of spirit creatures is unnaturally fast. The entire effect is generally resolved in the same round you get hit. If you get at least a partial success, divide the damage done by 2+SL.
So, let's take a crippling paralytic poison that does a total of -10 to your actions at the rate of 1 per round and is difficulty 10 to resist.
If you roll a 15 on your resistance check you'll get SL 1 and divide the damage by 3 and multiply the time interval by 3. So now you take -1 to your actions every 3 rounds until you've taken a total of -3. You'll still be groggy, but that's all.
Perhaps I need separate Resolve (Drive) and Resist Enchantment (Drive/Magic) skills. Or just say that you add your Magic to your Resolve when resisting mental spells and other magical effects.