Poderes.   Posted by Yggie.Group: 0
Yggie
 GM, 111 posts
Sat 7 Mar 2020
at 23:46
Poderes
Regras dos poderes dos sombrarilhos.

1) Shadowalking
2) Cantrips
3) Psychic
4) Shapeshifting
5) Sorcery

This message was last edited by the GM at 23:49, Sat 07 Mar 2020.

Yggie
 GM, 112 posts
Sat 7 Mar 2020
at 23:47
Shadowalking
By moving and willing minor details in the environment to change, a shadowalker can travel through Shadow. This is slow and doesn’t usually require a check – the GM calculates the travel time and informs the player. However, if two characters are racing to a Shadow, opposed WILL + Shadow checks may be used to determine who arrives first. Also, if the shadowalker doesn’t know or can’t visualize exactly where he wants to go, a check may be in order. A failed one may leave the character somewhere that seems like the right place, but it’s not.

Additional abilities include:
  • Hellriding: those in a hurry, for whom shadowalking is too slow, can hellride. The process is similar, but instead of gradually changing minor details until arriving at the complete environment you want, hellriders fixate on the most important fact and change everything around it while moving fast. However, the process is extremely strenuous. Each CON/2 hours (add 1 hour for every point of CON above 6) spent hellriding requires a CON or WILL check, whichever is lower, with a cumulative -2 after the first roll. Failure means the character is exhausted and must rest.
  • The Royal Way: sometimes, a shadowalker may want to travel only through Shadows that have a common element. Maybe he wants elms lining every road or decides to sail all the way to his destination, staying only in Shadows with large bodies of water. This is called the Royal Way and will make the trip significantly longer. Using the Royal Way is impossible if the feature you want can’t be found in the final Shadow. For example, if your destination is in a desert, you won’t be able to sail there. You’ll need to land somewhere and make the final leg of the trip by land (or air).
  • Lead others through Shadow: Whether it's just a handful of companions or an army of thousands, they'll be able to follow you, even if they have no shadowalking ability.
  • Tracking and sensing movement: moving through Shadow leaves traces that can be used to track a shadowalker. This requires a PER + Shadow check with modifiers depending on the number of shadowalkers that have passed, age of the trail and attempts to hide the tracks. Shadow movement also causes ripples that can be sensed by those with Shadowalking, requiring the same check. The larger the contingent passing through, the greater the ripple will be and the easier to detect it.
  • Shadowfinding: By traveling through Shadow you can find intangibles, such as setting off in search of "the Shadow of your Desire", a place that exactly fits your needs. This ability also allows one to find individuals, items and situations, as long as a clear psychic impression of the subject is known and kept foremost in mind during the ride.
  • Shifting Shadow:  Shadowalkers can make adjustments to the Shadow they are in, changing details or altering probabilities. If something is at least possible, it can be attempted by shifting Shadow. This requires movement, but the character must be careful or he might exit the Shadow. Shifting Shadow is slow, so the character won’t be popping out two Desert Eagles from his sleeves as soon as bullets start flying. Minor changes take at least half a minute, while bigger adjustments can take one or more minutes. Probability-wise, as long as an event has a reasonable chance of happening, Shadowalking can make it happen. Shadowshifting is mediated by a INT + Shadow check, modified by how improbable the adjustment is. This system should only be used for significant stuff. Allowing the character to have Shadow-appropriate pocket change should be automatic.
  • Exegesis: this ability allows the shadowalker to freely speak and comprehend the common or active languages of any Shadow they visit. The ability takes only a few moments to activate. It does not grant an actual understanding of the linguistic construction, grammar, or origins of the language, but instead serves as an instantaneous translator. The character simply sees words that appear legible, hears language in a form that makes sense, and speaks that language in return. Trying to discuss any particulars of the language would be extraordinarily difficult, if not impossible. The language usually fades when the Shadow is left, but returns if it is re-entered or if the shadowalker speaks to someone from that world. Occasionally, obscure or dead languages escape this ability, and the character must make do as if encountering an unknown language.

This message was last edited by the GM at 21:28, Tue 14 Apr 2020.

Yggie
 GM, 113 posts
Sat 7 Mar 2020
at 23:49
Cantrips
Lesser magic involving the shaping and manipulation of reality, cantrips are subtle manipulations of pure will that perform
minor adjustments to the temporary state of things. They are less complex than actual spells and to use them, your character must simply ready the cantrip mentally, focus on the intended target, and concentrate with a burst of willpower (WILL + Occultism or WILL doubled). Cantrips cannot be combined, other than canceling each other out.

Casting are always instantaneous, though they require a word or simple gesture. They last anywhere from a split-second to several seconds, but rarely longer. Their effects are for the most part subtle, and bystanders who are unaware of magic or power will usually think of them as freak occurrences, or simple unexplained oddities. Anyone with any magical ability will instantly recognize a cantrip for what it is.

Each time a cantrip is used it drains the vitality of the caster. Characters can cast a number of cantrips equal to CON/2 (round down, double that for every point of CON above 6) without penalty. Additional castings inflict a cumulative -2 penalty to every roll until the character can rest.

Characters starts with 5 cantrips.
  • Charm. This creates a minor and temporary enchantment upon an item or being. The enchantment has little effect other than to make the thing appear magical to senses capable of detecting magic energy, though it can be used to enchant an item or being for a spell or ritual requiring a magical object or being. The larger the being, the shorter the effects of this cantrip last, and conversely, the smaller, the more the cantrip remains in effect.
  • Clarity. This cantrip provides a moment of intellectual clarity, when otherwise confused, dazed, or befuddled. It is useful against drunkenness, magical confusion, or any condition that hinders rational thought. It lasts only a few moments, before the original state returns.
  • Dampen. This cantrip allows your character to cause an existing process to momentarily dampen or falter in intensity, despite normal behavior. It might cause a flame to gutter, or electrical current to suddenly ebb.
  • Dim. This cantrip dims the light in an area momentarily, causing shadows to deepen and any available light source to become faint to feeble.
  • Disrupt. instantly block an active Icon connection. It can be cast at an icon in the caster's possession or within line of sight. If the caster is receiving an Icon call, it can be cast through the connection.
  • Flare. Useful for quick illumination of an area, the Flare cantrip offers a momentary burst of dazzling light, enough to fully illuminate a small or medium space. Flare lasts for a few seconds, then fades rapidly. The light can come in a variety of colors or intensities, but it is not bright enough to do much more than temporarily surprise an attacker. Many magicians customize this power to create signature uses, with a particular pattern or color to the illumination.
  • Focus. This cantrip quickens the spirit of the caster, giving them a sudden surge of Willpower (+2). This can possibly tilt the balance for evenly- or closely-matched WILL contests, or if well-timed, can help provide extra protection against an incoming psychic assault.
  • Foul. This cantrip will cause the subject to become inedible or otherwise impure and unusable, whether it be food or drink, a chemical substance, or even a medicine. It will curdle milk, taint water, and cause fresh food to spoil. It can also desecrate sacred substances like holy water, and even cause poison to lose its efficacy.
  • Fracture. this cantrip allows your character to cause a sudden weakness or flaw in a physical item or object, whether it be a window to be cracked, a glass to be shattered, a door-frame to splinter, or a rope to fray.
  • Glitch. When directed at a technological device with moving parts, such as an electrical engine, a computer, telephone, etc. this cantrip will create a momentary malfunction, causing it to fail to work momentarily. An electronic signal will become garbled, a circuit will fail to be completed, etc. For a larger device, the cantrip will merely cause a sputter or quick failure of function, but a smaller item might completely seize up and need to be rebooted, etc. This condition is not permanent and goes away after a few moments.
  • Grasp. Usually accompanied by a physical motion with a hand, this cantrip gives a slight physical shove or tug to the targeted item, structure, or living being. It is not enough to push a target over, but could potentially cause the subject to lose balance in a chaotic situation, or it could potentially knock something out of a target’s hands if it is being held loosely.
  • Invigorate. This cantrip gives a quick charge of energy to another living being, almost like a metaphysical shot of adrenaline. In game terms, it represents a sudden burst of Constitution (+2) for a few seconds. The amount of energy given is enough to potentially re-start the heart of a dying character or give someone a bit of vitality when fatigue has set in. It can’t offset wounds, or bring the dead back to life, but the sudden surge of life-force might confuse a zombie or momentarily quench the appetite of a hungry entity like an Erebus or other energy vampire.
  • Jam. When directed at a door lock, a hinge, gears, or anything with interlocking components or pieces that move against one another, this cantrip causes them to inexplicably slip and become jammed. This might temporarily cause a crossbow or pistol to jam, a door-lock to freeze, a winch to suddenly stick, etc. The effect lasts only a second or two, and does not do any permanent damage to the targeted item.
  • Loosen. The Loosen cantrip causes any knot, buckle, or fastener to become loose for a moment, allowing someone to take advantage of the interval and untie or otherwise unfasten it. The cantrip can apply to something as abstract as a pulley or fan belt, or a rope tied around your character’s hands. It won’t completely unravel anything or completely cause it to become undone, but will give a slight window of opportunity to pull the fastening loose.
  • Mana. This cantrip creates a sudden pool of mana, or magical energy, that can be used to boost (+1) another spell or magical power.
  • Nullify. This cantrip lets the caster momentarily cause any magical energies to fail. This can be cast while an enemy spellcaster is building or casting a spell, causing that spell to fall apart, or it could temporarily suck the magical energy out of an existing magical process, like a ward, curse, or magical shields. This cantrip’s power is relative to that of the caster, meaning that a more powerful Willpower will have a more profound effect on the targeted magic energy. It can also instantly counter almost any other cantrip.
  • Numb. In the rare occasion that your character is expecting to experience pain, the Numb cantrip causes a momentarily lulling of sensation to a particular body part. Uses might include dulling the area before cutting into an area for battlefield surgery, or lessening the pain impact before it hits. While this cantrip doesn’t prevent damage or boost the target’s Constitution, it will help resist side effects of a sudden painful injury, letting the target go without yelling or flinching.
  • Pain. When using this cantrip, your character must point at a particular body part of an intended victim as the cantrip is uttered. A good tactical tool, the Pain cantrip sends a quick burst of physical discomfort or actual pain through the affected body part. It is not enough to cause damage or any long term effect, but it is uncomfortable and can catch an unwary foe by surprise.
  • Paralyze. This cantrip freezes the subject for a moment in their tracks, causing a non-painful paralysis that lasts but a second. This paralysis is not mental, and the target will be conscious throughout the momentary paralysis, but physically unable to act. This is a powerful cantrip when used in the midst of combat, and can cause an attacker to miss a blow, or a defender’s parry to go awry.
  • Reveal. This cantrip reveals the reality behind an illusionary appearance for a moment, pulling aside illusions, holograms, or other immaterial means of changing the way something looks. The caster’s Willpower is important: the higher the WILL the more profoundly the illusion is stripped away.
  • Quicken. This cantrip causes any physical motion the caster is performing to speed up momentarily, whether running, dodging, or attempting any feat of eye-hand coordination where speed is crucial. The caster’s perception also speeds up momentarily, allowing full control over this physical motion while the cantrip is in effect. This could be used to win a close race at the final moments, speed a reaction, etc.
  • Resume. forces a person or thing to go back to their true form. Shapeshifters can try to resist, but must put effort into it. Repeate duse against the same opponent will be less and less effective.
  • Stun. This cantrip causes a momentary sense of confusion, befuddlement, or even vertigo in the targeted foe, causing the target to lose a train of thought or botch any complex action being attempted. It is not harmful, little more than the psychic equivalent of an involuntary sneeze, but can often disrupt a critical process or action.
  • Sureness. This cantrip allows for a slight improvement of eye/hand coordination (+2), allowing your character to perform a physical action with more accuracy. It might make a single weapon strike slightly more precise, guiding it through armor joints or a slit in a helmet, or the caster could use it to win at darts.
  • Surge. This cantrip allows your character to cause an existing process to suddenly surge, or increase in intensity, despite normal controls or limitations. It lasts for only a second or two, and has no effect on the overall duration or magnitude of the process. Surge can cause a campfire to suddenly flare larger, a lightbulb to suddenly brighten, a horn to grow louder for a moment, or electric current to suddenly increase by a noticeable amount.

This message was last edited by the GM at 22:10, Wed 25 Mar 2020.

Yggie
 GM, 114 posts
Sat 7 Mar 2020
at 23:50
Psychic
Sombrarilhos com níveis sobre-humanos de atributos mentais tendem a manifestar alguns destes poderes espontaneamente. Ao comprá-los como Qualidades, o jogador sinaliza que seu PC possui um potencial maior nessas habilidades.

Alguns poderes fazem uso de habilidades novas.

HYPNOSIS
Variable Power

This is the psychic (or mystical, in some games) to affect and control people’s minds. The powers comes in several different levels. The point costs are not cumulative - getting a power at Level Two automatically gives the character the Level One abilities, for example. If the GM allows it, a player can purchase Hypnosis Level Two or Level Three separately, without getting access to the other abilities: in that case, reduce the cost to 5 and 10 points respectively.
  • Level One - Gaze Into My Eyes: At this level, the character can cause someone to hesitate for a few moments—plenty of time for the critter to attack with impunity.  The hypnotist makes a Willpower (doubled) roll (or uses his Brains Score in the case of Supporting Cast); the victim does the same.  Unless the victim beats or ties the result, he is helpless for a Turn and has zero defense rolls against any attack.  Cost: 5 points.
  • Level Two - What Do You See: Your character can create illusions and muddle the victim’s senses.  This works like Hypnosis (Gaze Into My Eyes), but if the character wins, the victim finds the illusion compelling.  The character can render himself invisible or appear to be someone else.  A character with this power level gets a +1 bonus to use the Level One ability.  Cost: 10 points
  • Level Three - Come to Me: At this level, the being can dominate the victim, forcing him to obey almost any command.  Every time your character tries to command the victim, use the same rolls as above.  If the victim loses, he must comply.  Some commands may be so much against the victim’s self-preservation instinct or moral code that he gains bonuses (+1 to +5) to resist (at the GM’s call).  Additionally, the character gains a +1 bonus to attempts to use Level Two power, and +2 to use the level One ability.  Cost: 20 points.
  • Crowd Control: This level of Hypnosis allows for the control of groups of people. The maximum number of people affected depends on the character’s Willpower and the type of effect he’s trying to impose on his victims. Level One effects can affect ten people per Willpower level, Level Two effects work on five people per Willpower level, and Level Three Effects work on one person per Willpower.

PSYCHOKINESIS (TYPE)
3-point per level Quality

These powers allow their wielder to affect the physical world directly with his mind. Each type must be purchased separately.
  • Psychic Electrokinesis: This power allows the character to control electricity. Using this power requires a Willpower and Electrokinesis level roll. The Success Level of the roll determines the effective electrical strength of the power. The character can turn electronic equipment on or off within one yard per Success level, damage electrical equipment at the rate of Willpower times Success Level, and inflict 3 x Success Level points of electrical damage on normal human beings.
  • Psychic Pyrokinesis: Some psychics can start fires by the power of their mind alone.  To use the power, your character rolls and adds Willpower and Pyrokinesis level.  Each Success Level inflicts one point of fire damage per level of Willpower.  For example, a pyrokinetic with Willpower 4 who got four Success Levels on his roll could inflict sixteen points of fire damage, more than enough to put the hurt on someone.  The amount of damage determines what can be ignited with this power.  Highly flammable objects (gasoline-soaked rags) require only one to three points of damage to start burning.  Dry wood needs five to six points, regular clothing or wooden furniture requires ten or more points, and synthetic furniture and the like need twenty or more points to start burning.  Once something ignites, it burns normally (using this power on a human both inflicts damage and sets his clothing on fire).
  • Psychic Telekinesis: This is your basic ability to move objects with the power of your mind.  To use this power, your character rolls and adds his Willpower and Telekinesis levels.  Each Success Level becomes the “strength” of the levitation effect.  So if the roll resulted in five Success Levels, your telekinetic could move an object with a Strength 5. When tossing people around using telekinesis, the damage done is two times the Success Levels in Bash type.  The telekinetic Strength (the Success Levels in the roll) must be sufficient to lift the person off the floor though.  Precise tasks (guiding a key into a keyhole, manipulating a keyboard) require a Perception and Telekinesis roll (with appropriate Success Levels as you demand).  Attacks use Dexterity or Perception (player’s choice) and an appropriate skill (stabbing someone would use Melee, firing a gun Shooting).  All remote tasks suffer a -1 penalty because the telekinetic is manipulating the object at a distance.  Damage is set by the weapon and uses the telekinetic Strength level rolled.  Tossing small objects at someone requires only a Willpower and Telekinesis roll, and must overcome the target’s defense roll.  The damage value of such an attack is two times the Success Levels rolled. Telekinesis requires some effort to maintain.  After number of Turns equal to your character’s Willpower, he has to make another Willpower and Telekinesis roll to maintain the power, at a cumulative -2 penalty.  So, a psychic with a Willpower 4 would suffer a -2 penalty on the fifth Turn and a -6 penalty on the thirteenth Turn that he maintained an effect or used successive effects.  This penalty applies to all uses of telekinesis until the psychic gets at least three hours of rest between uses.  If a character with a Willpower 4 was swinging a large axe with her Telekinesis (beats chopping wood by hand) and rolled a 16 (four Success Levels), she would have an effective Strength 4 for the next four Turns.  On the fifth Turn, she would reroll Willpower and Telekinesis and subtract two; this could change her psychic Strength value.

PSYCHIC VISIONS
1-point Quality

Some people can see the future in visions or dreams.  Most of the time, the visions are not very clear, nor do they happen very often, and they cannot be activated on purpose—they just happen.  No rolls are needed.  The GM should make the visions or dreams ambiguous and use images and situations from your character’s life.  The visions should reflect his current problems and worries.  Friends and enemies of your character may pop up in the visions, offering advice, vague threats, or deep philosophical comments.  The Director can use the visions to drop hints about upcoming events—the rise of some great evil, the potential bad decision to come, the next winner of American Idol, and other fun stuff.  As your character has little to no control over this ability, it only costs one point.

PSYCHOMETRY
4-point Quality

Your character posses a preternatural sensitivity to objects and the energies others leave when they touch them.  She can gain information about items and places the same way. Characters with psychometry often get impressions from simply bumping against a wall or touching the steering wheel of a car—many beings with this power wear gloves most of the time.  Those kinds of visions are determined by your Director.  To use this ability actively, your character must touch the object and roll Perception doubled, or Perception and Psychometry Skill.  The exact result depends both upon the roll and upon the history of the object being touched.  Consult the chart below but know that the GM might modify the “read” depending on the needs of the storyline.

Psychometry Chart Success Level
  • 1 - Feel the strongest emotions involved with the object in the recent past (one day or less), and gain some sensory glimpse of the person feeling that emotion. This is not a full-face portrait though (sorry, the villain doesn’t get revealed until the end of the Episode, remember?), but it could be a flash of someone’s shoes, the smell of their perfume, the sound of music playing in the background at the time, or some other (more or less) useful clue.  This level reveals items that are supernatural in nature.
  • 2 - Impressions go back further in time (a week or less) and get more precise for more recent (one day or less) events.  If the visions are frightening, time for a Fear Test.  This level reveals a few vague hints about the potential uses or powers of any supernatural item.
  • 3 - Impressions go back one month or less.  Can now detect more than one wielder/owner within that time frame if they left a good psychic “imprint” (i.e., felt strong emotions while in contact with the item).  Clues are even more plentiful, but they are rarely complete.  Events of extreme emotional or magical power can be glimpsed, no matter how long ago they were.  This level reveals if an old knife was used to perform a human sacrifice 300 years ago, but would likely not show anything more than a shadowy glimpse of who performed the deed or where it was performed.
  • 4 - Impressions go back one year or less.  Visions are granted about every owner/wielder of the object or those in contact with it (in the case of a murder weapon, that would include both the killer and the victim if the weapon was a knife or something that had to touch the victim).  This level reveals most of the powers and uses of an enchanted item.  This level also reveals a bit more information about powerful events that happened many years or centuries before.  It would show that a knife was used by a tall vampire to perform a human sacrifice in the ruins of a large church, and might even show a partial glimpse of the victim’s face or a general sense of why the sacrifice was being performed.
  • 5-9 - Impressions go back ten to fifty years or less.  The visions are stronger and incredibly detailed.  They are also imprinted more firmly in the psychic’s mind.  They may be revisited at a later time even if the object is not available.  Clues from beyond that time are also more complete.  These kinds of Success Levels are the most subject to Director variation.
  • 10+ - This brings up any scene concerning the item or place in the last century, or at any time if it involved significant supernatural events.  These visions may be entered, walked around in, slowed, frozen, or otherwise experienced in full sensory mode as if part of the holodeck.  Your Director should withhold only specifically warded or totally plot-destroying information.

TELEPATHY
5-point Quality

Your character can speak into the minds of others.  While doing this, he can also hear any thoughts directed at him in response.  A telepath can mentally communicate simultaneously with a number of people equal to her Willpower.  The duration in minutes and range in ten feet increments depends on the Success Levels of a Willpower (doubled) roll.  An exception may exist for those the telepath knows very well (Director’s call).  Your character can communicate with them at any distance, as long as she can see them or knows where they are. If the telepath touches someone or looks into his eyes, he can listen into what the being is thinking.  In this case, the subject resists the telepath’s Willpower (doubled) roll with one of his own.  If successful, your character’s Success Levels dictate the time (in minutes) that may be spent probing and the depth of the “read” (consult Mind Probe Chart).  Using eye contact for mind probe telepathy only works of the target is less than five feet away.

Mind Probe Success Level
  • 1 - Can sense only basic emotions.
  • 2 - Can sense surface thoughts (whatever the subject is thinking at the moment).
  • 3 - Can delve deeper into the mind of the subject.  A simple question can be “asked” and a one sentence or less answer is revealed.  Each additional Success Level grants one more question and answer.
  • 4 or better - Can get a clear picture of the subject’s personality, find memories, and get any information available (provided the telepath specifically asks for it).

Successive attempts to communicate telepathically or read someone’s mind before resting at least three hours suffer a cumulative -2 penalty.  So, for the second attempt, the roll suffers a -2 penalty; on the fifth attempt, an -8 penalty is incurred.

UNCONTROLLABLE POWER
5-point Drawback

Your character’s power is not fully under his control.  During times of stress, it can go wild, striking things and people at random.  Whenever the character is angry, scared or otherwise stressed, a Willpower (doubled) roll is needed, at penalties from -1 to -6, depending on how stressful the situation is.  If the roll fails, the power goes off at random (your Director can be as sadistic as he feels is appropriate; feel free to kibitz).  If the stress is extreme, the power not only goes wild, it works at double its normal level.  For example, if a Telekinetic confronted an abusive parent, his power might go out of control at double its normal strength.
Your Director will tell you if your character’s power is the kind that makes sense with this limitation.
Yggie
 GM, 115 posts
Sat 7 Mar 2020
at 23:50
Shapeshifting
The character has three natural forms – Human, Chaos and Avatar –, but can also assume the shape of any person or creature he sees, from a house cat to a tiger, sizewise. The transformation is total: size and weight are affected. Natural abilities (claws or natural flight in the case of birds, for example) will also carry over to the transformed character, but not magical abilities. The character will feel clumsy in non-familiar shapes and will have -2 penalty for most actions. The character’s Attributes can be increased by the shape. This increase cannot exceed the 3 for Strength or 1 for all others. Attributes do not decrease, but small forms (like birds or rats) will take double damage from physical attacks, and tiny forms (insects, for example) take quadruple damage from physical attacks. Imitating a human being results in a perfect facsimile in body shape and voice. Imitating the person’s mannerisms and character requires study and practice, and the Art Skill.

Shapeshifting takes time. The fastest changes are to natural forms, taking 7-CON rounds (minimum 1) for the Human one and 10-CON rounds (minimum 1) for Chaos and Avatar. Familiar forms take 7-CON minutes (minimum 1) to change into. Double these times if the character is tired, hungry or injured. If starved, exhausted or otherwise bad condition, shapeshifting will be arduous, even impossible.

Shapeshifting is also draining. Characters can shapeshift CON/3 times per day (round down, double that for every point of CON above 6) without penalty. Additional changes inflict a cumulative -2 penalty to everyroll until the character can rest.

Shapeshifters face many dangers. They can lose their personality if they stay longer than WILL hours in one form, except the natural ones, or attempt to imitate an extremely exotic or psychically powerful being. They can also lose the ability to control their shifting or even the Shapeshifting power itself. And if they abuse their power, pushing it repeatedly to the limit, shapeshifters may find themselves suffering from a terrible form of cancer.

Shapeshifting abilities include:
  • Natural Forms:
     
    • Human: the primary form for any character
    • Chaos: a “battle” or “demon” form; a thing of scales, claws and fangs that is optimized for combat (see below);
    • Avatar: usually an animal form

  • Shapeshift Wounds: using this power to heal open wounds, allows the character to heal WILLx2 Life Points, but can only be used once with any set of fresh wounds
  • Partial Shifts: allows the character to change parts of his body, like facial features, sprouting claws, etc., but requires full concentration and takes 10-CON seconds (minumum 1)
  • Automatic Shapeshifting: in life-or-death situation, the character can let go of his conscious control and allows his unconscious to tap directly into the power and perform changes that will save the shapeshifter; it’s extremely dangerous and may lead the character to lose himself

CHAOS FORM
All chaos forms gain AV 10 (bash), 30 Life Points and Attractiveness -5. Then, the player chooses a templae and two Aspects.

  • Slasher: STR +5, DEX +1, CON +3
  • Skulker: STR +2, DEX +3, CON +2
  • Stalker: STR +3, DEX +2, CON +3
  • Seeker: STR +2, DEX +2, CON +1, PER +3
  • Smasher: STR +7, DEX -1, CON +5

Aspects
  • Body Spikes: The chaos form is covered in spikes, quills, bony protrusions, or something similar. Anyone who directs an unarmed attack against the shapeshifter takes 5 stab damage. The shapeshifter’s grapples inflict 2 x STR stab damage.
  • Bonesmasher: The chaos form is equipped with blunt weapons such as a bony club, spiraling horns, or massive crushing fists. Its attacks can inflict 4 x STR bash damage.
  • Camouflage: The chaos form is adept at blending in with is environment. Stealth attempts gain +2.
  • Deadly Breath: The chaos form can issue some deadly expulsion such as fire or corrosive gas CON times per day. This is an attack made with DEX + Athletics/Shooting, with an absolute range of 10 m, and inflicts 15 fire or corrosive damage.
  • Extra Limbs: The chaos form possesses more than the normal compliment of arms and legs, or perhaps sports a prehensile tail or trunk. The shapeshifter gets +2 for performing multiple actions.
  • Fins/Webbed Hands and Feet: The chaos form can move through the water at twice its normal movement speed.
  • Flexible: The chaos form can slither, squirm, or disjoint itself to gain great flexibility. All rolls to squeeze through tight spaces, escape from bonds, or gain control of a grapple with the intent to immediately escape from it gain +2.
  • Gills: The rage form is fully amphibious.
  • Hardiness: The chaos form is immune to environmental or movement penalties and incidental damage from a certain type of harsh environment.
  • Horrible Odor: The chaos form can project a nauseating stink, which inflicts a -1 penalty on all actions taken by anything with a sense of smell.
  • Keen (Sense): One of the chaos form’s senses (sight, hearing, or smell) is incredibly acute. Gain +3 on all Perception rolls using that sense.
  • Natural Weapons: The chaos form is equipped with deadly natural weapons such as claws, fangs, or horns. Its attacks inflict 3 x STR slash damage.
  • Nightvision: The chaos form can operate in the dark with no more difficulty than in broad daylight.
  • Poisonous Flesh: The chaos form’s flesh and blood are deadly if ingested. Anyone who bites the Lunar or drinks her blood suffers 15 damage.
  • Rugged Hide: The chaos form is covered in some manner of natural protection: a carapace, thick fur, scales, or just a tough, leathery hide. Gain AV 10. Final AV can be 20 (bash)/10 or 15.
  • Sickening Slime: The chaos form is coated in a glistening layer of disgusting slime. All grapple attempts against the shapeshifter have -8, and anyone who bites her loses their next turn retching.
  • Slayer: The chaos form’s natural attacks inflict vicious damage after armor. Increase the multiplier by 1: bash damage does double; slash/stab, triple.
  • Stealthy: The chaos form has footpads, dark coloration, and other adaptations to help the Lunar creep up on her prey. Gain +2 to all Stealth rolls.
  • Swift Stride: The chaos form’s movement speed and jumping distances are doubled.
  • Tentacles: The chaos form has, if not actual tentacles, then at least some body parts of unusual length, such as a long prehensile tail, frog tongue, or very long neck. The shapeshifter can take appropriate actions against targets up to 5 meters away.
  • Terrible Grasp: The chaos form gains +1 to all grapple attempts, and rolls to maintain control while grappling.
  • Venomous: The chaos form may inject venom (STR 6) with one of its natural attacks (usually a bite, but more exotic options such as tail stingers are also available). Failing to resist with a CON double roll drains 1 Attribute point per net success. Paralyzing agents drain DEX; debilitating ones, STR. When the Attribute is reduced to zero, the victim is unconscious or incapacitated, and the poison starts draining CON. When CON reaches zero, the victim dies.
  • Wall Crawler: The chaos form can climb up and cling to walls without the need of a roll.
  • Webbing: The chaos form can project a sticky substance such as webbing or a slimy glue, with a range up to 20 meters. Roll DEX + Athletics/Shooting to aim this projectile. Anyone struck by it suffers a -2 to all actions per coating until they spend an action and roll STR + Athletics to disentangle themselves. Webbed or otherwise “stuck” victims also slow their movement speed by half, or become entirely immobilized with two coatings.
  • Wings: The chaos form is capable of flight at its normal movement speed.

This message was last edited by the GM at 19:47, Wed 25 Mar 2020.

Yggie
 GM, 116 posts
Sat 7 Mar 2020
at 23:55
Sorcery
The metamagical ability that shadowalkers wield can function on any Shadow, even those that have no magical energy available, unlike “regular” magic. Casting Sorcery spells takes several minutes and is extremely specific. Most sorcerers prepare theirs spells in advance, leaving open certain key aspects (target, duration, etc.), called lynchpins, in order to maximize their flexibility. This reduces casting time to several seconds.

Once a spell is prepared, it must be “hung”. A sorcerer can hung only one spell on his mind. Additional slots can be obtained by acquiring an artifact that has the Spell Rack quality.

The time needed to prepare or cast a spell depends on the number of lynchpins and Sorcery components, magical building blocks that are assembled in different ways for each spell. Undefined lynchpins use the maximum value for their category in preparation.
  • Preparation: (lynchpin values x number of Sorcery components) x 5 minutes
  • Casting: (undefined lynchpin values x number of Sorcery components) rounds

A round is 6 seconds long, so a spell that takes 12 seconds to cast requires 2 full rounds. Break down the total casting time in blocks of 6 seconds. Tally up the remaining seconds after this. If they are up to 3 seconds, then the spell goes off in the character’s action after the last full round. If it’s more, then it requires the full round to cast and will go off next round.

Example: a spell with a casting time of 17 seconds takes 3 full rounds to cast: two blocks of 6 seconds plus 5 remaining seconds. Since 5 is greater than 3, it doesn’t go off in the third round.


LYNCHPINS
The list below includes the factor by which time is increased for each category. Higher values prolong a spell’s preparation/casting time.

Target
  • Nobody: 0
  • One person: +1
  • 2-10 People: +2
  • Up to 100 People: +3
  • A large percentage of people in a town (everyone downtown, for example): +4
  • An entire town: +5
  • Anything bigger: +6
  • Limited target selection (vampires, demons of a given subspecies, Slayers, redheads etc.): -1

Effect Strength
  • Minor: 0. Anything that does not significantly alter or damage the subject. The spell may annoy or amuse, but not kill or heal. Examples: causing an unsightly rash; inflicting one point of damage per Success Level; creating a small globe of light.
  • Noticeable: +1. The effect is strong enough to injure people, break things and produce impressive lightshows. Objects (and living beings) cannot be transformed (either physically, mentally or spiritually), just harmed or healed. Examples: inflicting damage equal to the magician’s Willpower for every Success Level; shattering all the glass or other fragile objects in a room or a small house; starting a large fire.
  • Severe: +2. The effect can alter a person’s emotions and senses, inflict several injuries, and reshape (but not transform matter). Beings from other dimensions can be summoned at this level. Examples: paralyzing a victim (reduce Dexterity by one per Success Level); inflicting damage in the amount of Willpower (doubled) per Success Level; changing a person’s feeling (a love spell or turning grown people into teenagers); shattering or molding rock or metal; creating illusions that fool at least three senses; striking somebody blind, deaf or mute; summoning a demonic minion; raising a zombie.
  • Major: +3. The spell can transform living beings, reshaping their very essence and soul. Destructive spells are very destructive to both living and inanimate things. A spell of this level can summon a dangerous spirit entity. Examples: turning a person into an animal or demonic creature; summoning a powerful demon (not a quite a Big Bad, but lieutenant types); changing the properties of a material – turning metal as soft as mud or hardening air into a barrier; inflicting damage at a rate of 3 x Willpower points per Success Level.
  • Awesome: +5. The spell can do incredible things, like restore a vampire’s soul, throw lightning bolts, create impenetrable walls of force or summon a demon that will eat the world. Examples: inflicting 5 x Willpower points per Success Level; bringing back the dead; summoning a Big Bad-level creature.

Duration
  • Instantaneous: 0
  • Short (One Turn/Success Level): -1
  • Medium (One Minute/Success Level): 0
  • Long (One Hour/Success Level): +1
  • Very Long (One Day/Success Level): +2
  • Permanent (or until dispelled or canceled): +3

Shadow Rules
  • One Shadow: +1. Works with a specific Shadow’s magical rules
  • Related Shadows: +2. Works in similar Shadows, like all Marvel realities

COMPONENTS
It should be fairly simple to identify which components make up a specific spell. The GM is the final arbiter on the feasibility of a spell.
  • Shadow Opening: creates temporary intra- or inter-Shadow gates. Used for teleportation or to channel elemental attacks.
  • Shadow Manipulation: alters or changes Shadow stuff. Used for transmutation, shapeshift and, in conjunction with Mind Touch, mind alteration (Shape Shift Shadow Items); preparing items to store or use magical energy or hang spells (Prepare Item or Area for Magical Energy); and creating magic wards, circles and barriers (Define Channel for Magic Energy). Each change requires one use of this component.
  • Magical Energy: creates raw magical power. Used to sustain long-running spells. Objects can usually hold one hour’s worth of energy, while magic fields can last for up to 12 hours.
  • Mind Touch: opens a mind link between caster and subject. Used for spells that directly affect another being.
  • Measure Substance: assesses information. Used for spells that detect, analyze and locate. The more specific the spell, the greater the detail returned. Usually, it only works in a single Shadow, but may be extended to reflections or Shadows with the same magic rules.

At the GM’s discretion, the following components may only be available to advanced practitioners of Sorcery.
  • Granted Intelligence: grants a degree of intelligence to spells. Used to make spells somewhat autonomous and capable of discerning information, like attack spells that can distinguish between targets based on clothing.
  • Invoke Power: links the spell to a Power. Used to create spells that operate across Shadows independently of their magic rules, thus eliminating the respective lynchpin. Depending on which Power is invoked, other secondary benefits may be present.

CASTING
To cast a spell, a sorcerer rolls WILL + Occultism and must score a number of successes equal to the spell’s power level – the sum of the closed lynchpin values. If the roll fails (i.e, the total is less than nine), the spell doesn’t work. If the number of successes is less than the spell’s Power Level, something magical happens — but it may not be exactly what the caster intended.  The spell’s intent may be twisted or perverted, and the caster may be injured — or even killed — as the magic draw on her life force to fulfill their purpose.

SAMPLE SLEEP SPELLS
Here are three versions of a Sleep spell so you can see the system at work. The Time entry lists time to cast and to prepare.

Sleep (PL 2-7, Flexible)
Puts a single target to sleep for an indefinite amount of time.
Lynchpins: One Person [+1], Noticeable [+1], Undefined [+3], Undefined [+2]
Components: Shadow Manipulation, Mind Touch
Time: 10 rounds/70 minutes

Sleep (PL 2-6, Flexible for use on Shadow Earth)
Puts a single target to sleep for an indefinite amount of time on Shadow Earth.
Lynchpins: One Person [+1], Noticeable [+1], Undefined [+3], Earth [+1]
Components: Shadow Manipulation, Mind Touch
Time: 6 rounds)/50 minutes

Sleep (PL 3, against humans on Shadow Earth for a defined duration)
Puts one human on Shadow Earth to sleep for hours.
Lynchpins: One Human [0], Noticeable [+1], One hour/success [+1], Earth [+1]
Components: Shadow Manipulation, Mind Touch
Time: 0 round (1 action)/30 minutes

SPELL LIST
Quell (PL 3-4)
Puts a single target to sleep and lasts as long as the target is allowed to sleep.
Lynchpins: One Person [+1], Noticeable [+1], Instataneous [0], Undefined [+2]
Components: Mind Touch, Shadow Manipulation
Time: 4 rounds/40 minutes

This message was lightly edited by the GM at 23:56, Sat 07 Mar 2020.