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You are here: Home --> Forum Home --> Recent posts by Reralae
Topic: Stare into the Night Q&A
Subject: Yep


I'd presume that Smoke's never spoken to Janelle... the girl is unaware of the Craft and such after all...

Although, naturally, the choice is actually yours, Meri... would Smoke just play Kitten with Janelle, or would she talk to her?

Posted on 2009-09-11 at 18:23:04.
Edited on 2009-09-11 at 18:30:04 by Reralae

Topic: Stare into the Night Q&A
Subject: One must always say hi to the kitty


So, some dialogue... some with Alex and more with Smoke...

And Smoke gets to be pampered... ahh, the life of a cat

Also a slight bit of a revelation... Janelle had a cat at one point named Tabby... does this mean something, or does it not? Hmm...

Posted on 2009-09-11 at 18:13:19.

Topic: Witchcraft: Stare into the Night
Subject: Shall we...


Within a moment, Janelle had one of her "wards" sketched out. It was a square, with an irregular six-pointed star in it, with the two points on either side of the centre two stretching out to share the square's corners. Within this star was a circle, and within this circle were two pointed ovals, overlaying each other in an 'x'.

"Here you go, and thank you." Janelle said warmly, passing the page to Alex. "If you wrap it around your watch, that should be enough... I'll go say hi to Smoke."

~~

Walking out of the store, Janelle headed over to the Chevelle. Smoke probably saw Janelle coming first though, since her aura was unmistakable.

Sitting in the back seat, Janelle leaned up forward, and tilted her head to look at Smoke. She giggled, before scratching Smoke gently behind the ear.

"Hi Smoke." Janelle said, smiling, although her eyes were slightly distant, "How have you been?"

Janelle never expected any reply... but she asked anyway, for the sake of asking. She moved her hand up to pet between Smoke's ears, but she didn't seesaw the ears, rather, stroking back between them.

"Are you taking care of Alex?"

Inside, Janelle knew the answer. Yes... Smoke would be taking care of Alex, just like Tabby had looked after her when she was little.

"Your fur is so soft... it almost makes me envious... but if I had fur I probably would have to have a really good conditioner, wouldn't I?" Janelle giggled at the thought.

Janelle moved her hand again, now petting along Smoke's back...

Inwardly, Janelle sighed. She kind of missed Tabby.

~~~

Just a bit later, Alex came back.

"So, you are headed home, right, Rosie," he had asked, flicking a glance at her via the rearview mirror, "got any plans besides grocery shoppin' for the day?"

"Not really," Janelle replied honestly, "Although... you know, we always seem to come across each other like this or you visit me at my place... what's your place like?"

Posted on 2009-09-11 at 18:04:16.
Edited on 2016-03-07 at 06:45:04 by Eol Fefalas

Topic: SW: Dawn of Defiance Q/A
Subject: Hmm


A decoy just might work, but the assault would not; there is more than the security centre we have to deal with.

An assault on the security centre would only draw attention to us, which is bad since even if we succeeded in putting the stormtroopers out of commission, there are likely loyalists on the floor that will be attracted to the commotion, and thinking it to be their lucky day ("I can get compensation for this!!"), they will do everything they can to hinder us.

If that were not enough, the Hanger Operations Room would not be secured, and as the name suggests, it is highly likely they'd be able to block off and lock the hanger from that room, which would undoubtedly be staffed, and alert because of the commotion.

So, taking all this into consideration, a full-on assault is out of the question.

Now, returning to the diversion tactic... provided we wired the explosives to respond to an unused radio frequency which could be easily emulated by one of our comlinks, once we entered the hanger we could set it off. In the distraction, the Hangers Operations staff close and lock the door (fine for us since we're already in) and during the commotion we take the frozen person and go... or at least that's probably the idea of how it'd work.

Posted on 2009-09-11 at 17:14:20.
Edited on 2009-09-11 at 17:19:46 by Reralae

Topic: Auguries of Destruction: The Clock Tower Q&A
Subject: Bunnies!


I see Bas really doesn't like my little Lucky Bunny NPC

You can attack him if you wish; it's only PC-PC combat that I don't advertise

Buuuut... if you do attack him... be careful; he's a Rabbit with a bit more than Luck on his side...

Posted on 2009-09-11 at 16:28:02.

Topic: SW: Dawn of Defiance Q/A
Subject: Regarding corridors


I'd have to agree with Gina-chan. I looked over the maintenance area pretty thoroughly, and came to the conclusion that any activity in that region would come across as very suspicious. Firstly, the corridor only goes from the maintenance elevator and up to the Lucky Stars. This is one of the primary problems; think about where you'd actually end up. You'd be entering a casino (of sorts) through a door that's likely reserved for employees and other staff or droids. Furthermore, employees wouldn't be doing their job right if they weren't paying attention and watching for cheaters, so they will be alert and have a high likelihood of noticing. If none of the employees recognize you, and if the prejudice mentioned earlier comes into play, they would probably alert the Imperials even if it was a false alarm.

Also, we don't know if the maintenance hall itself is under surveillance along with the rest of the floor. If you show up on screen on an Imperial's monitor, chances are pretty high that they'd at least go to investigate why 'civilians' are in that corridor, particularly if there's no other workers using it, or if the workers are all droids.

The only purpose I can think of for the maintenance area by the elevator is a possible meeting place for when we first head down.

There is another possibility I tentatively considered, which was going to the hanger via one of those offices you see by the maintenance area. Very risky, with a slim chance of success, now that I think about it more critically. Naturally, this means that the wall would have to be breached, which in itself poses a few problems, namely how it'd be done. Setting that aside for the moment, there are numerous other problems, namely that the stormtroopers would notice and thus would make the rest of the plan very difficult to accomplish.

Yet, at the same time, provided an office was secured, it could be possible to go back and forth from Switch's locale and smuggle a lot of weaponry to that office, which makes a quick firefight a bit less daunting. I say 'quick' here, because the firefight would be meant to be cover for two others to hypothetically grab the frozen person, and then once that's done, everyone would make haste for a ship and take off.

It is possible, but as I said, is also very risky. It could be done easier if we had a larger group of people, but we don't. There are a few too many flaws and probabilities with that plan for my tastes, but I thought I might as well share it for other people to look at.

Regarding a Computer tech person... I believe that skill requires Int, so, with Ayrn's permission, I could swap Gather Information for Karra with Computer Use... she'd probably be adequate with it, although admittedly her Int score is slightly low right now. I seem to fill in the Computer Tech role pretty often anyway

Oh, on another note Ayrn, I just realized... her attack bonuses as listed with her claws and handgun haven't been increased from the now 2 BAB.

Posted on 2009-09-11 at 16:22:33.
Edited on 2009-09-11 at 17:06:10 by Reralae

Topic: SW: Dawn of Defiance Q/A
Subject: Hmm...


Looking at the map... there's only one way in and out of the hanger, as well as only one real hallway as well... and it goes directly around an imperial office...

Where's a portable door when you need one?

Joking aside... doesn't look good... too many places where they could easily setup a blockade of the hallway if there's any hint of trouble.

Of course, those are just my initial feelings on it... We'll just have to see what happens and deal with it accordingly...

On another note, what are the orange lines for? Doors that require security chips?

Posted on 2009-09-11 at 03:55:14.
Edited on 2009-09-11 at 03:57:17 by Reralae

Topic: The One Word Game
Subject: Google™


Search!

Posted on 2009-09-10 at 19:45:08.

Topic: Auguries of Destruction: The Clock Tower Q&A
Subject: A bit more ghosty than the average, I'd say...


I actually probably should describe it in a full-post... so for now, let's just settle discussions first then have everyone head out at the same time

Or, about the same time anyway...

Posted on 2009-09-10 at 19:40:06.
Edited on 2009-09-10 at 19:46:00 by Reralae

Topic: Auguries of Destruction - The Clock Tower
Subject: Various NPC Chatter


"Thank you." The woman in the wheelchair gratefully says with a smile to the strange girl beside her, before she helps her husband sit up, "Honey, are you okay?"

"I will be." Comes the fatigued and worn reply, "What about the others? The other passengers?"

Carrie carefully rolls her wheelchair closer to the train tracks, and gives a gasp. "... I don't think anyone else survived." She murmurs to herself, before repeating at a louder call to inform the rest of the group.

The notion of going into town seems to be accepted, if not really considered as being an option to begin with. However, when Eve offers to get help, the man, finished checking over his laptop, sharply looks up.

"Don't you go and get the police or anyone of that sort, okay?" The man says, his voice tense and fast paced, "I mean, chances are they already know; those explosions should've woken up the whole town for crying out loud. In anycase, what can they do? Maybe put out a couple of fires, but we're in no real condition to need a hospital trip or anything."

"Speaking of other people... where is everyone anyway?" Carrie asks, having wheeled back to the general group, "There's no staff... just us."

[Status]
Guinevere
:
21/26 LP
33/46 Essence
Eve:
35/40 LP
Bas:
27/37 LP
Carrie (the NPC in the wheelchair):
-5 Essence
Bryan (Carrie's husband):
-10 LP
-10 Endurance
Kenneth (Nervous NPC with a laptop):
No change

Posted on 2009-09-10 at 19:28:31.

Topic: The One Word Game
Subject: Where the world divides


Gender

Posted on 2009-09-10 at 16:16:57.

Topic: The One Word Game
Subject: Life, Death and


Rebirth

Posted on 2009-09-10 at 16:10:58.

Topic: The One Word Game
Subject: I've never had one... or this either, but ah well.. it's what comes to mind.


Unrequited Love

Posted on 2009-09-10 at 16:06:48.
Edited on 2009-09-10 at 16:12:07 by Reralae

Topic: Auguries of Destruction: The Clock Tower Q&A
Subject: I have a hunch...


And it's confirmed...

"The journey has been uneventful, just a standard trip, with the train's nose now aimed into the setting sun"

Now, the way I pictured the train station, I'm a bit biased since I rode the train to get downtown to go to work almost every day, but the platform was almost always on the right side...

So, to answer your query, directly south is the other half of the platform first, but since Altin is to the north, there's nothing beyond that besides prairie.

Posted on 2009-09-10 at 15:41:24.

Topic: Stare into the Night Q&A
Subject: Not that type of ward...


Naturally, the 'ward' that Janelle's talking about isn't a real one... although, to one that doesn't know the Craft, it kind of looks viable

This ward, unlike the real warding spells in WC, is drawn as an irregular 6 pointed star in a square, with a symbol at the centre. The symbol looks like two pointed ovals crossing each other in an 'x'.

Both Smoke and Alex will have undoubtedly seen it before, since I'm assuming they've been to her apartment before; she has papers with this drawing taped on the back of her front door, one by each window, and one on each of the interior walls that don't have windows.

Basically, these squares are her version of a 'tin foil hat'

Oh, I should also add... if she makes a square for a specific watch, she'll wrap the paper around the watch, so that in that way, it's kind of 'sealed' away...

Playing with a character's paranoia can be fun

Posted on 2009-09-08 at 18:10:39.
Edited on 2009-09-08 at 18:29:55 by Reralae

Topic: Witchcraft: Stare into the Night
Subject: When the hands balance....


Janelle blinked, surprised. In her surprise, unbidden by her, the aura of her Essence flickered, revealing itself as a sheath of static for a split second. An aura almost like lightning... powerful, but quite apparently uncontrolled; something inside of her, unheeded by her. It was only 'visible' for a second, however, and quickly faded when she looked up.

"Oh, Mr. Sharpe, I haven't seen you in a while." Janelle said warmly, standing up. However, she saw a flicker of a colour out of the corner of her eye, and when she looked, she saw it. The milk jug she was after. In reaching for it, she saw her own watch.

11:28

She smiled. At least time, although it was undoubtedly out to get her, was forced to be both benignant and malignant.

"Oh, yes, if you don't mind. A ride would be nice... I can't run quite so fast if I'm carrying groceries anyway." Janelle replied, "Besides, you still bring your cat with you everywhere, right? I should say hi to her at least, and I like petting her... she's very soft."

(Just making an assumption here... but I'm not sure how Alex would know the times otherwise, since I don't think he'd memorize them, besides the obvious 12 and 6 of course )

Her warm gaze faltered however, when, by habit, she looked at Alex's watch.

"Um, your watch... you still don't have a digital one yet? I thought we had picked you out one a couple of weeks ago, and you said you were going to order it... Noon is only half an hour away after all..." Janelle nervously pointed out, a bead of sweat visible by her left ear.

"I-I could draw up a ward for it in the meantime..." She quickly added, her hand going to the sketchpad in her pocket.

Posted on 2009-09-08 at 18:01:56.
Edited on 2009-09-08 at 18:04:15 by Reralae

Topic: Stare into the Night Q&A
Subject: Yep, I'd say so


That's just about what Janelle would look like, just with the hair put into a long braid down her back.

Posted on 2009-09-07 at 02:50:47.

Topic: SW: Dawn of Defiance Q/A
Subject: ...


I wouldn't suggest waiting for him at this point; Geriant has not posted at all to the game since you and I joined, which was over 2 weeks ago now. Even if we move ahead without him, that's what backposts are for.

Posted on 2009-09-06 at 17:46:47.

Topic: Dawn of Defiance: The Traitor's Gambit
Subject: Me-ow?


As her two patients... well, they weren't really her patients anymore, Karra thought to herself... but as they began developing a plan, Karra began to feel a bit guilty for not having much to contribute. It didn't show on her face, but her ears drooped just slightly... until Hako'ib made his suggestion. Karra couldn't quite hide her surprise or shock at it, and her ears twitched.

Exotic... entertainment? Isn't that...?

Her cheeks flushed slightly, enough for the reddish tinge to be visible beneath her thin fur. Needless to say, she wasn't sure if she was up for that.

Still, if it had to be done... then it had to be done... right?

Thankfully, Ara suggested an alternative... and Karra felt a bit relieved. Yet, although she had little to contribute, she knew there was something else she could do.

To answer the question first, she shook her head, "Oh, no, I don't mind. It makes sense, and we all need to get down to that deck at arround the same time if we'rre to leave at the same time anyway, and chances arre, ourr departurre will be rushed."

Karra then closed her eyes, and took in a deep breath. To the others, it probably just looked like she was steeling herself for what was coming, but in truth, what she was doing was very different. She let go of her conscious thought, and listened to her heart and intuition. She was taught to always trust her intuition, but it seemed like she had to take the effort to listen to it sometimes... although she wasn't sure why.

(Karra's using Use the Force: Search Your Feelings, taking 10, since I'm pretty sure I can. Karra's just making sure there's no real, problematic surprises that may come about anytime soon using this plan )

Posted on 2009-09-06 at 16:58:34.
Edited on 2009-09-06 at 16:59:06 by Reralae

Topic: SW: Dawn of Defiance Q/A
Subject: A lot? I don't really think so


Otherwise, I'd have posted already.

The main thing is, although I might have a couple ideas as a player, Karra doesn't. She has little else to add right now, considering her speciality isn't in stealth or sneaking around unnoticed, or getting illegal cargo for that matter; she might know some people who do so, but doesn't herself. Her skills lie in medicine, diplomacy and bureaucracy.

So, go ahead and post; there's no reason to wait on my part.

Karra may add something later, but she will need to see what's involved with people's plans first in order to get an idea of what exactly is needed/going on.

Posted on 2009-09-06 at 00:28:53.
Edited on 2009-09-06 at 00:30:34 by Reralae

Topic: Witchcraft: Stare into the Night
Subject: Everyone knows that everyone needs to go shopping coincidentally on the same day


Janelle woke up at 10:00. Well, 'woke up' implies that she was fully awake when she got up, but that was not the case. When she got up, Janelle got up grudgingly. It felt like she was underwater, and she knew the reason for it. Time itself had her on its hit list; that's what the girl had said, but she knew how it worked.

As she staggered to her shower, she recited in her mind.

When the clock hands unite, whether it is day or night,
Expect the unexpected, or you'll be in for a fright.
Midnight and noon, the special times when the hands unite,
If you don't hide, become aware of the half-hour of plight.
However, when the hands balance, and are opposite on the clock's face,
The world has shifted to become a better place.
The chime of six, at either part of the day,
Begets a change that could benefit either way.
But in places with clocks that lack their own arms,
People are not affected by their swaying charms.
Clock hands that are plain are less liable to this effect,
And only 6 and 12 bring out any change that will affect.
Clock hands that are ornate are an entirely different case,
For whether it is major or minor, they will change reality's face.
Finally, for those clocks that exist that are missing an arm,
Beware those the most, for they will only bring about harm!


By the time she had showered and finished her morning routine, it was 10:50. During breakfast, she discovered that she could use another jug of milk, as well as some other groceries, so she knew she'd have to go shopping. She dreaded the thought. Being outside, out in the open... there were always those sorts of clocks...

Then again, if she left right at 10:55, after the immediate danger had passed, she'd have until 12:00 to get her groceries and return. Furthermore, she knew something good would happen at 11:27. Feeling more confident, although still undoubtedly tired, Janelle waited until 10:55, and ran. She sprinted out of the apartment, and ran down the street. She could have stopped at the first grocery store, but she knew it wasn't a good place to stop, since being so close to the apartment, most people went there for groceries, so they seldom had things in stock. No, it was better to go to the store further away. It took longer to get there, but at least they actually held a decent stock.

She arrived at the store and immediately checked her watch. 11:15. She wondered what would happen in 12 minutes... but then again, first thing was first. She needed to get her shopping done asap. First she wandered through the cereal and canned foods; since she was running, she knew she should grab perishables and the milk last. She didn't bother watching the time, since she knew from experience that the more you watched time, the more it played against you.

However, Janelle stopped for a moment at the milk section. It didn't look like they had hers... but then again, amidst the wide variety (why were there so many kinds anyway?), maybe it was just hidden behind another kind. She began to rummage through the milks, searching for hers.

Unnoticed, her digital watch changed, and now read 11:27.

Posted on 2009-09-05 at 19:17:57.

Topic: Aria of the Thirteen Q&A
Subject: Elemental Power Tables - Light and Darkness


Darkness
==============

Affect the Psyche (Calm)
Darkness is usually calming in nature, as it within darkness that sleep is possible, and so this power is more often used to calm rampant emotions. However, all other uses are possible. Generally, the power itself only lasts a turn (plus additional turns for high success levels), but other things may be done, usually vocal or visual suggestions, that provide a longer effect without need for the power to be maintained. For the effects where the character does want to actively maintain this power, the upkeep cost is equal to the cost of the effect used.
StrengthEffect
1Inspire an emotion that the affected person was leaning towards in the first place
2Inspire a different emotion than the affected person was feeling
3Implant the seed of a reasonable suggestion in a person's mind, or make a person hesitate
4
5Inspire an opposite emotion than the one the affected person was feeling, or force them to obay a one-phrase command
6
7The person will follow a one-sentence command to the letter
8
9The person will follow detailed instructions
10Total control is possible for one round, but requires more than continued essence costs, for the other person will resist every Turn it is used


Eclipse
Darkens a specific area. At extremely high levels, it could even block out the sun momentarily.
StrengthEffect
1Light flickers, as though a blackout is about to occur
2Strong light is weakened; shadows are more predominant
3Everything in the immediate vicinity (usually the same room) appears shadowed by something
4Shadowed radius extends to 60ft
5Full on darkness in a 30ft radius; Shadow in a 120ft radius
6Darkness 60ft radius; Shadow 180ft radius
7Darkness 90ft radius; Shadow 250ft radius
8Darkness 150ft radius; Shadow 350ft radius
9Darkness 250ft radius; Shadow 500ft radius
10Solar Eclipse; Darkness 500ft radius; Shadow 1000ft radius


Fragmentation
This allows a person to segment their personality, and allow the segments to enter and control another form, usually a doll. Uses of this power vary considerably from person to person, but usually it is just a means to dismiss unwanted aspects of a person's personality, so that they won't interfere in daily life. The number of 'dolls' or personality fragments a person can have is equal to the user's Strength x 10. Each vessel or doll is capable of moving of its own accord, and all have minor telekinetic capabilities, enough for them to hover themselves and perhaps one other light, otherwise handheld object. This power can be used defensively to block Affect the Psyche attempts.

Reaping Darkness
A very dangerous technique. At higher levels, this technique draws upon the darkness inside of a person, and threatens to drown them within it, mentally hurting and possibly even killing them. Of course, that is the extreme; lower levels of this technique only fatigue or otherwise slow down an individual. If victim's Essence is dropped to 0 by use of Reaping Darkness, the victim's heart stops. This does no actual Life Point damage, but the victim is incapacitated and will die in (D10(5) + Constitution) minutes unless CPR (First Aid) is administered in that time.
StrengthEffect
1D4 points of Essence or 1 point of Endurance damage per level of Strength
2
3Essence damage increased to D6 times the Reaping Darkness Strength level.
4
5Essence damage increased to D8 times the Reaping Darkness Strength level; Endurane damage increased to D4 times the Reaping Darkness Strength level
6
7Essence damage increased to D10 times the Reaping Darkness Strength level.
8
9
10Essence damage increased to D12 times the Reaping Darkness Strength level; Endurance damage is increased to D6 times the Reaping Darkness Strength level


Shield
A shield of Darkness is only truly effective against the power of Light. As such, it is 1.5 times as strong when blocking an attack of a light nature, but half as strong when blocking any other attack.
Unlike the Light Shield, a Darkness Shield provides no psychological benefit that aids in defending against mental attack. However, a Darkness Shield can defend against a mental attack if the attacker is using Light; this provides a bonus to related Willpower tests to equal to the Strength plus any increase from a well performed Art. This use of a Darkness Shield costs 1 essence point.

Most effective against: Light
Not very effective against: All other elements


Shadowjump
Allows the passage from one shadow or dark place to another. The distance between them is limited by the Strength of this power.
StrengthEffect
110ft
220ft
330ft
450ft
580ft
6130ft
7210ft
8340ft
9550ft
10890ft


Whisper
Allows the user to hear 'whispers' of thought of the people surrounding them. Concentration on a specific individual allows for more coherent and greater perception of that individual. Duration is equal to the Whisper's Strength level in minutes. The maximum radius of this power is equal to the user's Willpower in yards.



Light
=============

Affect the Psyche (Provoke)
Similar to Alter Emotions (Calm) of the Darkness's abilities, but different in that light primarily spurs action or reaction from people, and as such, is more commonly used in that manner. Generally, the power itself only lasts a turn (plus additional turns for high success levels), but other things may be done, usually vocal or visual suggestions, that provide a longer effect without need for the power to be maintained. For the effects where the character does want to actively maintain this power, the upkeep cost is equal to the cost of the effect used.
StrengthEffect
1Inspire an emotion that the affected person was leaning towards in the first place
2Inspire a different emotion than the affected person was feeling
3Implant the seed of a reasonable suggestion in a person's mind, or make a person hesitate
4
5Inspire an opposite emotion than the one the affected person was feeling, or force them to obay a one-phrase command
6
7The person will follow a one-sentence command to the letter
8
9The person will follow detailed instructions
10Total control is possible for one round, but requires more than continued essence costs, for the other person will resist every Turn it is used


Clairvoyance
As the name implies, this power allows a person to see what is happening at the same time, but at another location. How this works is the user essentially amplifies or bends light to the point where they can see clearly, even around corners and possibly through walls. There is no cap on how long this power can be used, but every round after the first up to a Strength number of rounds incurs an upkeep cost of 2 Essence per round, and the character must be concentrating on keeping the power active. The maximum distance from the caster is determined by the Strength.
StrengthEffect
150ft radius unhindered; each foot of solid decreases this by 40ft
2100ft radius unhindered; solid decrease ratio 30ft/ft
3150ft radius unhindered; solid decrease ratio 20ft/ft
4200ft radius unhindered; solid decrease ratio 10ft/ft
5250ft radius unhindered; solid decrease ratio 5ft/ft
6350ft radius
7450ft radius
8600ft radius
9800ft radius
101000ft radius


Illusion (Visual)
Somewhat self-explanatory. Any sort of visual illusion can be made, so long as it only affects what one sees. The duration of this power is decided upon its use, up to a maximum number of minutes equal to the caster's Strength. If the caster stops concentrating on the image, the illusion ends. The size of the illusion can only be 1 cubic foot per Strength and Willpower of the caster.

Imbue Vessel
An object is charged with a certain amount of essence, which can be either drawn upon at a later time, or unleashed almost like a grenade. There are a few effects, but the source remains the same: the essence from the person who imbued the object with power. This essence is restored normally, but a person may only imbue so many objects with so much essence at one time as limited by this power's Strength. The maximum number of vessels is equal to this power's Strength, while the maximum amount of Essence stored is equal to this power's Strength x 2.
StrengthDamage as a grenade
1D4 x Strength
2
3D6 x Strength
4
5
6D8 x Strength
7
8D10 x Strength
9
10D12 x Strength


Shield
A shield of Light is only truly effective against the power of Darkness. As such, it is 1.5 times as strong when blocking an attack of a dark nature, but half as strong when blocking any other attack.
However, there is a psychological benefit to such a shield, allowing Light Shields to provide a bonus to Willpower tests to defend against mental attack. This bonus is equal to the Strength plus any increase from a well performed Art. This use of a Light Shield costs 1 essence point.

Most effective against: Darkness
Not very effective against: All other elements


Solar Flare
Essentially Light's version of Reaping Shadow. It uses the caster's Essence in order to spark the Essence of the target. While this power's damage is Essence based, the ignition and burning of Essence within an individual is capable of physically harming them. For every 2 Essence 'burned', the target takes 1 point of HP damage.
StrengthDamage
1D4 x Strength
2
3D6 x Strength
4
5
6D8 x Strength
7
8D10 x Strength
9
10D12 x Strength


Unrestrained Sight
Unrestrained Sight allows an individual to see things that had happened, and even some that may happen. Essentially, these are visions that are brought on either through concentration, or, at times, seemingly for no reason at all.
StrengthEffect
1Vague premonitions about important events or vague feelings about objects and places where memorable events took place are seen.
3Short flashes of future events or flashbacks about the recent past (one week for each Perception level) are seen.
5The visions are more detailed and last longer; the images make more sense and are easier to interpret. Visions of the past reach back 1 month per Mindtime Strength plus Perception level.
7Visions of the past reach back 1 year per Mindtime Strength plus Perception level.
9Clear visions that replay past or future events with crystalline detail are seen.
10Visions of the past reach back up to 1 century per Mindtime Strength plus Perception level.


Posted on 2009-09-04 at 21:14:42.
Edited on 2009-09-22 at 03:51:18 by Reralae

Topic: Aria of the Thirteen Q&A
Subject: Elemental Power Tables - Stone and Water


Stone
=======

Alter Stone/Metal
This power alters the properties of a stone or metal object. Generally, the effect lasts for a number of minutes equal to the caster's Strength, but can be made permanent at a cost of three times the Essence used. With regards to hardness, an object's Armour Value can be increased or decreased by an amount equal to twice Strength of the power. Other aesthetics can be done at relatively low levels:

-Metal objects can be made magnetic at Strength 1
-Shininess can be developed at Strength 3
-Transparency can be achieved at Strength 5
-Non-metal stones can be made magnetic at Strength 7
-Wood can be made magnetic at Strength 10

Earth Spike
This power causes a stalagmite to come out of the ground to attempt to impale a foe at an angle, typically originating at the foe's feet. This foe has to be within 10ft per 2 Willpower of the caster (minimum 10ft). Furthermore, as the nature of this attack is easy to avoid to one with quick reflexes, defenders using Dodge or Acrobatics receive a +4 bonus to their rolls.

StrengthEffect
1D6 x Strength
2
3D8 x Strength
4
5
6D10 x Strength
7
8D12 x Strength
9
10D20 x Strength


Earth Tremor
Earth Tremor causes a shockwave akin to an earthquake to occur over a radius equal to 10 yards x the caster's Willpower. This usually lasts for a single turn, but can be extended to a maximum number of turns equal to the power's Strength. This extension incurs an upkeep cost of half the Essence (rounded up) spend on the original tremor.
StrengthEffect
1Slight tremor; noticeable, but harmless
2
3Medium tremor; knocks small objects off of shelves and causes people to stagger (-2 to movement Tasks)
4
5Considerable tremor; knocks people down unless they pass a Simple Dexterity Test
6
7Strong tremor; knocks people down unless they pass a Hard Dexterity Test
8
9
10Immense tremor; will cause buildings to collapse given enough time.


Memory in Stone
This power allows a person to have visions of occurrences that have happened in the area they are in, as limited by the power's Strength.
Visions can last up to 2 minutes
StrengthEffect
11 Day per Strength; visions last no more than a minute
2
33 Days per Strength; visions can last up to 5 minutes
4Visions can last up to 10 minutes
51 Week per Strength; visions can last up to half an hour
6Visions can last up to 45 minutes
71 Month per Strength; visions can last up to an hour
8Visions can last up to 1.5 hours
9Visions can last up to 2 hours
101 Year per Strength


Shield
A shield of Stone is among the most effective shields of elemental nature. Against all forces, a Stone Shield's Strength is considered to be 1.5 times its normal Strength for the purpose of blocking an attack. Furthermore, there is almost no essence damage from such a shield; attacks against the shield do not deal essence damage to the caster, but maintaining the shield does cost the caster 1 essence per turn it is maintained.
However, that is only the case of a well made shield, hewn from the very earth beneath the caster, which requires a conscious Task to be taken. The caster makes both an Art and Strength check, which will serve to be the Shield's Strength for its duration, which lasts until the caster dismisses it. Impromptu shields can be drawn up as a reaction, but these are only at normal strength as they are merely temporary, lasting an instant, and made at a near-subconscious level.

Most effective against: All other elements
However, that being said, to be this effective an earthen shield has to be consciously prepared during one's Turn, which means the player forgoes any other actions for that Turn. There are other penalties as well, but I will elaborate on them another time.
As a shield made in the normal fashion, it is only of normal Strength against all other elements.


Stone Watchers
A Stone Watcher is not very noticeable, and in fact, easily overlooked unless one knows what to look for. The only identifiable mark of a Stone Watcher is an inscribed design upon the ground, which often looks like nothing more than a couple of lines in a vague shape, or a rune. A character may have a maximum number of Watchers in effect at one time equivalent to their Strength. Once this maximum is reached, the character must remove one Watcher in order to place a new one. In order to use a particular Watcher, a character must remain within a certain radius of it, and if the character moves out of range, they will be unable to 'see' from the Watcher until they return in range. This power is used to place the initial Watcher; once it's placed, there is no upkeep cost, and it can remain there indefinitely.
StrengthEffect
130ft range; Watcher Tremorsense 5ft
260ft range; Watcher Tremorsense 15ft
3120ft range; Watcher Tremorsense 20ft
4180ft range; Watcher Tremorsense 30ft
5250ft range; Watcher Tremorsense 45ft
6350ft range; Watcher Tremorsense 60ft
7450ft range; Watcher Tremorsense 75ft
8600ft range; Watcher Tremorsense 90ft
9800ft range; Watcher Tremorsense 120ft
101000ft range; Watcher Tremorsense 180ft


Telekinesis
This power works as it's named, but only with wooden, stone, or metal objects. The maximum weight a person can lift with this power is their Strength multiplied by their Willpower. In addition, this power may be used to hurl projectiles at fast enough speeds to do damage. The formula to determine the multiplier of damage is based on the following:

Multiplier = [(Strength + Willpower) * Object Mass (kg)] / [3 * Object Weight (lbs)]


The item used as a projectile has to be similar in design to an arrow. Dull objects only deal half damage, while fragile objects only deal quarter damage.
StrengthDie Size
1D4
2
3D6
4
5
6D8
7
8D10
9
10D12




Water
==========

Create/Purify Water
An amount of water can be created equal to this power's Strength multiplied by the caster's Willpower in litres. Alternatively, an amount of water can be purified or desalinated equal to this power's Strength multiplied by the caster's Willpower in gallons. In the case of purification, the contaminants have to be drawn into a separate container.

Healing (Default Type)
A character may heal another character by means of this power, but at a different Essence and Endurance cost. The cost of healing is 1 Essence and 1 Endurance for every 2 points of damage healed. Furthermore, disease and crippled limbs can also be healed. Mild diseases (a cold, the flu) drain 2 points from both Essence and Endurance; Moderate diseases (smallpox, simple pneumonia) drains 5 points from each; Serious diseases (tuberculosis, malaria) drain 10 points from each; and Terminal diseases (cancer, AIDS) can drain 20 points from each. These losses are recovered normally.

This power can also be used in a subtle way to influence healing; this is a Perception and Healing Art Task, with success providing a bonus to the medical skill used.
StrengthEffect
1Injuries are healed at the rate of 1 Life Point or Endurance Point per Healing Strength level. Minor diseases can be healed.
4Wounds are healed at the rate of D6(3) Life Points or Endurance Points per Healing Strength level. Moderate diseases can be treated and cured. Crippled or lamed limbs (as the result of a recent injury) can be healed.
6Serious diseases can be treated and cured.
8Wounds are healed at the rate of D8(4) Life Points or Endurance Points per Healing Strength level.
10Complete cellular reconstruction is possible. Crippled limbs (regardless of when they were injured) can be brought to full activity,although missing ones cannot be regrown. Terminal diseases can be cured, or a recently dead body resuscitated.


Healing (Life Transfer)
In order for a character to heal another via Life Transfer, there must be a donor or similar source of life energy. Quite simply, Life Transfer Healing takes the life energy of one person and transmits it to another. This means that for every hit point healed, another person is inflicted with one hit point of damage. This can be used in an offensive manner as well, to kill another person by syphoning away their life energy. At higher levels, even longevity and natural lifespans can be transferred and increased or decreased.
StrengthEffect
1Injuries are healed at the rate of 1 Life Point or Endurance Point per Healing Strength level. Minor diseases can be healed, at the cost of another incurring the disease.
2Wounds are healed at the rate of D6(3) Life Points or Endurance Points per Healing Strength level. Moderate diseases can be treated and cured or crippled or lamed limbs (as the result of a recent injury) can be healed at the cost of another incurring them.
3Serious diseases can be treated and cured, transferring them instead to another person.
4Wounds are healed at the rate of D8(4) Life Points or Endurance Points per Healing Strength level.
5Complete cellular reconstruction is possible. Crippled limbs (regardless of when they were injured) can be brought to full activity,although missing ones cannot be regrown. Terminal diseases can be cured, or a recently dead body resuscitated. This comes at the cost of the death of another.
6Longevity transfer is possible; taking away a person's lifespan will provide 1 extra year of longevity per 5 years they had left
8Longevity transfer is possible; taking away a person's lifespan will provide 1 extra year of longevity per 2 years they had left
10Longevity transfer: taking away a person's lifespan will provide 1 extra year of longevity per 1 year they had left


Ice Storm
Like Meteor Storm, Ice Storm can create a large number of projectiles that deal little damage alone, but is quite useful against multiple opponents. However, unlike Meteor Storm, Ice Storm cannot create nearly as many javelins of ice, and can also be used to create a single, strong javelin to be hurled at a single opponent for considerable damage. Quite simply, a number of javelins can be formed up to the Strength of this power. Each deals a single die of damage at the maximum, but can be mixed such that a Strength 5 Ice Storm can have 5 javelins that each do D6 damage, or 2 javelins that deal D6x3 and D6x2, or any other combination.
StrengthDie size
1D4
2
3D6
4
5
6D8
7
8D10
9
10D12


Manipulate Water/Weather
This power usually manipulates the moisture in the air to condense into clouds, or make clouds disappear, among other weather effects. The duration is an hour per Strength of this power. The following table assumes that it is during the Summer/Fall season.
StrengthEffect
1Condensation of water is available; the formation of clouds, mist, and fog
2Rain is available
3Evaporation of water is available; the disappearance of clouds and other similar weather effects
4
5Sublimation of ice is available; in addition to rain, sleet is now possible
6
7Hail is available
8
9
10Blizzards and torrential rainfall is available


Regeneration
Water is one of the primary foundations of life. As such, the power of Water allows for healing. This particular application is for the healing of the user over time. Specifically, Regeneration occurs every five Turns, upon which time the caster may make an test using their Art and Willpower. The caster can restore up to 2 life points for every success level, but never more life points than their Strength. Furthermore, every time Regeneration is used, 1 essence point is spent in its use, and when healing 2 or more life points, the caster takes 1 point of endurance damage per 2 life points restored.
Likewise, when afflicted with disease, a character with Regeneration may try to overcome it. Success is based on their Strength and Willpower result. However, doing so over a short period of time is straining, and has considerable essence and endurance cost.
A character with a high Strength of Regeneration also has a longer lifespan, representing their strengthened body from being able to regenerate. This change in how they age is not cumulative with that resulting from a large essence pool; only the higher value applies.
StrengthEffect
1Can overcome minor diseases (costs 5 points of Essence and Endurance)
2
3The individual ages only a year for every 3 they experience
4Can overcome moderate diseases (costs 10 points of Essence and Endurance), crippled limbs can be healed (costs 2 points of Endurance and Essence, assuming it is done almost right away)
5The individual ages only a year for every 5 they experience
6Can overcome serious diseases (costs 20 points of both Essence and Endurance)
7
8The individual ages only a year for every 10 they experience
9
10Can overcome terminal diseases (costs 30 points of both Essence and Endurance), and the individual ages only a year for every 20 they experience


Shield
A shield of Water is most effective at deflecting fiery blows, namely that cast by an evoker of Fire, and easily refracts Light and Darkness. Against these forces, a Water Shield's Strength is considered to be 1.5 times its normal Strength for the purpose of blocking an attack.
However, against the power of air, the piercing nature of most aerial attacks are quite capable of bypassing this type of shield. Against these forces, a Water Shield's Strength is considered halved for the purpose of blocking an attack.
Against all other forces, there is no change to the shield's Strength.

Most effective against: Fire, Light (Solar Flare only), Darkness (Reaping Shadow only)
Not very effective against: Air


Watery Blade
In liquid form, water is used akin to a bladed whip, but instead of a hand weapon skill, the user uses their Art in this Craft. The Strength determines the amount of damage done.
StrengthEffect
1D4 x Strength
2
3D6 x Strength
4
5
6D8 x Strength
7
8D10 x Strength
9
10D12 x Strength


Posted on 2009-09-04 at 21:14:08.
Edited on 2009-09-22 at 01:08:24 by Reralae

Topic: Aria of the Thirteen Q&A
Subject: Elemental Power Tables - Air and Fire


Air
==============

Alter Winds
As the name suggests, alter winds allows for the creation or the speeding up or slowing down of ambient winds. The duration is equal to the Strength used in minutes.
StrengthEffect
1±2mph
2±6mph
3±10mph
4±15mph
5±20mph
6±26mph
7±32mph
8±40mph
9±55mph
10±70mph


Clairaudience
This power is the ability to hear things from a remote location, or to hear minute sounds with greater clarity. How this works is the user essentially amplifies smaller sound waves to the point where they can hear them clearly. There is no cap on how long this power can be used, but every round after the first up to a Strength number of rounds incurs an upkeep cost of 2 Essence per round, and the character must be concentrating on keeping the power active. The maximum distance from the caster is determined by the Strength.
StrengthEffect
150ft radius unhindered; each foot of solid decreases this by 40ft
2100ft radius unhindered; solid decrease ratio 30ft/ft
3150ft radius unhindered; solid decrease ratio 20ft/ft
4200ft radius unhindered; solid decrease ratio 10ft/ft
5250ft radius unhindered; solid decrease ratio 5ft/ft
6350ft radius
7450ft radius
8600ft radius
9800ft radius
101000ft radius


Create/Purify Air
This power creates an air pocket around the caster that is free of contaminants. Strength determines how many people the caster can include in the air pocket, as well as the ratio for upkeep cost. The upkeep cost for just the caster is 1 Essence for every Strength-number of minutes. For every person in addition to the caster, divide the number of minutes by the number of people under the effects of the power.

Illusion (Auditory)
This creates the illusion or hiding of sound waves and patterns. The complexity and maximum loudness of the illusion as well as its placed origin are dependent upon the Strength of this power. The duration of this power is decided upon its use, up to a maximum number of minutes equal to the caster's Strength. If the caster stops concentrating on making the sound, the illusion ends.
StrengthEffect
1A whisper or a likewise soft sound, at an origin up to 30ft away from the caster
2Speech or similar, up to that of Strength number of people, at an origin up to 35ft away from the caster
3A single shout or scream, origin up to 45ft away from the caster
4Origin up to 60ft away from the caster
5A single, near-deafening sound, origin up to 80ft away from the caster
6A deafening sounds is possible, which could be used to stun a person, origin up to 100ft away from the caster
7If the origin of a deafening sound is placed directly on top of a person, it is loud enough to cause D4 x Strength damage, and the person may be deafened
8Origin up to 120ft away from the caster
9Damage is increased to D6 x Strength damage
10Origin up to 150ft away from the caster


Lightning Blast
As a current of electricity, metal armour is almost useless against it. The Armour Value of metal armour is divided by 5 before applying it to these attacks. Furthermore, machines with electronic components take double damage from the bolt. Damage is based on Strength, but the range is 20 yards times the caster's Willpower.
StrengthEffect
1D4 x Strength
2
3D6 x Strength
4
5
6D8 x Strength
7
8D10 x Strength
9
10D12 x Strength


Shield
A shield of Air is most effective at deflecting physical blows, including but not limited to punches, bullets, or even fireballs. Against these forces, an Air Shield's Strength is considered to be 1.5 times its normal Strength for the purpose of blocking an attack.
Against Elemental Stone, Air isn't so effective, but it isn't ineffective either, so its Strength receives no modifier as a result of it.
However, against immaterial forces, particularly light and darkness, a shield of Air does not do well to defend its wielder. Against these forces, a shield of air's strength is considered halved.

More effective (1.5 x Strength) against: Fire and Water
Normal strength against: Stone
Not very effective (0.5 x Strength) against: Light and Darkness


Wind Slash
The Wind Slash is a very penetrating style of attack, which often cuts through most armour. The Armour Value of non-metal armour is divided by 3 before applying it to these attacks. Damage is based on Strength, but the range is 20 yards times the caster's Willpower. Furthermore, as the attack itself is difficult to see, defenders take a penalty to their Dodge or Acrobatics Tasks to avoid being hit equal to the attacker's Willpower.
StrengthEffect
1D4 x Strength
2
3D6 x Strength
4
5
6D8 x Strength
7
8D10 x Strength
9
10D12 x Strength




Fire
===========

Create Fire
The upkeep cost of the fire, if no fuel is provided, is equal to the Strength per round. This can deal damage at higher levels, but it is usually better to wield a Fire offensive power for offensive purposes.
StrengthEffect
1Create a weak light or cause an existing flame to flicker
2
3This effect produces strong light, causes flammable objects to ignite, or creates a brief flame (equivalent to a cigarette lighter’s flash).
4
5Non-flammable objects smolder under this fire, and this could deal D6 x (Strength - 1) damage per round
6
7
8Non-flammable objects ignite at this Strength, and damage is increased to D8 x Strength
9
10Anything remotely combustible ignites, and damage is increased to D10 x Strength


Fire Pillar
The Fire Pillar is an incendiary burst originating at the feet of the foe that the caster chooses. This foe has to be within 10ft per 2 Willpower of the caster (minimum 10ft). Furthermore, as the nature of this attack is easy to avoid to one with quick reflexes, defenders using Dodge or Acrobatics receive a +4 bonus to their rolls.
StrengthEffect
1D6 x Strength
2
3D8 x Strength
4
5
6D10 x Strength
7
8D12 x Strength
9
10D20 x Strength


Fire Spear
The Fire Spear is a basic fiery attack, originating in front of the caster, and flying through the air at the defender. Range is 20 yards times the caster's Willpower, and the damage is dependant upon the Strength of the power.
StrengthEffect
1D4 x Strength
2
3D6 x Strength
4
5
6D8 x Strength
7
8D10 x Strength
9
10D12 x Strength


Flame Wheel
This is a somewhat different fire power. The Flame Wheel creates a hollow wheel of flame with a radius that is at maximum 5ft per Willpower of the caster. Unlike other Fire offensives, this power is defencive in nature, and is intended to be used around the caster, although it could also be used to trap an opponent. In the latter case, the opponent must succeed on an Acrobatics Task with a penalty equal to the Strength of this power and the Willpower of the caster in order to escape from it, although they may take actions normally that don't require movement from their position. If used around the caster, it forces everyone within its range away, dealing damage as well. Furthermore, around the caster it provides a bonus to Shields based on the Art's success levels. The upkeep cost for keeping a Flame Wheel active is 2 Essence per round.
StrengthEffect
1D4 x Strength
2
3D6 x Strength
4
5
6D8 x Strength
7
8D10 x Strength
9
10D12 x Strength


Meteor Storm
Although the name suggests something calamitous, it's only at an exceptional Strength that someone could draw upon a meteor and hurl it into the world. Rather, the name is based on how this power appears. Streaks of flame, appearing like that of a meteor shower, sail through the air to strike one or more opponents. Unlike other powers, each flame only deals between 1 and 2 damage; this power is designed to hit multiple enemies rather than a single enemy for a large amount of damage. It is easily the best counter to that of the Fragmented power. The number of flames there are is equal to the Strength multiplied by the caster's Willpower. Furthermore, as the attack itself is difficult to avoid, defenders take a penalty to their Dodge or Acrobatics Tasks to avoid being hit equal to the number of flames (if there's more than one). However, this attack is also easier to defend against, and defenders get a bonus to their Shields equal to 5 minus the number of flames hitting them (minimum 1).

Shield
A shield of Fire is most effective at defending against dark attacks, as they can give off immense bursts of light. Against these forces, a Fire Shield's Strength is considered to be 1.5 times its normal Strngth for the purpose of blocking an attack.
However, against the power of air, the piercing nature of most aerial assaults are quite capable of bypassing this type of shield. Against these forces, a Fire Shield's Strength is considered halved for the purpose of blocking an attack.
Against all other forces, there is no change to the shield's Strength.

Most effective against Darkness
Not very effective against Air
Normal Strength against others


Temperature Control
The temperature of just about anything can be influenced. The range of this power is 5ft per Strength, and the maximum degree by which something can be heated or cooled down is equal to Strength x Willpower in Kelvin. If the item is to remain at the temperature induced, there is an upkeep cost equal to the temperature change divided by 5 in Essence per round (minimum 1).

Posted on 2009-09-04 at 21:13:43.
Edited on 2009-09-21 at 18:34:24 by Reralae

Topic: Aria of the Thirteen Q&A
Subject: Magic System Foundation


The magic system I am going to be using is quite clearly different than the one in the Witchcraft book. Please note that it isn't final by any means, as I may find things that are either over or under powered, and I'll try to adjust them accordingly. As it is, I've tried to be as balanced as possible, so hopefully if anything needs to be changed, it'll only be minor things, which shouldn't be game-trembling, life-altering, plot-twisting changes...

Anyway, here's an outline of the basics.

Elemental Powers

Elemental Powers, like Seer Powers, are bought with both a Strength and an Art. However, added onto this, is the Base for the element; this determines how adept you are at wielding that element, and holds restrictions. This Base effectively replaces the Gift quality, and unlike the Gift quality, is bought in levels.

Elemental Base - this is the supernatural quality that defines your limits within an element. There are two types of Bases: Primary, meaning that the element listed is the character's primary element, and Secondary, meaning that the element is not the character's primary. The differences between the two are as follows:

Maximum Base Strength Level - For the Primary Element, this value is equal to the Elemental Base x 2. For Secondary Elements, this is equal to the Elemental Base, without a multiplying factor.

Maximum Number of Powers - For the Primary Element, there is no limit to the number of powers you can use within it. For the Secondary Elements, the maximum number of powers that fall under that element that a character can have is equal to the Elemental Base.

Elemental Base is bought with 1 point per level until level 5, and costs 3 points afterwards. In order to get a Secondary Element, a character MUST have at least level 5 in the Base for their Primary Element. A character can have as many Secondary Elements as they wish and can afford.

Special: Hex-Elemental Nature - This costs 13 points, and effectively provides a Level 5 Base in a Primary Element, and a Level 1 Base for each of the other Elements. Furthermore, the character's essence pool is increased by 10, and their Shield power is also multi-elemental, meaning that it is very effective against all elements. Finally, all powers are bought as though they fall under the character's Primary Element. However, as the costs for this are very high, it's unlikely that such a character will have many powers that are higher than Strength 1. It costs 5 further points to increase all the Secondary Element Bases by 1 level each, as normal.

Strength - This is how 'strong' a power is, or more accurately, how large of an effect it has for whatever it is used for. The cost for increasing Strength varies depending on whether it is for a power falling under a Primary or Secondary Element. For Primary Elements, Strength is bought at a rate of 1 level per 2 points invested, and 4 points afterwards. For Secondary Elements, Strength is bought at a rate of 1 level per 3 points invested until level 5, and 5 points afterwards, as normal for Seer Strengths. Strength can also be augmented in combat by using Essence; by channelling 2 Essence into a power, a character may temporarily (for the use of that power at that time only) increase a power's Strength by 1 level. This can be done to as high as their Essence Channelling limit will allow.

Art - This is how well a person knows how to wield their power. This can be instinctive or it could be conscious effort. Regardless, it is possible for a person to have a Strength score in a power and an Art of 0 in the same power; this simply means they do not know how to use that power. Like Strength, Art is bought at various degrees. For Primary Element Arts, it is bought for 1 point per level until level 5, and 3 points afterwards. For Secondary Element Arts, it is bought at a rate of 1 level per 2 point until level 5, and 4 points afterwards. A high result with an Art usually provides a circumstance bonus to either the effect or to the Strength's level.

Costs of Casting - This is where my system considerably deviates from the Seer Powers it is based on. There are considerable costs associated with casting powers, usually in Essence, and also in Endurance. Unless stated otherwise, in casting, for each level of Strength wielded, except for the levels of Strength resulting as a bonus due to a high Art, there is a cost of 1 Essence. This is in addition to the costs from Essence Channelling.

Therefore, to cast a Base Strength 2 power Augmented to Strength 5 via Essence Channelling, there is an associated cost of 11 Essence: 5 for the Strength of the Base and Augment, and an additional 6 as needed by the Essence Channelling.

Furthermore, unless stated otherwise, there is also a cost of 1 point of Endurance for every 5 Essence, rounded down.

To continue the example from above, there would be an additional cost of 2 Endurance for the 11 Essence used.

Campaign Option: Essence and Mundanes - Just because a character is Mundane doesn't mean they can't use Essence, at least in this campaign setting. In this setting, even Mundane characters have a bit of Essence Channelling, and are able to use that, even if they don't exactly know what they're doing. In game terms, such a character may focus on a Task, combat related or otherwise, in order to use Essence to increase the chances of success. This translates to a +1 bonus to the roll per 2 Essence used, limited naturally by their Essence Channelling maximum.

Shields

A shield is, as the name suggests, a counter force designed to withstand against an aggressive one. Unlike the Invocation style Shields, these elemental shields are used instinctively as a reaction, unless stated otherwise.

When determining the results of an attack against a shield, the two characters make opposed Strength checks for their relevant power; higher success levels in the Art gives a bonus to these checks.

If the shield's wielder wins, the attack is nullified, but if the attacker wins, the attack is done as normal. In the case of a tie, the attack is diverted rather than blocked. Roll a d4; for a 1, the attack is diverted sharply to the right of the shielder; for a 2, the attack is diverted slightly to the right of the shielder; for a 3, the attack is diverted slightly to the left of the shielder; for a 4, the attack is diverted sharply to the left of the shielder. Consider the relative positions of all other people in the combat in order to determine who may be hit (who may bring up a shield in response).

Regardless if the attack is successful or not, the shielder takes 1 point of Essence and Endurance damage for every 5 points of Life Point damage they either blocked or received. In the case of a deflection, the amount of essence and endurance damage is halved.

Unless stated otherwise, shields can only defend against physical attack; attacks against the mind such as via Elemental Light or Darkness's Affect the Psyche require a different protection.

In the case of a shield being used against a mundane attack, the Shield's Strength is pitted against the Mundane's relevant combat Skill. However, it should be noted that the magical nature of the shield means that it is very effective against Mundane attack. The exception to this is Elemental Light and Darkness, which do not have truly physical Shields.

Elemental Powers as Rituals

Elemental powers, unlike Seer powers, can also be drawn upon in ritual format. In order to do this, a character must have ranks in Occult Knowledge and Rituals (Elemental).

Occult Knowledge - Occult Knowledge is effectively the base Strength of any ritual power wielded by the character. Furthermore, Occult Knowledge provides a character access to a number of Elements other than their own equal to their level in Occult Knowledge. It is assumed that a character has access to any Element that they have levels in (Base specifically), and so they are unnecessary to buy with Occult Knowledge.

Rituals (Elemental) - Rituals (Elemental) as the skill is effectively the base Art of any ritual power wielded by the character.

Strength Augmentation - A Ritual's strength can be augmented as normal, which costs a further 5 points of essence per level of augment. Unlike normal powers, as this is spent over a period of time rather than instantaneously, this is NOT limited by the characters Essence Channelling. However, the character's Essence Channelling does determine how much more time the ritual takes.

Be warned however; there is a chance of backlash caused by wielding a Ritual far beyond a character's own Strength. The safety limit for a Ritual's Strength is determined by the character's level in Occult Knowledge added to their Willpower. Past the safety limit, the chance for backlash increases as follows:

Level(s) Higher than Safety% chance of backlash
110% Chance
220% Chance
340% Chance
480% Chance
5+100% Chance


In the case there is more than one character in the casting of the ritual, the safety limit is defined as the highest Occult Knowledge level added to the highest Willpower score.

Using a Ritual - The steps to use a ritual are outlined as follows:

  1. Setting up the Circle - This step is the quickest step, as it is more aesthetic and psychological in effect than anything else. This takes 1 minute per level of the Strength desired.
  2. Focusing the Power - This step is the longest step. The character focuses on the elements within them, and draws it out to use. This takes 5 minutes per level of the Strength desired.
  3. Unleashing the Power - This step is the actual casting. Now having the power almost literally at their fingertips, the character weaves it into the desired effect. This takes 2 minutes per level of the Strength desired.
  4. Cleaning Up - This step is optional, but it effectively cleanses the area to remove any trace that a ritual was done there, including the magic circle, ambient, residual energy resulting from the output, or even residual emotions ingrained within the immediate surroundings. This takes 2 minutes per level of the Strength desired.


Altogether, a Ritual takes 10 minutes per level of the Strength wielded. Added onto this (in the Focus step) is the number of minutes it takes for the character to draw upon the extra essence to augment the spell.

Differences Between Rituals and Non-Ritual Powers - The only notable difference between wielding a power in this manner and wielding a power from within is that by using a mental focus, the character is able to cast spells from remote locations, so they don't necessarily have to be near the target area. The range of the power is equal to the character's Willpower multiplied by the level of Strength in metres or yards. Apart from that, the other difference is that there is no real limit to how much a power can be augmented.

There is also a difference in the cost of casting, as noted below.

Cost of Rituals - Unlike normal Elemental Powers, Elemental Rituals have different costs associated with them. Their base cost is 2 Essence per level of the base Strength. This does not include the Augment, for the excess cost for the Ritual is included in the Augment's cost.

For example, the casting of a Strength 2 Augmented to Strength 5 Power would have a cost of 29 Essence (4 for the 2 base, 25 extra for the augment).

In addition, like Elemental Powers, there is an Endurance cost as well. However, this is much reduced, to 1 point per 10 Essence used, rounded normally.

To continue the example above there would be an additional cost of 3 Endurance (29 rounded up to 30).

Posted on 2009-09-04 at 21:13:04.
Edited on 2009-09-15 at 01:49:16 by Reralae

 


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