Difference between revisions of "Priest Soldier Sorcerer Spy 3e EN:Archetypes"

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Minor Miracles is a short range (10 m) spell which spell permits the character to perform various minor miracles. The character can make small, unimportant objects appear and disappear; change the color, odor, taste, or temperature of a small, unimportant object; amplify their voice; purify or despoil a meal's worth of food or drink; ignite or extinguish nearby candles, fireplaces, or prepared campfires; change a harmless, inconsequential animal into a harmless, inconsequential object, or vice versa; and so on. The effects of Minor Miracles last until the end of the scene.
 
Minor Miracles is a short range (10 m) spell which spell permits the character to perform various minor miracles. The character can make small, unimportant objects appear and disappear; change the color, odor, taste, or temperature of a small, unimportant object; amplify their voice; purify or despoil a meal's worth of food or drink; ignite or extinguish nearby candles, fireplaces, or prepared campfires; change a harmless, inconsequential animal into a harmless, inconsequential object, or vice versa; and so on. The effects of Minor Miracles last until the end of the scene.
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====Modification Resistance====
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:''Standard action''
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Modification Resistance is a short range (10 m) spell which makes a character resistant against modification attacks: any attack which would damage or drain any of their attributes or powers, or any attack which would physically transform them against their will. A character granted Modification Resistance adds the caster's Power Level to their combat defense rolls when making a defense roll against such attacks. The effects of Modification Resistance last until the end of the scene.
  
 
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====Repel Undead====
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A character with Mental Resistance is resistant to mental attacks and unnatural coercion. When making a Mental Combat defense roll, the character's Power Level is added to their defense roll.
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A character with Mental Resistance is resistant to mental attacks and unnatural coercion. A character with Mental Resistance adds their Power Level to their Mental Combat defense rolls.
  
 
====Perfect Recall====
 
====Perfect Recall====

Latest revision as of 08:11, 9 July 2019

Arrow up 16x16.png Contents

Contents

Priest Soldier Sorcerer Spy includes the four eponymous basic archetypes which dominated the fantasy RPGs of the late 20th century. These are described below. Future volumes of the Bog-Standard Fantasy Game System will include other character archetypes.

Each archetype is associated with a number of special abilities (priests and sorcerers call these special abilities "spells"). A character can partake of more than one archetype: "sorcerer priest", for example, or "soldier spy". Archetypes are descriptive, not prescriptive.

Ability Cost

The more archetype abilities a character has, the more expensive the next ability will be. The first three abilities cost one point each, the next three abilities cost two points each, the next three abilities cost three points each, and so on.


Table: Ability descriptions and cost
Description Count Cost Per Ability
Typical 1-3 1
Great 4-6 2
Fantastic 7-9 3
Inconceivable 10-12 4
Epic 13-15 5
Legendary 16-18 6
Unearthly 19-21 7
Indescribable 22-24 8


Priest

Priests are the representatives for the deities and metaphysical entities that have a proprietary interest in the mortal world. A particular priest might devote themselves to a specific deity, or to a collection of associated deities. Some priests focus entirely on serving their gods, while others place primary importance on the well-being of their deity's worshipers. Most priests have the Theology skill, although it's not strictly required for the archetype.

A character with at least 5 character points spent on priest spells gains the special ability Sense Aura.

Sense Aura

Standard action
Prerequisite: 5 character points spent on priest spells

Sense Aura is a short range (10 m) ability which permits the priest to use a standard action to see the invisible emanations around people and things. The character may attempt a moderately difficult (DV 3) Perception (Reason + Power Level) roll to determine the color of the aura of a person or object (see the "Typical aura colors" table). The character may attempt a remarkably difficult (DV 6) Perception (Reason + Power Level) roll to sense whether the person or object has actively been in league with entities from beyond the mortal world, and whether the aura is "warm" (positive, life affirming) or "cold" (negative, life negating). A typical person's aura is slightly "warm", but even a person with a "cold" aura is not necessarily wicked: they could just be having a bad day.

The aura of a character with Mental Resistance is not able to be read. Their aura isn't missing: from the aura-sensing character's point of view, it has the same impression as a failed Perception (Reason + Power Level) roll.


Table: Typical aura colors
Color Temperament
Red In a positive light, red indicates a healthy ego: someone powerful, sensual, passionate, and energetic. In a negative light, red indicates anger, an unforgiving nature, or anxiety.
Orange In a positive light, orange indicates productivity and creativity: someone sociable, detail oriented, and courageous. In a negative light, it can indicate stress and addictions.
Yellow Indicates optimism, and easy-going nature, inspiration, and intelligence.
Green Indicates balance, growth, and a willingness to change. It is a strong indication of a love of people, animals, and nature.
Turquoise Indicates a sensitive, compassionate nature, that of a healer or a counselor.
Blue Indicates calm and focus. It is a strong indication of clarity, truthfulness, and an intuitive nature.
Indigo Indicates deep feeling: someone of profound intuition and sensitivity.
Violet Indicates a sensitive nature and greater than average psychic potential. May also indicate an artistic temperament.
Lavender Indicates great vision and imagination.


Priest Spells

Some spells have a prerequisite. In order to have a follow through spell, the character must have the prerequisite spell.

Animal Friendship
Animal Companion
Animal Control
Animate Dead
Create Undead
Divine Authority
Word Of Command
Minor Miracles
Major Miracles
Repel Undead
Command Undead
Destroy Undead

Unless otherwise noted, casting a spell requires a standard action.

Animal Companion

Standard action
Prerequisite: Animal Friendship

Animal Companion is a medium range (100 m) spell which allows a character to permanently befriend and mentally communicate with an ordinary animal. To permanently befriend and mentally communicate with an ordinary animal, the character must succeed at a Diplomacy (Presence + Power Level) roll against the Survival (Presence) roll of the animal. As a rule of thumb, the Presence of a domesticated animal is usually 2, and the Presence of a wild animal is usually 6.

Befriended animals operate independently of the character befriending them. Making a new request of a befriended animal requires a free action. An animal companion has the normal attributes, movement, and attack types that kind of animal would have. However, befriended animals are resistant to further mental manipulation, having Presence equal to the character who befriended them, or their natural Presence, whichever is greater.

The effects of Animal Companion last until the character casts Animal Companion on a different animal, whether or not that attempt is successful.

Animal Control

Standard action
Prerequisite: Animal Friendship

Animal Control allows a character to communicate with and mentally control all non-sentient animals within short range (10 m). To communicate with and mentally control all non-sentient animals within short range, the character must succeed at a Manipulation (Presence + Power Level) roll against the Survival (Presence) roll of the animal within range with the highest Presence. As a rule of thumb, the Presence of a domesticated animal is usually 2, and the Presence of a wild animal is usually 6.

Controlled animals operate independently of the character controlling them. Giving a new command to the controlled animal requires a free action. Controlled animals have the normal attributes, movement, and attack types that those kinds of animals would have. However, controlled animals are resistant to further mental manipulation, having Presence equal to the character controlling them, or their natural Presence, whichever is greater.

The effects of Animal Control last until the end of the scene.

Animal Friendship

Standard action
Follow through spells: Animal Companion, Animal Control

Animal Friendship is a short range (10 m) spell which allows a character to temporarily befriend and mentally communicate with an ordinary animal. To temporarily befriend and mentally communicate with an ordinary animal, the character must succeed at a Diplomacy (Presence + Power Level) roll against the Survival (Presence) roll of the animal. As a rule of thumb, the Presence of a domesticated animal is usually 2, and the Presence of a wild animal is usually 6.

Befriended animals operate independently of the character befriending them. Making a new request of a befriended animal requires a free action. A befriended animal has the normal attributes, movement, and attack types that kind of animal would have. However, befriended animals are resistant to further mental manipulation, having Presence equal to the character who befriended them, or their natural Presence, whichever is greater.

The effects of Animal Friendship last until the end of the scene. The maximum number of animals a character may befriend during a scene is equal to their Power Level.

Animate Dead

Standard action
Follow through spells: Create Undead

Animate Dead is a close range (1 m) spell which allows a character to return a semblance of life to a dead body. Animating a dead body requires a successful remarkably difficult (DV 6) Manipulation (Presence + Power Level) roll. The animated dead creature is not technically sentient, but it will do its best to obey the wishes of the priest. Animated dead operate independently of the character that animated them. Making a new request of an animated dead requires a free action. The effects of Animate Dead last until the end of the scene.

Bless The Land

Standard action

Bless The Land is a long range (1,000 m) spell which allows a character to cause crops to thrive, livestock to be healthy and strong, grain to stay fresh in its granaries, milk to stay sweet in its jugs, and so on. Bless The Land affects all foodstuffs, crops, and domesticated animals within 1,000 meters of the caster. The effects of Bless The Land last for a season, or until they are reversed by someone casting Blight The Land.

Blight The Land

Standard action

Blight The Land is a long range (1,000 m) spell which allows a character to cause crops to fail, livestock to grow sick, grain to spoil, milk to go sour, and so on. Blight The Land affects all foodstuffs, crops, and domesticated animals within 1,000 meters of the caster, other than that carried or owned by the caster and her allies. The effects of Blight The Land last for a season, or until they are reversed by someone casting Bless The Land.

Cause Harm

Standard action

Cause Harm is a close range (1 m) attack which inflicts Endurance damage. Attacking with Cause Harm requires a successful Close Combat (Presence + Power Level) roll against the Close Combat (Presence) roll of the target. If the attacker succeeds at this roll, then the target's Endurance is reduced by one (or more, if using the optional margin of success rules). Cause Harm ignores all normal forms of protection such as armor. However, Cause Harm is completely ineffective against non-living objects, even if they are sentient.

Command Undead

Standard action
Prerequisite: Repel Undead

Command Undead is a short range (10 m) spell which allows the character to control a single undead creature within range. To gain control over an undead creature, the character must succeed at a Mental Combat (Presence + Power Level) roll against the Mental Combat (Presence) roll of the undead. If the priest's roll succeeds, the undead creature becomes friendly to the priest, and it will do its best to obey the wishes of the priest. Giving a new command to a controlled undead requires a free action. Command Undead is a short range (10 m) power, but once the Command Undead is successful, the undead creature will remain under loyal even if it leaves this range. The undead target will continue to obey the priest until the end of the scene.

Any undead which has a Power Level greater than that of the caster is immune to this spell.

Courage

Standard action

Courage is a short range (10 m) spell which allows a character to fill the caster and her allies with confidence and courage, making them immune to fear (including the Fear spell). The priest and her allies also receive an attack bonus while under the affects of a Courage spell. If a character is affected by several simultaneous Courage spells, only a single Courage spell attack bonus applies to any given roll. The effects of Courage last until the end of the scene.

Create Undead

Standard action
Prerequisite: Animate Dead

Create Undead is a close range (1 m) spell which allows a character to return a semblance of life to a dead body. Creating an undead creature requires a successful remarkably difficult (DV 6) Manipulation (Presence + Power Level) roll.

An undead created with this spell operates independently of the character that animated it, but it is friendly to its creator, and it will do its best to obey its creator's wishes. Making a new request of the undead creature requires a free action. The Brawn and Agility of the undead is equal to the Power Level of the character that created it. Undead created with this spell have a very limited form of intelligence, with Reason and Presence of 1.

The effects of Create Undead last until the undead creature is destroyed. The maximum number of undead a character may create is equal to their Power Level.

Destroy Undead

Standard action
Prerequisite: Repel Undead

Destroy Undead is a short range (10 m) spell which allows a character to obliterate any undead within range. Destroying an undead creature requires a successful Mental Combat (Presence + Power Level) roll against the Mental Combat (Presence) roll of each undead within range. If the priest's roll meets or exceeds the target number for an undead within range, that undead is blasted into dust.

Any undead which has a Power Level greater than that of the caster is immune to this spell.

Divine Aid

Constant

The character can occasionally call on her deities for help. The character begins each game with one extra plot point. Divine Aid is a particularly good justification for a bonus die, an attribute surge, or even a retcon.

Divine Authority

Standard action
Follow through spells: Word Of Command

The Divine Authority spell allows the priest to become naturally, effortlessly compelling. The character gains a bonus die on relevant Presence rolls. The effects of Divine Authority last until the end of the scene.

Divine Protection

Standard action

Divine Protection is a short range (10 m) spell which spell allows a character to call upon her deity for protection. The priest and her allies receive a defense bonus while under the affects of a Divine Protection spell. If a character is affected by several simultaneous Divine Protection spells, only a single Divine Protection spell defense bonus applies to any given roll. The effects of Divine Protection last until the end of the scene.

Fear

Standard action

Fear is a short range (10 m) spell which allows a character to fill a target's heart with terror. Attacking with Fear requires a successful Mental Combat (Presence + Power Level) roll against the Mental Combat (Presence) roll of the target. If the priest succeeds on this roll, the victim must flee from the priest. They will continue to flee from the priest until they are injured or until the end of the scene, whichever happens first.

Healing Touch

Standard action

Healing Touch is a close range (1 m) spell which restores lost Endurance. The character with Healing Touch may attempt a moderately difficult (DV 3) Medicine (Reason + Power Level) roll to heal the victim's injuries. If the character succeeds at this roll, then one Endurance is restored to the victim (or more, if using the optional margin of success rules).

Healing Touch can remove diseases, pathogens, and poisons from the target. The character with Healing Touch may attempt a moderately difficult (DV 3) Medicine (Reason + Power Level) roll to cure a single disease or purge a single toxin from the victim's system.

Major Miracles

Standard action
Prerequisite: Minor Miracles

Major Miracles is a medium range (100 m) spell which spell permits the character to make dramatic changes to the environment and any nonliving objects. The character may also summon or dismiss small ordinary creatures or vermin, such as snakes, rats, grasshoppers, and fleas. The character can make the ground shake, can part the waters of a river, can change the weather from a sunny day to a thunderstorm, can summon a plague of locusts, and so on. While impressive, the effects of Major Miracles can't cause direct damage or injury to any intelligent beings. The effects of Major Miracles last until the end of the scene.

Minor Miracles

Standard action
Follow through spells: Major Miracles

Minor Miracles is a short range (10 m) spell which spell permits the character to perform various minor miracles. The character can make small, unimportant objects appear and disappear; change the color, odor, taste, or temperature of a small, unimportant object; amplify their voice; purify or despoil a meal's worth of food or drink; ignite or extinguish nearby candles, fireplaces, or prepared campfires; change a harmless, inconsequential animal into a harmless, inconsequential object, or vice versa; and so on. The effects of Minor Miracles last until the end of the scene.

Modification Resistance

Standard action

Modification Resistance is a short range (10 m) spell which makes a character resistant against modification attacks: any attack which would damage or drain any of their attributes or powers, or any attack which would physically transform them against their will. A character granted Modification Resistance adds the caster's Power Level to their combat defense rolls when making a defense roll against such attacks. The effects of Modification Resistance last until the end of the scene.

Repel Undead

Standard action
Follow through spells: Command Undead, Destroy Undead

Repel Undead is a short range (10 m) spell which allows a character to drive away all undead within range. Casting Repel Undead requires a successful Mental Combat (Presence + Power Level) roll against the Mental Combat (Presence) roll of each undead within range. If the priest's roll meets or exceeds the target number for an undead within range, that undead must flee from the priest. The undead will continue to flee from the priest until it is injured or until the end of the scene, whichever happens first.

Any undead which has a Power Level greater than that of the caster is immune to this spell.

Shield Of Faith

Standard action

The Shield Of Faith spell allows a character to surround herself with the power of her deity, which protects them against most forms of tangible (not mental) damage. A character with Shield Of Faith adds their Power Level to their combat defense rolls. The effects of Shield Of Faith last until the end of the scene.

Spiritual Weapon

Free action

The character may imbue her current weapon with the power of her deity. The character's Power Level is added to the character's attack roll. The effects of Spiritual Weapon last until the end of the scene.

Telepathy

Standard action

Telepathy is a short range (10 m) attack spell which permits a character to communicate directly with the mind of another person.

To communicate directly with the mind of an unwilling person, the character must succeed at a Mental Combat (Presence + Power Level) roll against the Mental Combat (Presence) roll of the target. With a successful attack roll, the attacker may mentally communicate with the target and may read their surface thoughts. If using the optional margin of success rules, the attacker may read the target's memories if the attacker achieves a margin of success of 3 or more (each memory viewed requires a separate roll). To break free of the Telepathy, an unwilling target must make a successful Mental Combat (Presence) roll against the Mental Combat (Presence + Power Level) roll of the attacker.

To communicate directly with the mind of a willing person, no attack roll is needed. With a willing target, the telepath may mentally communicate with the target and may read their surface thoughts and (if the target consents) their memories. A willing participant may end the telepathic contact at any time.

Word Of Command

Standard action
Prerequisite: Divine Authority

Word Of Command is a short range (10 m) attack spell which allows the character to influence a living creature's behaviour, forcing the target to obey the character's command. To influence a living creature's behaviour, the character must succeed at a Mental Combat (Presence + Power Level) roll against the Mental Combat (Presence) roll of the target. Giving a new command to the target requires a free action. Word Of Command is a short range (10 m) power, but once the Word Of Command is successful, it will remain so even if the target leaves this range.

Characters under the influence of Word Of Command are not as effective as those whose wills are their own. Any roll attempted by a character under the influence of Word Of Command (other than trying to break out of it) incurs a penalty die, and a character under the influence of Word Of Command is not able to spend plot points on anything other than trying to break out of it.

To break free of the Word Of Command, the target must make a successful Mental Combat (Presence) roll against the Mental Combat (Presence + Power Level) roll of the attacker. If the character succeeds at this roll, they may use their remaining movement action.

If the character has not broken free of the Word Of Command by the end of the scene, then they break free of it shortly thereafter. The target of Word Of Command will not remember any actions they took while under the influence of the power. These memories may be able to be retrieved through the use of hypnosis, Telepathy, and so on.

Soldier

Soldiers are experts in the many ways that people have found to hurt one another. A particular soldier might focus on mastering a specific type of weapon, while another might seek to be proficient in every possible form of combat. Some soldiers serve as part of a larger unit or in the service of some patron, while others are interested in the martial arts as an end in itself. Most soldiers have the Close Combat and Ranged Combat skills, although it's not strictly required for the archetype.

A character with at least 5 character points spent on soldier special abilities gains the special ability Assess Opponent.

Assess Opponent

Standard action
Prerequisite: 5 character points spent on soldier special abilities

A character with Assess Opponent can use a standard action to evaluate the combat prowess of someone they can observe. To evaluate an opponent, the character must succeed at a moderately difficult (DV 3) Perception (Reason) roll. With a successful roll, the soldier knows their opponent's Brawn and Agility, whether the subject has the Close Combat and Ranged Combat skills, and whether the subject has expertise in either of those skills.

Soldier Special Abilities

Art Of War

Constant

A character with the Art Of War special ability is able to gain a tactical benefit during an encounter at a time chosen by the player. The form this takes can vary, and should be negotiated between the player and the GM, but a relatively typical use of Art Of War would be similar to the use of a plot point. Generally speaking, a character should be permitted to use Art Of War once per game session, unless the GM makes an exception.

Barrage

Standard action

Barrage is a standard action that allows the character to make a Ranged Combat (Agility) attack that strikes everyone within 10 meters of the target point. The maximum range to the target point is based on the ranged weapon being used. The targets must each attempt a Ranged Combat (Agility) roll to defend against the attack, as usual.

Blindfighting

Constant

Normally, if an attacker can't see the defender, the attacker incurs a penalty die, and if a defender can't see the attacker, the defender incurs a penalty die. If an attacker has the Blindfighting special ability, they do not incur a penalty die when they are unable to perceive the defender. If a defender has the Blindfighting special ability, they do not incur a penalty die when they are unable to perceive their attacker.

Combat Reflexes

Constant

A character with the Combat Reflexes special ability may take additional actions at the end of a round, such as movement actions or standard actions. All of the character's additional actions are resolved after all other rolls are resolved that round.

During each game session, the number of additional actions the character may use is equal to their Agility. The character may only use half of their total additional actions in any one round, and once an additional action has been used, it may not be used again in that game session. The player may wait until the end of the round before deciding whether their character will use any of their additional actions.

Hard Target

Constant

When making a Ranged Combat defense roll, the character may substitute their Brawn for their Agility. The player may choose which attribute to use on a case by case basis.

Leadership

Constant

A character with the Leadership special ability excels at working with others, and other people are more effective with the character than they are alone. A character with the Leadership special ability can spend their own plot points on behalf of their teammates and allies, and their allies may spend plot points on behalf of the character with the Leadership special ability.

Close Combat Lethality

Standard action

A character with the Close Combat Lethality special ability can strike at the most vulnerable points of an opponent. When making a Close Combat roll, the character's Power Level is added to the character's attack roll.

Minions

Constant

A character with the Minions special ability has one or more minor, mostly nameless lackeys of marginal usefulness. Such minions might be followers, henchmen, servants, or squires. There is no set limit to the number of minions a character might have, subject to the GM's approval, but the more minions there are, the less competent they are. For example, if a character has just three minions -- a squire, a cook, and a groom -- they might be reasonably competent at their respective assignments (3 in each of their pertinent attributes, with relevant skills). If the character has dozens of minions, however, the best among them would have attributes as high as 2, and none of them would have any skills requiring significant training.

Minions are primarily a fun asset for the character. They are not generally useful in combat, and are mainly used for flavor and as a foil for roleplaying. Minions should never steal the limelight from a player character.

Ranged Lethality

Constant

A character with the Ranged Lethality special ability can strike at the most vulnerable points of an opponent. When making a Ranged Combat roll, the character's Power Level is added to the character's attack roll.

Reputation

Constant

A character with the Reputation special ability is widely known, perhaps due to their exploits or achievements, or possibly because they are from a noble or notorious family. People who are impressed by this reputation may be more likely to cooperate with the character, and the character can sometimes gain favors from strangers. The character gains a bonus die on relevant Presence rolls.

Sharpshooter

Constant

In the hands of a character with the Sharpshooter special ability, the effective range of ranged weapons is doubled. Short range (10 m) weapons have an effective range of 20 meters, medium range (100 m) weapons have an effective range of 200 meters, and long range (1,000 m) weapons have an effective range of 2,000 meters.

Whirlwind Attack

Standard action

The Whirlwind Attack special ability permits a character to make Close Combat attacks against everyone within reach of the character simultaneously. The targets must each attempt a Close Combat (Brawn) roll to defend against the attack, as usual.

Sorcerer

Sorcerers are students of the arcane forces which permeate the material world. A particular sorcerer might concentrate their studies on the occult qualities behind ordinary material substances, while other sorcerers spend their time deciphering the incomprehensible formulae which define seemingly mundane phenomena. Some sorcerers are reclusive and interested only in theory, while others are adventurous and seek to test their arcane powers in the "laboratory of the world". Most sorcerers have the Thaumaturgy skill, although it's not strictly required for the archetype.

A character with at least 5 character points spent on sorcerer spells gains the special ability Mage Sight.

Mage Sight

Standard action
Prerequisite: 5 character points spent on sorcerer spells

Mage Sight is a short range (10 m) spell which allows a character to sense the presence of magic and those who can wield it. To perceive a source of magic, the character must succeed at a moderately difficult (DV 3) Perception (Reason + Power Level) roll. If the target of the sorcerer's attention is another magic-using being, the sorcerer knows their opponent's Power Level and the number of spells they know. If the target of the sorcerer's attention is a magic object, the sorcerer learns the general purpose of the object's magic, and has a rough idea how to activate it.

Mage Sight has other uses, as well. For example, if a character with Mage Sight is being spied upon using a Wandering Eye or Scry spell, they may use a reaction to attempt a moderately difficult (DV 3) Perception (Reason + Power Level) roll to notice the fact (a person without Mage Sight does not have the ability to notice when they are being magically spied upon).

Sorcerer Spells

Some spells have a prerequisite. In order to have a follow through spell, the character must have the prerequisite spell.

Arcane Blast
Arcane Explosion
Mage Hand
Telekinesis
Minor Conjuration
Major Conjuration
Minor Illusion
Major Illusion
Minor Invisibility
Major Invisibility
Shadow Step
Teleport
Wandering Eye
Scry

Unless otherwise noted, casting a spell requires a standard action.

Arcane Blast

Standard action
Follow through powers: Arcane Explosion

Arcane Blast is a medium range (100 m) attack spell which inflicts Endurance damage. Attacking with Arcane Blast requires a successful Ranged Combat (Agility + Power Level) roll against the Ranged Combat (Agility) roll of the target. The character must choose which type of magical damage the Arcane Blast inflicts (acid, bludgeoning, cold, fire, lightning, or slashing). This spell may be purchased more than once, with a different damage type each time.

Arcane Explosion

Standard action
Prerequisite: Arcane Blast (of the same damage type)

Arcane Explosion is a medium range (100 m) attack spell which inflicts Endurance damage to everyone within short range (10 m) of the target. Attacking with Arcane Explosion requires a successful Ranged Combat (Agility + Power Level) roll against the Ranged Combat (Agility) roll of the target.

The attacker rolls once for the explosion. Normally, each target in the affected area rolls individually against the attack, but if the GM prefers, she may roll once for each group of similar targets.

The character must choose which type of magical damage the Arcane Explosion inflicts (acid, bludgeoning, cold, fire, lightning, or slashing). This spell may be purchased more than once, with a different damage type each time.

Arcane Sanctum

Standard action

The character can summon a small, nondescript residence which appears completely ordinary from the outside. Inside, it has dozens of rooms, including a kitchen, stable, smithy, and supplies and equipment reasonable for the character's background and skills. The character can grant access to anyone she pleases, and they can enter and leave as they wish, but no one else can gain entry by any means. The Arcane Sanctum will remain in place as long as the character who created it remains inside, but if the creator is absent for more than an hour, the sanctum will disappear; when this happens, anyone still inside will appear where the sanctum once stood. Arcane Sanctum is not generally useful in combat, and is mainly used for flavor and a setting for roleplaying.

Arcane Shield

Standard action

The Arcane Shield spell allows a character to summon an invisible force that protects them against most forms of tangible (not mental) damage. A character with Arcane Shield adds their Power Level to their combat defense rolls. The effects of Arcane Shield last until the end of the scene.

Cantrips

Standard action

The character can occasionally produce small but useful bits of magic. The character begins each game with one extra plot point. Cantrips are a particularly good justification for a bonus die, an attribute surge, or even a retcon.

Darkness

Standard action

Darkness is a medium range (100 m) spell which allows the caster to create a source of magical shadow which cancels out any non-magical sources of light. The source of the darkness may be a point in space or an object. While the Darkness spell is in effect, the object creates complete darkness (equivalent to being underground) within short range of the source (10 m), and deep shadow (equivalent to a dark night) out to twice that distance (20 m). If an attacker can't see the defender, the attacker incurs a penalty die. Conversely, if a defender can't see the attacker, the defender incurs a penalty die.

The effects of the Darkness spell last until the end of the scene. If Darkness is cast in an area that overlaps any part of a Light spell, both the Darkness and the Light are dispelled.

Evil Eye

Standard action

Evil Eye is a short range (10 m) attack spell which inflicts "stunning" damage. Attacking with Evil Eye requires a successful Mental Combat (Presence + Power Level) roll against the Mental Combat (Presence) roll of the target. If the attacker succeeds at this roll, then the target's Endurance is reduced by one (or more, if using the optional margin of success rules). Evil Eye ignores all normal forms of protection such as armor. However, Evil Eye is completely ineffective against non-living objects, even if they are sentient.

Damage from Evil Eye is temporary. Record it separately; it all comes back after the fight is over, when the character has had a chance to rest and recuperate.

Familiar

Standard action

The Familiar spell allows a character to summon and form a magical bond with an ordinary animal within long range (1,000 m). Summoning a familiar requires a successful remarkably difficult (DV 6) Diplomacy (Presence + Power Level) roll.

Having a familiar grants the following abilities:

  • The caster can mentally communicate with the animal, as long as it is within medium range (100 m).
  • The caster can use a standard action to know the location of the animal as long as it is on the same plane of existence.
  • Any spell the character casts on herself can simultaneously be cast on the familiar, as long as it is within medium range (100 m).
  • The character can use her turn to see through the eyes of the familiar, similar to the Wandering Eye spell.
  • The Reason and Presence of the familiar animal become equal to the character with whom they are bonded.

However, having a familiar has one great cost: any Endurance damage taken by the familiar is also taken by the character with whom the animal has bonded. For example, if the familiar suffers two points of Endurance damage, so does the character with whom it is bonded.

Familiar animals operate independently of the character with whom they are bonded. Making a new request of an animal familiar requires a free action. The effects of Familiar last until the character casts Familiar again, whether or not that attempt is successful.

Fly

Standard action

The Fly spell allows the caster to grant herself the ability to fly. While under effects of the Fly spell, the character can use a movement action to fly at her ground speed. She is also comfortable in the extreme cold and thin air found at high altitudes. The effects of the Fly spell last until the end of the scene.

Light

Standard action

Light is a medium range (100 m) spell which allows the caster to create a source of illumination. The source of the illumination may be a point in space or an object. While the Light spell is in effect, the object creates bright illumination within short range of the source (10 m), and dim light out to twice that distance (20 m). The effects of the Light spell last until the end of the scene. If Light is cast in an area that overlaps any part of a Darkness spell, both the Light and the Darkness are dispelled.

Mage Hand

Standard action
Follow through powers: Telekinesis

Mage Hand is a short range (10 m) spell which allows the caster to move or manipulate objects. The Brawn they may exert is equal to the character's Power Level. If the magician wants to exert this strength to make an attack, this requires a successful Ranged Combat (Agility + Power Level) roll against the Ranged Combat (Agility) roll of the target. The effects of Mage Hand last until the caster chooses to end the spell, or until the end of the scene, whichever comes first.

Major Conjuration

Standard action
Prerequisite: Minor Conjuration

Major Conjuration is a medium range (100 m) spell which permits the character to create complex, nonliving objects. The character can summon a banquet table with food for an army, can create a stone wall or bridge, can create an impenetrable fog, can fill a chasm with water, and so on. While impressive, the effects of Major Conjuration can't cause direct damage or injury to any intelligent beings. The effects of Major Conjuration last until the end of the scene.

Major Illusion

Standard action
Prerequisite: Minor Illusion

Major Illusion is a medium range (100 m) spell which permits the character to create complex, realistic three-dimensional phantasms anywhere within medium range (100 m), complete with all associated sensory accompaniment. An illusory lion will roar, illusory snow will feel cold and wet, and so on.

While the illusions created by this spell are completely convincing, they don't actually exist. The bite of an illusory dog will not break the skin, the touch of illusory liquid will not cause wetness, and an illusory bridge will not support the weight of anyone. The tactile aspect of an illusion will only be convincing if the contact is fleeting or feather-light: any significant physical interaction with an illusion provides an observer with a good reason to suspect that the apparition is not the genuine article.

Anyone who observes a Major Illusion and who has a good reason to suspect its true nature may attempt a Perception (Reason) roll against the creator's Deception (Presence + Power Level) roll. If the Perception (Reason) roll succeeds, the observer sees the Major Illusion for what it is, and may respond appropriately. The effects of Major Illusion last until the end of the scene.

Major Invisibility

Standard action
Prerequisite: Minor Invisibility

The Major Invisibility spell permits the character to become transparent, hidden from normal sight until the character casts a spell, or until the end of the scene, whichever comes first. If an attacker can't see the defender, the attacker incurs a penalty die, and if a defender can't see the attacker, the defender incurs a penalty die.

Minor Conjuration

Standard action
Follow through powers: Major Conjuration

Minor Conjuration is a short range (10 m) spell which allows the sorcerer to perform various magical tasks of an inconsequential nature. The character can make small, unimportant objects appear and disappear; change the color, odor, taste, or temperature of a small, unimportant object; purify or despoil a meal's worth of food or drink; amplify their voice; ignite or extinguish nearby candles, fireplaces, or prepared campfires; change a harmless, inconsequential animal into a harmless, inconsequential object, or vice versa; and so on. The effects of Minor Conjuration last until the end of the scene.

Minor Illusion

Standard action
Follow through powers: Major Illusion

Minor Illusion is a short range (10 m) spell which permits the character to create simple, motionless three-dimensional phantasms.

While the illusions created by this spell are completely convincing, they don't actually exist. The bite of an illusory dog will not break the skin, the touch of illusory liquid will not cause wetness, and an illusory bridge will not support the weight of anyone. The tactile aspect of an illusion will only be convincing if the contact is fleeting or feather-light: any significant physical interaction with an illusion provides an observer with a good reason to suspect that the apparition is not the genuine article.

Anyone who observes a Minor Illusion and who has a good reason to suspect its true nature may attempt a Perception (Reason) roll against the creator's Deception (Presence + Power Level) roll. If the Perception (Reason) roll succeeds, the observer sees the Minor Illusion for what it is, and may respond appropriately. The effects of Minor Illusion last until the end of the scene.

Minor Invisibility

Standard action
Follow through powers: Major Invisibility

The Minor Invisibility spell permits the character to become transparent, hidden from normal sight until the character casts a spell or makes an attack, or until the end of the scene, whichever comes first. If an attacker can't see the defender, the attacker incurs a penalty die. Conversely, if a defender can't see the attacker, the defender incurs a penalty die.

Mist Form

Standard action

The Mist Form spell permits the character to transform themselves into an undifferentiated vapourous mass, able to fly at one-half their ground speed, and to squeeze under doors and through keyholes. The character is unable to take any actions other than movement actions while in mist form. They are immune to conventional attacks while in mist form, but they are still susceptible to magical attacks. The effects of Mist Form last until the caster chooses to end the spell, or until the end of the scene, whichever comes first.

Scry

Standard action
Prerequisite: Wandering Eye

A Scry spell permits a character to observe a person or place with which they are familiar, usually by viewing it in a smooth surface such as a pool of water, a mirror, or a crystal ball. The distance to the person or place being observed is essentially unlimited, but it must be familiar to the caster and on the same plane of existence. The effects of Scry last until the caster chooses to end the spell, or until the end of the scene, whichever comes first. A Scry spell is never completely reliable: it is primarily a roleplaying spell under the control of the GM.

Shadow Step

Standard action
Follow through powers: Teleport

The Shadow Step spell allows the caster to grant herself the ability to step momentarily into the shadow plane. Immediately after casting the Shadow Step spell, the caster may use a movement action to travel to any point they can see within short range (10 m) without traversing the intervening space. A character using Shadow Step may carry with them whatever they can carry, based on their Brawn. This may include equipment, or even other characters.

Shapeshift

Standard action

The Shapeshift spell allows a character to change their size, shape, and appearance. The character may re-assign their physical traits (Agility and Brawn) to suit their new shape, as long as the total of Agility + Brawn remains the same or lower. The character may become twice as large, or may shrink to one-quarter their natural size. Assuming the shape of a specific person, creature, or object requires a successful remarkably difficult (DV 6) Deception (Presence + Power Level) roll. The effects of Shapeshift last until the caster chooses to end the spell, or until the end of the scene, whichever comes first.

Silent Conversation

Standard action

The Silent Conversation spell allows the caster to communicate telepathically with someone they have previously seen. The other party to the conversation must be on the same plane of existence. This conversation is consensual, and the recipient can choose not to hear the caster. If the spell fails, the caster will know whether it was because the intended target was dead, asleep, on another plane of existence, or refused to participate. The effects of Silent Conversation last until the caster or the other participant chooses to end the conversation, or until the end of the scene, whichever comes first.

Sleep

Standard action

Sleep is a medium range (100 m) spell which makes enemies within short range (10 m) of the target fall unconscious. Casting Sleep requires a successful Mental Combat (Presence + Power Level) roll against the Mental Combat (Presence) roll of each target in the affected area. If the caster's roll meets or exceeds the target number for an enemy within range, that enemy falls into a deep slumber.

Sleep may potentially affect any number of enemies within the affected area. The caster chooses the order in which enemies are affected, and enemies each roll separately against the spell. The spell continues until the caster's roll fails to put an enemy to sleep, or until the caster runs out of enemies within the affected area. An enemy put to sleep by the Sleep spell will awaken if they are roughly jostled or if they take damage. Enemies who are still asleep at the end of the scene will awaken shortly thereafter.

Swim

Standard action

The Swim spell allows the caster to grant herself the ability to breathe underwater and swim. While under effects of the Swim spell, the character can use a movement action to swim at her ground speed. She is also comfortable in the cold and extreme pressure found in the ocean depths. The effects of the Swim spell last until the end of the scene.

Telekinesis

Standard action
Prerequisite: Mage Hand

Telekinesis is a medium range (100 m) attack spell which permits a character to grapple a character or object without touching it. Attacking with Telekinesis requires a successful Ranged Combat (Agility + Power Level) roll against the Ranged Combat (Agility) roll of the target. Grabbing inanimate objects with Telekinesis is generally automatic, unless the GM wants to make it difficult for some reason.

If the attacker's roll is equal to or greater than the defender's roll, they may choose to cause one point of Endurance damage to the defender (or more, if using the optional margin of success rules), or they may restrain the defender. A restrained character is not helpless, but they can't use normal movement until they break free of Telekinesis. Attacking a restrained character is easier, and a restrained character's attacks are easier to avoid: a restrained attacker incurs a penalty die on all attack rolls, defense rolls, and skill rolls while restrained by Telekinesis.

The maximum mass the character can lift with their Telekinesis is based on the character's Power Level.


Table: Telekinesis
Power Level Lift Throw
(25 kg)
1 37 kg 1 m
2 54 kg 1 m
3 79 kg 2 m
4 120 kg 2 m
5 170 kg 4 m
6 250 kg 5 m
7 370 kg 8 m
8 540 kg 11 m
9 960 kg 20 m
10 1,700 kg 35 m
  1. Throw (25 kg) indicates the farthest distance that a character could throw a compact object weighing 25 kg. To see how far a character can throw heavier objects, subtract the Power Level required to lift the object from the character's total Power Level. Look up the difference in the "Brawn" column: this indicates how far the character can throw the object. For example, a character with Brawn 8 could throw an object weighing 60 kg (such as a cooperative slender human) up to 5 meters.
Breaking Free Of Telekinesis

Breaking free of Telekinesis requires a standard action. To break free of the Telekinesis, the restrained character must attempt a Close Combat roll using their Agility or Brawn (whichever is greater) against the attacker's Ranged Combat (Agility + Power Level) roll. If the restrained character has Telekinesis, they may add their Power Level to this roll. If the restrained character's roll is equal to or greater than the grappling character's roll, the restrained character has broken free of the Telekinesis, and they may use their movement action for that turn. Alternately, the attacker may release the restrained character at any time, without using an action.

Hurting A Held Target

If the attacker wishes to exert telekinetic strength in an attempt to hurt the restrained character, they must use an action to make another Ranged Combat (Agility + Power Level) roll against the restrained character's Close Combat roll, using the restrained character's Agility or Brawn (whichever is greater).

Moving A Held Target

A character with Telekinesis may move what they are holding with the power. If the attacker wishes to move or throw the held character, the distance an attacker may move the defender is based on the Power Level of the attacker and the mass of the restrained character. First, look up the mass of the defender or object to be moved in the "Lift" column (rounding to the nearest mass value), and find the corresponding Power Level for that mass. Subtract that from the Power Level of the attacker, and look up that resulting value in the "Throw" column. This is how far the attacker can move or throw the held character.

Teleport

Standard action
Prerequisite: Shadow Step

The Teleport spell allows the caster to grant herself the ability to step into the shadow plane and reappear elsewhere. Immediately after casting the Teleport spell, the caster may use a movement action to travel to any point intimately familiar to the caster and on the same plane of existence, or any point she can see within long range (1,000 m), without traversing the intervening space. A character using Teleport may take as many people with them as are physically touching her, along with anything the caster and her fellow travelers are carrying.

Wandering Eye

Standard action
Follow through powers: Scry

The Wandering Eye spell allows the caster to create an invisible, intangible flying eye. For the duration of the spell, the caster can see only through the Wandering Eye (she is blind to what her own eyes can see), but her other natural senses are unimpaired. Each round, the Wandering Eye can move up to the caster's normal walking distance. The effects of Wandering Eye last until the caster chooses to end the spell, or until the end of the scene, whichever comes first.

Spy

Spies are experts in going where they are unwelcome and finding out things that others don't want them to know. A particular spy might focus on mastering a specific type of weapon, while another might seek to be proficient in every possible form of combat. Some spies serve as part of a larger unit or in the service of some patron, while others are interested in the martial arts as an end in itself. Most spies have the Lockpicking and Ranged Combat skills, although it's not strictly required for the archetype.

A character with at least 5 character points spent on spy special abilities gains the special ability Danger Sense.

Sense Danger

Constant
Prerequisite: 5 character points spent on spy special abilities

Sense Danger permits a character to use a reaction to sense an imminent attack and avoid being surprised, even if there is no way for the character to see the attack coming. To perceive a source of danger, the character must succeed at a moderately difficult (DV 3) Perception (Reason) roll. If the Sense Danger roll is successful, the character gains a bonus die on their defense roll against the attack. Sense Danger is a reaction: a character with Sense Danger may attempt to predict as many attacks as they like, as often as they like.

Spy Special Abilities

Cat Burglar

Constant

A character with the Cat Burglar special ability can use a movement action to move at their normal ground speed along walls, ceilings, and other surfaces as if they were level.

Connected

Constant

"I know a guy." The character has a wide ranging network of friends, rivals, and former associates. From time to time, the character can contact one of these people, and have a reasonable chance of getting a favour from them. When the character wants to get a favour from someone, the player names the NPC and briefly describes how their character knows this contact. When the character meets their contact, they must attempt a moderately difficult (DV 3) Diplomacy (Presence) roll to see how their contact receives them. The GM may increase the difficulty or grant a bonus die on the player's roll, depending on the situation.

Convincing

Constant

The character has elevated dishonesty to an art form. They receive a bonus die on Deception rolls.

Elusive

Constant

A character with the Elusive gift is fast on their feet and good at rolling with the punches. When making a Close Combat defense roll, the character may substitute their Agility for their Brawn. The player may choose which attribute to use on a case by case basis.

Lightning Strike

Constant

A character with Lightning Strike can deal devastating blows using speed and finesse rather than brute force. When making a Close Combat attack roll, the character may substitute their Agility for their Brawn. The player may choose which attribute to use on a case by case basis. This can reflect the character's advanced advanced martial arts training, their superhuman speed, the harnessing of the character's chi, or some other effect.

Mental Resistance

Constant

A character with Mental Resistance is resistant to mental attacks and unnatural coercion. A character with Mental Resistance adds their Power Level to their Mental Combat defense rolls.

Perfect Recall

Constant

The character may use a standard action to perfectly remember any event, document, song, or painting which the character has taken the effort to study and memorize. The character does not need to understand the items to be memorized, because the information memorized is not stored as text; it is in the character's memory as a picture. As such, the information is not subject to instantaneous retrieval, but the character may mentally "turn pages" looking for a specific bit of information.

Pro From Erewhon

Constant

The character is the best in their field, whatever that field is. A character with the Pro From Erewhon special ability may choose a specific, narrowly-defined professional or scholarly field in which they are the undisputed expert. When answering a question or performing research related to their specialty, they gain a bonus die.

A character may only be the Pro From Erewhon in a single narrowly defined noncombat specialty, and each player character with the Pro From Pro From Erewhon ability must choose a different specialty.

Sneak Attack

Constant

A character with the Sneak Attack special ability can make devastating attacks when an opponent is at a disadvantage. When the character has an attack bonus, or when they are attacking a target who has a defense penalty, the character will inflict one extra point of Endurance damage above whatever they roll -- if the attack is successful and inflicts at least one point of Endurance damage. Sneak Attack may be used in conjunction with abilities which add the character's Power Level to their attack roll.

Tenacious

Constant

The character refuses to admit defeat when others would fall by the wayside. When making a close combat or ranged combat defense roll, the character may substitute their Presence for their Agility or Brawn. The player may choose which attribute to use on a case by case basis.

Untouchable

Constant

A character with the Untouchable special ability is extremely difficult to hit with most tangible (not mental) attacks. A character with the Untouchable special ability adds their Power Level to their combat defense rolls.

Untouchable does not need to be activated: it is always active, as long as the character is alert.

Vanish

Standard action

A character with the Vanish special ability can use a standard action to become difficult to perceive, either by taking advantage of cover or by standing where no one thinks to look. However the effect is achieved, the character disappears from view, even if they were being directly observed at the time. The character will remain hidden from normal sight until the character casts a spell or makes an attack.