Rough Magic 3e EN:Supernaturals
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.
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!
|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:
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. We suggest spending no more than 5 character points total on gifts and supernatural traits.
- Move action
Aerial allows a character to fly at their ground speed. They might have wings, or they might be naturally lighter than air.
- Move action
The character is aquatic, able to breathe underwater, swim at their ground speed, and comfortable in the ocean depths.
- Standard action
Animal Friendship is a short range (10 m) power 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 quick 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.
A character with the Brutish trait is stronger and more massive than a typical person: +1 Brawn and a mass up to 200 kilograms. Optionally, the character can also be larger than a typical person: 2.5 meters to 4 meters tall. If the character also has the Shapeshifter trait, they may choose to only apply the Brutish trait while in a particularly brutish form.
- Standard action
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.
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 (Reason) roll against a Stealth (Agility + Power Level) roll of the camouflaged character. If an environmental circumstance might reveal the character's location, the person trying to locate the camouflaged character gains a bonus die on their Perception (Reason) roll. For example, fog might reveal the camouflaged character's outline, or fresh snow might reveal their footprints.
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 moderately difficult (DV 3) Athletics (Agility) roll to keep from sliding or falling.
- Standard action
Domination is a short range (10 m) power which allows the character to influence a living creature's behaviour, forcing the target to obey the character's mental command. To influence a living creature's behaviour, the character must succeed at a Mental Combat (Power Level) roll against the Mental Combat (Presence) roll of the target, or a Mental Combat (2x Presence) roll if the target has Mental Resistance. Giving a new mental command to the target requires a quick action. 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 penalty die, 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 Mental Combat (Presence) roll, or a Mental Combat (2x Presence) roll if the target has Mental Resistance, against the Mental Combat (Power Level) roll of the attacker. If the character succeeds at this roll, they break free of the Domination.
If the character has not broken free of the Domination by the end of the scene, then they break free of it shortly thereafter. The target of Domination 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.
The Immortality trait 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 and revived if all of their component parts can be collected or replaced.
A character with the Extra Actions power may take one additional action during their turn, such as a move action or a standard action.
The number of additional actions the character may use is equal to their Power Level. Once an additional action has been used, it may not be used again during that scene.
- Standard action
Life Drain is a hand-to-hand (1 m) attack which inflicts Endurance damage. Attacking with Life Drain requires a successful Hand-to-hand Combat (Power Level) roll against the Hand-to-hand Combat (Brawn) roll of the target. If the attacker succeeds at this roll, then one Endurance is lost by the victim (or more, if using the optional margin of success rules). Life Drain ignores all normal forms of protection such as armor and force fields. However, Life Drain is completely ineffective against non-living objects, even if they are sentient.
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.
Mental Resistance does not need to be activated: it is always active, as long as the character is alert.
Two or more characters who all have the Mind Link trait can communicate telepathically over any distance. Optionally, if the character has the Minions gift, they may communicate telepathically with their minions.
- Standard action
A character with the Mist Form trait can transform themselves into an undifferentiated vapourous mass, able to squeeze under doors and through keyholes. The character is unable to take any actions other move actions while in mist form. They are immune to conventional attacks while in mist form, but they are still susceptible to magical attacks.
A character with the Natural Armor trait has chitin, scales, thick fur, or just exceptionally tough skin which provides protection against most forms of physical or energy damage. A character with Natural Armor adds their Power Level to their combat defense rolls. Natural Armor does not stack with conventional armor.
A character with the Natural Weaponry trait is equipped with claws, fangs, spines, or some other natural hand-to-hand weapon. These natural weapons are difficult to take away, and will usually re-grow if removed. A character with Natural Weaponry adds their Power Level to their combat attack rolls. Natural Weaponry does not stack with conventional weapons.
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.
Regeneration accelerates the healing process and allows the character to recover from injury more quickly. Normally, an injured character may recover half of their lost Endurance (rounded up) by resting for about half an hour. After that, a character may only recover additional Endurance by getting a good night's sleep (or its equivalent, for characters who don't sleep). Barring some gruesome disfigurement, a character's Endurance will be completely replenished after a solid night's rest.
Regeneration drastically reduces this recovery time: the character recovers half of the Endurance they have lost (rounded up) after they have had a chance to rest and recuperate for one full minute. After that, the character will regain the rest of their lost Endurance by resting for about half an hour. Most characters with Regeneration can even regrow lost limbs or damaged organs.
Additionally, the maximum Endurance of a character with Regeneration can't be reduced to zero by an environmental hazard such as dehydration, poison, or pressure. The character's maximum Endurance will always be at least one, regardless of the hostile environmental conditions.
- Standard action
A character with the Shapeshifter trait can use a standard action to change their shape and appearance, but they 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.
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 (Reason) roll against the shapeshifted character's Deception (Presence) roll, plus their Power Level. If the Perception (Reason) roll is successful, the observer can tell that the shapeshifted character is not who or what they appear to be.
A character with the Tiny trait is smaller and more difficult to hit than a typical person: from 50 centimeters to 100 centimeters tall. Tiny characters are more nimble than larger people (+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).
- Move action
A character with the Uncanny Speed trait can run and swim impossibly fast. The character's Power Level is added to their Agility for the purpose of determining their walking and swimming speed. If the character's Agility + Power Level is greater than 10, the character's walk, run, and sprint movement speed can be found in the GM Resources chapter.