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Post by Arc on Nov 11, 2004 17:07:38 GMT -5
So yeah, check it out. This is obviously where to post the rules, and we'll have another thread for the replies and comments on said rules.
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Post by Arc on Nov 11, 2004 17:35:27 GMT -5
Here it is, my first new rule (notice the words "new rules" are not capitalized, intending that a real, tested, and useable rule will be shown as a NEW RULE.)
Based on the ideas that the Planes, the Gods, Magic, and the Structure of the Multiverse are all interconnected, I think it would be fine to introduce a new skill and a few new Synergy links. (Skill Synergy is when you get a +2 Competency bonus on a skill, just for having 5 ranks in a different skill. Example: Jump and Tumble. If you have 5 or more ranks in Jump, you get +2 to tumble, and so forth)
So there ought to be a new skill called Knowledge: Astronomy, basing itself on the fact that many (material, but possibly outer?) planes in our new cosmology should be visible, due to the nature of the new cosmology. (see that section for more on that)
Knowledge: Astronomy goes hand in hand with Knowledge: The Planes, and in many cases, may either be interchangeable, or synergystic. Astronomy is the study of naming objects in space, and since there are several planes that can be seen from eachother, Astronomy ties into understanding the Planes as a whole. (also, a subset of astronomy could deal with the creation of the multiverse, expanding the possibilities for the skill.)
Syngery between Knowledge: The Planes and Knowledge: Astronomy is pretty obvious, so 5 ranks in one should yield a +2 to the other. Also, Since Knowledge: Religion and Knoledge: Arcana are inevetably linked, there ought to be mutual synergy there too. and finally, for you REALLY learned scholars, both Knowledge: Arcana and Knowledge: Religion grant another bonus, to Knowledge: Astronomy and Knowledge: The Planes respectively. Lets have a look:
Knowledge Skill Synergy
Arcana +2 Astronomy, Religion Astronomy +2 Planes Planes +2 Astronomy Religion +2 Planes, +2 Arcana
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Post by Shinigami on Nov 13, 2004 23:51:00 GMT -5
I've always loved the Technique systems in certain games; not quite magic, but better than standard attacks. They could either be bought initially for crazy prices(either XP, gold, both, or some other currency) or learned over long periods of time, cost HP to use, or special technique points, or simply be useable. Perhaps prerequisites for major techniques, successional techniques, complementary techs, antithetic techs, etc.
For example, there could easily be a fighter character who just isn't getting the job done the way he likes to get it done. He's hacking and slashing, and getting things done, it's just not efficient enough. So he spends a few months in a monestary, learns how to use his sword a different way, and suddenly hacks and slashes, and every once in a while flips his sword in the air and kicks it at someone more accurately than he should ever be able to. However, normal people can't block this flying sword technique, but Mr. Not-So-Generic Hero can, because he spent months and months at the opposing monestary and learned how to catch flying swords, as well as how to throw them back in the same motion(antithetic, complementary and successional all in one). Chances are these will need to be custom-tailored to a specific game, but an overview system of how to divy up costs and uses would reduce the amount of new material needed to be created.
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Post by Arc on Nov 14, 2004 0:38:55 GMT -5
Sounds good, but you're right, it would have to be custom tailored to specific games, however, it wouldnt have to be that complex to change. We could build a simple level system into Technique. Like you said, there could be Main Tech, Successional Tech, Complimentary Tech, and Antithetic Tech. We could easily make Technique a skill that is feat based (I.e. One feat per Tech type) and you take each feat each time you want to upgrade your selection of availiable Techs. This'll allow us to spread out the power of Techniques more. The idea is that you get to take 1 specific Technique per Skill Rank in Technique. Different Techs have prerequisite Rank levels, and there's a linear power structure to the Feats used to buy lists.
Here's my idea of how to distill down this idea into some simpler rules.
Combos: The use of more than one Tech at a time is called a Combo. Any Character can create a Combo by linking Tech but may not perform more than one combo in a single turn (A Combo is a full round action). Through experience and training (Prestige classes to be dealt with later) A character may aquire the ability to do Combos as Attacks of Oppertunity or Partial Actions, but this level of skill is a very rare thing. Combo DCs: There is a progression to the increace in DC of the Techs as a character chains them. t1 / t2 / t3 / t4 / t5 / t6 / t7 0 +5 +10 +15 +20 +25 +30 (this Combo system is intended to make higher number Combos almost impossible. So Yeah, it IS hard)
Basic Tech: Basic Techniques for numerous circumstances. Each Tech has an associated DC.
Advanced Tech: Advanced Techniques used for complicated Maneuvers. Require a Basic Tech to be used first. (Adds effects to a Basic Tech)
Finishing Tech: Techniques used for finishing a Combo. Always come last. (Further modifies a Basic Tech, but finishes the technique.)
Counter Tech: Very Advanced Techniques used either seperate or in a Combo to prevent attacks or actions by enemies. (can either be used in an attack or as a Attack of Oppertunity, see specific Tech for details)
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Post by Arc on Nov 14, 2004 16:47:00 GMT -5
Append: Another rule to prevent really really powerful combos: every linked Tech after the first deals additional subdual damage as follows: Tech#..DC....Damage Tech1: +0 Tech2: +5....1 Subdual Tech3: +10..3 Subdual Tech4: +15..5 Subdual Tech5: +20..10 Subdual Tech6: +25..20 Subdual Tech7: +30..40 Subdual
This damage is cumulative: a character executing a 5th Tech in a combo has taken 29 Subdual damage from it. If a character is brought to 0 from his own Combo the Combo is ended. (you may not do Techniques while at 0 hp or less.)
These rules prevent lower level characters from pulling off tremendous Combos without breaking a sweat.
The next post will be a list of Basic Techs.
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Post by Arc on Nov 14, 2004 19:19:00 GMT -5
Basic Tech: requires Base Attack +1, The Skill Technique becomes a cross class skill for the Character.
Basic Techniques:
Strike, Palm: DC=AC. You deal damage to the target equal to the ammount you exceeded their AC by. (DT)
Strike, Fist: DC=AC. You deal Damage to the target equal to the ammount you exceeded their AC by. (DT)
Strike, Elbow: DC=AC. You deal damage to the target equal to the ammount you exceeded their AC by. (DT)
Strike, Kick: DC=AC. You deal damage to the target equal to the ammount you exceeded their AC by + your Str Mod. (DT)
Strike, Knee: DC=AC. You deal damage to the target equal to the ammount you exceeded their AC by + your Str Mod. (DT)
Strike, Heel: DC=AC. You deal damage to the target equal to the ammount you exceeded their AC by + your Str Mod. (DT)
Grab: DC=AC (Touch Attack). You get a hand hold on your target, giving you a +2 to your next Damage Technique against it. (ND)
Trip: DC=Dex. You put the enemy off balance. You gain +2 to the next non-damage Technique you use against it in this Combo. If you beat the DC by 10, the enemy is knocked prone at your feet. (ND)
Push: DC=10+Dex mod+Str mod. Your target is considered to have 10 Dex (+0 mod) against you for 1 round. If you score 10 over the DC, you move the target one square backwards, at your option. (ND)
Stance, Front: DC=5. This Stance gives you a +2 versus Trips, Grabs, Bull Rush attempts, and Strike damage. You take a penalty of 2 to any Movement Techniques, Tumble checks, and -5 to Speed.
Stance, Kumite: DC=5. This Stance gives you a +2 bonus to Execute and defend against Damage Techniques. You take a 2 penalty to Trips, Grabs, and Bull Rush attempts.
Stance, Back: DC=5. You gain a +2 bonus to Movement Techniques, Tumble checks, against Damage Techniques. You take a 2 penalty to defend against Non-damage techniques.
Stance, Grappling: You gain a +4 bonus to Trip, Grab, Push, and Grapple Checks. You take a 2 penalty to Movement Techniques, Tumble Checks, and -5 Speed
Note: Strikes may seem to just variate on punches and kicks. However, each punch and kick is a requirement for some schools and more advanced Techniques. Be sure to research your chosen School before choosing Basic Techs. (Often the character's Sensei has shown the character more advanced strikes and maneuvers from the School to teach the student the power of Advanced Technique)
Note: Stances are assumed at the beggining of battle. The use of a Stance Technique is only a move equivalent, but the bonuses stay with the character till the end of combat, till the character is unconcious, or until the character chooses to drop one stance, allowing another to be raised if needed.
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Post by Arc on Nov 22, 2004 20:57:17 GMT -5
BASIC TECHNIQUE: General and basic techniques with many uses. Requirements: Base Attack +1 ADVANCED TECHNIQUE: Complicating maneuvers and School based abilities. Requirements: Base Attack +3 FINISHING TECHNIQUE: Techniques used for finishing Combos. Requirements: Base Attack +6 COUNTER TECHNIQUE Techniques used to counteract enemy actions. Requirements: Base Attack +10 LEVEL 1 SPECIAL: Allows the character to develop special attacks. Requirements: Base Attack +13 LEVEL 2 SPECIAL: Allows the character to hone his or her special attacks. Requirements: Base Attack +16 LEVEL 3 SPECIAL: The character has mastered his or her art. Requirements: Base Attack +19 UNLIMITED TECHNIQUE: The character is a genuine prodigy at Technique. Requirements: character level 1st
Note on the Special Techniques: We decided that its getting pretty martial in this Technique business, so we're going to have to put in some quasi-magical special powers to get a hold of. These come in the form of Level 1-3 Specials. (think of some of those technique combos in Naruto) so that things could get a little towards that "stealth class" sort of thing.
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Post by Seraphine on Jan 16, 2005 21:20:38 GMT -5
Optional Rule Skill Focus
The one thing that always erked me about d20 systems is the botch, sometimes the crit too for the same reasons. It's just that no matter how many ranks you continually get in a skill, or ability, the chance of botch never changes. 5% (1 on a d20) In all other systems (that I know except some tri-stat systems) the chance of botch decreases with higher skill because they roll multiple dice.
So I suggest this tag on to the skill focus feat. "Whenever rolling this skill the player recieves a +2 but also rolls an additional d10 with the regular d20. From the two the player chooses the higher number to apply to the roll. A botch does not occur unless both dice roll 1s."
You may also choose to use this in different ways. Such as you get an addition d10 at every five ranks instead. at every fifteen ranks 3d10 are traded for 1d20.
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Post by Seraphine on Jan 16, 2005 21:29:14 GMT -5
By Rote Incantations 0th DC: (10 + 2^lvl) 11 Breath (Air), Dust (Earth), Spark (Fire), Drink (Water) Backlash Points: 2 Range: Touch All three of these are the same ritual with different names depending on the medium. The caster creates a very small amount of that element. A breath’s worth, a handful, enough to spark some kindling, or enough for a drink.
Push (Air), Tremor (Earth), Wave (Water) Backlash Points: 1 Range: Sight All three of these are the same ritual with three different names depending upon the medium. The caster in this case manipulates the element to allow her to exert a force through it. The amount of force transferred is the same amount as the caster can exert, however the surface area can change. It can be as large as surface is available, or as small as (1in^2 * pi) 3.14sq inches.
Sense Imbalance Backlash Points: 0 Range: 10m (uninhibited by obstruction) This allows an incantress to sense the alignment of elements near her. She may choose to focus on something or an area.
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Post by Seraphine on Jan 16, 2005 21:36:21 GMT -5
1st DC: (10 + 2^lvl) 12 Break (-) Backlash Points: Item DC-10 Range: Touch The GM sets a DC on the target object. If successful the item is broken. An item broken this way is more difficult to fix than broken by other means (ex. smashing) because the item is imbued with the concept of broken, not forced apart under the laws of physics. DC to fix the object is +4 unless the Fix Ritual is used.
Bubble (Air), Mud (Earth), Flame (Fire), Shower (Water) Backlash Points: 4 Range: 5m This allows the caster to create a larger amount of an element. Enough to fill a small room of air, a bathtub of mud or water, enough to start a large pile of wood.
Fix (+) Backlash Points: Item DC-10 Range: Touch The GM sets a DC on the target object. If successful the item is made whole again. If this ritual is used on an item that Break was used on, ignore the +4 DC.
Freeze (Water), Heat (Fire) Backlash Points: 4 Range: 10m This ritual raises or lowers the amount of kinetic energy in an object. If raised, it can bring 1 gallon of water from 20C up to 100C. If lowered, it can bring a gallon of near boiling water to a freeze solid.
Fuel (Fire) Backlash Points: 5 Range: Sight This ritual causes an existing flame gain in size or for that flame to last longer than the fuel near it would allow. Duration increase goes by 2 turns. An enlarged flame is quadrupled in size. A small candle flame could easily consume the dinner table.
Light (Fire) Backlash Points: 2 Range: Self This is much like the light spell only in this case it creates a very small version of the Sun’s fusion reaction. This mini-sun, about the size of a bean, will follow the caster where ever she goes floating near the casters head. If someone were to touches it, they will be burned. Radiation is actually not a factor because of the link to the fire plane, which absorbs it.
Push II (Air), etc Backlash Points: 3 Range: Sight This is an extension of the previous ritual of similar name only in this case the amount of force is doubled.
Water Skin (Water) Backlash Points: 5 Range: Self This ritual coats the caster with a thin layer of water that acts as a buffer. The water acts as a lubricant and reduces impact. +2 Escape Artist +2 AC. The water does not cover the faces.
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Post by Seraphine on Jan 16, 2005 21:46:23 GMT -5
2nd DC: (10 + 2^lvl) 14 Control ________ (Law + _______) Backlash Points: 2pt (chaos) + (1pt ______)/turn Range: 2ft/ Incantation Rank This ritual allows the caster to control that element. The amount that can be controlled is roughly the size of a person. For every two persons more (round up) add another 1p of the opposite element per turn of backlash. Streams may change directions, a falling stone may crumble, a fire may leap out at an unsuspecting passer-by.
Deceive (Chaos) Backlash Points: 2 Law Duration: MoS minutes Range: 5m This ritual in theory could be use to counter truth, but the opportunity to use this ritual undetected before the truth ritual is rare. Instead it would more often be used to deceive magical scrying. If use to obscure one’s identity, it will cloud people’s perception of the caster. They may see them perfectly fine but their memory won’t process them beyond someone they ignored why passing on the streets. The DC of someone trying to look through the deception is the last incantation roll vs Will.
Flame Burst (Fire) Backlash Points: 5 Range: 10m This causes a baseball size glowing white ball to appear in the caster’s hands and is launched at a target. When it hits it bursts and catches clothing, fur, flesh, anything on fire. The damage is the [margin of success of the last roll vs a will save by the target] d6.
Inertia (Law + Chaos) Backlash Points: 2Law 2 Chaos/turn Range: Self This gives control of the caster’s inertia to the caster. They may choose to lower it and raise it at any point, the range being just above 0 and 20x previous inertia. One moment accelerating may only require a little push, the next they could be as difficult to stop as a freight train.
Truth (Law) Backlash Points: 2 Range: 5m The DC is a willpower roll by the target. The margin of success is the number of minutes This forces a target to speak only the truth. Note that this may only be the truth as far as they know. Quake (Earth) Backlash Points: 5 Range: Direction+ Max 10m This ritual causes the earth to tremble and shake beneath the casters feat. Everyone one within’ a 5m radius must make a reflex save vs the last incantation roll or fall flat for one round. The other with this ritual is to cause a wave of earth 3m wide to move rapidly in a direction fading at 10m. This will knock down enemies and cause 3d6 bludgeoning damage to anything in its way.
Wall of ________ (________) Backlash Points: 4 Range: 5m This ritual creates a wall of an element to stand between you and half of a 360 arc. Earth walls can take as much damage as your last incantation roll x4. Fire will deal 1x your last incantation roll damage to anything moving through it. Air walls will slow down anything that comes into it to a craw, and Water walls have a 15% chance of reflecting targeted magical spells, and if that fails there is a 30% chance of redirecting the spell away from the castor of the wall.
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Post by Seraphine on Jan 16, 2005 21:50:50 GMT -5
3rd DC: (10 + 2^lvl) 18 Control Weather (Water, Air, Law) Backlash Points: 3Fire, 3Earth, 4Chaos Range: 20m The power to control the weather is the power to decide whether people live or die. Draughts will kill crops, rain will nourish them. Storms will destroy homes, sunlight will cause children to play. This gives a 2 wks of normal weather control (rain or shine, etc), or a two day storm (not quite to hurricane or tornado strength though).
Friction Curse (Law) Backlash Points: 3Chaos Range: 20m This reinforces the law of friction upon a target. It is so affective that the friction of that target against even air would ignite it. This is most devastating against a charging enemy.
Friction Free (Chaos) Backlash Points: 3Law Range: 20m This reduces the law of friction making even the roughest surface as slippery as black ice. This can be equally devastating against a charging enemy. Inertia Wall (Law + Chaos) Backlash Points: 4 each Range: 2m This creates a barrier of inertia that covers a 180 arc and .5m thick. Anything entering that shield has its inertia reduced to near zero, enough for even air friction to stop it mid air without a force behind it. This is devastating against any range attack, the caster can even pluck the missile from the air and throw it with incredible speed if timed to release just outside the shield. However this is a double edged sword. When in close combat there is a continuing force behind melee weapons, place that through the low inertia shield and if it connects the caster will be obliterated.
Liquefy (Water) Backlash Points: 6 Range: 10m This ritual causes something to assume a liquid state. This does not inherently change the temperature of object, that’s just a side affect. The maximum amount of affected substance is about the size of a person. If the target is a living creature, allow a will save vs the Incantation roll with twice its will bonus. If the creature wins, half the backlash is still taken, but no affects happen.
Solidify (Earth) Backlash Points: 6 Range: 10m This ritual causes something to assume a solid state. This does not inherently change the temperature of object, that’s just a side affect. The maximum amount of affected substance is about the size of a person. If the target is a living creature, allow a will save vs the Incantation roll with twice its will bonus. If the creature wins, half the backlash is still taken, but no affects happen
Vaporize (Air) Backlash Points: 6 Range: 10m This ritual causes something to assume a gas state. This does not inherently change the temperature of object, that’s just a side affect. The maximum amount of affected substance is about the size of a person. If the target is a living creature, allow a will save vs the Incantation roll with twice its will bonus. If the creature wins, half the backlash is still taken, but no affects happen.
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Post by Seraphine on Jan 16, 2005 21:55:30 GMT -5
4th DC: (10 + 2^lvl) 26 ______ Form (_______) Backlash Points: 4pt / turn Range: Self This allows the castor to assume the form of gas, water, solid, or fire. They have control over their own self and where they go but are affectively made of that element. Sticks and stones pass right through fire water and air. Carts, wagons, and small woodland animals are crushed under stones. The fluid forms also offer more mobility through small spaces though the gas form is susceptible to wind currents, as the liquid form to water currents. Fire form is less affected by its environment, but it has a rather adverse affect on its environment. Anything flammable is soon engulfed in flames.
Blizzard (Law + Air + Water) Backlash Points: 5Fire, 2Chaos, +1Earth / turn Range 20m This is the same as hellstorm except that it is cold instead of fire, and freezing things it comes in contact instead of setting them ablaze.
Create (Positive + Law + Earth + Fire + Air +Water) Backlash Points: 3-, 3Chaos, Elemental Points dependant on amount used Range: 5m This ritual allows the caster to create something complex of at most 100kg. Machines, Weapons, Armor, you name it, you can make it. However, to make it the caster must have enough knowledge of the item created to form it in her mind or it will fall apart to laws that do not work. Life cannot be created this way.
Hellstorm (Law + Air + Fire) Backlash Points: 5Water, 2Chaos +1Earth / turn Range: 20m This creates a funnel of red hot flames and air. It maintains as long as the caster can make the incantation checks. The funnel itself is 5m tall and 2.5m wide. It whirls along the path that its controller desires. Everything it comes in contact with is set ablaze. Damage is 6d6 fire unless it’s a creature, in which case it’s [margin of failure to most recent incantation roll] d6. The save is Reflex or Will, whichever is higher.
Rock Cloud (Law + Air + Earth) Backlash Points: 5Air, 2Chaos, +1Earth / turn Range 20m This is the same as hellstorm except that it is bludgeoning instead of fire, with an additional +2d6 of damage.
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Post by Seraphine on Jan 20, 2005 7:09:03 GMT -5
Resonance
The concept of resonance in incantations is similar to resonance in sound. There is something that strengthens or enhances the element being used in that magic at that moment. Examples would be to have a torch or a fire going when attempting fire incantations. You may sprinkle water over a rune while trying to create rain.
When it comes to incantations and mortals though a lot of the time they just don’t have the personal will to be able to have control over the elements without resonance. This is why most of the time a ritual is needed for incantations. Gods may be able to use pure will to change reality but regular people need something else to help them out.
This leads to several different things that incantation practitioners developed. Some developed complex rituals that were related to the association with the elements needed in an incantations and the way they are used, down to simple single component rituals.
One form of resonance would be physical components, such as a fire, tarot cards, a flask of water, blood, etc. The item just needs to associate well with the elements used. Another form of resonance would be mudras, or hand motions. Some cultures have developed hand “seals” which though have no inherent association with the elements, but the belief of those cultures that they DO, associates it with that element.
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Post by Seraphine on Jan 20, 2005 23:24:47 GMT -5
Incantations
Incantations are different type of magic. Some refer to it as god magic. Others call it devil magic. All that can really be agreed upon is that it is extremely powerful, its potential unlimited. Incantations are changing reality by pure force of will. Doing so requires the uses of the fundamental parts of what reality is made of. These are elements of fire, water, earth, air, law, chaos, good, evil, positive, and negative. However reality is a system of balances. If an incantation is used to affect reality toward one element a backlash of the opposite element will occur. This is much like the law of conservation of matter. The affects of incantations are as unlimited as the incantress’ imagination. They only need to understand which elements they will need to create the affects. Yes this means some freeform roleplaying and some fast thinking on the GMs part, but it keeps magic open.
Numbers and Rolls The first thing that is needed is the incantation feat. This allows the character to take ranks in the incantation skill as a cross-class skill. The modifier for the skill is gamers choice between Cha, Wis, or Int, though sometimes the GM will ask you to use a specific one. Then there are these different ways to incant. The first is by-rote. This is right off a scroll or out of a book. The second way is off memorized incantation rituals. These are bought with the ranks you have in incantation at a cost of lvl of the incantation you want to memorize. These can be swapped each time you level. The last is by pure freeform. This requires you to buy ranks in theory before you can incant in that area. You have 0-4 ranks in each element. The more you have the more capable you are in using those elements. After each incantation a character receives backlash of the opposite elements they used. They must make a backlash check at 10+ amount of backlash they would receive. If failed, the margin of failure is “spilled.” The spilled is then converted into whatever affects the GM rules. To equalize stored up backlash the character needs to have points on both sides of the same backlash spectrum. Then they must make a backlash check at 10+ amount of backlash to neutralize. If successful they neutralize by using those elements to cancel each other out. The maximum amount of backlash that you can cancel is the side that has less backlash points. Basic theory consists of the concepts that make incantations work. This also helps with the communion of incantations. Lvl 1 basic theory allows for communion leading, lvl 2 allows for you to actually scribe incantation scrolls for people to follow. A character may only hold so much backlash on them at one time. This is just how much their will can bend reality. Thus if they exceed that the rest simply spills.
Backlash Check = Will + Incantation ranks Backlash Roll = 10 + amount of backlash Neutralization = 10+ amount to neutralize Max amount of stored backlash = 3xBacklash Check
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