Showing posts with label Fire. Show all posts
Showing posts with label Fire. Show all posts

Saturday, March 24, 2012

Pigs, Monkeys, Squid and Nightmares

As Transcendence reaches nearspace more races are being encountered. There are also other races who don't appear in the Zero Terminus book who are an uncommon sight. Protoforms (hyper-evolved animals) and Cephylim (alien squid beings) are exclusive to the Fifth, both races inhabiting colonies in nearspace. Griffins, Blessedm'n (and their dark kin, Terrors) and the Nosferatu are an uncommon sight in all the dominions.

Protoforms


A protoform animal has had its DNA altered to artificially advance a species to higher intelligence levels. The protoform project first began within Syberian bunker-labs during the Ice. Some of the attempts were a success, while most others were failures. The lab was later found by Asian agents and the data recovered. Within a short time, during 2aw, protoform primates were successfully created. Most corperations treat protoforms equally, but they unerve society at a moral level. The majority are employed in Nearspace projects such as the Lunar Ring and Titan.


Subrace: All protoforms must select one of the following subraces; Ape, Chimp or Hog.


Stats:

Ape; d10, +5 Str, -2 Wis, -2 Int.

Chimp; +5 Dex, +2 Str, -2 Chr, -2 Man.

Hog; +2 Str, +2 Per, -2 Int.


Size/Mortality: Normal, mortal.


Starting Languages: Wild, one regional.


Cephilym


The Cephilym race resides in a system near Earth with a colony within Jupiter. They are squid-like in appearance with a triangular body/head assisted by many tenticles. Some of these limbs are used for movement and manipulation and others are more specialized for sensory imput. Their bodies are extremely resilient and can live in human conditions with only a rebreather. Cephilym cannot speak, other than telepathically, but do have a written language.


Stats: d10, +5 Stm, +2 Per.


Bonuses: Telepathy, Pressurized skin (mutation)


Size/Mortality: Small, mortal.


CL Adjustment: +1.


Starting Languages: Cephilym.



Blessedm'n


When a mortal visits Quiddity it can result in a hybrid of dream and flesh. These beings are known as blessedm'n, for they have many unique and unusual qualities. When a blessedm'n reaches maturity they are given a choice between staying in Quiddity or to travel the dominions.


Stats: 2d10


Bonuses: Ten mutation points during victim creation.


Restrections: May only purchase Rahk, the Art or nature as a priest source. May not purchase mutation points after victim creation.


Mortality: Immortal.


Starting Languages: Any two.


Terrors


Very rarely, a child is born from a nightmare. The Dark Blessedm'n, or Terrors, are very simular to their kin, but deviate in their theological cores. These are the blighted childeren of fear, the tormented tourmenters.


Stats: 2d10


Bonuses: When purchasing a level, Dark Blessedm'n gain 5 mutation points. Five bonus mutation points during victim creation.


Restrictions: May only select Chaos, Rakh or Denial as a priest source.


XP Pen: +10.


Mortality: Immortal.


Starting Languages: Any two.



Griffons


Griffons are a combination of large feline and eagle. They are usually quite intelligent and social creatures while spending time outside settlements in the wilds.


Stats: d10, Fl Dex, +2 Int.


Bonuses: Darkvision, +1 to any one stat each level, changeform (humanoid).


Size/Mortality: Big, mortal.


XP Penalty: +5.


Starting Languages: One regional, Wild, one other.


Nosferatu


A nosferatu is a type of vampire who feeds upon the will and resolve of thier victims. With the gift of immortality, they are cursed with a weakness to fire. They are uncommon in undead society, with members of the bloodline placed in each population. Due to not consuming material, they take on a gaunt and emaciated appearance.


Becoming Nosferatu:

Upon the death of a mortal, a nosferatu can transfer thier prayer into the deceased. The target will replenish one wound for each prayer transferred this way. If the target's wound pool is full they gain the nosferatu subrace.


Bonuses: Appitite; faith, wraithtouch, (see 'Other Powers, Book of Tools', Zero Terminus). A nosferatu meets any requirement regarding undying.


Wound Pool: A nosferatu does not replenish wounds when resting.


Weakness (Fire): A nosferatu may never buy elemenal immunity (fire). All burning, fire and flame based damage (including unsoakable) is doubled against a nosferatu. May not select fire as a talent or use flame as a discipline.


Mortality: Immortal.



Until next round, be well.

Wednesday, March 14, 2012

Specialists

Mages can take multiple talents depending upon their mage source, but not all do. Some prefer to stick to a single talent which can make them more powerful but less versatile. Also, many have noticed the lack of the 'feeding' abilities in the new book, this was intentional as such abilities come at a price. Specialists gain the feed ability (if there is one for their talent), or it can be purchased as an other power. Specialists also gain additional abilities and cost reductions depending on their specialization. Becoming a specialist is an additional cost when purchasing a mage level (much like selecting an additional talent).

A mage who specializes in a single talent will become far more skilled with their power. Mastering a single talent is far easier, as is gaining immunities to it. Some specialists have access to abilities exclusive to them.

Becoming a Specialist: A victim may spend an additional 5 xp when purchasing a mage level to become a specialist. The victim's mage source is not altered in any way, simply note that the victim is a specialist.

Benefits: Mastery (see 'Other Powers – Book of Tools') costs 2 points less and the stat costs are removed. Additional benefits are based upon talent;

Restrictions: A specialist may only have access to a single talent and no further talents may be purchased. A victim cannot become a specialist if they have access to more than one talent.



Air – Elemental Immunity (air)* costs 3 less, add aeromancy modifier to Fl Dex (augmented), Feed (air)#.

Earth – Elemental Immunity (earth)* costs 3 less, add geomancy modifier to soak and Stm checks, Feed (earth)#.

Fire – Elemental Immunity (fire)* costs 3 less, add mage level to MS, Feed (fire)#.

Water – Elemental Immunity (water)* costs 4 less, Waterbreath* costs 5 less, add mage level to one check or war per day, Feed (water)#.

Aether – Elemental Immunity (aether)* costs 3 less, Regenerate (mutation) costs 4 less, K.O. (hand to hand), Feed (aether)#.

Death – Soul Thief* costs 2 less, Hard to Kill* costs 2 less, add necromancy modifier to all regular damage, Feed (death)#.

Famine – Mind Over Body costs 2 less, Hard to Kill* costs 2 less, Magical Resistance* costs 2 less, any attack made by the victim has a K.O. modifier equal to the victim's cryomancy modifier.

Pestilence – Victim's App is negatively modified by their mage level, add cadramancy modifier to all disease and narcotic based rolls (in favor of the disease or narcotic), Appetite Magic and Faith* each cost 2 less, Feed (pestilence)#.

War – Discord* costs 3 less (and may be taken regardless of race), Gaze of Petrification* costs 3 less, Mind Over Body* costs 2 less, add psychomancy modifier to Chr (augmented), Feed (war)#.

Chronomancy – Add mage level to initiative, one reroll per day (per mage level).

Divination – Add scry modifier to dodge and Per (augmented), add mage level to MS.

Dream – Add mage level to K.O. checks, Magical Resistance* and Countercaster* costs 2 less, Feed (dream)#.

Illusion – Add mage level to stealth and App (augmented), Gaze of Petrification* costs 3 less.

Summoning - Add mage level to command, Animal Friendship* costs 2 less, Teleportation#.

*These refer to abilities from 'Other Powers – The Book of Tools' in the Zero Terminus.
#These refer to abilities from 'Other Powers – The Book of Tools' in the Survival Guide.




Feed Cost: 6
The victim has learned to feed upon the energies that they practice. A victim may replenish pool whenever the reuirements are met but cannot excede maximum pool. A victim must select which talent they feed from, which they have access to.

All – Casting (1 mana for each use of power that uses a like mana source).
Air – During high winds (d10 mana per round).
Earth – During eathquakes (d10x10).
Fire -Near flame (1 mana per round), near large fire (d10 mana per round).
Water – In open waters (1 per round).
Aether – Electric fields (equal to Str of field or d10 per round).
Death – Near death (mana replenished equal to CL of dying).
Pestilence – Near disease (1 mana per round, per infected).
War – Disputes (1 mana per round), conflict (d10 mana per round).
Dream – Near sleepers (1 mana per round, per sleeper).



Until next round...>

Thursday, January 12, 2012

Of Ridden Dragons

Very seldom, a mortal is allowed to be present during the hatching of a dragon, rarely does this mortal become a Dragon Rider. A bond is formed with the hatchling which ties the two together, both mind and soul. It is known that at some point in the Dominions' history Dragon Riders had formed the Draconus Templar which is now only rumored to exist. Most known Dragon Riders exist in the Nightlands, with notable exceptions on both Earth and Sogrum.
A Dragon Rider's strength is the combination of power and knowledge. They can access any of the talents providing they learn the requisite lores. Also, they can draw upon the dragon's well of mana. A Rider's dragon is a "bonded dragon" and is born tied to their Rider. As the Rider progresses, so does the dragon, and the bond intensifies. At maturity, or draccus, the dragon and rider are nearly the same being with a dragon's power and a mortal's ingenuity.

Bonded Dragon
(Dragon Subrace)

Bonded dragons are those which hatched in the presence of the one who was destined to be their Rider. The bond that is formed between the two is immediate and permanent. A Bonded Dragon is affected by the choices of their Rider as much as their own. When a Bonded Dragon reaches maturity (Draccus) their style of breathe weapon is dictated by their Riders skills in magic and faith (mage and priest source).

Stats: d10, Fl Dex

Levels: A bonded dragon gains a level when their Rider purchases one. This level is of the same type as the Rider.

Sources: A bonded dragon has the same sources as their Rider.

Mana Pool: The bonded dragon may share an amount of mana equal to their max pool with their Rider each turn, this is the only way they may spend mana.

Dragon: A bonded dragon gains all of the rules regarding dragons (see Zero Terminus; Book of Races).

Note: A bonded dragon is not a victim race. These are the companions to Dragon Riders (see Zero Terminus; Book of Magic).


Other Power
Heart of Draccus Cost: 6
Draccus
When a dragon reaches maturity their "essence" can be contained within a diamond-like crystal that grows within them. Disgorging this crystal before final death, the dragon will live on within it. The size of the crystal is based on the dragons CL (base is about 6" diameter, doubling every 5 levels). The crystal has a Stm of double the dragon's and a wound pool equal to the dragon's (at the time of disgorging it). Upon the death of the dragon, the soul is transferred to the crystal retaining Int, Wis, Man and Chr. The dragon's pools (other than wounds), knowledges, wu's, powers, etc. are also transferred but not accessible. The dragon also retains their CL.
Through various means like necromancy and technology, the dragon may be re-animated, this will require the creation of a new body to inhabit. Through some powers, like telepathy and scrying, the dragon may be conversed with, (this will allow a Dragon Rider access to the dragon's mana pool).
If the dragon was bonded to a Rider, then the Rider will not succumb to Lunacy at the death of their dragons physical body.

Hope that sheds some light on things, until next round.

Sunday, December 25, 2011

Dammed Festivities

Hope Krampus didn't take you, or yours, this year!

Saturday, December 17, 2011

SLAOTD - Concept Books

What is a 'Concept Book'? I recently picked up two new sketchbooks for nWo. With a little pre-planning, these are going to become a Grimore and an Atlas, sourcebooks with art and rules.
How is it set up? The first page is the title page, followed by a table of contents, and at the back, an index is set up. These are left blank, slowly being filled in as pictures are drawn for easy reference. Each picture will be accompanied by rules, description and other pertinent information. Setting runes are used like in Zero Terminus to help organize things.
The Grimore will contain all manner of beasts, adversaries, associates, armour, tools, vehicles and robots. Things and persons who are unique will have their profiles kept up to date, the Grimore will be a 'living' sourcebook. The Atlas will contain all manner of maps and scenery sketches from all over the dominions.
As a SL, these books will be invaluable to illustrate the world the victims live in as well as making me more prepared for encounters and other such stuff. For the victim these will assist in formulating plans, and the Grimore might have some goodies...
I recommend a concept book to all players, regardless of the game you play, sink a little deeper into the realms. Keeping an index will help keep track of what/where immeasurably. And, don't forget, art = xp!

I have a collection of entries from other sketchbooks, I would like to compile these along with entries from other SL's to make a tome of knowledge. Does anyone have some of these?

Until next round, be well.

Saturday, December 10, 2011

The Monk and the Dervish

nWo is the kind of game that grows continuously. Even as I polish up the Zero Terminus book, new things are created and another book is already planned (a "survival guide"). A couple of these are two new warrior sources; the monk and the dervish.


Monk

Specializing in unarmed combat, a monk can use their strength to cause severe wounds and breaks. Often learned in martial arts, they can become a strong asset in hand to hand combat. Many temple caretakers are trained as monks in addition to their responsibilities to the clergy.

Starting Level:
1 knowledge point, 2 weapon use points, +d10 wounds, +1* (unarmed).

Level Advancement:
1 weapon use point, +d10 wounds, +1* (unarmed).


Dervish

The dancing, weaving, fluid motions of a dervish are easily identifiable and rightly feared. This style of fighting builds up momentum and uses it to make attacks and dodge others. Once in motion, a dervish becomes an increasingly difficult opponent.

Starting Level:
1 knowledge point, +d10 wounds.

Level Advancement:
+d10 wounds.

Benefit:
For each round the victim has been in hand to hand combat add the victim's warrior level to hit and dodge. This bonus only applies in hand to hand combat and will decrease by the victim's warrior level each round not in hand to hand combat.

These sources are allowed in all settings, and have some interesting possibilities. Either of these sources would benefit from the combat discipline or death talent for more hitting power. The monk's bonus can be added to natural weapons (like claws), or think about a dervish with a shimmer....
Until next round, +1 Int.

Tuesday, August 16, 2011

Night of the Lope

The Sith Continuum gathered in a dark park to spin fire in honor of me getting older. I am always filled with pride and energy when I watch my closest friends spin, and I spin too (of course!)

Sadly, I have no pictures of our glorious expedition, but I can tell you it was awesome. My coffee defied gravity (take that gravity!) Benches were verified to be benches! Connections were made, and Aeon died a few times. And there was much more...

But I do have videos of each of the Sith who burned, enjoy.

Some of the best friends a Sith could have!

Monday, December 20, 2010

More Fire and Danger


I thought you might want to see more....


These were all from the first night of spinning.


Oddly, out of five fire spinners there were only staves. Long live the Sith!


More...? OK.


And for our encore.....


Tiki!

Thank you Rosa for taking these wonderful videos!

Fun, Dangerous and Artistic

Art by Christocat, remixed by Ricalope.
Rosa art!!
From a bunny, for a cat.
"Who 8 it?" by Samalander.
Pixies under a tree, by Rosa.
Rosa art vs Bunny.
Nicalope
Awesome art, by Rosa (don't follow Rosa).
Even Raver Bunny had a great time...

There is a place untouched by time. We call it "Camp Awesome." If you were wondering why it was so quiet this last week, here is your answer.


The Samalander's first light. Girls on fire are hot!


Robin, our generous host, also burned. The force is strong with this one...


And no Sith Collective would be complete without a burning cat!

You can find more Camp Awesome here.
Well, we are out of fuel now...