Tuesday, July 18, 2006
Here's one more Buffy Archetype.  I think I'll try some Angel ones next.

The Teen Wolf (Hero)

Life Points 57/81 (as Werewolf)
Drama Points 10

Attributes (20)

Strength 4/8 (as Werewolf)
Dexterity 4/6 (as Werewolf)
Constitution 4/6 (as Werewolf)
Intelligence 3
Perception 4
Willpower 3

Qualities (20 +5 from Drawbacks)

Acute Senses [Smell] (from Werewolf Quality), Attractiveness (1), Fast Reaction Time (2), Hard to Kill 5 (5), Jock (3), Natural Toughness (2), Werewolf [full control] (12)

Drawbacks (10)

Adversary [Vampires, Demons, and the occasional Werewolf Hunter] (3), Clown (1), Love (2), Secret [Werewolf] (2), Teenager (2)

Skills (20 + 5 from Drawbacks)

Acrobatics 3
Art 3
Computers 0
Crime 1
Doctor 1
Driving 2
Getting Medieval 1
Gun Fu 0
Influence 2
Knowledge 0
Kung Fu 3
Languages 0
Mr. Fix-it 1
Notice 3
Occultism 1
Science 0
Sports 4
Wildcard 0

Combat Maneuvers

Maneuvers Bonus Base Dam. Notes
Claw 10 16 Slash/stab; wolf
Bite     Slash/stab; wolf
Dodge     Defense Action
Kick     Bash
Punch     Bash
Slam-Tackle     Bash; no parry; possible target prone
Stake     Slash/stab
(Through the Heart)     x5 vs. vamps

Background on the Teen Wolf

They say puberty brings on many changes. I'm here to tell you, they don't say the half of it. One day you're joking around with your friends, playing on the B-Ball team, getting into a little inoffensive trouble. The next day you're running down a dark alley trying to get away from a werewolf hunter who wants to stuff and mount you.

The first time the change hit me I almost ate my best bud. We were fighting over a girl. He hit me. He didn't mean anything by it, ya know, but it cheesed me off royally. I snarled at him, and I mean really snarled. Then I felt funny, and Ed was giving me this look. I looked down at my hands, and my nails had grown a little - like an inch.

I ran all the way home, and it only got worse. By the time I was home I was covered in fur, with inch long fangs.

I ran up to my room, trying to avoid my mom. I was totally freaked, so I ended up knocking over a lamp, and a chair, and a table.

Mom found me in my room, and she wasn't surprised at all, just kind of sad. She told me about my dad, who had died when I was like six, and about the gypsy curse and the way it had gradually changed so we could control it. She said she hadn't mentioned any of this before now because she hoped it wouldn't hit me. Sometimes it skips a generation.

Ed was cool, but he was freaked, and he started talking. Pretty soon I was getting funny looks from other people. About a month later I had my first run in with a professional werewolf hunter. Fortunately, he was expecting a mindless monster, not somebody who would slash the tires on his Harley.

We moved after that, though. Of course it seems that we've moved to Weirdness Central. A couple of months ago, I saw an honest-to-god Vampire attacking this girl. I didn't even think about it, I just wolfed out and tore the bloodsucker to shreds. Then this other girl with a wooden stake tackled me and tried to rip my head off before the first girl told her to stop. Then this English guy said something about it not being the full moon, and the girl stopped hitting me, which was really good.

Now I'm helping these people out. On the sly, like. I don't want the whole school to know I'm a furry freak, and I'd kind of rather my mom not know I'm out fighting vampires.

 

Quote: "So help me if you offer me one more dog-biscuit I'll bite your arm off, and I may not wait to change shape first."

Roleplaying the Teen Wolf

You want to be just a normal kid, play on the team, maybe form a band (You're pretty good at that guitar thing), party, you know. On the other hand, you can't just stand by and watch other people get hurt while you can do something about it. With great furryness comes great responsibliliy, right?

You're not about to make a spandex costume, and you sure as heck don't want anyone outside the Scooby Gang to know about you, but when it's time to throw down with the forces of darkness, you're a lean, mean werewolf machine.

Oh, and that girl you saved from the vampire that time is a hottie.

Sample Equipment

"Vintage" car, Letter Jacket, Tire Iron.


Tuesday, July 18, 2006 7:35:03 PM (Central Daylight Time, UTC-05:00)  #    Comments [0]Trackback
 Friday, July 14, 2006

The Hierophant (Hero)

Life Points 45
Drama Points 10

Attributes (20)

Strength 2
Dexterity 2
Constitution 3
Intelligence 5
Perception 5
Willpower 8 (3 from Hierophant Quality)

Qualities (20+10 from Drawbacks)

Artist (2), Attractiveness +2 (2), Contacts: spirits 2 (from Hierophant Quality), Enchanter 1(1),  Hard to Kill 5 (5), Hierophant (16), Occult Library 2 (2), Resistance: Mystical 4 (4), Spirit Medium (2), The Sight (3), Sorcery 2 (10)

Drawbacks (10)

Adversary: Forces of Darkness 5 (From Hierophant Quality), Clown 1,  Emotional Problems (Fears Commitment) 1, Honorable, 1 Love (tragic) 4,  Misfit 2,   Recurring Nightmares 1, Obligation (Powers That Be) 3 (From Hierophant Quality)

Skills (20)

Acrobatics 
Art 4
Computers 
Crime 1
Doctor 
Driving 
Getting Medieval  1
Gun Fu 
Influence 2
Knowledge 2
Kung Fu 2
Languages 1 
Mr. Fix-it
Notice 2
Occultism 4
Science 
Sports 2
Wildcard 

Combat Maneuvers

Maneuvers Bonus Base Dam. Notes
Aiming (crossbow) 6
Success added to Crossbow shot
Crossbow Shot 4 16 Slash/Stab
Dodge 4
Defense Action
Kick 3 6 Bash
Club 4 8 Bash
Punch 4 4 Bash
Stake 4 4 Slash/Stab
-Through the Heart 1
x5 to Vampires

Background on the Hierophant

There are things on heaven and earth undreamt of in your philosophy. 

Been there, done that, got the T-shirt (and the scars).

See, about a year ago, my father died.  I never knew I even had a father in any sense other than the theoretical.  Mom left Dad when I was like three years old.  She'd never talk about him.  There was a picture, old and faded and kind of burned around one edge.

So I dealt with not having a dad, and with having a mom who was always a little flaky.  We always had a horseshoe over the door, and mom was kind of weird about spilling salt, but she was totally not into any New Age stuff.  She caught me and some friends playing with a Ouiji board once, and went totally ballistic.  

I found out why not long ago.  

I woke up in a cold sweat after a nightmare.  I don't remember much of the details, but there were flames and... bad stuff.  And then there was this man in my room in an old, battered coat, and leaning on a twisted wooden stick polished to a black sheen.  He looked tired, and a little sad, and exactly like the guy in the picture.

He said, "I'm sorry that I was never there for you."  Then he faded away.

The stick stayed.  I got out of bed and picked it up, and right then I got my first parapsychic migraine.  Years of occult knowledge rushed into me, kind of a crash-course in weird.  My Dad had done something to store up all his knowledge and power in the stick, and to transport it to me.  Mom's horseshoes made sense all of a sudden.

The weird only got weirder after that.  I started seeing things.  Mostly ugly things.  Ghosts, monsters under the bed, that kind of thing.  But some of them weren't so bad.  I learned to leave a cup of milk out for the house fairy, and I never lost another sock in the dryer.  There are spirits all over the place.  Most of them are too busy upholding the fundamental nature of reality to bother talking to people, but a few of them are nice folks.  A bunch of them knew my dad.  It seems that he was some kind of hereditary gatekeeper between the living lands and the Other Side, and when he died, I got his job.

And here, I wanted to be an airplane pilot, or a firefighter.

One of the spirits told me how my father had died.  She led me to the site of his final battle, and to his library.  There was a lot of damage, but even so there was more stuff than I could carry out.  Even if I could have, I don't think mom would have taken well to me moving the Encyclopedia Britannica set she bought out of the way so I could put in a bunch of tomes of dark and forbidden lore.  So I've got it all hidden in some trunks at the back of my closet.

Since that day, I've been trying to do Dad's job.  I'm not very good yet, but I've found some people to help.  It turns out that I'm not the only one saddled with a hereditary destiny that shortens the life-expectancy.

Quote: "I see Dead People.  All the time.  They're even more annoying than living people, and not really any smarter."

Roleplaying the Hierophant

You never wanted this. Well, actually, you fantasized about havin super powers all the time, but you kind of thought you'd be the only one who had them. Ghosts, goblins, ghouls (which are really nasty) and things that go bump in the night weren't part of the equation. 

Still, you're going to give it your best shot. You want to get good at this magical guardian thing. One of these days, the thing your Dad died to banish will come back, and you're going to kick its ass.

He may have never so much as sent you a birthday card, but he was still your Dad, and no elder demon from the third pit of Hell is going to kill him without answering to you, right?

Suggested Equipment

Magic Staff (Making it actually do anything would require scraping up points for the Enchanted Item Quality, so mostly it just looks cool and has sentimental value.  But it does have a knob on the end), Occult paraphernalia, Bomber Jacket, skate board.


*The Magician's Obligation works a little differently than the official version.  His power comes from the spirit world, and if he doesn't toe the line, the spirits will withdraw his power.  If he uses it in ways they don't approve of, he can find his Sorcery cut down to level 1, for instance.  They also cut off the Psychic Friends Network (Contacts Quality) until he makes it up to them.  Jerks.


Saturday, July 15, 2006 1:17:57 AM (Central Daylight Time, UTC-05:00)  #    Comments [0]Trackback
 Thursday, July 13, 2006

Gamer Geek (White Hat)


Life Points 37
Drama Points 20

Attributes (15 + 2 from Nerd quality)

Strength 2
Dexterity 2 
Constitution 2
Intelligence 4 
Perception 2 
Willpower 5 

Qualities (10)

Hard to Kill 5 (5), Nerd (3), Photographic Memory (2)

Drawbacks (8)

Clown (1), Emotional Problems [fears rejection] (1), Impaired Vision (1), Mental Problems [delusion: thinks life should be like RPGs] (1), Misfit (2), Teenager (2)

Skills (15)

Acrobatics
Art 2
Computers 2
Crime 
Doctor
Driving
Getting Medieval 2
Gun Fu 1
Influence
Knowledge 3
Kung Fu 1
Languages 1
Mr. Fix-it 3
Notice 1
Occultism 3
Science 4
Sports 0
Wildcard (urban spelunking) 2

Combat Maneuvers

Maneuvers Bonus Base Dam. Notes
Crossbow Shot  4 16 slash
Ranged attack
Dodge  4 none  Get out of the way
Pistol Shot (paintball)  3 varies  Ranged attack
Punch  3 4 Bash
 
Stake  4 4 slash
 
(Through the heart)  1 4 slash
x5 vs vampires
Sword (ratan/boffer)  4 varies

Background on the Gamer

This was all a big mistake. Huge. Monstrous (or even Shift X). I heard, ok overheard, ok eavesdropped on... some kids at school. They were talking about going out on patrol to hunt down some vampires and a demon prince. I thought they were talking about a LARP. They mentioned an address, and I decided to show up.

I always go all out on costumes and stuff for a LARP. I mean, if you're not going to do costumes, why not just stay in the basement where there's a sofa and potato chips? It turned out to be a pretty good thing I did. I think my chainmail coif saved my life when this goth chick (who turned out to be a vampire) tried to rip out my throat.

The kids showed up then, and a couple of them beat up the vampires. I managed to make myself a little useful - the Slayer broke one of my ratan swords over one vampire's head, and used the pieces to stab another one.

I've been with the Scoobies ever since. I know all kinds of cool stuff about the occult and magic, and I'm learning more all the time. I can also help out with other stuff. I took martial arts for two years, and I learned to swordfight in the SCA.

Quote: "Wow. Critical hit... It means you hurt him really bad. Can I have my bastard sword back now?"

Roleplaying the Gamer

You don't know near as much as you think you do, and you tend to get things from gaming manuals mixed up with things from tomes of occult netherlore, but on the other hand you remember EVERYTHING. You're also reasonably intelligent and can fill in for just about any other geek type in a pinch.

You can't fight very well, which you may figure out before you get killed. However, you have a huge arsenel of archaic weapons, and quite a few of them are sharper and more functional than your parents know.


Friday, July 14, 2006 12:08:23 AM (Central Daylight Time, UTC-05:00)  #    Comments [0]Trackback
 Wednesday, July 12, 2006

Byzantine Errant (Hero)

Life Points 61
Drama Points 10

Attributes (20)

Strength 5 (1 from Demon Hunter Quality)
Dexterity 5 (1 from Demon Hunter Quality)
Constitution 4
Intelligence 2
Perception 3
Willpower 4 (1 from Demon Hunter Quality)

Qualities (20 +4 from Drawbacks)

Demon Hunter (4), Enchanted Item 1: Blessed Sword (2), Fast Reaction Time (2), Good Luck 3 (3), Hard to Kill 5 (5), Iron Mind (3), Nerves of Steel (3), Situational Awareness (2)

Drawbacks (10)

Adversaries [Demons and Vampires] (4, 1 from Demon Hunter Quality), Honorable (2), Humorless (1), Mental Problems: Mild Delusion, all supernatural beings are evil (from Demon Hunter Quality), Misfit (2), Reckless (2)

Skills (20 +6 from Drawbacks)

Acrobatics 4
Art 0
Computers 0
Crime 2
Doctor 1
Driving 1
Getting Medieval 6
     (1 from Demon Hunter Quality)
Gun Fu 0
Influence 1
Knowledge 0
Kung Fu 6
     (1 from Demon Hunter Quality)
Languages 1
Mr. Fix-it 0
Notice 2
Occultism 5
Science 0
Sports 0
Wildcard 0

Combat Maneuvers

Maneuvers Bonus Base Dam. Notes
Aming 9 -- Add Success Levels to shooting roll
Axe 11 25 (s)  
Crossbow Shot 11  16 (s) See p. 119 
Decapitation varies  x5 damage 
Dodge 11  --  Avoid getting hit, duh! 
Punch 11  10 (b)   
Stake 11  10 (s)  
(Through the heart) varies  See p. 112
Sword 11  20 (s)   

Background on the Byzantine Errant

My order is fallen, destroyed by the Beast.  But we had fallen before that.  I knew it the day I watched my brothers pursue the Slayer as she and her friends fought and bled to protect the life of an innocent.  We were meant to be protectors and heroes, but we had become thugs and murderers.

In the aftermath, I fled.  I found someone to tend my wounds.  My body recovered.

My spirit has not.  My purpose is spent, and all that I believed is dead or in ruins.  I am left with one thing I know to be true.  There are monsters who prey upon innocence, and it is my place to destroy them.

Once we were legion.  A thousand could die to bring down an enemy.  Now I am alone, and I must guard what allies I have carefully.  When I die, no other will come after me.

I only hope that I have found atonement when that day comes.

Quote: "By the light, I abjure thee.  By the Holy Three, I abjure thee.  By the unspoken name... aw, screw it.  Just die, Ugly."

Roleplaying the Byzantine Errant

You were once part of something greater.  Then you learned that it was not so great after all.  Now you fight demons, trying to make up for some of the harm you did.  You're probably a little suicidal, thinking subconsciously that if you die in glorious battle you won't have to keep dealing with your crisis of faith.

You're a pretty handy guy to have around.  The Order of Byzantium taught you how to fight, and how harden your mind against the corruption of the hellspawn.  It was insufficient to protect your brothers from Glorificus, but it serves to give you an edge that the average demon doesn't expect.  And you have a magic sword.

Sample Equipment

Blessed Sword, Chainmail Armor, Crucifix.


Thursday, July 13, 2006 12:12:15 AM (Central Daylight Time, UTC-05:00)  #    Comments [0]Trackback
 Tuesday, July 11, 2006

The Dropout (White Hat)

Life Points 45
Drama Points 20

Attributes (15)

Strength 3
Dexterity 2
Constitution 2
Intelligence 3
Perception 2
Willpower 3

Qualities (10)

Attractiveness (2), Contacts (2), Hard to Kill (5), Nerves of Steel (3)

Drawbacks (10)

Adversaries (demons & vampires, particularly Jenny -3), Emotional Problems (fears commitment -1),  Resources (below average -2), Tragic Love (-4)

Skills (15 +10 from Drawbacks)

Acrobatics 
Art 
Computers
Crime 5
Doctor 1
Driving 3
Getting Medieval 2 
Gun Fu
Influence 1
Knowledge 1
Kung Fu 2
Languages 1
Mr. Fix-it 5
Notice 1
Occultism 2
Science 
Sports 1
Wildcard 

Combat Maneuvers

Maneuver

Bonus

Damage

Notes

Aiming

4

None

Adds SL to shooting rolls

Crossbow Shot

4

16 slashing

Ranged modifiers apply

Through the Heart

1

16 slashing

x5 vs Vamps.

Dodge

4

None

Defensive action

Stake

4

12 slashing

 

Through the Heart

1

12 slashing

x5 vs Vamps.

Wrench

4

12

Can use 2 hands

Background on the Dropout

You know that story about the two kids: the prom queen and the boy from the wrong side of the tracks who fall in love.  That was me.  That was us.  Then she died.  Then she came back.

I took it kind of hard.  I mean, first she was going to leave for college.  Someone in my family went to college once.  Uncle Elmo is a Janitor at UCSD.  Then we had this big, stupid fight and she stormed off and got killed by some bastard in an alley – only she didn’t die.  The night of her funeral I woke up with her pounding on my door in the rain.  I let her in and she was all over me.  Then she bit me.

I couldn’t fight her off.  She was hella strong.  But with my free hand I found the half bottle of Jack I had left and smashed it over her head.  That bought me a little space, and I stuck the candle I was burning for her in her face.  The whiskey caught fire and she ran.

The next thing I did was find new digs.  I remember she never asked to come in before.  Hell, she had a key.  I got a place near the junkyard.  I turn some bucks as a mechanic and handyman, and the junk yard’s got some good stuff.  Old man Jenknins’ dog likes me better than him.  Course, old Jenkins doesn’t feed the dog hamburgers.

After that, I built some stuff.  I fixed up an old jeep with some totally non-standard options, and I made some weapons.  It’s supposed to be a stake through the heart and fire and cutting off the heads.  I got it covered.  Then I went looking for some closure.

I found some other people with the same ideas.  They help me out.  Well, really I help them out.  They can do stuff I never dreamed of. We’ve dusted some vamps, and some other stuff.  I still haven’t got Jen yet, but every once in a while she lets me know she’s still out there.

Quote: "Trust me, it'll work.  Remember all those episodes of Scoobie-Doo?  It'll be like that, except instead of a net, it will drop a bunch of sharp stakes, and instead of taking the monster's mask off, we're setting it on fire."

Roleplaying the Dropout

You don't have much book learnin' but you're not as dumb as you let people think.  You're not up to fighting a vampire in hand-to-hand combat, but you're still a handy guy to have around.  You can build just about anything you have a mind to, and  years of having to be... creative... about acquiring parts have also made you really good at getting into places you're not wanted.

But still, you're out of your element, and close to your wits' end.  You play the part of the disinterested stoner gearhead to cover for the fact that you're really freaked out that your Ex is still hunting you, and that you're not sure you could really stake her if you had the chance.

Suggested Equipment

Toolkit, lockpicks, big wrench (use mace damage), various improvised weapons.  Truck with toolbox in the back and a crucifix hanging over the rearview mirror.

Wednesday, July 12, 2006 1:05:20 AM (Central Daylight Time, UTC-05:00)  #    Comments [0]Trackback
 Friday, July 07, 2006

I enjoy writing spells with the Buffy magic system.  You can do just about anything you can imagine.  Here are some I've written for my games, or just for the fun of writing them.

Barrier of Koranos
Quick Cast: No (at least not exactly)
Power Level: 5
Requirements: Specially prepared parchment, ink made from a variety of expensive substances, and an alchemically prepared soot made from burning certain woods and herbs mixed with other chemicals.

Effect: Casting the Barrier of Koranos is a slow process. Each roughly two-hour ritual results in the creation of one card covered in black soot and sparkling golden ink. The cards are anchors for a protective spell. Whenever they are placed in a perfect geometric shape with an odd number of sides, up to thirteen, from three to thirty paces apart, they immediately create a mystical shield.

The shield has can take 80 points of damage, and has an armor value of 10 +2 per card beyond the third. So A five-point barrier would have an armor rating of 14.

The Barrier cards are consumed by arcane energies in the casting of the spell.

Call the Dragon's Breath
Quick Cast: No
Power Level: 6
Requirements: A ritual taking an entire day (12 hours), during which time the caster sacrifices something of great personal value. The sacrifice can be a possession, a person, a supernatural power, or even an ideal. It is up to the Director to determine if the sacrifice was sufficient. If not, the spell is still cast, but cannot succede. If the caster gets enough success levels, the spell is miscast. (see below for why this is a VERY bad thing)

Effect: This powerful, but ancient spell is used rarely, even by those few who know it. The Dragon is a powerful and terrible force, and exacts a high price.

The Dragon's Breath fills the caster, granting several benifits. Foremost among these is a Power Boost of +10. Further, the Power Level of all spells the caster wishes to cast is reduced by half (round up), for purposes of success. The effect lasts for as many hours as the caster's boosted Sorcery level, or until he exhausts his Sorcery with multiple castings. Additional Power Boosts will work as normal, further extending the duration of the Dragon's Breath.

Casting this spell is very dangerous. If the casting fails, the caster takes life point damage equal to his own Willpower x 3, and is knocked unconscious until the damage is healed. Regeneration does not speed the recovery of this damage, but various forms of magical healing might.

Succeding can be even more dangerous. If the roll succedes, but the power level is not met, the caster dies, rapidly aging and decaying to nothing over the course of a day as the Dragon absorbs all his life force. There is no way to reverse this process.

If the caster is successful, at the end of the Dragon's Breath, he still suffers a Side Effect as though he had miscast the most powerful spell he used during the duration (using the full power level, not the half one). Most frequently, the result is a coma of varying length, but the Dragon is capricious. If the caster has not completely expended the Dragon's Breath, every bonus point of Sorcery he has left is added to the roll.

note:Sweet Jesus, this is a powerful spell as written. I thought the power level would be higher. It could be lower, if I decide the sacrifice is more of a rare ingredient. I made it just -1, because while you probably don't want to sacrifice something you love, it's readily available.

Oracle's Benediction (type)

Quick Cast: No
Power Level: 4
Requirements: An Oracle (Someone with psychic powers who knows this spell)  The supplicant must make an offering to the gods, burning something of value in front of the Oracle.  At the GM's option, an
insufficient offering can cause the spell to fail or even backfire.  The Oracle then meditates and chants a ritual for a several minutes before pronouncing the Benediction, which is a cryptic phrase vaguely related to the purpose.  Hearing the phrase is what transfers the favor of the gods.  If the supplicant can't hear the Benediction, the spell automatically fails.  (Writing on a slate or sign-language counts, so long as the supplicant witnesses the actual act of writing or signing in
person.  No email or teleconferences.  The gods are big on personal contact.)

Effect: There are several seperate Benedictions, each counting as a seperate spell.  (Of course, once you know one, you can probably develop the others through research.)  Their effects are similar, but each with a different focus.  The basic effect is that the supplicant is granted supernatural insight and divine favor, making his efforts more successful than they'd otherwise be.  In down-and-dirty game terms, the supplicant gets temporary levels of Good Luck that can only be spent in circumstances befiting the particular Benediction, and are spent automatically whenever the Benediction would come into play.  (The player gets to choose how many points, however, so long as he spends enough to get at least one SL on the relevant test or just barely win an opposed test)

The Oracle's Benediction provides Good Luck equal to twice the Success Levels generated.  These points are never recovered after they're spent.

Benediction of Protection: Provides help to keep the supplicant alive. He can add Luck points to his defense tests until they run out.  These points are almost always automatically spent, but they're spent after damage is generated.  They kick in retroactively to protect the supplicant from any wound that would cause half or more of his current Life Points in damage.  Besides dodge tests, the Benediction will protect the supplicant from other forms of potentially fatal harm.  The GM can choose how many luck points are required to avoid something you don't normally get a roll to avoid.

Benediction of Success: Provides the supplicant with aid in a specific task, which must be stated at the time of casting.  Tasks must be fairly specific, or else the divine favor gets absorbed fairly quickly. Suitable tasks would be "to find the golden fleece," or "to conquor Thrace."  "To win the lottery" works, too, but there's only so much the gods can do.  You'd pick the best random numbers you could, but your chances of actually winning would still be pretty low.  "To create the best possible [something or other]" would also be good.  You'd end up burning all your Luck on an Art or Mr. Fix-It test, but you'd be able to excede your usual skill limits if the GM is imposing those.  Divine inspiration is like that.

Benediction of Aphroditie's Favor: Provides help in the wooing of a specific individual.  You get Good Luck points to spend on Influence tasks with that person.  With the GM's permission, you might also be able to spend them like Drama Points for "Plot Twists" like guessing the person's favorite song or picking a resturant they really like.  I'd suggest a sliding scale.  The first coincidence costs 1 point, then one additional point per coincidence.  (What, you expect the gods to do EVERYTHING?)

A Benediction lasts for a number of weeks equal to the SL generated.  After that, it fades and any further points spent are lost.

A given supplicant can only be under the effects of one Benediction at a time, and must wait a full lunar month between Benedictions.  Breaking this restriction invites the scorn of the gods, which comes in the form of all benedictions active upon the supplicant inflicting Bad Luck points instead of Good Luck.  Sucks to be you if that happens, so don't get greedy.

Quintra's Adept Recal
Quick Cast: Yes
Power Level: 1

This spell requires the tools of a true adept, for instance a master thief's lockpicks, or a master swordsman's favored blade. High skill is not enough. The tools must have been used for some time by a truly legendary master. The tools in question must be in working condition, and the adept in question must be dead.

By focusing his will, and chanting a prayer to Thoth, the Sorcerer (Sorcery 3 minimum) may call upon the skills of the former adept. Thereafter, until the spell fades (after several hours), anyone who uses the bespelled tools in their intended way gains a skill bonus equal to the number of extra success levels the Sorcerer rolled.

A given tool (or set of tools in the case of something like lockpicks) may only ever be enchanted in this way once. At the end of the spell's duration, the affected item(s) rapidly sucumb to decay, collapsing into dust in a matter of seconds. No force on earth can prevent this destruction.

Substitutary Locomotion
Quick Cast: Yes
Power Level: 3
Requirements: A half-hour ritual in which the caster sits within a circle inscribed with the Star of Astaroth, surrounded by candles while meditating and chanting. For Sorcerers, a little concentration and the words "Treguna Mekoides Tracorum Satis Dee"

Effect: This spell summons up ephemeral spirits that will inhabit clothing and animate it. The spell is somewhat unpredictable. The animated clothing, which can be anything from normal clothes to suits of armor, will behave according to its nature, in general accordance with the will of the caster. Animated army uniforms would move with military precision. Animated clown suits would act like clowns. About ten such sets of clothes can be animated. Available clothing will always group itself by theme, and create complete "outfits" if possible. So, for instance, if you had a set of football pads, shoes, helmet, pants, and jersey, you'd get one phantom footbal player, not five.

They will not harm the caster, and will generally be as helpful as whatever they're animating could be. They have Physical stats equal to the caster's mental stats and skills equal to his Sorcery - but cannot perform complex actions like computer programming or surgery.

They "live" for the duration of the spell (one minute per success level) or until they are destroyed (see "Breaking Stuff"). The duration can be extended an extra minute per SL with a Will roll at -1 for every extention.

Therion's Threshold Seal
Quick Cast: Yes
Power Level:5
Requirements: A chalky dust made from the ashes of a funeral pyre (or a crematorium fire) and various healing herbs - used to trace a magical diagram on the recipient's forehead or torso. The diagram is traced while the caster recites a chant to ward away the spirits of death.

Effect: The recipient of Therion's Threshold Seal must be a living, flesh & blood being who is in need of making Survival Tests and/or has 0 or fewer Life Points. When the spell is cast, the recipient is bestowed with ten levels of Hard to Kill, including the 30 Life Points.

The benifits only last as long as the recipient is relatively still. If he engages in any sort of strenuous activity (pretty much anything requiring the rolling of dice), the Threshold Seal fades at the rate of one point of Hard to Kill (along with its 3 Life Points) per minute. Fortunately, the spell leaves the recipient listless and tired. He has to make a Willpower doubled roll to get up and move around at all, and has to make another one every time he stops and wants to start again.

The Seal lasts for one hour per success level, unless it is broken beforehand.
Saturday, July 08, 2006 2:02:29 AM (Central Daylight Time, UTC-05:00)  #    Comments [0]Trackback
 Thursday, July 06, 2006

I've written a bunch of archetypes for Buffy: the Vampire Slayer.  Sadly, I doubt I'll ever get to use most of them, but they were fun to write.  Here's the first one, submitted for your approval...

Cyberpagan (White Hat)

Life Points 45
Drama Points 20

Attributes (15)

Strength 2
Dexterity 2
Constitution 3
Intelligence 5
Perception 2
Willpower 3

Qualities (10 +6 from Drawbacks)

Attractiveness 1, Contacts (hacker friends) 2, Nerd, Hard to Kill 5, Resources +3, Occult Library 2

Drawbacks (10)

Dependent (daughter), Humorless, Obsession (hunting monsters), Physical Disibility (paraplegic), Recurring Nightmares

Skills (15 +4 from Drawbacks)

Acrobatics 
Art 
Computers 5
Crime 
Doctor 1
Driving 
Getting Medieval  
Gun Fu 2
Influence 1
Knowledge 3
Kung Fu 
Languages 2
Mr. Fix-it
Notice 1
Occultism 2
Science 2
Sports 
Wildcard 

Combat Maneuvers

Maneuvers Bonus Base Dam. Notes
Dodge 2
Avoid getting hit
Gunshot 4 by weapon Ranged modifiers.

Background on the Cyberpagan Researcher

My husband used to say I never got out enough.  We were total opposites.  He was a big, gregarious business major who got into computer sales after he blew out his knee in college football.  I was a mousy little programmer who thought the only way to play football was with a control pad.

We were really happy.  We had a nice house, nice car, a daughter.

Then this carnival came to town.  Charles loved carnivals.  Kimmy loved carnivals, of course she was only ten.  She liked everything, especially if it took tokens.  With a lot more complaints than I was serious about, I allowed myself to be dragged along.

Something wicked, indeed.  The carnival was run by some kind of monsters.

(They're K'thrak demons.  They're blind, and hunt with a sense of smell better than a wolf's, and with echolocation.  I learned that later)

They tried to grab us in the funhouse.  Charles, God bless him, tried to hold them off.  I think he killed one, but that only made the others worse.  Kimmy and I ran, but the maze was so confusing.  I don't know how we found the way out.  It wasn't the real exit, it was an access hatch.  There wasn't room for both of us to get through at once, so I pushed Kimmy out first.  Then I felt pain.  So much pain.  One of the demons had hit me on the back with an axe.  It hurt so much that I couldn't move.   Somehow, Kimmy pulled me out.

There were people outside, the kind I usually would have called the cops on.  Two of them carried me to safety and used my cell phone to call 911.  The rest descended on the funhouse.  From where I was laying, I saw the fire start, but I never found out what happened.

The way it read in the papers, the carnival was old and broken down, and a fire broke out.  Several people were killed in the burning funhouse.  In my medical reports, a piece of falling wreckage struck my spine and broke two vertibrae.  

Kimmy couldn't remember any of it.  The entire night from the time we entered the funhouse onward is a blank spot.

But I remembered.  No one would believe me, though.  So I found people, online.  I started really reading websites and chat rooms I'd dismissed before, and I learned some things.  I learned that what had happened to my family happened all over the world every day.  I learned that there were a few people who knew enough to fight against the monsters.

I'm learning to help them.  I don't have the power to throw a lightning bolt, yet, but I do have the power to run a global search of law enforcement databases, correlating the details of crimes all over the world.  I have the power to consult with experts on five continents.  I'll find an Australian demon hunter one of these days to complete the set.  I have the power to hack the city mainframe so I can get streaming feed from all the traffic cameras.

There are some people right here in town who are striking back against the monsters.  I'm not much good with a stake or an axe, but sometimes what you need is a Pentium IV with intrusion software instead.

Quote: "Tobin's Spirit Guide?  Yeah, I know there are only three copies in existence, but fortunately, someone scanned one of them.  I burned it to CD last week."

Roleplaying the Cyberpagan

You're smart, capable, and more than a little bitter.  You tend to try to overcompensate for your disability, and have a problem about asking for help when you might need it.

Gaining more power and killing more demons is just about all you care about now, except for your daughter.  You love her more than your own life.  The rest of the Scoobie Gang is starting to grow on you.  One of these days, you may end up sending them up against more than they can handle.  Then you'll have to re-evaluate your life.  Hopefully, you'll realize that before anyone else ends up in a chair for life.  Or in a box forever.

Suggested Equipment

Electric Wheelchair, Taser, Laptop with Cellular Modem, Palmtop with Wireless Web and Cell Phone link, Pistol, collection of occult lore on CD-ROM.



Friday, July 07, 2006 2:45:41 AM (Central Daylight Time, UTC-05:00)  #    Comments [0]Trackback
 Tuesday, July 04, 2006

Anyone who has read my posts on RPG.net will know I'm a raving Eden Studios fanboy.  As such, I've collected a bunch of Unisystem Qualities for games I've played, run, or thought about running.

And now I'll share them with you.

NEW: There are some of these Qualities that work dramatically better with Classic or Cinematic Unisystem.  I have now marked them with the system I believe most appropriate.  That doesn't mean they won't work with the other version, just that it might not be quite a perfect fit.

Artificial Cambion: (14-point Quality) (Cinematic)

Created by some nefarious agency, the Artificial Cambion started life as a human fetus exposed to demonic energies in an artificial (or maybe normal) womb.  As she developed, her genetic and spiritual structure adapted to the invasive presence, gaining demonic strength, limited demon powers, and a resistance to further demonic manipulations.

First the good:
  • +3 to Str, Dex, Con
  • 5 levels of Hard to Kill (and can buy up to five more)
  • Basic Supernatural Senses
  • Nightvision
  • Regeneration at Con/hr
  • Resist Demonic Powers 3
Then the bad:
  • Antisocial Tendencies -1  (She has a bit of demonic rage inside her that she'll never fully escape
  • Adversary (Nefarious Agency) -2  (Wolfram & Hart is a popular choice)
  • Adversary (All demons) -3 (Something about her just sets demons' teeth on edge)

Elemental: (4-point per level Quality) (Cinematic)

Somehow, the Elemental got a shard of a Primal Element stuck in her soul, which has lead to all sorts of interesting complications her life. She's not technically completely human anymore, so various magics that detect "demons" detect her, and now she has all these strange occult senses herself. She senses the magical nature of other things, which resonates with her own. Then there's the spirits. And the magic. Actually, the spirits and the magic are pretty cool.

Sorcerers spend weeks reading dusty spell books and muck around with candles and circles and all kinds of stuff to do what she does with a snap of her fingers. (Or a wiggle of her nose. Or whatever.) She can "feel" her element, which means if she's a Fire Elemental, she can tell when stuff's on fire. An Earth Elemental can tell if the soil is fertile, and predict earthquakes. A Water Elemental can find water, tell if it's fresh, and so on. An Air Elemental knows which way the wind blows, and more importantly, whether it's blowing poison gas.

But wait, there's more. She can also control her Element. A Fire Elemental can call down columns of flame, or put out fires. A Water Elemental can walk on water or part the seas. An Earth Elemental can move mountains. (Little ones, mostly, but mountains all the same). An Air Elemental can create gale-force winds and throw lightning bolts. The way this all works is whenever the Elemental wants to use her power, she defines the effect she wants to create and works it out as if it were a spell. Then she rolls Willpower + Elemental level. Sorcery helps up to a maximum of +5. If the Elemental rolls more successes than the Power Level of the effect, it works. If not, it's miscast just as a spell would be, which is liable to be inconvenient.

Then there's the spirits. An Elemental is attuned to the spirits of her Element, Undines, Sylphs, Salamanders, and Gnomes. They'll come when she calls, and maybe even do what she says. To summon an Elemental Spirit, just work out the power level of a summoning spell, as above. Spirits are generally not hostile to their summoners, but they won't necessarily be all that helpful either. The Elemental must either negotiate with her spirit, or command it with her Willpower + Elemental Level vs. the spirit's Willpower. She can also do the same thing to Elemental Spirits other people have summoned, or that have slipped into this reality in other ways. Just like Elemental Effects, each use of this power imposes a progressive -2 penalty until the Elemental has had a chance to rest.

Notes: this is basically an Elemental Invocation coupled with a Spirit Mastery invocation, per the conversion rules in The Magic Box.

Flight (3-, 5-, or 7-point per level Quality) (Cinematic)

Creatures with the Flight Quality can fly. Unfettered by Gravity (mostly), they are free to move through the air to the great envy of the insects down below. (At high speed levels, the insects above can be a problem, mind you. I suggest keeping your mouth closed and wearing goggles)

For 3-points per level, the flyer can only glide or hover a short distance above the ground (say, 10 feet or so). Gliders lose one yard/meter of altitude for every turn in the air, though they may sacrifice forward motion for altitude. 3 yards/meters of momentum buys one yard/meter of altitude, if there are updrafts available. (Easy in a mass of skyscrapers, hard over the great salt plain). Gliders are assumed to have wings. Without, this QUality costs 4 points per level, and looks rather strange.

Hovering characters move just like flyers, but have a flight ceiling of about 1 story off the ground.

For 5-points per level, the flyer flys with wings, which can be Targeted with combat maneuvers.

For 7-points per level, the flyer flies with no visible (or targetable) support.

The maximum level of the Flight Quality is 30 for unsupported flight, 15 for other versions. Wings can be made "retractable" for a 1-point kicker. You can't fly without your wings, but it's easier to buy shirts.

Notes: I'm pretty sure there's another version of this Quaity floating around.  If it ever turns up in an official Cinematic Unisystem product, I'll probably replace my version with the official version.

Gift of the Gab (3-point Quality) (Cinematic, mostly)

Some people hava a knack for picking up languages.  Given a day with a native speaker and a chance to study up, they can achieve surprising levels of fluency.  People with this Quality get two advantages.  First, after a day or so to study, they are able to make themselves understood in any language, making rolls with their full Intelligence if any dice-rolling is necessary.  Second, languages are easier for them.  When buying more points of the Language skill, Their level is considered to be two levels lower than it is, with a minimum of 2.

Notes: This one was inspired by the Jack of All Trades Quality from One of the Living.  I actually use Cinematic Linguistics in place of multiple languages in my Classic games.  to make this work with Classic skills, I'd change the skill discount to say that level 1 only costs 3 XP.

Glamour (4-point per level Quality) (Cinematic)

"Is this a dagger which I see before me, The handle toward my hand? Come, let me clutch thee. I have thee not, and yet I see thee still." Oh yeah. One with the power of Glamour shapes the world to her will. She can bend minds, warp shadows, and bring dreams to life. But none of it is real.

This power works like highly focused Sorcery, except that the Glamour-caster doesn't need to research spells. Glamours can affect people's emotions and make them see and hear things that aren't there. They can even be used to inflict illusory damage, for instance by creating a glamour of a fireball. However, Glamours don't ever do any real harm. Someone "Killed" by a glamour-crafted troll would wake up in a few hours, skull completely not crushed by a hammer. He'd be likely to be nervous in hardware stores from now on, though. That isn't to say that glamours aren't dangerous. A glamour of a bridge over a chasm might look like it would hold a car, but it really won't.

To use Glamour, the caster defines the effect she wants as if it were a Ritualism spell and determines its Power Level. She then rolls Willpower + Glamour, + up to 5 more for Sorcery. If she gets enough success levels, the Glamour works as desired. If not, it is miscast, generally with humorous results. Each use of Glamour incurs a progressive -2 penalty until the glamour-crafter has the chance to rest, just as Sorcery does.

Notes: Essentially, this is Lesser and Greater Illusion packaged together, as per the rules in The Magic Box.

Hellrider  (30-point Quality)

Not all demons are bad.  Well, okay, mostly all demons /are/ bad, but some are bad in good ways.  The Hellrider is such a one.  Maybe.

The Hellrider is a demon of justice.  He might be called a 'vengeance demon' except the name is already taken.  Perhaps he and his kin were once the true vengeance demons, and D'Hoffryn's brood supplanted them.  But he's not bitter.

Somewhat like a vampire, the Hellrider cannot manifest physically on earth without a host.  But rather than killing the host, the Hellrider spirit lives alongside him.  By day, the host can mostly do whatever he wants, but when darkness falls, the Hellrider emerges to punish the guilty, summoning a mount out of pure hellfire and riding out to destroy the guilty without mercy.

In the darkness, or in just about any dimension to which demons are native, the Hellrider is a being of terrible burning power.  He has:

  • +1 Str and Con.  +3 Dex and Will.
  • Nerves of Steel and Fast Reaction Time
  • Five levels of Hard to Kill, and he can buy up to five more, if he somehow has the points.  (Cause geez, this is an expensive Quality)
  • Reduced Damage.  Being nothing but a skeleton wreathed in hellfire, he takes half damage from everything.  (See his Vulnerability, though.  There are exceptions, so don't get cocky.)
  • Whatever damage he does take, he regenerates at Con/minute.
  • Supernatural Senses: Basic and Insight.
  • He has a Natural Weapon, doing Strx4 slashing damage.  It manifests whenever he wants it, as hellfire wrapped around his fists, vicious bone claws, or whatever (maybe a big chain).  He can also "throw" it.  Depending on the special effects the player chose, this could be throwing shards of bone, or blasts of fire or something (like perhaps flipping out his chain and making links turn into throwing stars...).
  • The Hellrider has a mount, like a Nightmare Steed or maybe a motorcycle.  In either case, it has the following stats:
            * Str 10, Dex 6, Con 8, Int 2, Per 3, Will 3
            * Combat 17, Muscles 26, Brains 10
            * Flight (by running on air, up walls, or whatever, not really "up, up, and away" stuff), Armor 10, HTK 5, and Unique Kill (Death of the Hellrider - otherwise, it can be "killed" but returns whenever the Hellrider next changes back from human form).  It also goes about as fast as a motorcycle or sports car.
  • The Hellrider's gaze can strike fear into the hearts of evildoers (which is "everybody above the age of two").  They are at -3 to resist.

 

There are fairly significant drawbacks to being a Hellrider, not the least of which is that your immortal soul is damned.  (But you don't get any points for that)

  • -5 levels of Attractiveness.
  • a 5-point Adversary (Various supernatural beings AND various champions of Good, since, let's face it, you're a demon)
  • Zelot: the Hellrider never thinks about anything but vengeance.  It takes significant effort to convince him to do anything else, or to hold off on the immediate vengeance, even when waiting would be a good idea.
  • Whatever force unleashes the Hellrider on the world also afflicts him with psychic visions, the -3-point Drawback version.
  • As mentioned, the Hellrider's powers only work at night.  By day, the Hellrider's host loses all the cool stuff except for the Hard to Kill, Con/Hr regeneration, Basic supernatural senses and the Psychic Visions.
Hierophant (16-point Quality)

(AKA Druid, AKA Priest, AKA that guy who talks to empty rooms)

Some people are good with people. Other people are good with animals. Other people are born with the ability to mix up really good fruit smoothies. The Hierophant has a natural affinity for the spirit world. Through ancient pacts, mingling of blood, or whatever, the Hierophant is a conduit between this world and the one beyond. Powerful spirits serving The Powers That Be seek him out, whisper secrets to him in the night, and grant him power.

All this power comes at a price, though. To the spirit world, the Hierophant is a window into reality, and his actions are vitally important to them. If the Hierophant refuses to follow the dictates of the Powers, they can withdraw their power, leaving him weakened and vulnerable.

Naturally, the bad spirits and evil magicians of the world aren't likely to ignore an opportunity like that.

The Hierophant gets:
  • +3 to Willpower, and can raise his Willpower beyond 6
  • 2 free levels of the Sorcery Quality, and, of course, he can buy more.
  • The Spirit Medium Quality and the Sight Quality
  • 4 levels of Resistance (Mystical)
  • 2 levels of Contacts (Spirits). The spirits don't usually just come up and tell him stuff (though some certainly will) but will answer traditional divinations like Ouiji boards, tarot cards, and fortune cookies.

On the down side, he also has:
  • Adversary (Forces of Darkness) at 5. Most of his enemies are powerful spirits on the Other Side or evil necromancers and sorcerers. They, in turn, have hordes of minions and whatnot.
  • Obligation (The Powers That Be) at 3 points. This Obligation is a little different than a normal social one. The Powers aren't going to go around giving the Hierophant orders or anything, but if he lets them down they're going to stop funneling power through him. In this case, his Sorcery (even if he's bought additional levels) drops to 0 until he makes amends.  He might be able to still Quick Cast spells and participate in spells that require a Witch or Warlock, but he gets no bonuses. The Director should feel free to use this to keep an uppity Hierophant in line.

The Hierophant was originally designed to be a male, kind of a Yin to the Slayer's Yang, but I'm using it as a more general "Sorcerer Supreme" kind of thing in Sanctuary. Besides, after Willow futzed with the Slayer Quality, I don't want the possibility of hundreds of these guys running around.

Notes: The Hierophant is one of an example of Qualities I like to call "Slayer Replacement Qualities."  A Hierophant is a good candidate as a focus for a series.  One neat aspect of that is that the Hierophant isn't going to be as good in a fight as a Slayer, so he'd have to rely more on his friends in the crunch.

Maulthite Demon (15-point Quality)

The Maulthites are a race of spiritual beings who can be incarnated on earth through certain spells.  Their home dimension is a Hell Dimension of constant battle, torture, and death.  They are effectively immortal, but when "killed" are banished back to their home dimensions.  No spell known to man can summon a specific Maulthite demon, so if the one  you're playing dies, you're pretty much in "Better have 10 Drama Points Handy Land" if you want him back.

They appear as large humanoids with scaily skin and bone ridges on their hands and faces.  Their eyes are gold and snakelike.  However, they can assume an almost perfectly human shape with a little concentration.  Only a pale visage and their inhuman eyes betray their true origins - and in the right nightclub, not even those.

Maulthite Demons get:

  • +3 Strength and Con, +2 Dex, +1 Perception.
  • Fast Reaction Time and Situational Awareness.
  • 3 levels of Hard to Kill
  • They're Immortal.  In practical terms, not so much, but it does give you the excuse to buy lots of the Age Quality.
  • 5 points of Natural Armor
  • Strength x 2 Slashing claws, bone ridges, and fangs.
  • Regeneration at Con per hour.

But since it can't all be cake:

  • Maulthite Demons have Antisocial Tendencies: Violence at the Mild level. 
  • Obligation: Serve Master.  The only way a Maulthite Demon can be summoned to earth is through a Guardian Demon Spell, and a Maulthite only remains as long as he faithfully serves his master and no other.
  • Vulnerability: magic - all magical attacks (lightning bolts, fireballs, etc) do x5 damage after armor.
  • As spirits clad in magical flesh, Maulthites are bound by the same sort of things that effect other spirits, such as wards and necromantic magic.
Notes: See the Guardian Demon Archetype.  That's why I wrote this Quality.


Natural Born Killer (3-point Mental Quality) (Classic)

Some people have a talent for art.  Others for languages.  And some people are very good at violence.  A character with this Quality is such a person.  When dealing with an unfamiliar weapon, he either rolls his Dex without an unskilled penalty, or rolls his closest default with the penalty reduced by 1.  For instance, a Kendo master who needs to fight using a mace might normally use Hand Weapon (Sword) at -2 or so.  If he's a Natural Born Killer, he only suffers a -1 penalty, instead.  This Quality applies to Hand Weapons and Guns.  If the character somehow got through life without Dodge or Brawling, it could apply to those as well.  It does not apply to Martial Arts.

Notes: To use this Quality with Cinematic rules, I'd reduce the cost to a 1-point Quality, if I bothered with it at all.  This one was inspired by the Jack of All Trades Quality from One of the Living.

Sidhe
(15-point Quality subject to slight editing)

The fey are beautiful and terrible, wielders of Glamour, the very stuff of dream. They are rare in these times, which makes the world a drabber, safer place.

An average Sidhe, if such a thing can be said to exist, has:
  • +1 Strength, +3 Dexterity, +1 Constitution, +1 Intelligence, +2 Perception, +2 Willpower.
  • 3 levels of Hard to Kill, and may buy up to five more
  • Basic Supernatural Senses, and may buy more with GM permission.
  • +2 Attractivness, and may buy as much more as she can afford.
  • Regenerates from any wound not inflicted by iron at Constitution in Life Points per turn.
  • 1 level of the Glamour Quality, and may buy more later.

Individual Fey have other powers, which may be purchased as Qualities. Some Fey are powerful Enchanters, but no Fey may have the Sorcery Quality ever. Such magic is not their province.

On the downside:
The least of the Sidhe is greater than any human. This fact is simple and elementary, so deeply ingrained into the nature of the Sidhe that they have the equivalent of Mental Problems: Cruel at one. They can also purchase more, if so inclined. In addition, every Fey must have a level of Covetous. This may be any form of the Covetous drawback, but Lechery seems to be popular. Really Covetous Fey may buy more.

Despite their winning personalites, the Sidhe take pride in their honesty. In point of fact, all Sidhe are unable to speak any untrue word, break an oath, or violate the rules of hospitality. This acts as the Honorable drawback at -2-points.

Finally, iron is the great bane of the Fey. Pure iron weapons inflict x5 damage after armor, and this damage heals as if it were fire damage. Even being around iron is uncomfortable. A Sidhe surrounded by iron might take a -1 penalty for mental actions. One bound by iron cannot work Glamour.

Notes: the Glamour quality can be replaced by Hypnosis pretty easily, which shifts the price of the Quality just a bit. I'd suggest level 2.  A Sidhe makes an okay Slayer replacement, but seems more appropriate to an Angel game to me.

Tuesday, July 04, 2006 6:56:59 PM (Central Daylight Time, UTC-05:00)  #    Comments [0]Trackback
 Monday, July 03, 2006

Here's the first map I've produced with CC3.  I'm really liking it.

Any resemblance to White Wolf's Exalted is strictly intentional.

Enjoy.

I've heard that PNGs created in CC3 aren't displaying properly in Firefox.  I know some people haven't been able to see the image, so I have resaved it as a JPG.  It lost just a bit of picture quality, but is still quite pretty, I think.

Tuesday, July 04, 2006 3:13:56 AM (Central Daylight Time, UTC-05:00)  #    Comments [2]Trackback