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magic_arcane_background [2016/11/14 01:01] davemagic_arcane_background [2016/11/21 13:44] – [Greater Mysteries] andrew
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 The greater mysteries are only available to wild cards who are at least seasoned. The greater mysteries are only available to wild cards who are at least seasoned.
  
-  * Goety - One of the greater Mysteries, this is the sorcery of conjuration, command, and banishment of supernatural creatures from beyond the boundaries of the world, those commonly called demons.  This power is identical to the Zombie power from the Savage Worlds rulebooks, with the exception that instead of bodies, sacrifices comprised of the blood of the living are required to call up demons.  The demons summoned are extras with a D4 in all ratings except for a Spirit of D10.  They have a Fighting of D6, and may use melee weapons.  They have a toughness of 4.  +  * Goety - One of the greater Mysteries, this is the sorcery of conjuration, command, and banishment of supernatural creatures from beyond the boundaries of the world, those commonly called demons.  This power is identical to the Zombie power from the Savage Worlds rulebook, with the exception that instead of bodies, sacrifices comprised of the blood of the living are required to call up demons.  The demons summoned are extras with a D4 in all ratings except for a Spirit of D10.  They have a Fighting of D6, and may use melee weapons.  They have a toughness of 4.  
  
-  * Necromancy - Necromancy deals with calling up the dead from the beyond, and perhaps to animate them as undead.  This power is identical to the Zombie power from the Savage Worlds rulebooks.  Zombies are extras with a D4 in all ratings except for strength of D8 and a Vigor of D10 giving them a Toughness of 7.  They have a Fighting of D4 and may not use melee weapons.+  * Necromancy - Necromancy deals with calling up the dead from the beyond, and perhaps to animate them as undead.  This power is identical to the Zombie power from the Savage Worlds rulebook.  Zombies are extras with a D4 in all ratings except for strength of D8 and a Vigor of D10 giving them a Toughness of 7.  They have a Fighting of D4 and may not use melee weapons.
  
   * Demonic Anatomy - This mystery allows a sorcerer to temporarily adapt their bodies to match those of demons from the underworld.  This power may be used as either the Armor power, the Smite power (but only for melee weapons), or the Boost/Lower trait power in the Savage Worlds rulebooks.  One difference is that these powers may only be used on the spellcaster, and they may not be "disrupted" like other magical powers as they are maintained.  On a roll of a "1" on the magic die, a demonic taint stays with the spell caster even after the power fades and they take on a permanent aspect of a demon in addition to being shaken.  For every three permanent demonic taints, the player loses a point of charisma from a visible deformity.     * Demonic Anatomy - This mystery allows a sorcerer to temporarily adapt their bodies to match those of demons from the underworld.  This power may be used as either the Armor power, the Smite power (but only for melee weapons), or the Boost/Lower trait power in the Savage Worlds rulebooks.  One difference is that these powers may only be used on the spellcaster, and they may not be "disrupted" like other magical powers as they are maintained.  On a roll of a "1" on the magic die, a demonic taint stays with the spell caster even after the power fades and they take on a permanent aspect of a demon in addition to being shaken.  For every three permanent demonic taints, the player loses a point of charisma from a visible deformity.  
  
-  * Hypnosis - With the mystery of hypnosis the sorcerer forces his will on his victims’ will, right up to the point where the sorcerer commands his victim’s view of reality. This Mystery requires neither formulas nor gestures, just that the sorcerer makes eye contact with his victim.  The sorcerer may choose to make a suggestion that something isn't as it appears, or that a figment of the victim's mind is real.  This effect will last for the duration of an encounter.  Alternately, the sorcerer may plant a command in the victim's head that is triggered in a particular case (or immediately).  This version of the power lasts for only a single round after it is triggered.  Either effect requires an opposed spirit roll to succeed against the target, rolled at the triggering event or time.  If the roll beats the target by +4 the power may be used for the target to harm their allies.  On a success of 8+ the power may be used to force the target to harm themselves.    +  * Hypnosis - With the mystery of hypnosis the sorcerer forces his will on his victims’ will, right up to the point where the sorcerer commands his victim’s view of reality. This Mystery requires neither formulas nor gestures, just that the sorcerer makes eye contact with his victim.  The sorcerer may choose to make a suggestion that something isn't as it appears, or that a figment of the victim's mind is real.  This effect will last for the duration of an encounter.  Alternately, the sorcerer may plant a command in the victim's head that is triggered in a particular case (or immediately).  This version of the power lasts for only a single round after it is triggered.  Either effect requires two power points and an opposed spirit roll to succeed against the target, rolled at the triggering event or time.  If the roll beats the target by +4 the power may be used for the target to harm their allies.  On a success of 8+ the power may be used to force the target to harm themselves.    
  
 ===== Dark Secrets ===== ===== Dark Secrets =====
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   * Whisper My Name in Fear - (Requires Scrying & Necromancy) Once a sorcerer learns this Secret, he will know from that moment on whenever his name is spoken anywhere in the world. If somebody utters the sorcerer’s name, the sorcerer immediately and unfailingly learns this person’s name, location, identity (e.g. farmer, nobleman, gang member, etc.), in what context his name was spoken (e.g. hostile, reverential, in awe, plotting, etc.), and also the names and identities of this person’s interlocutors.   * Whisper My Name in Fear - (Requires Scrying & Necromancy) Once a sorcerer learns this Secret, he will know from that moment on whenever his name is spoken anywhere in the world. If somebody utters the sorcerer’s name, the sorcerer immediately and unfailingly learns this person’s name, location, identity (e.g. farmer, nobleman, gang member, etc.), in what context his name was spoken (e.g. hostile, reverential, in awe, plotting, etc.), and also the names and identities of this person’s interlocutors.
  
-//Should there be a power equivalent to the SUMMON ALLY power from the rule book, that allows the summoning of more than just the zombie-demons?// 
  
magic_arcane_background.txt · Last modified: 2018/03/04 13:23 by 127.0.0.1