June 30, 2006

Weapon Selection

Heavy spear: bonus die vs huge monsters.

Light spear: bonus die vs folks with shorter weapons in wide-open areas.

Sword: hm.

Posted by Kiz at 04:40 PM | Comments (0)

June 08, 2006

Misc

The Standing Stones: three great rocks... two standing up and a third laid across them, far, far too large to ever be moved by mice or rats without huge effort. Considered a pagan site associated with dark gods. Local cults have a history of having nasty rituals there. Probably in the dark magic-supressing kingdom. Magrel? Maggle? I remember not being too happy with its name...

Posted by Kiz at 07:13 AM | Comments (0)

June 02, 2006

Filling in Holes

Magic: remember, spells cast with Knacks win ties against folks who aren't using Knacks.

12d6 for stats.
9 points worth of Knacks (1d6 = 1 pt, 2d6 = 3 pts, 3d6 = 6 pts).
Upgrading a magic knack from Small Magics to High Sorceries costs 1 knack point.

Signature Knack wins ties even against other non-Signature Knacks.

Cassandra:
Athletics 1d6, Brawn 1d6, Cleverness 3d6, Determination 3d6, Magic 4d6.

Roko:
Athletics 3d6, Brawn 4d6, Cleverness 2d6, Determination 3d6, Magic N/A.

Supermage:
Athletics 2d6, Brawn 1d6, Cleverness 2d6, Determination 2d6, Magic 5d6.

Conservative Mage:
Athletics 2d6, Brawn 2d6, Cleverness 2d6, Determination 2d6, Magic 4d6.

Hm. Non-mage: average 3d6. Mage: average 2.4d6.

5d6+4d6+3d6+2d6+0d6 = 14d6.
Maybe give 13d6?

Knacks...

Roko: Swords +2d6, Well-travelled +2d6, Jumping +1d6, Stealth +1d6, Cautious +1d6.

Cassandra: Healing +1d6, TK +1d6 (High Sorcery), Spark +1d6, Priestess of Magellian +1d6, Charming +1d6, Mesmerism +1d6 (High Sorcery).

Knacks: Priestess of Magellian +1d6, Charming +1d6
Spell Knacks: Healing +1d6, TK +1d6, Spark +1d6, Mesmerism +1d6
High Sorceries: TK, Mesmerism

Should higher end Knacks really be exponentially more expensive? You probably won't get them that often. Maybe just allocate dice?

+1d6: 1, +2d6: 2, +3d6: 4, +4d6: 6, +5d6: 10.


Roko: Swords +3d6, Well-travelled +3d6, Jumping +1d6, Stealth +1d6, Cautious +1d6.

Cassandra: Priestess of Magellian +2d6, Charming +1d6
Spells: Healing +1d6, TK +1d6, Spark +1d6, Mesmerism +1d6
High Sorceries: TK, Mesmerism

Posted by Kiz at 03:48 PM | Comments (0)

Races II

Royal Mice: strong magic, weak Brawn, small, sickly, high status.
Balanced Adj: Size -1d6. Status +2d6. Albino (-1d6).
Rating Limits: Minimum Magic 1d6, Maximum Magic 6d6. Maximum Brawn 3d6.

White Mice:
Balanced Adj: Size -1d6. Status +1d6.
Rating Limits: Maximum Brawn 4d6.

Common Mice:
Balanced Adj: None
Rating Limits: Maximum Magic of 4d6.

Jumping Mice:
Balanced Adj: Status -1d6. Superior Jumping ability.
Rating Limits: Maximum Magic of 3d6.

White Rats:
Balanced Adj: Size +1d6. Status +1d6. ??? [always slaves? lose 1d6 from stats?]
Maximum Magic of 3d6.

Common Rats:
Balanced Adj: Size +1d6. Status -1d6.
Maximum Magic of 3d6.

Wild Rats:
Balanced Adj: Size +2d6. Status -2d6.
Maximum Magic of 2d6. Maximum Cleverness of 4d6.

Posted by Kiz at 02:19 PM | Comments (0)

HM System thoughts

  • Size as a trait that adds when being big helps (when rolling Brawn, generally) but subtracts when being big hurts (when trying to squeeze into little holes and such). It's mostly a positive trait. In general, races that get a Size bonus also get a Status penalty.
  • Status is a trait that's added when being high ranked would help and subtracted in the rare cases where it hurts. It also governs the quality of equipment you can get, so you'll sometimes have an Advantage in combat that's somewhat based on being higher Status... whether or not you have access to a metal weapon, mostly.
  • High Sorceries inflict a point of Magical Harm whether you succeed or fail, but if you succeed you can choose to drop a Success to get rid of the harm.
Example High Sorceries (advanced forms of regular Small Magics):
  • Tk: levitate yourself at a slow walk (Size penalizes this). Land safely on your feet after a fall from any height (Size penalizes this). Slam a foe with a wave of telekinetic force. Disarm a foe by flinging their weapon away. Pin a single foe as long as you devote your full concentration to maintaining the spell
  • Plants:
  • Mesmerism:
  • Illusions:
  • Divination:
  • Healing:
  • Spark:
  • Telepathy:
  • Summoning:
Posted by Kiz at 06:26 AM | Comments (0)