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Post by Manticore on Oct 25, 2006 17:11:11 GMT -5
ANIMAL KINSHIP (AN +0 to cost level) (Useable by Kai and by some Druids/Rangers)
This is a psychic ability that allows Kai Lords to communicate with animals, sense their motives, and if enough stones of effort are applied; to control them.
Example: The Kai Lord, Moon Lantern, is facing down a huge Black Bear. She has the Animal Kinship action at AN: 6 She has several options involving this ability. She could expend one red stone to attempt to calm the beastie. She could expend 2 red stones to study the animal to see what it will do if she decides to attack, back away, or run. Or, she could expend 3 red stones to give the Bear a command, in this case: “go away!” She could expend 4 or 5 stones on that action in order to give the Bear more commands or to make absolutely sure that it will obey her command word.
Specialities: The Animal Kinship power does not have specialities as such. However, with every level gained in this action, the Kai Lord may learn a new animal language. Be warned that animals are less intelligent than humans and their level of conversation may be very basic. Also, they have minds of their own and may not be inclined to talk, unless you use red stones of efforts to make them interested, or bribe them with food, perhaps.
And the ability to talk with a Doomwolf doesn’t prevent it wanting to eat you.
Recommended Languages: • Birdsong • Horse • Elix • Dog/Akataz • Rat/Noodnic • Wolf • Doomwolf • Vodok • Burrow Crawler
(Also note that if you speak the language of an animal then you get a +1 situational modifier when using the power on an animal of that species. In the above example, if Moon Lantern had learnt the Bear language then she would only have had to spend 3 stones to give it a basic command.)
Notes: This is a useful ability, especially in Magnamund; where wilderness areas, wild beasts, birds and monsters abound. Also, it can be combined with Animal Training, if you are desperate to have an animal companion.
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Post by bawonsamdi on Oct 28, 2006 3:31:40 GMT -5
That's a great idea. I'm fond of the Lone Wolf series. If you want to start a game on this board to test your new rules, i will gladly participate.
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Post by Manticore on Oct 28, 2006 9:29:18 GMT -5
Excellent! Always glad to have some feedback! I'm busy working on the other Kai Actions and Brotherhood spells. Then I'll get on to the Dessi and Telchoi stuff.
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Post by Manticore on Oct 29, 2006 17:28:31 GMT -5
BROTHERHOOD MAGIC (AN# + 6) (Used by the Brotherhood of the Crystal Star)
The Brotherhood of the Crystal Star is the most powerful guild of magicians in all of northern Magnamund. Its members are highly sought-after by Kings and powerful Lords throughout the lands. It can take years of study to become a Wizard, and many acolytes travel out into the world on a voyage of self-discovery before returning to the guild to carry out their duties.
NOTE: At AN: 1 you have access to three spells from this arsenal. For each subsequent increase in AN you gain the use of another spell. Choose wisely.
Options: +2 to Cost Level for Intelligence Bonus +1 to Cost Level to upgrade Lightning Hand to 'Arcstorm' +1 to Cost Level if you can extend your Invisible Shield to protect more than one person.
SPELLS: 1) Counterspell How to use: A Brotherhood Spellcaster may counter the spells of others by using their red stones of effort to make a spell action fail, as if they had the Bad Luck modifier. If the stones in Counterspell are not enough to make their opponents' spell fail then the Counterspell has no effect. NOTE: A Spellcaster may use Counterspell as though he had Limited Prescience! This makes it useful when there is no time to cast an Invisible Shield or Silence. Example: Banedon is Journeyman in the Guild, with an AN of 5. He and several companions are battling a Helghast. The Helghast is about to hurl a gout of Hel-fire. Banedon hastily puts 4 stones of effort into Counterspell to stop it. The Helghast put 6 stones of effort into Hel-fire. Now, if the Hel-fire was directed at Banedon's friend, Captain D'Val, the Captain has 3 stones in defence. The Counterspell reduces the effect of the Hel-fire to 2 stones, so the good Captain easily deflects the much-weakened blast on his shield. However, if Banedon himself was hit by the Hel-fire, he has no stones in defence, so the Hel-fire attack would succeed... So Banedon would take the full 6 stones of damage, and at 2x damage it would almost certainly kill him!
2) Levitation How to use: May be used as Flight, with a maximum speed of '3'. It can also be used creatively to stop enemies in their tracks, lift friends and carry heavy objects.
3) Lightning Hand How to use: As Force Blast with 2x dmg. May be given an Area Effect if you take the ‘Arcstorm’ option (see above).
4) Invisible Shield How to use: As Force Field, protects 1 person only, unless you pay +1 to Cost Level to have it cover all those within a range of ‘2’.
5) Mind Charm How to Use: As telepathic control. Use red stones of effort to get past mental defense in order to control
6) Silence How to Use: A deviously powerful spell, Silence is often overlooked until the spellcaster needs it most. It is of use to those who want to enter places by stealth. • It can be used to dull the sounds of footfalls. • When used against enemies it is an attack versus willpower. • It can be used on beasts with sonic attacks, to either reduce that power or dull it completely. Number of red stones spent on Silence determines how long the creature will be struck dumb. • It can be used to silence others. This may have a variety of uses; including preventing them casting spells, giving orders or sounding an alarm.
6) Net How to Use: If used offensively, this is an attack versus Strength to constrict an enemy in sticky fibers (1 panel of duration per stone that got past the Strength). Be warned that Net has Area Effect and Collateral Damage. You must spend extra stones to avoid your allies, if you think they may be in the way. Otherwise, they’ll be webbed up, too. Otherwise, creative usage is encouraged, again. If an ally falls from a ledge, then a hasty net spell may be just what you need in order to save a life! Or you may decide that this spell would allow you to tie up an enemy securely so that he/she might be questioned in safety.
7) Sense Evil How to Use: This spell is more powerful than its incarnation in many other game Universes. In fact, it is largely because of this spell that the Brotherhood have become so powerful.
The spell has several applications: • The Spellcaster may cast a spell of True Sight over the eyes of any allied creature, including himself. This has thus far allowed the Kings of the North to root out the shape-shifting Helghasts. • Use a few red stones of effort to identify whether a single creature is allied with the forces of Evil, or use more red stones to identify which creature(s?) in a larger sphere of effect are allied with Evil. • It can be used to tell the general direction of the nearest Dark creatures, and some vital information about them. (I.e. Are they Giaks, Vordaks, Kraan etc?) All of these abilities depend on stone use. The more you put in, the more you get out.
8) Mend How to Use: This is a potent spell of healing. It can also be used to repair weapons and clothing etcetera. It requires pure running water as a spell component, however. (This acts as ‘Magical Healing’, with a few minor extra options and a quite major disadvantage.)
9) Vigour How to Use: This is a useful spell for those Wizards who want to be useful in close combat. Here are the possible applications of Vigour: • Spend 1 red stone of energy to be able to use an unfamiliar weapon as though you had it as one of your Close Combat specializations (only temporary, sadly) • Spend 2 red stones to bless a weapon with magic for a short while, increasing its weapon modifier by (+1) and rendering it ‘Unbreakable’. (Lasts until the end of that combat.) • Spend 5 red stones to gain a +1 magical modifier to ALL abilities, for the duration of that combat. (Note that these are merely the basic uses and you may be able to adapt them, for example to bless a weapon with more effective magic, for example?)
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Post by Manticore on Oct 29, 2006 17:31:33 GMT -5
Of course, there are other minor cantrips, and some powerful Brotherhood Wizards have shown themselves to be capable of astonishing magic at higher levels (e.g. Opening Shade Gates, Teleporting, Alchemy), especially when they have time to prepare a suitable ritual. But the spells above are the core of Brotherhood magic, and it is they that are most used in combat.
Any questions, queries, comments? It makes an interesting alternative to the Magic rules laid down by DK in the D&D section, for example. I'm aware that there may be things I've written that don't seem entirely clear, but I've tried as well as I can.
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Post by Manticore on Oct 30, 2006 20:53:53 GMT -5
CAMOUFLAGE (AN#) (Useable by the Kai)
This ability allows the Kai Lord to go unnoticed in the midst of a crowd, or to disguise himself as a Drakkarim warrior, or to blend in with the hue and shadow of the Forest. The Kai are masters of this mental talent, able to hide or disguise themselves almost at will, ensuring that they are able to infiltrate anywhere.
How to Use: Camouflage can be used to disguise a character. S/he may put as many stones into the action as s/he likes, with situational modifiers depending on whether the Kai Lord wants to be disguised as a specific person (difficult) or simply to blend in with the members of a large group (simple). Anyone with a higher intelligence or social skills score than the number of red stones (plus/minus situational modifiers) the Kai Lord put in to the action may see through the disguise, as long as they take the time to properly look.
Example: Moon Lantern has a Camouflage Action at AN: 3. She places 3 stones in to Camouflage in order to disguise herself as a high-ranking officer in the Siyenese army. She knows that she needs to be more convincing to play the part. So she has stolen a Siyenese uniform (+1 situational modifier) and assorted paraphernalia (+1 situational modifier). She will don them and use them to infiltrate the court.
However, she had best steer clear of the real Siyenese officers, many of whom would be expected to know her. Also, if she is called upon to speak then she will have to use her Social Skills action to convince them. Sadly the Camouflage action does not allow you to suddenly learn foreign languages or imitate voices!
This action has another use: hiding. A Kai Lord may put stones into this action in order to fade into the background, gaining situational modifiers depending on how good the cover is. An opponent looking for something suspicious would have to put more stones into the Hunting/Tracking action than the Kai Lord put into Camouflage, in order to find the Kai. And as many people don't take the Hunting/Tracking action, that could be quite difficult.
Example: Moon Lantern is busy shadowing a Giak raiding party, putting 4 stones into Camouflage to remain hidden. The Giaks have no stones in Hunting/Tracking, so they cannot detect her. However, they have brought some of the vile Doomwolves with them. The Doomwolves have a powerful sense of smell and a high number in the hunting/tracking action. When the Doomwolves get her scent; Moon Lantern may well have to run for her life...
Notes: Obviously, this action can be combined with thieving or spying. As this is a mental power, it does not work on creatures that are entirely immune to telepathy.
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Post by bawonsamdi on Nov 2, 2006 11:00:02 GMT -5
Like i said i am very interrested by your work but i don't have the time to post a full review of what you have posted so far. But as soon as it become possible, i will.
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Post by Manticore on Jan 18, 2007 11:01:43 GMT -5
BARDMASTERY (AN# +1)
The bards of Magnamund scoff at the paltry attempts of the bards of other planes to master magic. (OOC: OK, so I made that bit up.)
With enough practise, a bard can become a multi-talented performer, proficient in the use of any musical instrument, able to sing, chant or compose epic tales and stimulate a wide range of emotions in any sentient audience. A bard is always ready to entertain; to amaze the audience with a clever trick or amuse them with a bawdy joke.
In practical terms this means that the bard gets:
• Ventriloquism • Mimicry • To combine Bardmastery with Social Skills when appropriate. • The ability to play most musical instruments without situational modifiers. • Busking for cash! • And all the fun and accomplishment of being a musician and a performer!
Notes: It’s quite cheap, because most of the ‘powers’ it gives you are very limited. Cunning players will find hundreds of uses for it, though.
Does this need an example of play as well, or is it pretty much self-explanatory?
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Post by Manticore on Jan 23, 2007 12:38:26 GMT -5
ELEMENTALISM (AN# +2) (Useable by Dessi Magicians and most other Sorcerers) This magical art summons aid from the forces of the world and the four elemental planes. This powerful magic allows the spellcaster to detach, affix, increase, concentrate, intensify, remove or accelerate matter for a specific purpose, e.g. remove air, intensify fire, shatter stone or summon thunder. This power requires 1 turn of preparation to use. The spirits take a while to answer the calling. Example: The Vakeros Warrior Marnoc has ventured into the dread castle of Kazan-Oud. He has tried to stay concealed from the Beastmen patrols, but a large group of them is approaching his hiding place and if he runs away he knows he may be discovered. They are carrying lit torches. It will take them 2 panels to reach his position, so Marnoc musters a new spell. He invokes the spirits of fire to douse the lights, putting 3 stones into Elementalism. After 1 panel of preparation, his spell comes into effect, and the lights go out. The Beastmen mill around in confusion while Marnoc takes the opportunity run away.Notes: Anyone who takes Elementalism gets a free level in Planar Lore. The versatility of this Action increases as the Action number increases. This action is essentially a mastery of elements (+2 cost for extraordinary versatility), plus 1 to cost level for Create/Manipulate. It's -1 to cost level for the extra panel of preparation. Options: - +1 to Cost level for Force Blast
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Post by Manticore on Jan 27, 2007 12:34:10 GMT -5
MINDSHIELD (AN#) Many creatures in Magnamund have the ability to attack using their psychic powers. This discipline allows a Kai Lord to create formidable mental defences to guard against mental damage or intrusion. Like 'force field', any stones placed into Mindshield are doubled, but are added to the Mental Defence rather than Defence. Example: The Kai Lord Wild Weasel sees a hooded figure standing in the middle of a forest glade. He goes to investigate, only to find that the hooded figure is that of a foul Vordak. Hastily, Wild Weasel puts 2 stones into Mindshield. He has a willpower score of 3, and the 2 stones in Mindshield are doubled and added to his willpower score for a total of 7 stones of mental defence. The Vordak's malicious gaze strikes at him, but Wild Weasel's powerful mental defences protect him from harm. He unsheathes his sword and prepares to engage the Vordak in Close Combat.Options: - If you purchase this action you may buy mental defence at -1 to cost level.
Notes: It's cheap, and it may just save your life.
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Post by Manticore on Jan 27, 2007 13:40:15 GMT -5
MODIFIER: Weaponmastery (Cost level +2)
Some fighters are exceptionally skilled with a particular type of weapon. While using that weapon they gain a modifier to their close combat score.
Sample Weapons: • Bow • Longsword • Short Sword • Axe • Spear • Warhammer • Mace
Notes: Of course, if you use any other type of weapon than the one you have skill with, then you don't get the modifier.
It's a bit like claws, except without the actual 'claws'. It enables fighters to be more efficient in combat.
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Post by Manticore on Jan 27, 2007 18:37:39 GMT -5
MINDBLAST (AN#+2)
This discipline enables a Kai Lord to attack using the force of her psyche. For the Kai, combat takes place on both the mental and physical planes and neither has precedence over the other. The mind is but another weapon, and it can be devastating against enemies that have no mental defence.
• Attack vs Mental Defence to cause damage. • Stones may be combined with those in Close Combat. (Be warned that the enemy can then combine his physical and mental defences). • May choose to cause stun damage instead.
Example: the Kai Lord, Swift Blade, is battling two Giaks at once. He puts three stones into Close Combat (+2 from his Short Sword) and 4 into Mindblast, and combines them into one devastating attack. The Giak has two stones into defence, and an intelligence score of 2. The Giak combines his mental defence and physical defence to try to stave off Swift Blade's combined attack. 5 stones of damage get through the Giak's defence, and the creature slumps to the floor and begins bleeding to death!
Options: -1 to Cost level if bought with Mindshield +2 to cost level for either a Willpower or Intelligence bonus
Notes: This action is quite powerful and definitely useful. With so many psychic creatures in Magnamund it is good to be able to fight them on their own terms.
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Post by Manticore on Jan 27, 2007 18:46:54 GMT -5
KAI LORD SPECIAL ABILITIES LIST: (And, because there is no limit on the number of actions, you can have all of these and more!)
Animal Kinship Camouflage Healing Mindblast Mind Over Matter Mindshield Sixth Sense (as Prescience)
Other (recommended) abilities: Close Combat Hunting/Tracking Ranged Combat Horsemanship Social Skills Spying
Possible Modifiers: Mental Defence Weaponmastery Animal Senses Enhanced Vision Reflexive Dodge
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Post by Manticore on Mar 19, 2007 2:42:01 GMT -5
MAGICAL ACTIONS LIST: Alchemy Astrology Black Magic Brotherhood Magic Elementalism Herbmastery High Magic (Only available to the Shianti and the Elder Magi) Magical Healing Mentalism Necromancy Psychometry Sorcery (the Magnamund version is different to the ill-defined MURPG action) Shamanism
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