@page { margin: 0.79in } p { margin-bottom: 0.1in; line-height: 120% }
WARNING: Suitable for all Sires and Neonates. Might be suitable for Fledglings. While I'm thinking of my next Vampire The Masquerade 5th edition Character to post, I wanted to share something first. This is my second attempt with my homie and co-creator at the time Master L. H. Chief. It was written in three days after two days of discussion. It's a little complicated in my opinion and too rules focused, but we put a lot of effort into this and I wanted to show it off for once. I had some of the information in table format, so it came out kind of wonky. I'm working on that slowly. Please bust out your D6 and re make, re fill, and re do. MONITOR YOUR FLEDGLINGS.
SORCERY
a game of quantum manipulation
by
Sensible Cenobite
and
Master L. H. Chief
WHAT IS A ROLE PLAYING GAME?:
A role playing game is a collective story told by a group of people. One of these people will be the Story Teller and will determine whether or not the actions you describe are successful or not based on dice, rules, and some imagination. In addition to this, a Story Teller often makes up the main story called a campaign to give the group direction. Some advanced groups can improvise games and have a great time. The other players will make up characters which are their alter egos and try to complete the Story Teller's campaign or have fun telling the story.
SORCERY:
In the world of Sorcery there are people who have been evolving their brains since the beginning of time. In each sorcerers life they will start to notice random events which they can't explain. Things disappearing, reappearing, flying across the room, and who knows what else. This isn't because of a force field like magic or gravity, but because of a part of the brain that phases things in and out from other dimensions. That fireball you think you cast, is really just moved here from another cut of reality.
CHARACTER CREATION:
STEP 1: CHOOSE RACE:
For every point in traits, bonuses, knacks, trained skills, or racial powers [like flight or water breating], take away that many points from somewhere else. This isn't science, so use your best discretion. Consult your group and Story Teller to see what they think.
STEP 2: CHARACTER CONCEPT:
Back History Questions:
Where did your character grow up?
How old were you when you first noticed you could perform “magic?”
Did anyone you know find out about your abilities?
What were your character's motivations growing up?
What did your character do before game start?
Did you enjoy your gifts or were they curses?
Game Start Questions:
Where are you living now?
How old are you now and how often do you perform “magic?”
Does anyone currently know about your abilities?
What is your character's motivation at game start?
What is your character doing right now at game start?
Have you come to terms with your sorcery?
STEP 3: FILL IN CHARACTER CHART:
Each 1st level character starts with their character chart based on their starting race. Give each character 12 build points to fill in their sorcerer. Each increase in a trait, skill, or resource costs 1 build point. Each point in Knacks are specific skills defined by the player and approved by the Storyteller that give a +3 bonus when appropriate.
STEP 4: OPTIONAL: PICK UP TO 3 WEAK TRAITS, SKILLS, OR RESOURCES:
Players may now drop up to 3 traits, skills, or resources by 1 for 1 bonus build point a piece. For each element that was dropped to 0, the player takes an appropriate ROW and COL modifier of -1D6.
STEP 5: OPTIONAL: PICK UP TO 3 FLAWS:
A flaw is the opposite of a Knack. The player gives the character a certain weakness in a specific situation or with a specific action that gives them a -3 modifier.
EXPERIENCE CHART:
Level Experience Points Build Points Story Influence
Level/Experience Needed/Extra Skill Points On Level Up/Suggested Campaign Scope
0, 0, 6, Character Back History
1, 0, 6, Game Start
2, 10, 11, Local neighborhood
3, 20, 10, City District
4, 50, 9, Quarter of City
5, 100, 8, Half City
6, 150, 7, City
7, 200, 6, Capital City
8, 300, 5, County
9, 400, 4, State
10, 500, 3, Country
11, 600, 2, Continental
12, 800, 1, Global
13+, +200/LV, 1, Solar System
As you can see, characters are exponential more powerful in their beginning levels.
CHARACTER CHART: This was originally in a table, so it's wonky. I'll work on it later.
Genetic Traits / Learned Skills / Environmental Resources / Row Modifier
Body: Physical / Athletics / Property / 0D6
Mind: Mental / Academics / Wealth / 0D6
Soul: Spiritual / Sorcery / Contacts / 0D6
Personality: Social / Communications / Fame / 0D6
Luck: Providential / Knacks / Favors / 0D6
Col Modifier 0D6 / 0D6 / 0D6 / *
If a character has an entire row of high enough level they may receive a row bonus. Same goes for columns. A character may receive both row and column bonuses.
BASE TRAITS/SKILLS/RESOURCES
ROWS and COLS BRIEF OVERVIEW:
Body:
Trait: Physical; Muscles, bone, strength, dexterity, constitution, reflexes
Skill: Athletic; Running, jumping, swimming, sports, martial Arts, hiking, dancing, dodge
Resources: Property; Real estate, vehicles, equipment, physical belongings, magic items
Mind:
Trait: Mental; Neurons, intelligence, wisdom, perception, logic, knowledge, cunning
Skill: Academic; Math, science, financial, sociology, history, occult, schools of sorcery
Resources: Wealth; Money, credit, savings , bills, coins, jewelry, travelers checks, gift cards
Soul:
Trait: Spiritual; Serotonin, morale, natural tendency to quantum phase, connection to this life,
Skill: Sorcery; Your ability to consciously exchange quantum realities or cast spells
Resources: Contacts; How many people you know that can give you information, goods, and favors
Personality:
Trait: Social; Pheromones, facial feature recognition, ability to make people like you, looks
Skill: Communications; Diplomacy, persuasion, intimidation, listening, speaking, languages
Resources: Fame; How well known you are locally, globally, and with private groups
Luck:
Trait: Providential; ?, attract good things, have good timing, or born in a good life
Skill: Knacks; Are specific skills that you always seemed good at for no reason or effort
Resources: Favors; Favors are goods and services you can call in, no questions asked
TRAITS:
Physical: The character's ability to manipulate their surroundings physically. It includes everything from bone density, lung capacity, muscle density, core strength, reflexes, hand eye coordination, naturally tough skin, weight, and height.
0. Player is crippled or frail., 0 beers, couldn't shoot a fish in a barrel.
1. Why have a six pack when you could have a keg?, 1 beer.
2. Your frame is that of an average human., 3 beers.
3. Six pack abs!, 6 beers, swift runner.
4. You don't get sick that often, 9 beers.
5. Junker, 12 beers.
6. Professional body builder, 15 beers, dodge ball champion.
7. Atlas body builder, world class ballerina, 18 beers.
8. Your body can naturally heal itself slowly in front of your very eyes, 21 beers.
9. Heal fully by end of a week max, 24 beers.
10. Heal fully by end of day, 36 beers.
11. If limb still present may reattach with bed rest,48 beers.
12. Can replace limbs very very slowly, Immune to disease and poison, instant reaction time.
Mental: Your logic, cunning, inference, deduction, ability to learn new things, creativity, book learning, listening to your elders, what ever.
0. Slow thinking, gullible, oblivious, etc.
1. Held back a few grades, naive, etc.
2. You got through school by doing homework, fool me once shame on me fool me twice...
3. You got through school without homework.
4. B honor student.
5. A honor student.
6. Independent thinker, Skeptic, sniper.
7. Genius, people rarely can pull the wool over your eyes.
8. Prodigy, see through basic illusions.
9. Split second thinking, can't be lied to, see normal illusions.
10. Sponge brain for life, see complex illusions.
11. Accurate predictions, see the invisible.
12. Very Accurate predictions, you understand how things work on a fundamental level.
Spiritual: Your connection to the universe and how content and joyful you feel about your life.
0. Humans are a virus, why did the universe create us?
1. Things are only explainable with hard facts, really lacks belief, very cynical.
2. You're content with your position on planet earth and everyone mostly fits here.
3. You can tell the universe seems to react to you subtly, you believe in manifestation.
4. You know you were put here for some reason, what?
5. You know your purpose, now you need to seek out your mission.
6. You found your mission in life, something greater is out there for sure.
7. Blues brothers “we're on a mission from god.”
8. Your “higher power” sends you dreams.
9. Your “higher power” sends you small sensations like buzzes in your ear, itchy skin, pain, etc.
10. Your “higher power” sends you omens to comprehend.
11. Your “higher power” sends you agents to interact with.
12. You manifest your “higher power” and it communes with you directly.
Social: How well you relate to others and become their friends or enemies. Beauty is wrapped up into this to a certain extent, but charm is much more important. Think facial features, tones of voice, looks, pheromones, smell, etc...
0. You look like a dog. Literally. Maybe act like one too!
1. Ugly Betty. Bad manners.
2. Girl next door. You know how to go over and have dinner with the neighbors.
3. Cute. You know how to attend a formal get together.
4. Attractive. You could host a formal get together.
5. Beautiful. You only host the best formal get together.
6. Won a beauty pageant. People beg you to host their formal get together.
7. Professional model. Can become friends with anyone given a moderate amount of effort.
8. International model. Can become close friends with anyone given a little bit of effort.
9. You smell great naturally. Can become best friends with anyone instantly.
10. You make anything you wear look great. Besties with everyone already!
11. Love at first sight. People love you more than you think they should.
12. You're so beautiful people can't stop staring, occasionally causing traffic accidents. Stalker alert!
Providential: Let's just admit it, sometimes random chaos is what we get in life. It's better to have the dice loaded.
0. The universe is out to get you!
1. You always seem to pick the short straw : (
2. You break even on scratches
3. You won a few cake walks
4. You won a company vacation to Costa Rica
5. You won a car in a raffle!
6. You won the lottery!
7. You've won the lottery multiple times in your life
8. You won the Internet lottery.
9. If everyone but one person died in a massive wreck, it would be you.
10. You always win at Russian roulette.
11. You've never had an accident in your life.
12. The universe literally falls into place for you.
SKILLS:
Athletics:
0. Clicking the mouse is exercise for you
1. You got picked last in dodge ball.
2. You passed PE.
3. High school jock.
4. College ball.
5. Minor league player.
6. Major league player.
7. Legendary human athlete.
8. Meta human high school jock.
9. Meta human college ball players.
10. Minor league meta human athlete.
11. Major league meta human athlete.
12. Legendary meta human athlete.
Academics: These represent your school, book, mentor, and self learning you've done throughout your life. For each type of “degree” shown pick a topic associated with it.
0. Elementary School Grad.
1. Middle School Grad.
2. High school diploma or GED.
3. Associates.
4. Bachelors.
5. Masters.
6. Doctorate.
7. Second Associates.
8. Second Bachelors.
9. Second Masters.
10. Second Doctorate.
11. Third Associates.
12. Third Bachelors.
Sorcery: There are five schools of sorcery; Augmentation (Physical), Elemental (Mental), Conjuring (Spiritual), Wards (Social), and Manifestation (Providential). A school of magic may be primary or secondary. Primary schools have normal target numbers where as secondary schools double their target numbers to cast.
Augmentation (Physical): Healing, harming, shrinking, growing, bio morphing, mutations
Elemental (Mental): Earth, air, water, fire, gravity, photons, sound, psychic surgery
Wards (Spiritual): Protective, Seals/Locks/Traps, enchanting items, meta magic, exorcisms, revivals
Conjuring (Social): Summoning creatures/portals/and items, remote viewing,
Manifestation (Providential): Transportation, blessings, curses, illusions, charms
0. You have no ability to exchange quantum cuts of reality.
1. You blew up a light bulb while meditating once, you have serious temporal pocket gnomes, psychic dreams
2. 1 primary, 0 secondary.
3. ; 1 primary, 1 secondary.
4. ; 1 primary, 2 secondary.
5. ; 1 primary, 3 secondary.
6. ; 1 primary, 4 secondary.
7. ; 2 primary, 3 secondary.
8. ; 3 primary, 2 secondary.
9. ; 4 primary, 1 secondary.
10. ; 5 primary, 0 secondary, 1 free knack for one spell.
11. ; 5 primary, 0 secondary, 2 free knacks for two spells.
12. ; 5 primary, 0 secondary, 3 free knacks for three spells.
Communications:
0. Social awkward. Use text only. ; You speak 1 language poorly.
1. Kind of shy ; 1 primary , 0 secondary.
2. You've done a public speech in front of your high school class ; 1 primary language, 1 secondary.
3. ; 2 primary , 1 secondary.
4. ; 2 primary , 2 secondary.
5. ; 3 primary , 2 secondary.
6. ; 3 primary , 3 secondary.
7. ; 4 primary , 4 secondary.
8. ; 5 primary , 4 secondary.
9. ; 5 primary , 5 secondary.
10.; 6 primary , 5 secondary.
11. ; 6 primary , 6 secondary.
12. Convince the devil to set his on tail on fire ; 6 primary , 7 secondary.
Knacks: Each point of knack gives you a +3 to a specific skill. Each character may have up to 12 knacks.
EXAMPLE ONLY ; VERIFY WITH YOUR STORYTELLER
0. No natural ability for anything.
1. Knack for running marathons, +3 while running marathons.
2. Knack for speed reading, +3 while speed reading.
3. Knack for judo, +3 while using judo.
4. Oil Painting.
5. Greek History.
6. Augmentation School of Sorcery.
7. Smoking crappy tobacco.
8. Typing while driving.
9. Gonzo Journalism.
10. Baby sitting adult children.
11. Cooking Asian cuisine.
12. Knack for Knacks ; Just kidding no meta Knacks.
RESOURCES:
Property:
0. Character lives on the couch, sneaker net, a lighter is like a magical item to you.
1. You live in a run down flop house with roommates.
2. You rent an OK apartment with roommates.
3. You rent a nice apartment or small house.
4. You own a nice condo or small house.
5. You own multiple condos or houses.
6. You own an entire city block.
7. You own an entire neighborhood.
8. You own an entire town.
9. You own an entire city.
10. Real estate all over one continent.
11. Real estate all over multiple continents.
12. Real estate all over the globe ; Any vehicle ever made ; Legendary magical item.
Wealth
0. $Pocket Change.
1. $15,000.
2. $30,000.
3. $75,000.
4. $100,000.
5. $250,000.
6. $1 million.
7. $10 million.
8. $100 million.
9. $1 billion.
10. $10 Billion.
11. $100 Billion.
12. $1 Trillion.
Contacts (Friendship/Resources): Each point of Contacts the character buys allows them to distribute 2 points into either friendship or resources for one of their contacts. Friendship is how close and willing the contact is to help the character. Resources is how helpful or powerful they are. Contacts don't owe the character any favors and should be role played by the Storyteller. Just because someone knows you doesn't mean they have time to see you or physical resources to give you. Not to mention friends expecting things in return or hang out time (maniacal ST grin).
0. Your contact is not your friend, it's just business.
1. Your contact thinks of you as a favored customer.
2. Casual friendship.
3. Friendship.
4. Good Friend.
5. Best Friend.
6. Childhood friend.
7. Your contact vouches for you to their group.
8. You have multiple friends in the group.
9. You have multiple close friends you can count on.
10. Friends with dozens of group members or half of the group.
11. Friends with most of the group.
12. Friends with everyone! ; Global figure in politics or economics.
Fame: Fame is how well known of you are and how recognizable you are to random strangers. This could be a problem if you're trying to be incognito.
0. You barely know yourself or wish you didn't.
1. Unpopular.
2. Average Joe.
3. Mildly popular.
4. Known all throughout your social circles.
5. Known in many social circles around you.
6. Known all over the city.
7. Known all over the county/providence.
8. Known throughout the state.
9. Famous in your country.
10. Famous on your home continent.
11. Multiple continents watch your every move.
12. Global icon, top 10 most wanted, famous star, royalty, descendant of famous person.
Favors (Size, Amount): Each point of favor gives you two points to distribute among size and amount. Size is how big or small of a favor they owe you and amount is how many favors you can still call in.
0. “Here let me get the door for you.”
1. Someone will spot you a few bucks.
2. Your friends willing to pick you up drunk from the bars.
3. Someone will be a job reference for you.
4. Someone would loan or give you a lot of money.
5. Get a non governmental job or avoid getting fired even if you're not capable or guilty.
6. Get out of jail, get a government level job.
7. Ask someone to protect your family or do some dirty work for you.
8. Your state owes you a thing or two.
9. Your favors cross your entire country.
10. Your favors influence your home continent.
11. Your favors could influence multiple continents.
12. Someone will pull global strings for you.
DERIVED/SECONDARY STATS:
Health Tracks:
HP = Health Points = 30 * Physical
MP = Mental Points = 30 * Mental
SP = Spiritual Points = 30 * Spiritual
SoP = Social Points = 30 * Social
PP = Providential Points = 30*Providential
OPTIONAL:
Head: Total * 0.2
Torso/Chest: Total * 0.4
Limb/Wing Total * .0.1
Conscious: HP > 0
Unconscious: HP < 0 and HP > -1 * HP
Dead: HP < -1 * HP and HP > -2 * HP
Decomposed: HP < -2 * HP and HP > -3 * HP
Bone: HP < -3 * HP and HP > -4 * HP
Ash: HP < -5 * HP
EXAMPLE:
Physical 2 * 30 = 60 MAX HP
Conscious = 60 to 0
Unconscious = 0 to -60
Dead = -60 to -90
Bone = -90 to -120
Ash = -150 onward
Lift/Carry:
Physical * 50lbs
Throw:
Physical *10lbs
Hold Breath:
Physical * 15 seconds
INITIATIVE:
Body + Athletics + Knack + Modifiers + 2D6
MOVE:
Walk:
(Body + Athletics + Knack + Modifiers)/yards/round Run:
Walk * 2 Swim:
Athletics * 1 yards/round Climb:
Athletics * 1 ft/round
Actions Per Round:
1 + (Physical + Mental + Athletics) / 2
Sorcery Radius:
(Mental + Spirituality + Sorcery) * 5ft
ROW and COL modifiers: I NEED TO CLEAN THIS UP, BUT DON'T FEEL LIKE IT RIGHT NOW.
IF any element in ANY ROW is 0, then that entire ROW takes a -1D6 MODIFIER when used in an action roll. IF all elements in ANY ROW 1-3, then that entire ROW gets a +0D6 MODIFIER when used in an action roll. IF all elements in ANY ROW 4-6, then that entire ROW gets a +1D6 MODIFIER when used in an action roll. IF all elements in ANY ROW 7-9, then that entire ROW gets a +2D6 MODIFIER when used in an action roll. IF all elements in ANY ROW 10-12, then that entire ROW gets a +3D6 MODIFIER when used in an action roll. IF any element in ANY COL is 0, then that entire COL takes a -1D6 MODIFIER when used in an action roll. IF all elements in ANY COL 1-3, then that entire COL gets a +0D6 MODIFIER when used in an action roll. IF all elements in ANY COL 4-6, then that entire COL gets a +1D6 MODIFIER when used in an action roll. IF all elements in ANY COL 7-9, then that entire COL gets a +2D6 MODIFIER when used in an action roll. IF all elements in ANY COL 10-12, then that entire COL gets a +3D6 MODIFIER when used in an action roll.
ENVIRONMENTAL MODIFIERS:
The storyteller may decide that some action is hard,easy, or that your are/aren't equipped properly and assign you a modifier from -6 to +6.
BASIC MECHANICS:
TARGETING:
If the character is affecting an unwilling target then the target gets an opposed roll which is subtracted from the character's. If the character is affecting a willing target or inanimate object, then the roll is an open ended number determined by the actions description or the Storyteller which is then subtracted from the character's roll. If the number is negative, generally something bad happens to the character. On a zero, there is no success or failure or a success with a hitch. With a positive number the action succeeds.
ACTIONS:
In Sorcery, the player interacts through their character with the story by describing their actions and using an action roll when appropriate. Charters may perform up to 3 actions per round. Each character has a certain number of actions per round determined at character creation, see pg.... In total there are seven types of action to perform; automatic, move, opposed, open, interrupt, group, and extended action.
Automatic Actions:
Anytime the character wants to perform an action so mundane, easy, or that they perform often should be able to succeed with dialogue alone. The player uses one their character's actions per turn then describe the result desired. The Storyteller could casually agree that whatever the player stated the charter does, or they made add a “yes, but” or a “yes, and” as a clause. If the Storyteller feels like the game is being bogged down with too many rolls, bad luck, tiredness, then this technique helps immensely.
Move Action:
Anytime the character wants to move they must use one of their actions per turn to move their full walk/run/swim/jump/climb/fly speed. Different forms of movement impose different +/- combat modifiers.
Opposed Action:
Any time the player wants their character to target an unwilling recipient for their opposed action, the TN for the roll is the target's action roll.
Open Action:
Any time a character is targeting a willing or inanimate recipient, then the storyteller comes up with an appropriate target number describe by an action or based on how difficult it seems. Any amount above the target number adds extra effects determined by the Storyteller.
Interrupt Action:
Sometimes characters have an opportunity to use an action just before they are targeted. If this is the case, the character may spend 1 of their actions per turn to stop the incoming action and perform their action first. If they've spent the max of 3 actions per round, then they may not perform an interrupt action.
Group Actions:
Sometimes characters may want to work in groups to help speed up a task or make it easier. Any characters who have a higher initiate order than their fellow group members must wait their turn. Have all participants make action rolls VS the targets roll or a target number. Add all the results up and this will be the new total.
Extended Actions:
Extended action could be opposed or open, but they don't complete all at once. Instead, they player rolls an action roll and the storyteller determines when it completes. If the character is interrupted, than the storyteller will have to decide if the character may restart from where they left off or if the action is canceled and needs to be started from scratch. Even if the player fails the roll, they still must complete the task unless interrupted against their will! So once started they must commit.
ACTION ROLLS:
Any time the player wants to take an ACTION that could be dramatic they must make an ACTION roll.
1st Start with 2D6.
2nd Add or subtract D6 due to COL and ROW modifiers.
3rd Roll your dice pool.
4th Add the corresponding trait to the dice pool total.
5th Add the corresponding skill/trait to that total.
6th Add FLAWS, KNACKS, and ENVIRONMENTAL modifiers.
EXAMPLE:
2D6 : Basic roll – 7 is the most common number
?D6 : Add or subtract dice based on COL and ROW mod
[0-12] : Add trait – 2 is an average adult
[0-12] : Add skill – 2 is an average adult
[-6-+6] : +3 per knack, -3 per flaw, + /- ENVIRONMENTAL mod
TIME AND SPACE:
ROUNDS:
If time needs to be tracked in small increments, then the standard unit is the round. A round is an arbitrary amount of time between 1 and 60 seconds. Not all stories and actions take the same time to perform.
SCENES:
There are usually 1-6 scenes per story session. Each scene has a location, theme, characters, and purpose for it's existence.
CHAPTERS:
Chapters are usually one story session. If player's go off track or are taking their time, then chapters could take 2-3 story sessions. Usually chapters take days to weeks to complete in game time.
STORIES: CAMPAIGNS: LOCATIONS:
Storytellers need not memorize every feature of every location their characters interact with. The Storyteller should focus on 1-6 locations the characters must interact with to progress the story. If for some reason the Storyteller has need of random encounters, then prepare ahead of time and make a few of your locations marked as random. For each location the Storyteller needs to account for the who/what/where/why/and when.
STORYTELLING:
STORYTELLER'S RESPONSIBILITIES:
SUGGESTIONS:
SORCERY THEMES:
CAMPAIGN DEVELOPMENT:
AWARDING EXPERIENCE:
At the end of every session the Storyteller should award experience to the players to distribute on their character sheets. A good number to award your players is 1-5. In the beginning the player's should be able to get levels every 2-3 sessions. At high levels it may take months of real time to progress. In the end it's up to your Storyteller. Only they know how powerful your character's need to be and how soon. Finally, we wanted characters to feel strong at first, so we award them with a lot of skill points in the earlier levels. At later levels the amount of skill points received is only 1.
COMBAT:
INITIATIVE:
Each character involved in combat must know when they act. Each character has an initiative score determined at character start, see pg.... Once each character has their initiative score figured out then combat begins in ROUNDS. Usually imitative does not need to change again, but if the Storyteller wants a more realistic game then feel free to make rolls every round. This will slow things down considerably, so save it for boss fights.
ROUNDS:
A round is an arbitrary amount of time from say 1 second to 60 seconds. Each character may use up to three action in one round. After everyone has had a chance to go start from the top again until every character in the combat is either unconscious, dead, tapped out, bribed, runs, etc.
TRACKING DAMAGE:
In Sorcery there are five types of damage; physical, mental, spiritual, social, providential. When someone takes damage from any source they must subtract it from their appropriate damage track. Mostly physical is used in combat unless sorcery is involved.
COMBAT MODIFIERS: To be filled in later.
CHARACTER STATES:
Conscious: Character is above 0 HP. Rest, medicine, trauma, and sorcery may heal the character.
Unconscious: Character's HP is < 0 and >= -1 * (HP). Rest, medicine, trauma, and sorcery may heal the character.
Dead: Character's HP is < -1 * (HP) and >= -2 * (HP). Only trauma care and sorcery may bring character back from the dead.
Decomposed: Character's HP is < -2 * (HP) and >= -3 * (HP). Only sorcery may bring character back from a decomposed state.
Bones: Character's HP is < -3 * (HP) and >= -4 * (HP). Only sorcery may bring character back from a full skeleton.
Ashes: Character's HP is < -4 * (HP) and >= -5 * (HP). Only sorcery may bring character back from a pile of ashes.
TYPES OF DAMAGE:
Crushing:
Targets of crushing damage must make an action roll using (Physical, Athletics)
Effects: Damage to HP-> Break bones.
Protection: Body armor
Disease:
Targets of a disease make an action roll using (Physical, Providential)
Effects: If action roll failed, each disease will have specific effects. See diseases pg...
Protection: Inoculation
Energy:
Targets of energy damage must make an action roll using (Physical, Athletics)
Effects: Damage to HP → Flesh is burned, metal melted
Protection: Half of armor value.
Electrical:
Targets of damage must make an action roll using (Physical, Mental)
Effects: Damage to HP + target pushed back (roll result)ft→ Flesh is burned and target pushed back
Protection: Insulated clothes or being grounded by something
Fear:
Targets of fear damage must make an action roll using (Spiritual, Mental)
Effects: Targets run in opposite direction of fear or fight if cornered
Protection: High moral and large crowd of allies
Fire:
Targets of fire damage must make an action roll using (Physical, Spiritual)
Effects: Damage to HP + flammable materials catch → Flesh is burned, paper, wood, kindling ignites
Protection: Hazard suit or flame retardant gear
Kinetic:
Targets of kinetic damage must make an action roll using (Physical, Providential)
Effects: Damage to HP → entry and exit wound if lucky, else projectile lodged in body
Protection: Bullet proof armor
Piercing:
Targets of piercing damage must make an action roll using (Physical, Athletics)
Effects:Damage to HP → pierces flesh and bone
Protection: Body armor
Poison:
Targets of poison damage must make an action roll using (Physical, Physical)
Effects: Each poison will have a specific effect : see poisons pg
Protection: anti venom
Psychic:
Targets of damage must make an action roll using (Mental, Spiritual)
Effects: Damage to HP → causes hemorrhaging, headaches, eyes bleed, nose bleeds, ears bleed
Protection: Thin sheet of lead
Slashing:
Targets of slashing damage must make an action roll using (Physical, Athletic)
Effects: Damage to HP → cuts flesh and bone
Protection: Body armor
Ordinance:
Targets of any ordinance blast must make an action roll VS (Physical, Providential)
Effects: Damage to HP + target pushed back (roll result * 2)ft → Shrapnel goes everywhere
Protection: Body armor vs shrapnel not blast wave
HEALING DAMAGE:
Character's may heal damage with rest, skills, trauma care, and spells. When using spells and skills, make an extended open action vs a target number of the damage trying to be healed. If the result is < 0, then the target takes more damage as a result. If the result = 0, then the target is stabilized, but not healed. If the result is > 0, then the target is stabilized and adds the result to the appropriate health track.
SCHOOLS OF SORCERY AND THEIR SPELLS
SORCERY CONCEPTS:
Primary School: Characters that can cast magic spells must pick a primary school of magic and maybe a few more if they start off with a really high sorcery skill. All primary schools are cast at cost for the player.
Secondary School: Characters may or may not start with secondary schools of magic. These are schools of magic that the character has just taken up or not devoted enough time to develop. Every time the player casts a spell out of a secondary school they must multiply the target number by 2!!! Sorcery is difficult stuff young apprentice!
Knacks:
Each specific spell may be taken as a Knack to get the +3 bonus while casting it.
Sorcery Spell Radius:
Every spell must by cast within the boundaries of their sorcery radius determined at player start, see pg.... Some spells like clairvoyance allow you to move around a magical focal point which will never leave your radius. Augmentation spells are centered on the character, so move with them. If a spell effect causes an explosion, it's center point will stop at your sorcery radius.
SCHOOLS OF SORCERY:
Augmentation (Physical): Healing, harming, shrinking, growing, bio morphing, mutations
Animal form:
AR: Open roll
VS: Character (Physical + Sorcery) VS TN chosen by player in increments of 12
TN: (12/24/36/48/60/72/84/96) each increment of 12 lets character change into more complex animal
Result < 0; Character's face assumes feature of animal and take result damage
Result = 0; Character assumes animal form and takes result damage
Result > 0; Character becomes
Animals by size: TN12 similar size, TN24 one size smaller or larger, TN36 two sizes smaller or larger,
TN48 three sizes larger or smaller, TN60 largest creature on planet or insect, TN72 fantasy creature like a unicorn, TN90 fantasy creature like a dragon
Cause physical injury: The character projects aura of decay and replaces the targets flesh with necrotic rotting flesh.
AR: Opposed roll
VS: Character(Physical + Sorcery) VS Targets(Physical + Physical)
TN: Targets action roll
Result < 0; The character sustains damage.
Result = 0; No injury is sustained.
Result > 0; The target takes damage equal to the result and the wound is infected
Heal physical injury:
AR: Open roll
VS: Character(Physical + Sorcery) VS damage trying to healed
TN: The amount of HP trying to be healed
Result < 0; The targets get worse by half the result
Result = 0; No health gained, but infections stooped and wounds cleaned.
Result > 0; Regain result amount of health
Mutation - Mild
AR: Open roll
VS: Character (Physical + Sorcery) VS TN chosen by player in increments of 6
TN: (6/12/18/24/30/36/42/48) each increment of 6 gives the character 1 mutation from the list.
Result < 0; Character takes result damage and suffers random useless mutations.
Result = 0; Character doesn't mutate.
Result > 0; Character mutates as desired with no side effects.
Mild mutation list: Change hair color, change skin color, change eye color, change nail color, excrete a mild smell of your choosing, resize nails (not combat oriented), armor skin +1, poison fangs, bacterial claws
Mutation - Moderate
AR: Open roll
VS: Character (Physical + Sorcery) VS TN chosen by player in increments of 9
TN: (9/18/27/36/45/54/63/72) each increment of 9 gives the character 1 mutation from the list.
Result < 0; Character takes result damage and suffers random useless mutations.
Result = 0; Character may pick a minor mutation from the minor mutation list
Result > 0; Character mutates as desired with no side effects.
Moderate mutation list: Gills + webbed hands/feet, change facial features, resize and shape hair, grow claws that help you climb, flaps of skin that help you glide, acid saliva, acid blood, armor skin +2
Mutation - Extreme
AR: Open roll
VS: Character(Physical + Sorcery) VS TN chosen by player in increments of 12
TN: (12/24/36/48/60/72/84/96) each increment of 12 gives the character 1 mutation from the list.
Result < 0; Character takes result damage and suffers random useless mutations.
Result = 0; Character may pick a moderate mutation from the minor mutation list
Result > 0; Character mutates as desired with no side effects.
Extreme mutations list: Grow wings, multiple appendages, laser eyes, ice breath, 360 vision, electric shock hands, spit acid (Sorcery)ft, chameleon skin, impart kinetic force on inanimate objects, armor skin +3
Resize:
AR: Open roll
VS: Character (Physical + Sorcery) VS TN chosen by player in increments of 12
TN: (12/24/36/48/60/72/84/96) each increment of 12 lets character grow shrink 1 ft.
Result < 0; Character resizes in the wrong direction taking result damage
Result = 0; Character resizes as desired, taking result damage.
Result > 0; Character resizes as desired
Notes: Character that grow get +1 Physical per 2ft (+30HP), but are much easier to hit receiving -2/2ft on opposed combat roles that rely on Physical. Characters that shrink get -1 Physical per 2ft (-30HP), but are much harder to hit receiving +2/2ft on opposed combat roles.
Weapon appendages:
AR: Open roll
VS: Character (Physical + Sorcery) VS TN chosen by player in increments of 12
TN: (12/24/36/48/60/72/84/96) add combat modifier of (+3/+6/+9/+12/+15/+18/+21/+24)
Result < 0; Player grows weapon appendage, takes result damage, add modifier to combat.
Result = 0; Player grows weapon appendage that adds modifier to combat
Result > 0; Player grows weapon appendage that adds modifier to combat + result
Elemental (Mental): Earth, air, water, fire, gravity, photons, sound, psychic surgery, illusions
Manipulate air:
AR: Open action
VS: Character (Mental + Sorcery) VS TN chosen by player in increments of 12
TN: (12/24/36/48/60/72/84/96) each increment of 12 allows character to change air speed and direction
Result < 0; Take result damage
Result = 0; Character may change wind vector in their sorcery radius + take result damage
Result > 0; Character may change wind vector in their sorcery radius
Air speed: TN12 10mph; TN24 20mph; TN36 30mph; TN48 40mph; TN60 50mph; TN72 60mph; TN84 70mph; TN96 80mph
Manipulate earth:
AR: Open action
VS: Character (Mental + Sorcery) VS TN chosen by player in increments of 12
TN: (12/24/36/48/60/72/84/96) each increment of 12 allows character to move earth
Result < 0; Take result damage
Result = 0; Character may move earth in their sorcery radius + take result damage
Result > 0; Character may move earth in their sorcery radius
Cube size: TN12 1ft cube; TN24 2ft cube; TN36 3ft cube; TN48 4ft cube; TN60 5ft cube; TN72 6ft cube; TN84 7ft cube; TN96 8ft cube
Manipulate fire:
AR: Open action
VS: Character (Mental + Sorcery) VS TN chosen by player in increments of 12
TN: (12/24/36/48/60/72/84/96) each increment of 12 allows character to grow or shrink fire
Result < 0; Take result damage
Result = 0; Character may change a source of fire in their sorcery radius + take result damage
Result > 0; Character may change a source of fire in their sorcery radius
Fire diameter: TN12 1ft; TN24 2ft; TN36 3ft; TN48 4ft; TN60 5ft; TN72 6ft; TN84 7ft; TN96 8ft
Manipulate gravity:
AR: Open action : Earth's gravity vector is 32ft/second toward the center of the earth
VS: Character (Mental + Sorcery) VS TN chosen by player in increments of 12
TN: (12/24/36/48/60/72/84/96) each increment of 12 allows character to change gravity vector
Result < 0; Take result damage
Result = 0; Character may change the gravity vector within sorcery radius + take result damage
Result > 0; Character may change the gravity vector within sorcery radius
Gravity vector: TN12 4ft/sec*sec; TN24 8ft/sec*sec; TN36 12ft/sec*sec; TN48 16ft/sec*sec; TN60 20ft/sec*sec; TN72 24ft/sec*sec; TN84 28ft/sec*sec; TN96 32ft/sec*sec
Manipulate light:
AR: Open action
VS: Character (Mental + Sorcery) VS TN chosen by player in increments of 12
TN: (12/24/36/48/60/72/84/96) each increment of 12 allows character to change a lights luminosity
Result < 0; Take result damage
Result = 0; Character may change a source of light in their sorcery radius + take result damage
Result > 0; Character may change a source of light in their sorcery radius
Light shift up or down: TN12 30%; TN24 40%; TN36 50%; TN48 60%; TN60 70%; TN72 80%; TN84 90%; TN96 100%
Manipulate sound:
AR: Open action
VS: Character (Mental + Sorcery) VS TN chosen by player in increments of 12
TN: (12/24/36/48/60/72/84/96) each increment of 12 allows character to change sound volume
Result < 0; Take result damage
Result = 0; Character may change a source of sound in their sorcery radius + take result damage
Result > 0; Character may change a source of sound in their sorcery radius
Sound shift up or down: TN12 30%; TN24 40%; TN36 50%; TN48 60%; TN60 70%; TN72 80%; TN84 90%; TN96 100%
Manipulate water:
AR: Open action
VS: Character (Mental + Sorcery) VS TN chosen by player in increments of 12
TN: (12/24/36/48/60/72/84/96) each increment of 12 allows character to move water
Result < 0; Take result damage
Result = 0; Character may move water in their sorcery radius + take result damage
Result > 0; Character may move water in their sorcery radius
Cube size: TN12 1ft cube; TN24 2ft cube; TN36 3ft cube; TN48 4ft cube; TN60 5ft cube; TN72 6ft cube; TN84 7ft cube; TN96 8ft cube
Probe mind:
AR: Opposed roll
VS: Character (Mental + Sorcery) VS Target (Mental + Mental)
TN: Target's action roll
Result < 0; Character takes result damage + target now aware something is “watching” them
Result = 0; Character and target both know one surface thought about each other
Result > 0; Character finds out one surface thought of the target
Psychic blast:
AR: Opposed roll
VS: Character (Mental + Sorcery) VS Target (Mental + Mental)
TN: Target's action roll
Result < 0; Character takes result damage + is knocked back result feet
Result = 0; Character and target are both knocked back result feet
Result > 0; Target takes result damage + is knocked back result feet
Psychic surgery:
AR: Open action : must be cast on someone with
VS: Character (Spiritual + Sorcery) VS TN chosen by player in increments of 24
TN:(24/48/72/96) each increment of 24 grants the spells permanence
Result < 0; Take result damage
Result = 0; Target's mental disordered cured for a time + take result damage
Result > 0; Target's mental disordered cured for a time
Enchantment duration: TN24 1 week; TN 48 1 month; TN72 1 year, TN96 Cured
Wards (Spiritual): Protective, Seals/Locks/Traps, enchanting items, meta magic, exorcisms, revivals
Body Armor:
AR: Open action
VS: Character (Spiritual + Sorcery) VS 16
TN:16
Result < 0; Character takes result damage
Result = 0; Add the result to combat related rolls where you're the target + take result damage
Result > 0; Add the result to combat related rolls where you're the target
Detect Sorcery:
AR: Open action
VS: Character ( Spiritual + Sorcery)
TN: 16
Result < 0; Character takes result damage
Result = 0; All sorcery is detected within your sorcery radius + take result damage
Result > 0; All sorcery is detected within your sorcery radius
Enchant:
AR: Open action : must be cast with spell your enchanting item with. Both must succeed
VS: Character (Spiritual + Sorcery) VS TN chosen by player in increments of 24
TN:(24/48/72/96) each increment of 24 affects the spells permanence
Result < 0; Take result damage
Result = 0; Item enchanted + take result damage
Result > 0; Item enchanted
Enchantment duration: TN24 1 day; TN 48 1 week; TN72 1 month, TN96 1 year
Exorcism:
AR: Opposed action
VS: Character (Spiritual + Sorcery) VS Target's (Mental + Spiritual)
TN: Target's action roll
Result < 0; Character takes result damage + may be possessed themselves
Result = 0; Character takes result damage
Result > 0; Character stops the possession
Magic armor:
AR: Open action
VS: Character (Spiritual + Sorcery) VS 16
TN:16
Result < 0; Character takes result damage
Result = 0; Add the result to combat rolls vs sorcery where you're the target + take result damage
Result > 0; Add the result to combat rolls vs sorcery where you're the target
Lock/Unlock:
AR: Open action
VS: Character (Spiritual + Sorcery) VS 16
TN:16
Result < 0; Character takes result damage
Result = 0; Lock is unlocked or locked and pin reset + take result damage
Result > 0; Lock is unlocked or locked and pin reset
Seal portal:
AR: Open action
VS: Character (Spiritual + Sorcery) VS 16
TN:16
Result < 0; Character takes result damage
Result = 0; Portal is sealed + take result damage
Result > 0; Portal is sealed. Add the result to the portals structure/armor/integrity to break down
Spell link:
AR: Open action – roll for linked spell at same time as this spell. Both must succeed.
VS: Character (Spiritual + Sorcery)
TN: 16
Result < 0; Character casts linked spell at location or item + takes result damage
Result = 0; Character links spell to location or item + take result damage
Result > 0; Character links spell to location
Conjuring (Social): Summoning creatures/portals/summoning items, remote viewing, charms
Charm animal:
AR: Opposed action
VS: Character (Social + Sorcery) VS Target (Social + Mental) + 3
TN: Targets action roll
Result < 0; Target becomes hostile toward character + take result damage
Result = 0; Target feels neutral toward the character even if this drops their current attitude
Result > 0; Target feels friendly toward the character
Charm monster:
AR: Opposed action
VS: Character (Social + Sorcery) VS Target (Social + Mental) + 12
TN: Targets action roll
Result < 0; Target becomes hostile toward character + take result damage
Result = 0; Target feels neutral toward the character even if this drops their current attitude
Result > 0; Target feels friendly toward the character
Charm person:
AR: Opposed action
VS: Character (Social + Sorcery) VS Target (Social + Mental) + 6
TN: Targets action roll
Result < 0; Target becomes hostile toward character + take result damage
Result = 0; Target feels neutral toward the character even if this drops their current attitude
Result > 0; Target feels friendly toward the character
Clairaudiance:
AR: Open action
VS: Character (Social + Sorcery)
TN:16
Result < 0; Character takes result damage
Result = 0; Character summons invisible ear to hear in his sorcery radius. Use move actions to move the ear around your sorcery radius + take result damage
Result > 0; Character summons invisible ear to hear in his sorcery radius. Use move actions to move the ear around your sorcery radius
Clairvoyance:
AR: Open action
VS: Character (Social + Sorcery)
TN:16
Result < 0; Character takes result damage
Result = 0; Character summons invisible eye to view in his sorcery radius. Use move actions to move the eye around your sorcery radius + take result damage
Result > 0; Character summons invisible eye to view in his sorcery radius. Use move actions to move the eye around your sorcery radius
Summon creature:
AR: Opposed action
VS: Character (Social + Sorcery) VS Target (Social + Spiritual)
TN: Target's action roll
Result < 0; Character takes result damage
Result = 0; Character summons creature and takes result damage
Result > 0; Character summons creature
Summon item:
AR: Open action
VS: Character (Social + Sorcery) VS TN chosen by player in 12 point increments
TN: (12/24/36/48/60/72/84/96) each increment of 12 gives the character 1 size category of item
Result < 0; Character takes result damage
Result = 0; Item appears and takes result damage
Result > 0; Item appears
Items:TN12 hand item; TN24 item you hold in two hand, TN36 item the size of your body, TN48 item the size of a car, TN60 item the size of a small house, TN72 item the size of a house, TN84 item the size of a jumbo jet, TN96 item the size of a warehouse
Summon portal:
AR: Open action
VS: Character (Social + Sorcery)
TN: 16
Result < 0; A portal shoots you out in a random location inside your sorcery radius + result damage
Result = 0; A portal opens up and and leads to anywhere within your sorcery radius + result damage
Result > 0; A portal opens up and and leads to anywhere within your sorcery radius
Note: Caster may close portal at anytime on their next turn or if they create another portal
Manifestation (Providential): Transportation, blessings, curses, random chance
Bless:
AR: Open action
VS: Character(Providential + Sorcery) TN Chosen by player in increments of 12
TN: (12/24/36/48/60/72/84/96) each increment of 12 gives the character 1 re-roll
Result < 0; Target must re-roll next action roll most inconvenient determined by Storyteller. Keep low.
Result = 0; Target may
Result > 0; Target may take any action roll performed once per initiative pass and re-roll it taking whichever of the two they want.
Control chance:
AR: Open action
VS: Character (Providential + Sorcery) VS TN chosen by player in increments of 12
TN: (12/24/36/48/60/72/84/96) each increment of 12 gives the character control over 1 die/coin flip.
Result < 0; Outcome is opposite of desired and take result damage
Result = 0; Outcome as desired take result damage
Result > 0; Outcome as desired
Curse AKA stink palm:
AR: Opposed action
VS: Character (Providential + Sorcery) VS Target (Providential + Mental)
TN: Target's action roll
Result < 0; Both character and target take the -1 * result as a modifier on action rolls
Result = 0; Target takes the -1 * result as a modifier on next action roll.
Result > 0; Target takes the -1 * result as a modifier on action rolls
Exchange:
AR: Opposed action cast as a interrupt to an action roll.
VS: Character (Providential + Sorcery) VS Target (Providential + Spiritual)
TN: Target's action roll
Result < 0; Target gets the better of both dice pools + take result damage
Result = 0; Nothing happens
Result > 0; Character and target exchange dice pools for roll.
Innocuous:
AR: Open action
VS: Character (Providential + Sorcery) VS TN chosen by player in increments of 6
TN: (6/12/18/24/30/36/42/48) each increment of 6 allows character to avoid being a target of an action
Result < 0; Every action targets you!
Result = 0; Character is ignored by things trying to target them, but rouses suspicion
Result > 0; Character is ignored by things targeting them
Pact:
AR: Open
VS: Character (Providential, Sorcery) VS TN chosen by player in increments of 12
TN: (12/24/36/48/60/72/84/96) each increment of 12 lets character add one service to the pact
Result < 0;
Result = 0;
Result > 0; Character and target agree on list of services. If they are not fulfilled in an agreed upon time, then a spell chosen by the character affects the target of Pact. If the terms are fulfilled then the target receives the effects of a bless spell for one day. This spell infuses a field of magic around the target which stores the energy for the spell effect after. All the target has to do to be a “willing” participant of the spell, is informally agree to the contract verbally, through text, or an informal handshake.
Transport:
AR: Open or opposed roll
VS: Character (Providential + Sorcery) VS TN chosen by player in increments of 16
VS: Character (Providential + Sorcery) VS Target (Providential + Spirituality)
TN:(16/32/48/64/80) each increment of 16 grants the character ability to transport 1 object
TN: Target's action roll
Result < 0; Randomly transport object to location within your sorcery radius + take result damage
Result = 0; Teleport object to location within your sorcery radius
Result > 0; Teleport objects
Time dilation:
AR: Open roll
VS: Character (Providential + Sorcery) VS TN chosen by player in increments of 16
TN:(16/32/48/64/80) each increment of 16 grants the character one extra action per round
Result < 0; Character loses actions instead and takes result damage
Result = 0; Character loses actions instead
Result > 0; Character receives extra actions
Master H. Chief and I need help to complete this for sure. Please take and re modify as you like. I'll keep filling it in as a side project. Cheers!,
Sensible Cenobite
SensibleCenobite (talk) 22:27, February 20, 2019 (UTC)SensibleCenobiteSensibleCenobite (talk) 22:27, February 20, 2019 (UTC)
I fixed up social. The description I gave should have been for contacts I believe. Enjoy!