Rough Magic 3e EN:Supernaturals: Difference between revisions
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==Passing For Human== | ==Passing For Human== | ||
Most supernatural creatures are easily identified as being nonhuman, but any character you make should be able to pass for human at least some of the time. Supernatural characters should purchase at least one of the following supernatural traits: | Most supernatural creatures are easily identified as being nonhuman, but any character you make should be able to pass for human at least some of the time. Supernatural characters who are in any way obviously nonhuman should purchase at least one of the following supernatural traits: | ||
*Camouflage | *Camouflage |
Revision as of 17:43, 7 January 2017
The world of Rough Magic is home to a variety of supernatural entities, and you can be one of them if you can make it interesting. Keep in mind that if you are a supernatural creature, you will probably be the only one of your kind that you know. In the world of Rough Magic, ghosts, goblins, vampires, and werewolves don't travel in herds. There are exceptions, of course... but not for you.
Also keep in mind that the vast majority of the world is populated by normal human beings. If they find out that you aren't one of them, a crowd of unhappy peasants with torches will be knocking on your door in the dark of night.
According to the Société Impériale de Thaumaturgie, there are six categories of supernatural creatures: abominations, corrupt beasts, elementals, fairies, golems, and the undead. According to the SIT, abominations, corrupt beasts, golems, and the undead are the creations (intentionally or not) of unlicensed or incompetent magicians, while elementals and fairies are invaders from supernatural realms which border our own. According to the Gallican Church, supernatural creatures do not have souls, and destroying them is an act of God's mercy.
Would you like to create a random supernatural creature? You can!
Roll 1d6 | Type | Examples |
---|---|---|
1 | Abomination | Doppelgänger, enenra, parasitic oil |
2 | Corrupt Beast | Mermaid, werewolf, yeti |
3 | Elemental | Salamander, sylph, undine |
4 | Fairy | Dryad, kitsune, troll |
5 | Golem | Clay, flesh, mechanical |
6 | Undead | Ghoul, vampire, wight |
Passing For Human
Most supernatural creatures are easily identified as being nonhuman, but any character you make should be able to pass for human at least some of the time. Supernatural characters who are in any way obviously nonhuman should purchase at least one of the following supernatural traits:
- Camouflage
- Shapeshifter
Supernatural Traits
This is a list of typical supernatural traits found in a Rough Magic game. Each supernatural trait costs one character point. This list is not exhaustive. A character may well have a trait not listed here, subject to GM approval. However, any new traits should be approximately as useful as these traits, in order to maintain a sense of fairness with other characters.
Would you like to randomly generate a character's supernatural traits? You can! If the character is a humanoid supernatural, randomly roll one supernatural trait. Otherwise, consult the "Number of supernatural traits" table.
Roll 1d6 | Traits |
---|---|
1 | Roll once on Typical supernatural traits |
2-5 | Roll twice on Typical supernatural traits |
6 | Roll three times on Typical supernatural traits |
Count the number of supernatural traits, and subtract that number from your pool of character points.
Roll 1d6 | Roll 1d6 | Trait | Benefit |
---|---|---|---|
1 | 1 | 360° Vision | Can see equally well in every direction simultaneously |
2 | Aerial | Winged or floating, the character can fly at twice their ground speed | |
3 | Aquatic | Can breathe water and survive in environments of extremely high pressure, such as in the ocean depths | |
4 | Armor | Chitin, scales, fur, or exceptionally tough skin protects the character from attacks | |
5 | Brute | Stronger and more massive than typical humanoids | |
6 | Camouflage | Blend into surroundings and become difficult to perceive | |
2 | 1 | Clinging | Can move at normal ground speed along walls, ceilings, and other surfaces |
2 | Domination | Forcing a target to obey the character's command | |
3 | Frigian | Comfortable in environments of extreme cold | |
4 | Gelatinous | An undifferentiated mass, able to squeeze through a hole the size of a tennis ball | |
5 | Glamour | Get attention, and perhaps favors, from admirers | |
6 | Healing | Revitalize a character who has lost endurance levels in combat | |
3 | 1 | Huge | Larger and stronger than typical humanoids |
2 | Hyperacuity | Can sense details far too small or faint for ordinary human perception to detect | |
3 | Immortality | Never grow old nor die from "natural causes" | |
4 | Immunity To Asphyxia | Does not need to breathe, and can survive in a vacuum | |
5 | Immunity To Disease | Unaffected by pathogens and poisons | |
6 | Infernal | Comfortable in environments of extreme heat, and immune to the effects of environmental ionizing radiation | |
4 | 1 | Lethal Grace | Supernatural elegant movement protects the character from attacks |
2 | Life Drain | An attack which ignores all normal forms of protection | |
3 | Linguist | Learn new languages with minimal effort | |
4 | Mental Calculator | Solve complex mathematical operations by thinking about them | |
5 | Mind Link | Characters who both have Mind Link can communicate telepathically over any distance | |
6 | Mind Shield | Naturally resistant to mental attacks and coercive mental powers | |
5 | 1 | Natural Weaponry | Claws, fangs, spines, or some other natural weapon |
2 | Night Vision | Can see in the dark with infrared, ultraviolet, or low-light vision | |
3 | Perfect Recall | Remember something perfectly with a Reason roll | |
4 | Polydexterity | Take additional actions during a round | |
5 | Regeneration | Heals much faster than the typical humanoid | |
6 | Self-sustaining | Can survive without eating through photosynthesis or some other metabolic process | |
6 | 1 | Shapeshifter | Can change shape and appearance |
2 | Subterranean | Move through earth and rock as easily as air | |
3 | Telepathy | Communicate directly with the mind of another person | |
4 | Time Theft | Put a target into a fugue state, unable to move, think, or take any actions | |
5 | Tiny | Smaller and harder to hit than typical humanoids | |
6 | Unsettling | Make people nervous for no real reason |
360° Vision
The character with 360° Vision can see equally well in every direction simultaneously. They probably have very large eyes, or many very small eyes.
Aerial
Aerial allows a character to fly at their ground speed. They might have wings, or they might be naturally lighter than air.
Aquatic
An Aquatic character may breathe underwater, and is comfortable in environments of extremely high pressure, such as in the ocean depths. The character can also swim at their ground speed.
Armor
A character with the Armor trait has chitin, scales, thick fur, or just exceptionally tough skin which provides protection against most forms of direct damage: anything which inflicts endurance damage. The defense value (DV) of a character with Armor is equal to their relevant defense attribute (Brawn for close combat, Agility for ranged combat) plus their Power. As always, this does not stack with conventional armor or other forms of defense -- only the highest defense value applies.
Brute
A character with the Brute trait is stronger and more massive (but no larger) than a typical humanoid: +1 Brawn and a mass up to 200 kilograms. If the character also has the Shapeshifter trait, they may choose to only apply the Brute trait while in a particularly brutish form.
Camouflage
Camouflage allows the character to become difficult to perceive, by both living beings and machines. For example, the character might become transparent, they might bend light around them, or they may blend into their surroundings by modulating chromatophores in their skin. However the camouflage is achieved, the character is hidden from normal sight unless someone is actively looking for them or there is some environmental circumstance that might reveal the character's location. The action value (AV) of the Camouflage is equal to the character's Agility + Power.
If someone is actively looking for the character, perhaps by isolating their heat signature or tracking them by scent, the person trying to locate the camouflaged character must make a successful Perception roll against the action value of the camouflaged character. A character with Hyperacuity may add their Power to their Perception when attempting to notice a camouflaged character. If an environmental circumstance might reveal the character's location, anyone in the area may attempt a Perception roll against the Agility rank of the camouflaged character in order to notice the character. For example, fog might reveal the camouflaged character's outline, or fresh snow might reveal their footprints.
Clinging
A character with the Clinging trait can move at their normal ground speed along walls, ceilings, and other surfaces as if they were level. The strength holding the character to the surface is equal to their Brawn. If the surface is slippery or unstable, the GM might require the character to attempt a challenging Agility roll (difficulty 3) to keep from sliding or falling.
Domination
A character with the Domination trait can influence a living creature's behaviour, forcing the target to obey the character's command. The attack value (AV) of the Domination is equal to the attacker's Will + Power. The defense value (DV) of the target is equal to their Will, or their Will + Power if the target has Mind Shield. If the attacker rolls an extreme success, then the subject incurs a roll penalty (-3) when trying to break out of it. Domination is a short range (10 m) power, but once the Domination is successful, it will remain so even if the target leaves this range.
Characters under the influence of Domination are not as effective as those whose wills are their own. Any roll attempted by a character under the influence of Domination (other than trying to break out of it) incurs a roll penalty (-3), and a character under the influence of Domination is not able to spend plot points on anything other than trying to break out of it.
To break free of the Domination, the target must make a successful defense value roll against the attack value of the attacker. If the character succeeds at this roll, they may use their remaining movement action. If the target of the Domination gets an extreme success on this roll, then they break out as a free action. For example, if a character is affected by Domination from a character with attack value 6, they would need to make a roll against target number 14 (8 + 6). If they roll a 17 or more (14 + 3), they achieve an extreme success, and breaking free of the Domination is a free action rather than a task action.
If a character under the influence of Domination completes the task that they were commanded to perform, the Domination ends, and the character affected by the Domination will go on their way none the wiser. Similarly, if the character has not broken free of the Domination by the end of the scene, then they break free of it shortly thereafter.
Frigian
A character with the Frigian trait can breathe a super-cooled atmosphere such as methane or ammonia, and they are comfortable in environments of extreme cold.
The character might require some form of life support, such as a "breather" or an "environment suit", to operate comfortably in an atmosphere that most humanoids consider normal.
Gelatinous
A character with the Gelatinous trait is an undifferentiated mass, able to squeeze through a hole the size of a tennis ball.
Glamour
A character with the Glamour trait may choose to be naturally, effortlessly compelling. It is difficult for the character to pass unnoticed while they have their Glamour active, because they will be the focus of attention in nearly any circumstances. People who are swayed by their instinctive responses may be more likely to cooperate with the character, and the character can sometimes gain favors from admirers. If this is the case, the character gains a roll bonus (+3) on relevant Manipulation and Social rolls. A character with both Glamour and Unsettling may choose which trait is active at any given time, but they can't have both traits active at once.
If the character already has the Fascinating advantage, or expertise with the Manipulation or Social task currently being attempted, this advantage offers no additional benefit. As always, only a single bonus (+3) applies to any given roll.
Healing
Healing is a close combat "attack" which restores levels of endurance damage rather than removing them. Using Healing requires a successful unarmed close combat attack roll against the intended target. Healing has an attack value (AV) equal to the attacker's Brawn + Power. The defense value (DV) of the target is equal to their Brawn, although a willing target may voluntarily reduce their defense value to zero. Healing ignores all normal forms of protection such as armor and energy shields.
The Healing power can remove diseases, pathogens, and poisons from the target. They character with Healing may attempt a challenging roll (difficulty 3) to cure a single disease or purge a single toxin from the victim's system. If the character with the Healing power rolls an extreme success, then all damage caused by the disease is healed as well as the disease itself being cured.
Huge
A character with the Huge trait is larger and stronger than a typical humanoid: +1 Brawn and from 2.5 meters to 4 meters tall. If the character also has the Shapeshifter trait, they may choose to only apply the Brute trait while in an appropriate form.
Hyperacuity
Hyperacuity allows a character to make a challenging action value roll (difficulty 3) to sense details far too small or faint for ordinary human perception to detect. The action value (AV) of the Hyperacuity is equal to the character's Perception + Power. On a successful roll, they can taste the number of salt grains on a pretzel, read text on a computer display by touching it, see fingerprints on surfaces, identify a person by the sound of their heartbeat, track someone through a city by their scent, and so on.
Immortality
The Immortality renders a character immune to the ravages of time. The character will never grow old or die from "natural causes".
Optionally, the character is never truly "dead" -- they can be re-assembled, repaired, and revived if all of their component parts can be collected or replaced.
It is rare for creatures other than androids to purchase this trait.
Immunity To Asphyxia
A character with the Immunity To Asphyxia trait does not need to breathe at all, and the character is comfortable in environments of extremely low pressure, such as in outer space.
Immunity To Disease
A character with the Immunity To Disease trait is unaffected by infectious viruses, bacteria, fungi, etc. The character is also unaffected by chemical and biological poisons, toxins, and venoms.
Infernal
A character with the Infernal trait is comfortable in superheated environments. They are also immune to the effects of environmental ionizing radiation.
The character might require some form of life support, such as a "breather" or an "environment suit", to operate comfortably in an atmosphere that most humanoids consider normal.
Lethal Grace
A character with the Lethal Grace trait moves so smoothly and quickly that enemies have difficulty getting a solid hit, even when the character is restrained. Lethal Grace provides protection against most forms of direct damage: anything which inflicts endurance damage. The defense value (DV) of a character with Lethal Grace is equal to their relevant defense attribute (Brawn for close combat, Agility for ranged combat) plus their Power. As always, this does not stack with conventional armor or other forms of defense -- only the highest defense value applies.
Life Drain
Life Drain is an unarmed close combat attack which inflicts endurance damage. Life Drain has an attack value (AV) equal to either the attacker's Brawn + Power or the attacker's Will + Power. This is chosen by the player when this trait is purchased, and it will be consistent for every member of a particular type of supernatural. The defense value (DV) of the target is equal to their Will, or their Will + Power if the target has Mind Shield. Life Drain ignores all normal forms of protection such as armor and energy shields. However, Life Drain is completely ineffective against non-living objects, even if they are sentient.
Linguist
Universe, an artifical language created thousands of years ago, is the official language of the Imperium. Every civilized being understands Universe, although not every species is physically capable of speaking it. Additionally, every type of supernatural has one or more languages which they speak among themselves: some civilizations have hundreds of indigenous languages.
Barring unusual circumstances, characters are assumed to be fluent in Universe, as well as any other languages they could reasonably be expected to know. A character with the Linguist advantage is fluent in over six million forms of communication, and is capable of quickly deciphering new forms of communication when they encounter them.
Mental Calculator
The character with the Mental Calculator trait can perform complex mathematical calculations in their head in the same amount of time that a skilled mathematician could perform the same calculations on a powerful computer. Also, the character has an intuitive understanding of higher mathematics, and is able to comprehend and remember intricate formulae and equations after examining them briefly.
Mind Link
Two characters who both have the Mind Link trait can communicate telepathically over any distance.
Mind Shield
A character with the Mind Shield trait is naturally resistant to mental attacks and coercive mental powers. Mind Shield adds the character's Power to their Will for the purpose of resisting or shrugging off the effects of mental powers. If successfully attacked by Life Drain, Torment, or another power which bases the defender's defense value on their Will, the character's defense value is equal to their Will + Power.
Mind Shield does not need to be activated: it is always on, as long as the character is alert.
Natural Weaponry
A character with the Natural Weaponry trait is equipped with claws, fangs, spines, or some other natural close combat weapon. These natural weapons are difficult to take away, and will usually re-grow if removed. Natural weapons have an attack value (AV) equal to the character's Brawn + Power.
Night Vision
Night Vision allows a character to see in the dark. This capacity could be the result of infrared vision, ultraviolet vision, or simply exceptional low-light vision. Alternately, the character has sonar, a sense of touch so acute that they can detect and locate vibrations, or some other unusual sense.
Perfect Recall
A character with the Perfect Recall trait may perfectly remember any event, document, recording, or picture 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 "scroll down" or "fast forward" looking for a specific bit of data.
Polydexterity
A character with the Polydexterity trait may take additional actions at the end of a round. The character may use these additional actions to make additional task actions, including combat rolls. 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 the rank of 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.
Regeneration
Regeneration accelerates the healing process and allows the character to recover from injury more quickly. Normally, an injured character recovers one endurance level they have recently lost after they have had a chance to rest and recuperate for half an hour or so. After that, the character recovers additional endurance levels only with extended rest and medical care. With this rest and medical care, the character will regain one endurance level per day; without it, they will regain one endurance level per week.
The Regeneration power drastically reduces this recovery time: the character recovers one endurance level they have recently lost after they have had a chance to rest and recuperate for one full minute. After that, with rest and medical care, the character will regain one endurance level per hour; without it, they will regain one endurance level per eight hours.
Self-sustaining
A character with the Self-sustaining trait can survive without consuming physical matter. This might be through photosynthesis, chemosynthesis, or some other metabolic process. Alternately, the character can eat anything that will fit into their mouth.
Shapeshifter
A character with the Shapeshifter trait can change their shape and appearance, but may not increase their mass or size. The character may re-assign their physical traits (Brawn and Agility) to suit their new shape, as long as the total of Brawn + Agility remains the same or lower. The action value (AV) of the Shapeshifter is equal to the character's Will + Power.
Assuming the shape of a specific person, creature, or object is more difficult than changing into a generic example of a particular shape. If someone is actively looking at the character, or has any reason to suspect that the character is not the genuine article, the person observing the shapeshifted character may attempt a Perception roll against the shapeshifted character's action value. If the Perception roll is successful, the observer can tell that the shapeshifted character is not who or what they appear to be.
Subterranean
A character with the Subterranean trait can move through the earth almost as easily as other people do above it. The character can tunnel through earth and rock at their ground speed, leaving a tunnel behind them.
Telepathy
The Telepathy trait permits a character to communicate directly with the mind of another person. The attack value (AV) of the Telepathy is equal to the attacker's Will + Power. The defense value (DV) of the target is equal to their Will, or their Will + Power if the target has Mind Shield. If the attacker rolls an extreme success, then the subject incurs a roll penalty (-3) when trying to break out of it. Telepathy is normally a short range (10 m) power. However, if the target of Telepathy also has Telepathy, the maximum distance between the telepath and the target is effectively unlimited.
With a willing target or a successful attack roll, the telepath may mentally communicate with the target and may read their thoughts and memories.
To break free of the Telepathy, the target must make a successful defense value roll against the attack value of the attacker. If the target of the Telepathy gets an extreme success on this roll, then they break out as a free action. For example, if a character is affected by Telepathy from a character with attack value 7, they would need to make a defense value roll against target number 15 (8 + 7). If they roll a 18 or more (15 + 3), they achieve an extreme success, and breaking free of the Telepathy is a free action rather than a task action.
Time Theft
Time Theft is a short range (10 m) power which prevents the target from moving, thinking, or taking any actions other than trying to break out of it. The attack value (AV) of Time Theft is equal to the attacker's Will + Power. The defense value (DV) of the target is equal to their Will, or their Will + Power if the target has Mind Shield or Time Theft. If the attacker rolls an extreme success, then the target incurs a roll penalty (-3) when trying to break out of it.
To break free of the Time Theft, the target must use a task action to roll their defense value against the attack value of the attacker. If the target of the Time Theft gets an extreme success on this roll, then they break out as a free action. For example, if a character is affected by Time Theft from an attacker with attack value 9, they would need to make a roll against target number 17 (8 + 9). If they roll a 20 or more (17 + 3), they achieve an extreme success, and breaking free of the Time Theft is a free action rather than a task action.
Tiny
A character with the Tiny trait is smaller and more difficult to hit than a typical humanoid: from 50 centimeters to 100 centimeters tall. Tiny characters are more nimble than larger humanoids (+1 Agility). If the character also has the Shapeshifter trait, they may choose to only apply the Tiny trait while in an appropriate form. Alternately, they may be Tiny normally, but may use Shapeshifter to become human-size (or even larger, if they also have the Huge trait).
Unsettling
A character with the Unsettling trait may choose to put off a disturbing vibe that makes people nervous for no discernible reason. Strangers will find themselves disliking the character without knowing why, and normal animals will avoid the character unless forced to approach by a trainer or some other circumstance. On the other hand, the character may find it easier to intimidate others, providing a roll bonus (+3) to relevant Manipulation rolls. A character with both Glamour and Unsettling may choose which trait is active at any given time, but they can't have both traits active at once.
If the character already has expertise with the Manipulation task currently being attempted, this advantage offers no additional benefit. As always, only a single bonus (+3) applies to any given roll.