I recall merging abilities (strength, dex,...) with skills (melee, stealth,...), meddling with the discipline system to turn it into more generic magic, and lots of other minor tweaks. The rules were a mix of Dutch and English, but this character sheet was in English. I was pretty happy with how it showed which skills were useful for users of each discipline. Maybe it's useful to someone.
CHARACTER SHEET
[ AS PDF ]...and a look at the homebrew thaumaturgy system for clerical/wizardly magic (in addition to existing Disciplines like Auspex, Dominate, Obfuscate).
THAUMATURGY DISCIPLINE - MAGIC
Academics
(occult) + path rating - magic is learned in separate Paths (schools,
techniques, themes...). Your rank in one path does not translate into another.
Path of Destruction
Spend a
power point and roll intelligence+occult+rating in this path. You may spend
power points to gain more successes, but
must choose how many before you roll. You damage or destroy an item you
designate. Particulary strong or magical items count as one size category larger.
This path
tends to run out of control, but you can spend successes to stabilise it:
- you must spend all successes you rolled and
bought!
you wanted to shatter only one
stone, but rolled 5 successes, so wrecked the tower
- when you use this magic, take 1 damage/spell
level
spend 1 success to halve damage
(round down) or 2 successes to negate the damage
- you must touch the object you want
to destroy
pay 1 success for 5m range, 2
successes for 20m
● warp
wood: take 1 dmg, wreck piece of wood, size: arrow/bow/door/cart/siege
tower/ship
●● rust
touch: take 2 dmg, metal rusts (half strength), size:
dagger/sword/armor/portcullis
●●● shatter
stone: take 3 dmg, fragment stone volume of fist/head/body/bear/elephant
●●●● desintegrate: take 4 dmg, object/person
takes 2 damage per success, armor doesn't help
●●●●● earthquake: take 5 dmg: quake rips the ground,
wrecks standing buildings/structures:
hut/house/tower/city block/city. At sea, 5
successes hits 5km of nearest shore with 5m tidal wave; 6 successes for 20m
wave, hitting 10 km of nearest shore.
Path of Fire
Spend a
power point to activate, may spend power points to gain more successes. You
deal lethal damage to an opponent: successes on academics (occult) + path
rating -opponents defense. Armor does not help against this attack. Target will
catch on fire (1 dmg/round) unless they spend an action to roll defense (1
success per your path rating) to put the fire out.
Path of Flight
Spend a
power point to activate, may spend power points to gain more successes. Roll
academics (occult) + path rating. You can keep an object or person in the air
and move it about for as many rounds as you score successes. It moves at
walking speed. Unwilling subjects resist with willpower.
● one pound
●● 20 pounds
●●● 200 pounds; this rating is always enough
to levitate yourself and what you can easily carry
●●●● 500 pounds
●●●●● 1000 pounds
Path of Life
Spend a
power point to activate, may spend power points to gain more successes. Roll academics
(occult) + path rating (minus opponents willpower, if applicable).
● Pain touch - target feels as if
wounded worse (or less): for 1 scene, acts as if wounded 1 damage/success more (or less). To
increase pain, opposed roll minus opponent's willpower.
●● Cure
disease or poison - for every success, remove damage inflicted by a
poison/disease. If you cure all
damage, the poison/disease is removed entirely. Can roll versus willpower to
inflict a slow disease (1 dmg/day for as many days as you rolled successes).
●●● Healer - target is cured of as many damage
as you score successes. Can also directly wound target by rolling versus willpower.
●●●● Revive / coma: target who died up to 1
round/success ago revives with 1 hit point. You can also put a target in a coma for 1 round/success by rolling
versus their willpower.
●●●●● Resurrection / Death touch - revive a dead
target. For every success, you can reach further back in time: day, week,
month, year, 10 years, 100 years... You need at least some remains to work this spell: penalty to roll
from -1 for intact remains in bad shape, to -5 for bone fragments. Alternatively, roll versus willpower to instantly
kill living or undead target.
Path of Protection
Spend a
power point and roll intelligence+occult+rating in this path. You may spend
power points to gain more successes. For 1 extra power point, you can shield
another target.
● arrow
shield - for 1 round/success, archery attacks against you do 3 less damage
●● mind
shield - for 1 round/success, willpower counts as 3 higher for defensive means
●●● body
shield - for 1 round/success, each weapon/unarmed attack deals you 5 less damage
●●●● elemental shield - for 1 round/success,
ignore heat, cold, electricity, acid, pressure, etc
●●●●● great shield - for 1 round/success, 10ft. radius sphere centered on
you stops anything: damage, spells, attacks, objects, creatures, energy,... -
you decide if something can enter
Path of Travel
Spend a
power point and roll intelligence+occult+rating in this path. You may spend
power points to gain more successes.
● you
move (not attack) at double speed for one round per success
●● your
steed moves at double speed for one hour per success
●●● for
1 scene, you safely: land on your feet/rise to surface/walk
tightrope/quicksand/water
●●●● you can fly at your current walking speed for
one round per success
●●●●● teleportation - you instantly appear at birthplace/current
home/recent teleport site anywhere
you visited/anywhere you have description of (description might be
misleading...)
Path of Undeath
Spend a
power point and roll academics (occult) + path rating. You may spend power
points to gain more successes.
● rapid
aging: 1 power point, roll academics (occult) + path rating -willpower
target gets -1/success to all rolls. Lasts
until next sunrise/sunset.
●● speak
with dead: 1 power point, academics (occult) + path rating -willpower; each success = 1 answer to
question that you ask the spirit of the deceased
●●● undead
servants: 1 power point, academics (occult) + path rating -2: successes =
number of noncombat servants that animate. Instruction must be simple (see
Dominate 2) and is given at casting of spell; e.g. carry bags, dig tunnel. Can
be changed by recasting spell.
●●●● undead warriors: 1 power point, academics
(occult) + path rating -4: successes = number of warriors who obey simple instruction as above, can be changed
by recasting spell.
strength 3, dex 2, stamina 4, brawl
3, 2-point bone claws, act last in every turn, 6 health
●●●●● steal soul - spend a power point to start
series of rolls, 1/round: academics (occult) + path rating -willpower. Every success strips away one of target's
willpower. Once they reach zero, you
rip out their soul. Your choice of options:
- target dies immediately and you
regain 1 power point per willpower stolen
OR
- you fall into a coma and drive the
now-empty body for one hour per stolen willpower (or sunset/sunrise, whichever comes first; at this time, you zoom back
to your own body)
Path of Weather
Spend a
power point to activate, may spend power points to gain more successes. Roll
academics (occult) + path rating to summon a type of weather in your general
area.
● Fog - remains 1 hour; successes
indicate size: room/house/mansion/castle/city
●● Rain - successes = duration in hours
●●● Wind - 2 dice to help or hinder sailing
rolls; successes = duration in hours
●●●● Lightning strike - damage = successes
-celerity (if active); armor or defense don't help
●●●●● Wild storm (random
lightning, wind, hail, tornado - DM has special chart. Or will make shit up. More successes = more control to
you.)
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