Showing posts with label Sources. Show all posts
Showing posts with label Sources. 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.

Saturday, April 13, 2013

Soul Streamer

Soul Streamer (Priest Source)

There is a persistent cycle of life and death, an ebb and flow, an energy that is constant and immense. Soul Streamers have learned to tap in to this energy and use their bodies as a conduit with which to alter the flow. Every person is different, thus every soul streamer will have learned different uses for this power. There is a chorus, created in the stream, by the multitudes of ending and beginning lives; because of this, soul streamers slowly lose their minds... their individuality slowed stripped away.

Starting Level: 3 knowledge points, d10+Chr prayer, +1 Madness.

Level Advancement: +2 knowledge points, +d10 prayer, +1 Madness.

Disciplines: The victim must choose three Disciplines: lunacy, resist, healing, scry, undeath or dominance.

Sunday, March 31, 2013

Read All The Things #5 - Cowbow Ninja Viking

One can likely tell from the title that this book is fun.  Our protagonist, the cowboy ninja viking, has a very severe case of multiple personalities.  Our 'hero' faces many challenges being a triplet, and the subject of military experimentation to create a better warrior.  He reunites with some other triplets, his ex, some antagonists and some allies.  This graphic novel is packed with crazy...

Cowboy Ninja Viking gets 8 strips of bacon on the scale.

Which brings us to the triplet subrace.  DNA and Interzone would likely experiment in this type of field, likely at the cost of the subject's sanity.

Triplet (Subrace) - World of Damnation

-The victim's warrior, mage and priest sources are not restricted by level type.  A triplet can choose a warrior, mage or priest source instead of the level type.  The victim's cyber source is unaffected.  (The victim may have three warrior sources for example.)

Restricted - Human only.

Madness - +2 madness points.

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, 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.

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.

Monday, April 25, 2011

The 0ld 0rder - Priest Sources

Thought you all might like a look, comments always welcome;

The Book of Faith


This section details the pantheon of the Old Kingdom as well as other paths of elightenment. Often, there are different names for a simular type of god, (like the sun god), they are different faiths but have the same abilities.


Starting Levels:

Each starting level in priest will give the victim two knowledge points, two weapon use points, and d10 prayer pool (add the victim's Wis once).

Level Advancement:

Each level purchased in priest will give one weapon use point, one knowledge point and d10 prayer pool (unless noted).

Disciplines:

Each source has different ways to spend prayer pool, these are listed under each source. The 'Using Disciplines" section describes how they work.

Maximum Pool Expenditure:

The maximum amount of prayer a victim may spend per round is equal to five times their priest level.

Priest Sources:

Each priest source represents a multitude of separate deities. Listed below are the names of priest sources and their associated gods by region or race.

-Name (Egyptian, Hittite, Greek, Celtic) Disciplines

Blood (Shemzu, Jarri, –, Ankou) Combat, Healing, Invoke.

Chaos (Set, –, Erebus, –) Invoke, Combat, Arcane

Creator (Ra, Elkunirsa, Zeus, Taranis) Invoke, Dominance, Resist

Dead (Nepthys, –, Thanatos, Morrigan) Undeath, Arcane, Shadow

Druids (Hathor, Aserdus, Demeter, Morganwg) Healing, Scrying, Invoke

Knowledge (Thoth, Sandas, Apollo, Belenus) Arcane, Scrying, Dominance

Justice (Horus, Istanu, Athena, Mannan) Combat, Flame, Invoke


Magic
(Heka, Kamrusepa, Artemis, Veles)
Arcane, Flame, Shadow

Pleasure (Bastet, Upelluri, Dionysus, Cernunnos) Healing, Scrying, Dominance

Sensai (n/a) Combat, Resist, Shadow

Storms (Maahes, Pirwa, Posiedon, Lugh) Combat, Scrying, Resist

Sun (Aten, Arinna, –, Belenus) Flame, Dominance, Scrying

Underworld (Anubis, Lelwani, Hades, Pater) Shadow, Undeath, Dominance

Vengeance (Sobek, –, –, Wodanaz) Combat, Shadow, Scrying

War (Anhur, Zababa, Ares, Toutatis) Combat, Dominance, Resist

Using Disciplines

Discipline Knowledge

Description: A brief description of the type of powers the discipline grants.

-Powers: A list of the powers and how they work.

Arcane varies

This discipline mostly resembles true magic, and is often used to augment spellcasting. The arcane discipline uses many symbols and rites to focus prayer.

-Boost Spell (may add pool to modify a mana expenditure).

-Use Item (artifice check, if DoS beats item's Stm caster may activate and/or use item).

-Alchemist (pool spent will give a temporary modifier to alchemy).

Combat n/a

The combat discipline embodies martial prowess.

-To Hit (pool spent will give a temporary to hit modifier).

-To Wound (pool spent will give a temporary modifier to damage, 2 pool will give a temporary +1*).

-To Dodge (pool spent will give a temporary modifier to dodge).


Dominance
Psychology

Dominance embodies the power to affect the mind. Many preists will use this discipline during oratories, sermons or simply in the marketplace.

-Suggest (may give a temporary modifier to bartering, bullshiting, persuasion or diplomacy).

-Control (pool to hit, duration of control equals DoS minus target's CL).

-Telepathy (DoS equals duration, minus one for each target).

Flame Pyromancy

The discipline of flame calls down holy fire to cleanse unbelievers and opponents alike.

-Burn (DoS equals duration, temporarily gives weapon burning).

-Fireball (pool to hit will cause damage to wounds, burning, unsoakable equal to pyromancy modifier).

-Ummunity (may negate wounds caused by fire talent and flame discipline sources equal to DoS).

Healing Biology/Surgery

The discipline of healing can cure nearly all disease and remedy any wound.

-Heal (DoS equals wounds replenished, stops bleed, recovers K.O.).

-Cure (if DoS equals Stm of disease, or Str of poison/intoxicant, all modifiers are removed).

Invoke Command

Invoke embodies the ability to summon the servants of the chosen diety.

-Augment, Summoning (may spend pool to modify an invomacy check)

-Summon, Creatures (DoS equals maximum CL of summoned creatures).

-Summon, Sentient (DoS equals maximum CL of the target).

Resist n/a

This discipline is used to augment the resilience of those it is used upon. It is a favoured discipline of the deserts.

-Refresh (pool spent will remove negative Stm, Str and Man modifiers).

-Toughness (pool spent will give a temporary modifier to soak).


Scrying
Scry

To glimpse into te futer, and pull meaning from those glimpses, is the discipline of scrying.

-Augment, Divination (may spend pool to modify any scry check).

-Precognition (may spend pool to give a temporary modifier to hit or to dodge).

-Seeing (may apply DoS to one check during the next turn).

Shadow Stealth

The discipline of shadow uses darkness as its ally.

-Hide (pool spent will give a temporary modifier to stealth).

-Summon, Shadow (DoS equals the stats of the shadow as well as duration, shadao has unsoakable equal to summoner's stealth modifier).

Undeath Necrology

This is the discipline that grants the ability to animate the dead.

-Animate, Undead (DoS equals maximum CL of undead as well as duration, undead have an unsoakable equal to necrology modifier).

-Augment, Death (may spend pool to modify any necromancy check).

-Control/Speak, Undead (DoS equals duration, DoS must equal CL of undead).

Monday, April 18, 2011

The 0ld 0rder - Mage Sources

Straight from the protocopy;

The Book of Magic


The Book of Magic describes the various ways to use magic, and those who are resistant to metaphysics. Each of the sources listed are mage sources and effect mana pool. A victim may only have one mage source.


Magi


Those who are called magi, are those who practice the rites of sorcery and the magiks of the ancients. Magi travel from the Old Kingdoms to the the Earth's far reaches to find scraps of the lost empire of the ancient ones. The ancients had mastered sorcery, it is said, and used it to buid and maintian their empire. The magi of today know a small fraction of that power.


Magi Talents

A magi will often practice more than one talent, although there are many who choose to speacialize in one or two. The five talents are dream, illusion, time, divination and summoning. A victim with a level in magi must select one of these talents upon the purchase of the level. Additional talents may be purchased with later levels. The sage lore of the talent is listed beside the name.


Dream Onieromancy

Dream magic can effect the realm known as dreamscape, but has few effects in the waking world.


-K.O. (adjust any K.O. modifier at one point per pool spent).

-Enter Dreamscape (spell DoS equals the CL of target).

-Effect Dreamscape (may mimic any other mana source while in a dreamscape)

-Nightmare (pool to hit will damage Int and Wis)


Divination Scry

Divination is the art of deciphering the possible futer. A diviner is often a student of several distinct ways of augry, from stones to weather patterns.


-Precognition (may give a temporary bonus to Dex or Per).

-Find (may locate things, range equals DoS in meters).

-Translate (may give a temporary bonus to languages).

-Read (may find out information, one question for every 5 DoS)


Illusion Optimancy

Illusionists excel at bewildering the senses. Illusion can hide objects and persons, or make fake ones from the air.


-Unvisiblity (may give a temporary bonus to stealth).

-Illusion (DoS equals the difficulty to disbelieve, may not cause damage)

-Message (may send a message, DoS equals range in meters)

-Nightmare (pool to hit will damage Int and Wis).

-Flash/Shadow (pool to hit will damage Per).


Summoning Invomancy

Summoners learn the incantations to bring things to them, creatures and items. Note that which is summoned will return at the end of the duration (rounds equal DoS, may be maintained).


-Control (add half invomancy modifier to control modifier, round down).

-Summon Inanimate (DoS equals maximum weight).

-Summon Creature (DoS equals maximum CL of summoned creatures).

-Summon Sentient (DoS must equal or beat the target's CL).


Time Chronomancy

Chronomancers bend time to their will. Things can be spend up or slowed down at a chronomancer's disgretion, depending on its need.


-Speed (may give a temporary bonus to Dex or Fl Dex).

-Stasis (may stop the passage of time on a target, one round for every 5 DoS).

-Age (pool to hit damages Stm).


Multiple Talents

An additional talent may be purchased with a mage level, this will cost 5 xp more than normal.


Magyver


A magyver does not use conventional magics, if they choose to use magic at all. Instead they focus on learning and honing their reasoning skils. A magyver can be counted upon to achieve nearly any mundane task with a high degree of skill.


Starting Level

4 knowledge points, +2 to all knowledge checks. This is instead of the standard mage starting level.


Level Advancement

2 knowledge points, +1 to all knowledge checks. This is instead of standard level advancement.


Mundanes


Those who are unable to cast magic are called mundanes. Their inablity to use magic gives them a resilience towards the metaphysical. For many adventurers, this frees them to broaden the subjects they research.


Starting Level

7 knowldge points, 1 weapon use point, +2 magical stamina. This is instead of the standard mage starting levels.


Level Advancement

4 knowledge points, +1 magical stamina.


Restrictions

Mundanes may never have a mana pool regardless of how it may be obtained.


Sekites


Sekite lore originates from the underworld, their talents are often brutal and usually deadly. Often called the dark arts, sekite knowledge is often sought out and destroyed, its practitioners considered suspicious or outright evil. The sekite talents are death, war, famine and pestilence.


Sekite Talents

A victim must select a sekite talent with each starting mage level, or when purchasing a first level in mage. A victim may purchase additional talents with further mage levels.


Death Necromancy

A necromancer uses the energies of death effect the dead and destroy the living. Of all the talents, it is the most condemmed by the people of the Old Kingdoms.


-Kill (pool to hit damages wound pool, necromancy mod equals unsoakable).

-Heal Undead (replenish an undead's wound pool by DoS).

-Increase Damage (pool spent will add a temporary damage modifier to a weapon, 2 pool will add a temporary unsoakable modifier).


Famine Cryomancy

A practitioner of cryomancy excels at weakening the target to oblivion. Cryomancers are the cause of much of the people's dislike for sekites.


-Weaken (pool to hit will damage Stm and Str).

-Disenchant (pool to hit will damage item's stm and bonuses).

-Cripple (pool to hit will damage Dex).


Pestilence Cadramancy

The pestilence talent is one of the most natural, but sickening, of the sekite talents. Cadramancers specialize in the breaking down of their tagets, reducing them to nothing peice by peice.


-Immunity to Disease (add the cadramancy modifier when rolling a war against a disease).

-Summon Vermin (swarm's stats equal DoS, cadramancy modifier equals the swarms unsoakable).

-Shapeshift, Vermin (DoS 40, add cadramancy modifier to soak, Fl Dex, and unsoakable).

-Rot (pool to hit will damage wound pool).

-Steal Item (DoS must equal target's Stm, the source of the item becomes sekite, the item's effect are unchanged).


War Psychomancy

Most subtle of all the sekite talents, psychomancers effect their target's mind. They take over the psyche, bending them to their will.


-Telepathy (DoS equals number of targets that may be communicated with).

-Migrane (pool to hit will damage Int and Wis).

-Tormment (pool to hit will damage Man).

-Control (if successful, caster may control one action for each psychomancy modifier of the caster).


Additional Talents

Additional talents may be purchased when buying a mage level, which will cost five additional xp. A victim may purchase all four sekite talents.


Shamans


The practitioners who harness the elements are referred to as shamans by many in the Old Kingdom. Shamans are more widely accepted than magi or sekites, but they are still treated with mistrust due to their spellcasting. The talents of a shaman are the five elements; air, earth, fire, water and aether.


Shaman Talents

A shaman must select a talent upon purchasing a mage level. Additional talents may be purchased when buying mage levels.


Air Aeromancy

Air shamans use the wind to assist them. It is one of the most subtle of the shamanic talents, but useful in many ways.


-Speed (may give a temporary modifier to Dex and Fl Dex).

-Silence (range equals DoS in meters).

-Hear (may give a temporary modifier to Int or Per).

-Wall, Air (DoS equals legnth in meters and Str, wall causes a throw attack, aeromancy modifier equals unsoakable).


Earth Geomancy

Geomancers manipulate solid rock, sand and metal into new forms or as weapons. Many dwarves are geomancers, but they are not uncommon elsewhere.


-Solidify (may give a temporary modifier to soak).

-Crush (may give a temporary modifier to Str, unsoakable equals geomancy modifer if unarmed).

-Alter, Earth (may permamently modify inamimate object's stats, equal to DoS).

-Wall, Earth (DoS equals length in meters and Stm, wall can soak unsoakable equal to caster's goemancy modifier).


Fire Pyromancy

Pyromancy is the most dstructive of the talents of the shaman, harnessing fire to burn anyting that opposes.


-Burn (may add the burning rule to any weapon, unsoakable equals pyromancy modifier if unarmed).

-Blast (pool to hit will damage wound pool, unsoakable equals pyromancy modifier).

-Ignite (may add a temporary damage modifier to a weapon equal to DoS, unsoakable equals caster's pyromancy modifier).

-Wall, Fire (DoS equals length in meters and Str, burning, unsoakable equals caster's pyromancy modifier).


Water Hydromancy

The talent of water is the most widely accepted of any talent in the mountains and deserts, but they tend to stay near coastal areas. Hydromancy is a diverse talent, like the waves.


-Augry (may give a temporary modifier to Dex and Wis).

-Calm (may give a temporary modifier to Chr and Int).

-Create, Water (DoS equals amount in leters).

-Wall, Water (pool to hit, K.O., hydromancy modifier equals unsoakable, damage done to wounds, temporary Dex damage).


Aether Vivomancy

Aether is the element of the soul and, in its raw state, lightning. Soul shamans have the ability to heal, but their powers are likened to necromancy and considered unnatural.


-Heal (target replenishes wounds equal to DoS, caster gains wounds equal to their vivomancy modifier).

-Lightning (pool to hit will damage wound pool, K.O., unsoakable equals vivomancy modifier).

-Disrupt (pool to hit will damage mech pool, K.O., unsoakable equals vivomancy modifier).

-Wall (DoS equals length in meters and Str, K.O., unsoakable equals vivomancy modifier).


Additional Talents

Additional talents may be purchased with a mage level for +5 xp. A victim may purchase all five shaman talents.




Next up: The Book of Faith ;)