Showing posts with label Sogrum. Show all posts
Showing posts with label Sogrum. Show all posts

Thursday, April 18, 2013

Pain and Suffering

An invisible, serrated shard of glass piercing the flesh.  Mind numbing agony which emanates through the body.  That incessant ache which permeates everything and clouds the senses.

I find that pain isn't represented very well, or at all most times.  For instance, if someone were to suffer from a blow from a truck the pain would be debilitating.  Even if said person were to then be magically healed, the pain might continue to linger unless directly addressed.  A victim suffering from damage should be suffering penalties, and the greater the damage...

Pain
For every ten points a victim suffers damage to their wound pool, in a single attack, the victim gains one Pain.  Pain is healed with rest (like pools and other modifiers).  Every point of Pain gives -1 to all rolls (except during lunacy rolls add Pain).  All undead and golems are immune to pain.

Threshold (Sage Lore - Stm)
Add the Threshold modifier to Pain, a victim can never receive a positive modifier this way.  (Eg: A victim with 2 Pain and Threshold +4 would have no negative or positive penalty due to Pain.)
Shock
When a victim's Pain penalty equals their Stm, they go into shock.  When in shock, a victim is limited to one check or move and may not use mana or prayer pool.

Using Power and Pain
Soothing Touch (Water, Healing) - DoS removes Pain from target.
Transference (Telepathy, War, Air, Summoning) - DoS removes Pain from target which the caster receives.  (War could then be used to make a pool to hit, transferring the Pain to the target.)

Skills and Pain
The skill torture should be noted, due to being able to give things pain points (equal to the DoS).  The intended target should be immobilized to use this as a check and no damage is done.  Torture could also be stacked with a damage roll, which would double the amount of Pain received from the attack.

Aid can be used to reduce pain, temporarily.  An aid check will negate Pain at one per DoS, which will go down at one every round.

A non-lethal called shot could also be used to double the Pain from an attack.

Tormentor (Priest Source)
A person might chose to specialize in producing and spreading pain to harness the dark energies it produces.  A tormentor does this by hurting themselves and others and then using it as a weapon against their foes.

Starting Level: +1 Threshold, 1 knowledge point, 3 weapon uses.
Level Advancement: +1 Threshold, 2 weapon uses.

Using Pool:  A tormentor can use an amount of prayer equal to the amount of Pain near them, including themselves, up to five times their Threshold modifier.
-Scathe: Pool to hit, attack DoS equals Pain received by target.
-Transfer: Threshold DoS equals amount of Pain to be transferred from one target to another willing target.
-Override: Caster may ignore one Pain modifier for each 5 prayer used.
-Incite: Pool to hit, attack DoS adds to an immediate lunacy roll.
-Agonize: Target loses an amount of wounds equal to Threshold DoS, to a maximum of their Pain.

Other Sources and Pain
Any source which gives a modifier to MS would instead gain a modifier to Threshold.

Sunday, March 24, 2013

Magus Guard

Magus Guard

Magus Guard are mages that have spent years studying the principles of combat. They are not warriors, but mages who have sacrificed arcane studies for martial ones. Because of this the practical application of the skills they study are beyond their grasp, and therefore they cannot apply more than the basics of any martial art in combat. They manipulate the arcane energies around them to increase their combat prowess or decrease that of their opponents to compensate for this shortcoming. Unlike Warlocks/Battle Magi, the Magus Guard are usually among those leading the charge in to combat. They are the adrenaline junkies/berserkers of the mages. Typically the best of the Magus Guard are used by the largest mage schools. Often they are left to protect the secrets hidden within their libraries or as assassins; their abilities making them equal to any normal warrior in battle.

Using Mana:
Used to augment/hinder combat abilities or weapon stats
    Modifier to Hit (+1/1)
    Increase unsoakable (+1*/2)
    Additional parry (1 parry/2)

Must choose a weapon specialization at creation from any specified Standard Weapon Use
    For an additional +5 XP at level up, new weapon specializations can be learned, victim must have the relevant Standard Weapon Use.

Banned from cybernetics, master, sensei and martial arts.
Max pool expenditure is based off applicable the specified standard weapon use of the weapon being used, this weapon use counts as a sage lore.
 
Adapted by Brin Shadius.

Wednesday, April 18, 2012

Wyndspring's Log - 05

Bim and I had set our alarm-timers for early the next morning. We awoke early enough to have some breakfast before dawn with enough time to get to the observation car. The felyne woman, Nimra, and the human muse, Emily, joined us to see the apparition.

In the observation car Nimra could detect some type of energy flow, Fae energy, being drawn to the location of the shade's appearance. This Fae energy, she explained, is imprinted by the influences it contacts and could likely be the cause of the 'ghost'. As we discussed, the sun began to rise and the apparition appeared.

Inhaling a deep lungful of smoke, I willed our surroundings to slow. The sounds of the train slowed, the air became very still, and the shadows slowly crept across the car's floor. Nimra was confident that there was a trigger, something that held the memory which was influencing the Fae. She had lost a man, who had died far from her. Within the seat, a hairpin was found, set with a diamond.

Wanting some stickybuns before Rusty lost the use of a kitchen, I proceeded back to the lounge with Cera while the others checked on the package. It seems the elven woman is quite taken by the soundspring, and a sale is made. The train should arrive this evening which will mark the first half of the journey.

Bim and Seth arrive with alarming news. It appears that the gnomish runes on the package have begun to glow. Since neither of them can read the fine language, I start back down the train to investigate.

Monday, April 2, 2012

Wyndspring's Log - 04

We ate breakfast as the train rolled past Damance Lake in the company of a felyne woman. Seth slept as the rest of us talked about local lore over bacon and hash. Marmite has taken to ale, having a large bowl for breakfast. Afterwards, we went to check on the package and wyndcart. On the way back, we stopped at the observation car.

String music filled the mostly empty car, played by a human girl. Sitting near her, Seth tries to conjure lyrics to her song. His poetry can use much work, but we applaud anyways. Another song begins, and with a lit smoke, I join in as well backing up his bad lyrics. Her instrument, a guitar, is fascinating as I watch her play it. Designs begin to form in my head as I question the design and the matter of acoustics.

Like us, she is leaving the train at Winkerhill Station. She is a young traveling minstrel, still nervous and new to the world. I complement her upon her skill with the guitar and recommend that she try to advance her skills at Winkerbottoms, a college of magic. Much to Seth's approval, she takes to the idea and she is invited to lunch with us in the lounge.

During lunch, I begin to actualize my design, naming it a soundspring. By the end of my double serving of sandwiches I get it to make sounds. After tuning it, the soundspring can be used to make a melody. The strings, six of them, are suspended with the instrument's shell. As a crank is turned the strings are plucked, the faster the crank is turned, the faster the tempo. Keys are fashioned along the neck which apply pressure to different strings which variate the notes. The afternoon provides ample opportunity to begin to learn how to play.

After dining, I retire to my room to build. During the evening I assemble a louder timer alarm for Bim as well as some extra soundsprings and timer alarms to sell at the next station. That night I dream of string music to the sound of the tracks.

Tuesday, March 20, 2012

Wyndspring's Log - 03

We spend a good while in the lounge car drinking, chatting and whatnot. Rusty suggests a mobile deep-fryer, which I could easily weaponize, and we work on some blueprints. As the evening wears on, we overhear the neighboring table's conversation regarding a resident ghost on the train. Word has it that the apparition can be heard on the observation car in the late hours of night.

Of course we decide to investigate, most of us at least. While the others squeezed though the galley, I chose the alternative route up top. Keeping low, which is quite easy given my stature, I find I can make quick progress across the car roofs. In my over-confidence I land a bit heavily upon the observation car's top window. With a gnomish curse on my lips I will it to undo, and to my amazement, it does. I will make a note to learn more of the ability which I seem to have.

This observation car is much like the one on the previous train and sits back in second class. I sit and light up a new smoke while collecting my thoughts. Through the haze I take a second look around the car. Using the smoke like a pigment upon the canvas of the train car. Secrets are revealed to me in wraithlike forms. And it tastes wonderful.

I learn that the spirit (or shadow) manifests during a brief time at dawn. During this time she weeps softly and is of no threat to anyone. I think she is afflicted with a kind of sorrow or mourning, and one can tell that psychology is not my prime lore. I inform those with me and recommend we sleep off some of our spirits, especially Seth, and return later.

We are returning when someone thinks of the problem of waking at the right hour, this problem I know I can solve. Reaching my quarters, where my bitz and gubbins are kept, I begin work upon a new device. After an hour I have am alarm chime. The timer is turned to the desired amount of minutes or hours. When the time runs out a small hammer will hit a couple resonant bars. The alarm will continue to chime until turned off or when it winds down.

An hour before dawn I am awoken by my alarm chime and proceed to gather other volunteers. We return to the observation car with some time to spare so I roll an anticipatory smoke. As twilight sets in a faint weeping is heard near the from of the car. I light my smoke and proceed behind Bim with Seth. Hoping that my smoke would give her (it sounded like a her) form I blow it in her direction. It gathers in the seat and we can see someone by a wavering outline. Bim sits beside the half-form with a careful slowness and gently asks if she is ok. She seems not to notice and continues to weep. We pause uncertainly and a beam of the sunlight reaches through the window and with the rising of the sun, she is gone.

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...>

Monday, March 5, 2012

Wyndspring's Log - 02


Upon leaving the comfort of the train and assembling our belongings we inquired about our next fares. Selecting the evening train, we each purchased first class tickets, as this would be a long ride. Be comfortable when possible I say.

Entering town, we visited some of the local merchants for supplies, weapons and material. We checked upon the package to make sure we could pick it up on time then proceeded to a conveniently located tavern next door. Now tipsy, Rusty, Seth and I assembled the folding trailer. We were off to another tavern, with nice dancing women, and had more liquor. With hours to spare, we headed for the beach.

Since the first tavern, an elven woman has joined us. I was first alerted to her by my smoke. She, a traveler, has offered to join us. I wonder how much a person "in acquisitions" can offer our group, but they agree to let her join.

We pick up the package and board the train. As the train pulls forward, dinner is served.

Monday, February 20, 2012

Wyndspring's Log - 01


Our train arrived in Sicily this morning, which heralds the true beginning of my first official contract. These trains are a fascinating way to travel, sometimes hazardous, but much easier than the trail. My contract consists of escorting a package from here to the College Magica, a week's travel on train plus a couple days on the trail. As the representative of the Merchant's Guild, it is my duty to ensure everything goes smoothly.

For this endeavor a party, of sorts, has been gathered of varied kind. Miraculously, or possibly by an unseen hand, this auspicious group was found at a single tavern. Seth, a human/lupine shapechanger, has quite the taste for tinkering as well as combat. With us is a very well groomed minotaur by the name of Bim, and a self aware geological construct (also lupine) called Marmite. Scotch Rustbeard is our dwarven cook augmented by clockwork.

We intend to spend the day in town, and the night in a tavern. By morning we should be trainbound again.

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.

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.