Main Menu

Anwyn

Novus 2nd Edition

Novus 1st Edition

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Dorchadas

Pages: [1] 2 3 4
1
Novus RPG / Sword&Sorcery
« on: December 05, 2014, 09:46:44 PM »
Alright, I'll use Elemental Bolt.

So the mage is casting Elemental Bolt, and it costs 2 SP. Under the WFRP-style system, SP aren't used. Instead, the spell has a 2% chance of a mishap, so when you roll for the spell, designate one die as tens and one as ones beforehand and read them as percentile dice. If you get a 01 or 02, then there's a mishap and you roll on the mishap table. This is independent of Boons, Snags, and weather the spell works at all or not. Maybe a bolt of cold roars out, but the caster rolls a 02, so a cold wind also sweeps through the area. Or maybe the nearby milk curdles and food spoils. Or whatever.

Then if the caster increase the base damage by 3 and makes it a cone, that adds 10 to the SP cost, so now there's a 12% chance of a mishap. 01,02,03,04...11,12 all lead to a mishap whether the spell succeeds or not.

Does that make sense?

2
Novus RPG / Sword&Sorcery
« on: December 04, 2014, 09:06:49 PM »
WFRP goes with 10% (though it gets complicated)




Just realized the answer to this--use the spell point cost as the chance for a mishap. That way, any Casting Options make the spell more dangerous instead of more expensive.

3
Novus RPG / Sword&Sorcery
« on: December 02, 2014, 08:13:57 PM »
Thought of something else, again based on the way Warhammer Fantasy Roleplay does spell failure.

Use two different colored dice when rolling to cast the spell and assign a percentage chance for mishaps. WFRP goes with 10% (though it gets complicated), but maybe higher spells have more chance, or maybe it's modified by skill, or whatever. Anyway, add the dice together to determine if the roll beans the CTN as normal, and then read the dice as a percentile roll to see if it's under the percentage chance for mishaps. That way, things can go wrong whether the spell works or not!   Snags could tie into this too. Like, a Snag with no mishap is maybe just that there's a powerful display of light and sound around the caster, pointing them out as a mage to everyone and eliminating any concealment, and a Snag with a mishap is that the spell goes off but is centered on them. That kind of thing.

4
Novus RPG / Sword&Sorcery
« on: November 12, 2014, 10:58:01 PM »
The Warhammer Fantasy Roleplay spell mishap tables are perfect for that kind of thing, and include a number of sword and sorcery-esque effects like calling up demons, curdling milk, making all nearby animals flee in terror, briefly reversing gravity, temporarily losing the ability to use magic, mutating, and so on.

There's a fan-made unified table here that would fit perfectly with the exploding open-ended idea FHG_Tim proposed.

5
Novus RPG / Combat related questions
« on: June 26, 2014, 06:14:59 PM »
You are right but remember that Base damage can be multiplied by boon points whereas scaled damage can not. If you choose one of the severe/dire/mortal blow boon, you will multiply the base damage by 2, 3 or 4.




Oh, wow, I had totally missed that. Thanks!

6
Novus RPG / Alternative Damage Systems
« on: June 19, 2014, 10:33:29 PM »

Hero System uses a damage multiplier.  .5x for torso, 1x for shoulders, thighs 2x for head and vitals for example




I'm hoping to avoid multiplication if I can, since some of my players have dyscalculia. Also the reason I'd like to replace the "do 2X/3X/YX more damage" results with a chart, since that makes it easier than multiplying. 

7
Novus RPG / Alternative Damage Systems
« on: June 17, 2014, 03:54:25 PM »
I've been considering something similar just reading the attack roll to avoid having to roll more dice, but I keep running into the problem that since degree of damage is also determined by the same roll, all hits to certain body parts are serious and all hits to other body parts are glancing. Which makes sense in case of something like the neck (which you probably never want to be hit), but would make attacks lower on the chart do less damage, so if I put hands at the bottom all hits to the hand would be grazing hits.

Also, without body-part-specific HP or critical hit charts, tracking hit location isn't super important to me. And I do love critical hits, but they're a problem just due to probability because attacks coming towards the players greatly outnumber attacks going out to any single adversary, so eventually, one of the PCs is going to lose a limb or get their head cleaved on the first blow, barring some other way to mitigate the damage.

It'd also probably be better to integrate Boon points with the critical hit charts, replacing the damage multipliers. Instead of "double damage," it'd be, "roll 2d10 and consult this chart," and then triple damage would be "roll 2d10+5" or whatever, and so on up the list.

8
Novus RPG / In the Works?
« on: May 31, 2014, 04:56:55 PM »
Now, if anybody has any ideas for future Libram Novus issues, I am all ears, as I would love to take a week or two and get something else out there in relatively short order....




You mentioned that you wanted to do ritual magic in that thread I posted about it. I'd be curious to see your take on it. 

9
Gamer's Gallery / Warlords of the Mushroom Kingdom
« on: June 27, 2014, 09:02:41 PM »
Currently using: Fire, flames, radiance, conflagration, embers, molten, magma, lava, cinders, heat, incandescent.

Torch, Blaze, and Inferno are the three ranks, though I suppose I could use "blazing" in one of the spells...

10
Gamer's Gallery / Warlords of the Mushroom Kingdom
« on: June 26, 2014, 05:41:10 PM »
Writing this is an exercise in how many synonyms I can find for "fire." 

11
Gamer's Gallery / Warlords of the Mushroom Kingdom
« on: June 24, 2014, 03:23:59 PM »
I should note that "Install Knowledge" still requires the recipient to pay the CP cost of whatever they're getting. It just removes any training or studying time.

Next up is probably the pyromancers of the Kappa Wastes, though I might stat up a few monsters to see if I can get the hang of it. I also used some of my vacation time and took next week off, so maybe I'll buckle down and put some time into learning Fractal Mapper so I can get a map out.

Edit: Also, the initiate rank should allow the Order of the Star-Filled Sky to learn the Magical Sense skill.

12
Gamer's Gallery / Warlords of the Mushroom Kingdom
« on: June 16, 2014, 04:21:05 AM »
I have to do six more of those? Ugh.  :-X

In good news, I bought Fractal Mapper at DriveThruRPG since it's on sale now, so I might have a map of Agarica and Pithek ready at some point. 

13
Gamer's Gallery / Warlords of the Mushroom Kingdom
« on: June 16, 2014, 04:19:42 AM »
The Order of the Star-Filled Sky
Sorcerer-Priests of Nyahré

Nyahré is the goddess of mysteries and endings, of night and the passage of time, and of hidden things, and while her priesthood as a whole takes up the duties of psychopomps, chroniclers, confessors, gravediggers, and exorcists, the Order of the Star-Filled Sky is devoted to the seeking of hidden knowledge and the defense against that which such seeking can uncover. After a year-long novitiate in which prospective members must take a vow of silence and a vow to avoid the light of the sun, they are initiated into the Order and taught the rudiments of sorcery.

Members of the Order of the Star-Filled Sky must obey the following rules:
--Honor Nyahré in All Things: Members of the order are priests of Nyahré first and foremost, and they must conduct all of the duties of the priesthood: the Rite of Renewal at the dark of the moon, hearing confession from those who wish to unburden their mind of secrets, exorcism of demons, and so on.
--Do Not Reveal the Secrets of the Order: While sorcery is the most obvious knowledge that falls under this stricture, many secrets are told to the Order in confession or are learned through their studies, and members may not reveal any of them without the permission of a higher-ranking members.
--Fight the Darkness Whenever You Encounter It: One of the primary duties of the Order is to combat the things that come from the darkness beyond the Star Road, the abominations called "demons" by the common people. Members of the Order are duty-bound to investigate any rumors of demons they encounter.

All members wear black robes and cloaks. The inside of their cloaks are often sewn with bits of glass, or gems for higher-ranking members, in the patterns of the night sky. Many members also wear masks bearing stylized smiling faces.

Ranks
Initiate
This is not the lowest ranking in the Order, but is it is the lowest ranking that has any contact with the outside world. Initiates attach themselves to a senior member, performing tasks as designated by their mentor.
CP Cost: 3
Prerequisites: Eldritch Lore (Path of Night and Secrets): 2, Lore (Star Road): 2, Lore (Kingdom of Flowers): 2, Major or Minor Adept Talent (Path of Night and Secrets)
Benefits:
--Support and access to a senior member of the Order, who can provide aid and assistance, but will also demand tasks of the character.
--Room and board in any Temple of Nyahré. Only the initiate may take advantage of this benefit.
--Tutoring in the spells Hidden from Darkness, Scent of Corruption, Shatter the Strands, Sidereal Revelation, and Star Fires.
Responsibilities: Initiates must obey all orders given to them by senior members of the Order. They are expected to especially obey the orders of their mentor without question, and must give 10% of any money they earn from any outside activities to the Order.

Seeker
Seekers are full-fledged members of the order, responsible for their own actions and able to travel as they desire. They often take some time to seek out new knowledge to add to the Order's archives.
CP Cost: 4
Prerequisites: Character is already an initiate, Eldritch Lore (Path of Night and Secrets): 8, Lore (Star Road): 8, Lore (Kingdom of Flowers): 8, one other Lore skill at 5, at least two spells at 8
Benefits:
--Access to the libraries of the Order of the Star-Filled Sky. This can provide bonuses to Lore rolls, at the GM's discretion.
--The character may buy the Nightvision Talent.
--Tutoring in the spells Cloak of Night, Golden Scale of Truth and Lies, Grasp Knowledge, Historical Discernment, and Unity of Minds
Responsibilities: Seekers are expected to share any esoteric knowledge they learn with the Order's historians for cataloging in the Order's archives.

Guardian
Guardians are distinguished from seekers by their greater knowledge of the mysteries, including some of the Order's rituals. This is the highest level most members of the Order ever attain.
CP Cost: 5
Prerequisites: Character is already a seeker, Eldritch Lore (Path of Night and Secrets): 15, Lore (Star Road): 15, Lore (Kingdom of Flowers): 15, one other Lore skill at 10, one Eldritch Lore skill at 5, at least one spell at 10 and three spells at 5
Benefits:
--Access to the secret archives of the Order of the Star-Filled Sky, containing forbidden knowledge and all those things the Order believes are too dangerous to be widely known. This can provide bonuses to Eldritch Lore rolls, at the GM's discretion.
--The character may buy the Darkvision Talent.
--Tutoring in the spells A Moment of Chains of Searing Light, Nyahré's Judgement, Unflinching Eye of the Starlit Heavens
--Tutoring in the rituals Still the Loose Tongue and Traverse the Star Road
Responsibilities: Guardians must investigate any rumors of demonic activity they hear about on their travels and verify the truth of the rumors and, if there is a basis, the danger such a threat poses and the best way to deal with it. They also expected to be a part of that solution, once they determine its nature.

Shrouded One
Few members of the order ever attain the title of Shrouded One, as it requires absolute devotion to the principles of Nyahré. Many shrouded ones conceal their appearance at all times, and some of them seem to fade from sight and from memory to a preternatural degree.
CP Cost: 6
Prerequisites: Character is already a guardian, Eldritch Lore (Path of Night and Secrets): 20, Lore (Star Road): 20, Lore (Kingdom of Flowers): 20, two other Lore skills at 10, one Eldritch Lore skill at 10, at least two spells at 10 and four spells at 5
Benefits:
--The ability to found their own sanctum of the Order, which is authorized to train new members and contain archives of eldritch lore.
--The character may buy the Occulted Talent.
--Tutoring in the rituals Eternal Imprisonment and Instill Knowledge
Responsibilities: Shrouded Ones are the masters of the Order of the Star-Filled Sky, and as such have many administrative duties that they must fulfill. That does not relinquish them from their duties to hunt out demons and seek all knowledge they can, which means that Shrouded Ones are often incredibly busy at all times.

b]New Talent: Occulted[/b]
Cost: 5 CP
Trainable: No
Description: The character's appearance is supernaturally bland, with even the eyes of those deliberately looking for them seeming to slide right over them. Anyone attempting to find the character in a crowd or remember any details about their appearance suffers a -4 penalty to the attempt. Furthermore, without extraordinary attempts to remember their appearance--drawing a portrait soon after meeting them, magically recording the members, etc.--after about a month, observers will remember no distinguishing characteristics about the character at all.

The Path of Night and Secrets
The magic of the Order of the Star-Filled Sky is dedicated to seeking out knowledge, to uncovering secrets, and to fighting demons. It is the most overtly martial of any of the orders of sorcerer-priests, even more so than Diang's, but damaging spells may only be used on creatures of darkness--demons, the walking dead, ghasts, blooddrinkers, and so on.

A Moment of Eternity (Wis)
CTN: 20
Cost: 2
Vs: N/A
Range: Self
Casting: Instant
Duration: 20 minutes
Description: This spell stops time, but only for the caster. Or perhaps it speeds up their thoughts so much that time only appears to be stopped. Regardless, while the spell is in effect, the caster cannot move or cast spells, but they can think or work through any purely mental exercise or problem. This can reduce the amount of time necessary to research a problem by a large amount--though the caster cannot turn the pages of books while they are under the effects of A Moment of Eternity, it can make translation or other such tasks much faster. It is also possible for two members of the Order who are linked by Unity of Minds to simultaneously cast this spell and conduct an extended conversation in an instant.
Base: Movement
Casting Options: Up to one hour (+8 CTN/+3 SP)

Chains of Searing Light (Will)
CTN: 28
Cost: 5
Vs: DEF
Range: 50 feet
Casting: Instant
Duration: 1 minute
Description: The caster waves their chains and glowing chains appear out of the air and bind the target tightly, burning their flesh and restricting their movement. If the target fails to get out of the way, they are Stunned for the spells' duration and suffer the caster's Willpower Bonus in damage every round. This damage does not scale, and can be prevented only by non-metal or natural armor. It normally only works on creatures of darkness, but can be modified to work on any target.
Base: Attack/Flash
Casting Options: affects non-creature of darkness (+4 CTN/+2 SP), up to 10 minutes (+4 CTN/+2 SP), up to one hour (+8 CTN/+3 SP), per additional targe (+2 CTN/+1 SP)

Cloak of Night (Int)
CTN: 24
Cost: 4
Vs: N/A
Range: 50 feet
Casting: Instant
Duration: 10 minutes
Description: This relatively simple spell simply blots out all the light in a ten-foot radius globe. Any being with the Darkvision Talent or another ability to see through darkness will be able to ignore the spell, but anyone else will be blinded. That includes the caster, unless they have some mystical way of seeing in total darkness.
Base: Change Environment
Casting Options: Increase casting range to 100 feet (+1 CTN/+1 SP), per extra 5 foot radius (+2 CTN / +1 SP)

Golden Scale of Truth and Lies (Wis)
CTN: 15
Cost:
Vs: Will (TN )/ Resolve
Range: 20 feet
Casting: Instant
Duration: 10 minutes
Description: The sorcerer casts this spell on a single target, and a scale takes shape in their sight. Every time the target speaks, the scale weighs their statements for truth and balances itself accordingly. Note that this only reveals what the target believes to be true, and a deluded target who sincerely believes what they are saying will ring true to the spell. The sorcerer and target do not need to share a common language for truth to be discerned. The spell only lasts while the caster is actively maintaining it, and will fail if their concentration is interrupted.
Base: Divination
Casting Options:

Grasp Knowledge (Wis)
CTN: 14
Cost: 1
Vs: Will (TN 15) / Resolve
Range: Touch
Casting: 3 rounds
Duration: Instant
Description: The Order of the Star-filled Sky is devoted to learning and secrets, even if those who know those secrets refuse to tell them. This spell allows the sorcerer to reach into the target's mind and scoop out knowledge like a dipper into a bucket of water. A single casting normally allows the caster to ask a yes/no question or read the target's memory of a single instant, but it is possible for more skilled sorcerers to learn more information than that at a time. Additional uses on the same target in a single day grant the target a +4 cumulative bonus to resist Grasp Knowledge.
Base: Telepathy
Casting Options: Up to 20 feet (+4 CTN/+2 SP), per additional subject scanned for (+3 CTN/+1 SP)

Hidden from Darkness (Int)
CTN: 17
Cost: 1
Vs:  N/A
Range: Self
Casting: Instant
Duration: 20 minutes
Description: The sorcerer can conceal themselves from creatures of darkness, preventing sight or scent from finding them. The spell is most effective when the caster remains totally still, since the air can have certain odd ripples during movement that will otherwise give the concealed away. This spell is highly maleable, and skilled sorcerers may change it to a great degree.
Base: Conceal
Casting Options: Hide from demonic senses (+5 CTN/+2 SP), per additional sense hidden (+3 CTN/+1 SP), per additional target hidden (+2 CTN/+1 SP), up to 20 foot range (+4 CTN/+2 SP), up to 1 hour duration (+3 CTN/+1 SP), affects non-creatures of darkness (+4 CTN/+2 SP)

Historical Discernment (Wis)
CTN: 20
Cost: 2
Vs:  N/A
Range: Touch
Casting: 5 minutes
Duration: 6 minutes
Description: By touching an object and casting this spell, the sorcerer can delve into its past, experiencing three of the most important and pivotal events in the object's life. A treasured sword might reveal its gifting from a duke to the duke's heir, the heir using the sword to kill her father, and the new duchess's death in battle. The events play out in the caster's mind, taking one minute of real time to view 10 minutes of history, allowing the sorcerer to view an hour of events at a time. Skilled casters can learn of even more events with a single caster or search for demons or demonic taint in the past, using the same criteria for such as the Scent of Corruption spell.
Base: Divination
Casting Options: Per additional event viewed (+2 CTN/+1 SP), experience 1 hour of subjective time in one minute (+3 CTN/+1 SP), sense demonic taint in past (+5 CTN/+2 SP), per additional target who experiences the visions (+2 CTN/+1 SP)

Nyahré's Judgement (Will)
CTN: 25
Cost: 4
Vs: Con (TN 18) / Endurance
Range: 50 feet
Casting: Instant
Duration: Special
Description: The sorcerer intones one of the secret names of Nyahré and points at a creature of darkness, and the target is enveloped with pure white flames. The target of the spell must roll two Con saves in a row to escape the flames (or the caster must accumulate three Boon points vs. the target's Endurance rolls), taking 1d10 hit points of damage every round. If the target fails two Con saves in a row, the flames utterly consume them, destroying them in a burst of holy light or banishing them from whence they came. Until the target escapes, neither the target nor the caster may take any action other than to engage in a contest of wills. Nyahré's Judgement works with lesser effect on goetic sorcerers or the demonically tainted; instead of dying when two Saves are failed, the target takes 2d10 damage and the spell ends.
Base: Attack II/Flash
Casting Options: Per additional 50 feet of range (+3 CTN/+1 SP), -1 penalty to the target's Save (+4 CTN/+2 SP)

Scent of Corruption (Wis)
CTN: 15
Cost: 1
Vs: Will (TN 17) / Stealth
Range: 50 feet
Casting: 1 minute
Duration: 20 minutes
Description: This spell allows the sorcerer to detect demons or demonic influence nearby. Actual demons in disguise or possessing a target will have a ghostly shadow of their true form layered over whatever form they are currently occupying, and targets of demonic magic will have faint wisps of vile black smoke swirling around them. If anyone who traffic with demons but is not currently under demonic influence is nearby, the caster will be able to smell the faint scent of rot, but will not be able to determine the source. The Scent of Corruption roll does not automatically pierce all concealment, and it is possible for clever or subtle demons to hide themselves even skilled Order sorcerers.
Base: Reveal.
Casting Options: Range up to 100 feet (+8 CTN/+2 SP), Lasts up to 1 hour (+3 CTN/+1 SP), reveals corruption to additional targets (+2 CTN/+1 SP each)

Shatter the Strands (Will)
CTN: 14
Cost: 1
Vs: Will (TN 15) / Resolve
Range: 50 feet
Casting: 2 rounds
Duration: Instant
Description: The caster can break chains of demonic magic, freeing those who have been caught in its terrible grasp. It can also exorcise those who have been possessed, though that is significantly harder and often it is easier to use a ritual designed for the purpose. By default, Shatter the Strands can dispel anything with a cost of 3 SP or less, though casting options may be used to increase this limit. It may be used on non-demonic magic as well, though it is more taxing when that occurs. When used for an exorcism, treat the demon's hit points as the SP needed to "dispel" it.
Base: Conjure
Casting Options: Per additional 3 SP of dispelling (+2 CTN/+1 SP), per additional 10 feet of range (+2 CTN/+1 SP), affects non-demonic magic (+5 CTN/+2 SP)
 
Sidereal Revelation (Wis)
CTN: 12
Cost: 1
Vs: N/A
Range: 10 feet
Casting: 2 rounds
Duration: 5 minutes
Description: The Star Road gazes down on everything below them, and this spell allows the Order to tap into some of what they see. It allows the caster to shift their senses to a location away from their body, as long as that location has an unobstructed path to the heavens--either by being outdoors, by being near an open window, by being in a tent with flaps open, or otherwise being privy to heaven's gaze. While the spell is in effect, the caster will known if their own body is attacked or moved, but all of their senses are otherwise at the location they have chosen as the spell's target.
Base: Reveal
Casting Options: Per additional 10 feet of range (+2 CTN/+1 SP), spell lasts 10 minutes (+3 CTN/+1 SP), spell lasts 20 minutes (+6 CTN/+2 SP)

Star Fires (Will)
CTN: 18
Cost: 1
Vs: DEF
Range: 50 feet
Casting: Instant
Duration: Instant
Description: This spell sears creatures of darkness with the clear light of the stars. It is a Damage 6 attack + Will bonus and counts as fire damage against anything it can affect, which includes demons, the demonically-tainted, and undead. Using this spell as a way to determine who carries demonic taint is inadvisable, as taint can come due to the malefic actions of sorcerers and not simply because of one's own actions.
Base: Attack
Casting Options: Affects all within a 5 foot radius (+5 CTN/+2 SP), per additional point of base daamge (+2 CTN/+1 SP)

Unflinching Eye of the Starlit Heavens (Wis)
CTN: 22
Cost: 3
Vs: Will (TN 17) / Resolve
Range: 25 foot radius
Casting: 2 rounds
Duration: 5 minutes
Description: The caster intones the words of this spell and a wash of light destroys all concealment and wipes away all illusions. Disguises become easy to see through, magically shapeshifted creatures or sorcerers display their true forms (though they do not actually change into them), invisibility and other methods of concealment are pierced, and so on. It only functions on targets that are under starlight, as per the Sidereal Revelation spell.
Base: Conjure/Reveal
Casting Options: Per additional 3 SP of spells seen through (+2 CTN/+1 SP), Per additional 5 foot radius of effect (+2 CTN/+1 SP)

Unity of Minds (Int)
CTN: 22
Cost: 3
Vs: N/A
Range: Touch
Casting: Instant
Duration: 10 minutes
Description: The sharing of knowledge is made easier when it can directly be pushed from mind to mind, and this spell allows that to happen. When the spell is cast on a willing target (and the target must be willing), the caster and the target are placed in a state of mental communication. They can freely share thoughts with each other and will always known each other's general direction and health as long as they remain within 50 feet of each other. The Order uses this spell both to coordinate actions while in dangerous places and to quickly impart knowledge. It is almost never used in teaching, as it is believed that imparting knowledge too easily won't give the student a proper respect for the effort required in learning.
Base: Telepathy.
Casting Options: Increase casting range to 10 feet (+2 CTN/+1 SP), increase casting range to 50 feet (+8 CTN/+3 SP), increase duration to one hour (+6 CTN/+2 SP), per additional target (+3 CTN/+1 SP), increase distance for link 50 feet (+2 CTN/+1 SP)

Rituals
Path of Night and Secrets rituals are cast using Wisdom.

Eternal Imprisonment[b/] (6 CP)
CTN: 37
Casting Time: 6 hours
Range: Touch
Duration: Permanent
Prerequisites: Eldritch Lore (Path of Night and Secrets) 15, Eldritch Lore (Outer Dark) 10
Consequences: None
Description: This powerful ritual requires 4 casters, but it allows a group of wizards to place a single target into stasis in a crystalline prison. The target must be placed in a circle inlaid with silver and iron and remain stationary for the entire duration of the ritual, but Eternal Imprisonment does not itself immobilize the target until the ritual is complete. If successful, an enormous crystal forms around the target, preventing them from taking any action at all for as long as the ritual lasts. It can be unwoven by anyone who knows Eternal Imprisonment and has enough time, but the casters must also choose a trigger condition that can be used to free the target. This can be a password, a length of time, a particular event such as a stellar conjunction, the presence of an item or person, and so on. Otherwise, no time passes for the target. They do not need to sleep, eat, or breathe, do not age, and exist in a deep slumber occasionally disturbed by odd dreams until they are freed.
Base: Flash/Ward

Still the Loose Tongue[b/] (6 CP)
CTN: 47
Casting Time: 6 hour
Range: Unlimited
Duration: Permanent
Prerequisites: Eldritch Lore (Path of Night and Secrets) 10, Empathy 5
Consequences: The ritual rebounds on the caster, affecting them instead of the target
Description: Under the light of the stars, the sorcerer performs this ritual using one of the target's prized positions and an object that mystically represents a single topic--for example, a sword used in a particular war or battle for that conflict. If the ritual is successful, the target is completely unable to speak about that particular topic, even obliquely or through omission. Attempting to do so causes one hit point of damage as the target's mouth crashes down on their tongue and jams their teeth together. Continued attempts to do so will lead to nosebleeds, bleeding from the eyes or ears, or pounding headaches. Barring additional magic, the ritual is permanent.
Base: Influence

Traverse the Star Road[b/] (5 CP)
CTN: 32
Casting Time: 5 minutes
Range: Unlimited
Duration: Instant
Prerequisites: Eldritch Lore (Path of Night and Secrets) 10, Lore (Star Road) 10, Navigation 5
Consequences: The caster and their companions are hurled to a random destination.
Description: The Star Road fills the heavens, but occassionally something happens and a piece of the road is hurled down to the earth, usually crashing somewhere in the remote location. Knowledgeable sorcerers can use that piece to provide them a step up to walking the Star Road, allowing them to travel hundreds of miles in the space of a few breaths. When the ritual is cast, everyone near the fallen Star is transported to another fallen Star. The caster must know the location of the Star they want to transport to within at least a couple miles, though they need not have visited the exact spot, and they must have spent at least an hour at the location they are transporting from. Failure to perform the ritual properly or to meet the above conditions hurls the caster and their party to a random fallen Star...or strands them on the Star Road, leaving them to find their own way out.
Base: Teleportation

Instill Knowledge[b/] (6 CP)
CTN: 34
Casting Time: Varies
Range: Touch
Duration: Permanent
Prerequisites: Eldritch Lore (Path of Night and Secrets) 20, Empathy 10, others as necessary
Consequences: The target's mind is overloaded with chaotic memories, causing damage equal to the amount the casting roll is failed by and sending them into a coma for one day per point of damage.
Description: The Order's ultimate teaching method, Instill Knowledge allows the sorcerer to implant knowledge and memories directly into the mind of a target. This can be used to raise skills multiple levels at once, learn languages or Talents that normally would require lengthy training times in an instant, or even fill another's mind with the caster's entire life. The ritual takes one hour per CP point of the information transferred and a similar length of time for other memories, depending on their complexity. The caster must personally know what they want to instill, or must have another ritual caster with them who knows it.
Base: Telepathy

14
Gamer's Gallery / Warlords of the Mushroom Kingdom
« on: June 13, 2014, 03:55:55 PM »
1) This is all awesome sauce!



Thanks! 

2) I love the additions to the skill list. There is some smart additions there. Do you feel Endurance overlaps with what a standard CON save might cover?




I'm actually planning on getting rid of saves and making everything skill-based (see this thread), but I included saves in the mechanics (and will continue to do so) for people who aren't making as many changes to the basic system as I am. 

3) The healing idea is superb! I like the gritty nature of it. I wonder if the system would benefit from a hit points/wounds breakdown where once hit points are reduced to 0, you reduce wounds with a similar scheme? I would worry that the healing idea as presented is effectively removing 1/3 of a characters HP. Also, I think there really should be some gradual effect when damage becomes extreme. I know some people don't like the "death spiral" and that total effect can be mitigated, but if you're taking lots of damaging hits, there should be some affect on your abilities. I would have to brainstorm some ideas.




I thought about a death spiral, but I deliberately left it out because I want to encourage the use of Boon points for special effects, combat maneuvers, and targeting limbs to cause penalties to people rather than just swording someone in the hit points, which is probably what players would do if that caused combat penalties.


Firstly, this is amazing material.  I hope Tim is negotiating furiously for you to publish it with/through him! LOL

On the Damage Systems note...

*snip*

Oh, and you can run a game without Hits using it if you want.  But, I haven't tried that.




A game without hit points and that system would be a bit like the way True20 works, I think. I like games without super-escalating hit points because it avoids one of the problems of D&D-like games--namely, the need to constantly introduce new, more powerful opposition as previous foes become pushovers. Novus has escalating HP, but within a fairly narrow range (well, except for kappa and raptok here, since they're so huge), so it allows for improvement while still letting a few guys with knives be a threat to a great warrior.

I do love the idea of having a mechanical way to determine who runs and when so that every battle isn't a fight against terminators. I'll probably come up with some way to include that in monster descriptions when I start statting them up.

15
Gamer's Gallery / Warlords of the Mushroom Kingdom
« on: June 12, 2014, 04:31:08 PM »
Thanks!

I actually think a pretty good setting would come out of making magic just that kind of low-power everyday stuff on one end and rituals on the other...but it's not this setting.

Next up is probably one of the sorcerer-priest orders of the Great Goddesses. Not sure which one yet.

Pages: [1] 2 3 4