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Old 01-19-2022, 08:42 AM   #51
Mr_Sandman
 
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Default Re: not quite the World of Darkness v3

Quote:
Originally Posted by naloth View Post
Yes, that was a stand in until I could do a better conversion. Right now I'm thinking Threshold magic feels better than fatigue, and gives the GM a good mechanism for when and how to inflict a paradox. The next issue would be pricing the spheres. I think Thaumatology might have rules for that?
Thaumatology renames spheres as realms. The rules for designing a realm-based magic system start on Thaumatology p.188.

If you are looking at other versions of Mage, you might want to look at Dark Ages: Mage, which was a supplement for Dark Ages: Vampire. From what I understand, there the idea is that magic knowledge is divided into 'pillars', and each tradition has access to a certain subset of pillars, but none has them all. To me, that sounds like a good way of mechanically reinforcing the idea of each tradition having its own paradigm.
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Old 01-19-2022, 06:15 PM   #52
naloth
 
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Default Re: not quite the World of Darkness v3

Quote:
Originally Posted by Mr_Sandman View Post
Thaumatology renames spheres as realms. The rules for designing a realm-based magic system start on Thaumatology p.188.
I did some forum searching for reviews and examples, and I'm not sure that realm magic is worth using. I'm currently planning a mix of Threshold magic (replacing fatigue cost) + quite a bit from RPM (Monster Hunters) + stuff from my old thread.

Quote:
If you are looking at other versions of Mage, you might want to look at Dark Ages: Mage, which was a supplement for Dark Ages: Vampire. From what I understand, there the idea is that magic knowledge is divided into 'pillars', and each tradition has access to a certain subset of pillars, but none has them all. To me, that sounds like a good way of mechanically reinforcing the idea of each tradition having its own paradigm.
I couldn't find a lot on the MtA wiki, and I've never played that version but limiting which magic a group has access to is certainly feasible.
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Old 01-23-2022, 08:34 AM   #53
naloth
 
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Default Re: not quite the World of Darkness v3

Mage the Awakening

“It has the same basic rules like gravity. What you must learn is that these rules are no different than rules of a computer system. Some of them can be bent, others can be broken. Understand? Then hit me if you can.” -
Morpheus. In the WoD, mages can bend and break the rules of reality.

Mage Advantages (must take each of the below)
- Arete 10/lvl. Up to 10 levels may be purchased, though most mages start with around 3. Arete determines the maximum skill (12+ Arete level), highest level Sphere, and a Mage’s threshold (10 x Arete level).
- Higher Purpose (tradition or flavor of magic) 5/lvl. Up to 3 levels may be purchased per character, not per type. This will be expanded on later.
- Mage [50]. As per Ritual Adept, but has a 3rd level of time to remove the -5 for casting in one turn.
- Secret (Mage) [-20].
- Sphere (by type) 20/lvl. Up to 5 levels may be purchased per sphere as long as the sphere level does not exceed your Arete level. The first level of each sphere also gives the advantage Detect (Sphere Effects; Reflexive +40%). Rolls for detection are against the sphere path skill minus the distance modifier (speed/range table) to the effect plus the SM of the effect (area or target).

Mage Specific Skills
Thaumatology M/VH, limited to 12+Arete.
Path (by sphere) M/VH, limited to Thaumatology skill level.

Using Magic
This system uses the RPM system presented in Monster Hunters (and is presumably the same or expanded on in the G:RPM supplement) with the following modifications:
- Base casting time is a single turn without a time modifier and no energy accumulation is needed. Instead the energy cost for each spell is added to the mage’s accumulated energy use (even if unsuccessful). If the new total exceeds mage’s safety threshold make a calamity check (below). Mages may not exceed their threshold by more than 150 points total either in a single casting or due to multiple casting. The accumulated energy total decreases by 10 points per day.
- Calamity checks are made by rolling on the Fright Check chart (B360) adding +1 per 5 points over their threshold (+30 at 150 points over).
- Magic that can be passed off as something that could happen count as coincidental and does not have a cost multiplier. Other more obvious magical effects count as vulgar and double (no mundane witnesses) or triple (mundane witnesses) the energy cost. This replaces the Lesser and Greater distinctions.
- Potential spell effects are limited by Sphere levels.

Reality is broken down into 8 spheres: Correspondence, Force, Life, Matter, Mind, Prime, Spirit, and Time.
- Correspondence covers all things related to space, location, and movement (including kinetic).
- Force covers energy (electricity, fire, light, magnetism, sound) and forces (gravity).
- Life covers the sense and modification of anything alive.
- Matter covers the sense, modification, and transformation of non-living matter.
- Mind covers the sending, creating, and modification of thought.
- Prime covers meta-magic and permanence.
- Spirit covers sensing spirits and traveling to the spirit world.
- Time covers the perception and alteration of time.

Effects available to any Sphere
- Block Spell: A mage may take an active defense using Path/2+3 to avoid an incoming spell directed at the mage that uses a sphere the mage and can Detect. Counts as Restore (4) with the caster being the subject (generally weight 300lbs: 3) and is always coincidental magic.
- Ward: A mage may ward a target or area against any spells from sphere they know at level 2 or higher. Any spell trying to affect a warded target suffers a penalty equal to the margin of success the ward was cast by. The margin of success also counts as a penalty for detecting the ward unless the caster makes it obvious in which case it’s a bonus instead. Counts Strengthen (3) plus either the weight of a subject (single target) or the area for fixed location and is always coincidental magic.
Effects available to any Sphere
- Block Spell: A mage may take an active defense using Path/2+3 to avoid an incoming spell directed at the mage that uses a sphere the mage and can Detect. Counts as Restore (4) with the caster being the subject (generally weight 300lbs: 3) and is always coincidental magic.
- Ward: A mage may ward a target or area against any spells from sphere they know at level 2 or higher. Any spell trying to affect a warded target suffers a penalty equal to the margin of success the ward was cast by. The margin of success also counts as a penalty for detecting the ward unless the caster makes it obvious in which case it’s a bonus instead. Counts Strengthen (3) plus either the weight of a subject (single target) or the area for fixed location and is always coincidental magic.

Effects available to any Sphere
- Block Spell: A mage may take an active defense using Path/2+3 to avoid an incoming spell directed at the mage that uses a sphere the mage and can Detect. Counts as Restore (4) with the caster being the subject (generally weight 300lbs: 3) and is always coincidental magic.
- Ward: A mage may ward a target or area against any spells from sphere they know at level 2 or higher. Any spell trying to affect a warded target suffers a penalty equal to the margin of success the ward was cast by. The margin of success also counts as a penalty for detecting the ward unless the caster makes it obvious in which case it’s a bonus instead. Counts Strengthen (3) plus either the weight of a subject (single target) or the area for fixed location and is always coincidental magic.

Notes:
- This system is geared towards allowing big effects at the risk of reality fighting back (calamity). Arete 3 gives threshold 30 allowing 30 energy to be freely used and up to 180 energy to be used with consequences.
- I used the Fright Check table for consequences since it's readily available (I don't have G: Thamuatology and it seemed unreasonable as a requirement to use this system) and has serious consequences that are close to be paradox effects.
- Each sphere will have fair amount of tricks it can do and even more that it can do when combined making it slightly more powerful than the normal RPM paths.
- Fellow supernaturals (vampires, werewolves, demons, mummies, changlings) can be witnesses (x2 energy) but aren't considered mundane witnesses (x3). Mundanes are those that reject believe in the supernatural effectively increasing the difficulty to alter reality.
- I dropped Entropy as a sphere. My experience has been that it either plays too weakly or as a metasphere that infringes on others. All the probability effects can easily be shifted to other spheres.
- I moved all kinetic effects to Correspondence since there was overlap and Forces covers enough without it.
- Higher Purpose adds to all casting rolls appropriate to the tradition or specialty. As a roll modifier it's not affected by the skill cap.

Last edited by naloth; 01-23-2022 at 11:36 AM.
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Old 01-23-2022, 08:37 AM   #54
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Default Re: not quite the World of Darkness v3

Path of Correspondence
Level 1: Understanding Correspondence starts with the parameters of placement, volume, and movement. The adept use spells to exactly determine any of these and also to perceive objects without looking at them.
- Landscape of the Mind: Expands casters sight to every direction. Example: Sense (2) + Added Trait 360-degree vision (25) or Peripheral Vision (15) + Duration, up to a 10 minutes (1) + Weight, 300lbs (3). Total is 21 for Peripheral Vision and 31 for 360-Degree Vision as a coincidental effect.
- Measure Target: The caster can “guess” the exact size dimensions (not weight) of a target. Example: Sense (2) + Range, 10 yards (4) + Weight, 300lbs (3) for 9 energy as a coincidental effect.
- Range as Sight: Allows the caster's eyes to see distance rather than rely on light. Example: Sense (2) + Added Trait, Dark Vision (25) + Duration, 10 minute duration (1) + Weight, 300 lbs (3) for 31 points as a coincidental effect.
- Sight beyond Sight: Makes the subject highly resistant to anything targeting vision. Example: Strengthen (3) + Added Trait, Protected Vision (5) + Weight, 300 lbs (3) for a total of 11 points as a coincidental effect. This may be cast on a willing target within 10 yards (4) for 15 energy instead.
- Tracing the Void: Allows the caster to sense the original point of any current Correspondence effect. Example: Sense (2) + Range, 10 yards (4) for 6 energy as a coincidental effect. Note that there is no energy cost for a weight or area since it’s sensing any point in a spacial rift.
Level 2: Distance is an illusion that can be pierced.
- Close the Window: End a Mind’s Eye spell. Example: Restore (4) + Range, 10 yds (4) for a disruption with that range and a total of 8 energy for a coincidental effect. Rift’s resist being closed with the caster’s skill.
- Filter All Space: Provides the direction and distance for a specific item or subject at the time of casting. Casting rolls are -10 if the caster only has a name or vague description, -5 if the caster knows the subject on sight, and no penalty if the caster has a strong link to the subject (such as a piece of). Additional time offers a bonus (B364) based on a base 1 hour search time. Example: Sense (2) + Area, 10 mile search radius (8) for a total of 10 energy as a coincidental effect. This spell uses Long Distance Modifiers (B271) for range which is doubled for the area.
- Mind’s Eye: This spell allows the perceptions of a target to another location. Example: Sense (2) + Duration, up to 10 min (+1) + Range, 500 yds (+14) + Weight, 300lbs (+3) for 20 energy as a coincidental effect. While active this effect creates a rift that can be detected with special means. Future spells can be cast determine range from this point. .
Level 3: Allows the location of objects in space to be shifted rather than just senses.
- Apportation: Causes the subject to move (even fly) in one direction. Example: Control (5) + Range, 10 yds (4), Speed, 5 yds (2) + Weight, 300 lbs (3) for 16 energy. This effect is usually vulgar (double or triple energy cost) but small amounts of additional move can be coincidentally added to something already moving in that direction.
- Long Jump: Allows the caster to make a long, but possible running broad jump. Example: Strengthen (3) + Speed, 10 yds (+4), + Weight, 300 (3) for 10 energy as a coincidental effect. Longer jumps and vertical are possible but are vulgar unless you have a reasonable way to explain increase in distance (jumping to a lower height, using a trampoline).
- Neo’s Bullet Stop: Stops bullets headed towards the caster next to the caster in midair. Must be set up in advance unless used as an active defense. Example: Control (5) + Area, hexes beside the caster (2) + Duration, until the caster takes another action (1) + Speed, minus -1800mph (40) + Weight, less than 10 lbs (0) for a total of 48. An expensive, vulgar effect that’s best left to the one. For a more efficient way avoid projectiles see Deflect Missile below.
- Long Range: Allows the mage to use long range modifiers instead of normal modifiers for distance (B241) but not speed (or travel). Add Strengthen (3) to another spell that has a range component. This can be added to Mind’s Eye to decrease the range costs.
- Pull Object: Allows the mage reach through, grab something, and pull it to his current location. The caster must know the location of the target (which can be searched by Filter All Space), be able to grab (grapple for resisting targets), and lift the target. Only a single attempt to grab and pull is allowed per casting. Example: Long Range, above (3) + Transform (8) + Distance, ˝ mile (1) + Speed, ˝ mile (16) + Weight, up to 10 lbs (0) for a total of 28 energy. This is coincidental for anything the mage could have been carrying unnoticed, otherwise vulgar.
- Seven League Stride: Allows the mage to shift to another well known or visible location. Example: Transform (8) + Speed, 12 miles traveled (25) + Weight, 300 lbs (3) for 36 energy. As long as the travel is plausible, and no evidence of impossibly fast movement is left, this is coincidental.
- Slow Target: Subtracts speed from a target for single turn. Example: Control (5) + Range, 10 yds (4) + Speed, - 10 yds (4) + Weight, 15 tons (7) for a total of 20 energy. This is coincidental if the target was already trying to stop otherwise this is vulgar. Naturally the weight and speed can be adjusted as necessary.
- Stacked Sight: Allows multiple Mind’s Eye effects to be stacked at once, while also allowing the current area to be sensed. Costs are the same as Mind’s Eye, but Range is assessed for each viewing area and Long Range can convert the range costs to use long range modifiers (B241) for longer range at a lower cost.

Last edited by naloth; 01-24-2022 at 06:08 AM.
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Old 01-23-2022, 08:38 AM   #55
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Default Re: not quite the World of Darkness v3

Correspondence continued...

Level 4: At this level the mage can co-join space.
- Dreamer’s Shroud: Creates a warp of space around a target preventing it from being seen. Example: Control (5) + Added Trait, Invisibility (40) + Duration, 10 minutes (5), Range, 10 yards (4), Weight, 300 lbs (3) for a total of 57 energy. This is coincidental unless cast on an unwilling target or used to make something currently being witnessed disappear.
- Hermes Portal: Creates a window linking two or more locations that someone may choose to use. Unattended inanimate objects, environmental effects, and magical effects do not pass through. Example: Warp Speed, below (3) + Create (6) + Duration, 1 day (7) + Speed, 100 miles (6) + Weight, ˝ ton (4). for 26 energy. Gates are vulgar unless there is there is no appearance of “skipped” space between the locations (secret rooms, short cuts).
- Kick of the Four Winds: Allows the caster to momentary cojoin space to strike the target multiple times with the same blow. Despite the name, this effect can be used with any melee attack (skill) and can be dodged. Example: Create (6) + Damage, External x3, 2d cr (4) for 10 energy. This is usually a vulgar effect and rolls vs the melee attack with range penalties.
- Deflect Missile: Creates a bend in space that deflects projectiles around the mage so they miss. This must either be set up in advance or used as an active defense. Example: Control (5) + Area, hexes in the casters front arc (2) Duration, until the caster takes another action (1) + Speed, 1 yard over (0) + Weight, less than 10 lbs (0), for a total of 8 energy. This is a coincidental effect for shots that can miss, otherwise this effect is vulgar.
- Seal Gate: Suspend a Hermes Portal spell for the duration. Portals that are sealed can be unsealed by countering the Seal Gate that suspended them. Example: Restore (4) + Range, 10 yards (4) + the weight the rift can transport (varies, depending on the size of the rift which can be determined with a Sense spell). This is a coincidental effect.
- Warp Speed: Allows the mage to use long range modifiers instead of normal modifiers for speed in a spell. Strengthen (3) effect added to another spell.

Level 5: Space is putty to be shaped allowing it to be mutated and stacked.
- Co-location: Allows areas and everything within to share the same spaces. Objects that occupy the same location during casting are effectively intangible to each other until separated. For example, a boulder stacked over a person would effectively block line of sight (both ways) and be in the way of any attack until either the person or the boulder moved. Example: Long Range, above (3) + Transform (8) + Area, current location (0) + Area, 2 yds for another location (2) + Area, 2 yds for another location (2) + Range, current location touching caster (0) + Range, ˝ mile to first 10 yd area (1), + Range, 10 miles to the second 10 yd area (4) + Weight, any subject in any of the 3 areas up to 50 tons (8) for 28 energy. This usually a vulgar effect, though a creative mage use it to reinforce the effective toughness of a wall or object in a coincidental manner (reinforcing existing objects with objects inside).
- Compress space: Allows a location to be compressed reducing the effective size, without altering mass or other properties, in any dimension the mage desires. Compressed areas are effectively the new size for range or travel. Any target compressed retain damage, ST, HP, and DR but has proportionally less move. The amount of compression is determined by taking an Area size modifier to divide by in addition to any area the spell uses (subtracting from the SM of any target affected). Example: Transform (8) + Area, divides target size by 10 which effectively subtracts SM-10 (8) + Range, Touch (0) + Weight, 300 lbs (3) for 21 energy.
- Free Conjunction: Creates a rift that fully links two or more locations, allowing whatever is in each location to freely mix. This allows a variety of effects such as a portal to a pool or water (effectively Create Water) or lava (Area damage) can flood an area. A portal to a vacuum will suck the air (Destroy Air) from the current environment. Targets will tend to fall through any portal created below or in a direction that momentum will carry them (teleport other attack).
- No Range: At this point a mage is the master of space and can treat everything as sharing the same point for range. Any spell can add a Strengthen (3) effect to replace any range modifiers.
- No Speed: At this point a mage is the master of space and can treat everything as sharing the same point for speed. Any spell can add a Strengthen (3) effect to replace any speed modifiers.
- Polyappearance: Allows the caster or target to be in multiple locations at once, being affecting and being affected by everything in each location at the same time. Example: No Range (3) + No Speed (3) + Mind’s Eye, alternate location (2) + Mind’s Eye, alternate location (2) + Transform (8) + Duration, 10 minutes (1) + Weight, 300 lbs (3) for 22 energy. This is coincidental allows the caster to be in any 3 locations any distance apart as long as the caster does create a trace of being in multiple locations, magically appearing, or magically disappearing.
- Stretch Space: Allows a location to stretched, increasing the size in any dimension the mage desires. This works as the inverse of compress space except that the size change is a multiplier or increase in SM.

Last edited by naloth; 01-24-2022 at 06:07 AM.
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Old 01-24-2022, 07:51 AM   #56
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Default Re: not quite the World of Darkness v3

Thank you so much for the Mage build. I'm defiantly going to be using it and the others in my supernatural game. Of my three players two are interested in magic and one is considering the werewolf as an option.
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Old 01-24-2022, 12:10 PM   #57
naloth
 
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Default Re: not quite the World of Darkness v3

Quote:
Originally Posted by Kesendeja View Post
Thank you so much for the Mage build. I'm defiantly going to be using it and the others in my supernatural game. Of my three players two are interested in magic and one is considering the werewolf as an option.
Cool, let me know how it goes. You'll likely be the first playtester of the magic system. In the meantime, I'm going to try to finish up the other 7 and document some multi-sphere effects.
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Old 01-24-2022, 12:11 PM   #58
naloth
 
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Default Re: not quite the World of Darkness v3

Path of Force

Level 1: Perceive Forces
- Darksight: Shifts various energies into understandable output for a target. Example: Sense (2) + Added Trait, Infra or Ultravision (10) + Duration, 10 minutes (1) + Range, touch (0) + Weight, 300 lbs (3) for a total 16 energy for enhanced vision. This is a coincidental effect if used by the caster, vulgar otherwise.
- Focused Hearing: Allows for the precise ability to distinguish between sounds. Example: Sense (2) + Added Trait, Discriminatory Hearing (15) + Duration, 10 min (1) + Range, touch (0) + Weight, 300 lbs (3) for a total of 21 energy. This is a coincidental effect if used by the caster, vulgar otherwise.
- Hear Whispers: Shifts various energies into understandable output for a target. Example: Sense (2) + Added Trait, Subsonic or Ultrasonic Hearing (5) + Duration, 10 minutes (1) + Range, touch (0) + Weight, 300 lbs (3) for a total of 11 energy. This is a coincidental effect if used by the caster, vulgar otherwise.
- Quantify Energy: Allows the caster to perform a precise, detailed analysis on any nearby energy source or use. Example: Sense (2) + Range, 10 yards (4) for 6 energy as a coincidental effect.

Level 2: Control Energy
- Discharge Static: Causes ambient electricity or fire in the area to concentrate and jump single target. The attack rolls against the Innate Attack skill to hit. Example: Control (5) + Damage, External 3d burn (0). This effect is coincidental for any target is touching an electrical device, near enough to be burned by a heat source, or outside where a single stray lightning bolt could strike.
- Glitch: Causes an electrical device to malfunction for the duration. Example: Destroy (5) + Duration, 10 min (1) + Range, 10 yds (4) + Weight, 30 lbs (1) for a total of 11 energy. This is a coincidental effect as electrical devices are prone to such glitches.
- Lightning Rod: Intercept and redirects an energy strike (usually electrical, but it can also be sound or fire) such that it misses. This is used typically used as an active defense. Example: Control (5) + Area, hexes next to caster (2) + Speed, 1 yd shift (0) for 7 energy as a coincidental effect. Note this will not shift anything with an area far enough.
- Move Fire: Allows the caster to direct or move an area of flame for the duration. Example: Control (5) + Area, 3 yards (2) + Duration, 10 min (1) + Range, 10 yards (4) + Speed, 1yd/sec (0) for 12 energy. Coincidental if the fire burns the direction of fuel or the wind, vulgar otherwise.
- Quiet Walk: Example: Strengthen (3) + Added Trait, Silence 2 (10) + Duration, 10 minutes + Range, touch (0) + Weight, 300 lbs (3) for a total of 16 energy. This level can be rationalized away as the coincidental effect of making sure nothing rattles and coaching the target on how to be quiet, but higher levels are vulgar.
- Temperature Control: Warms or cools and area no more than 1 degree per second. Example: Control (5) + Area 10 yds (8) + Duration, 1 hour (3) + Range, touch (0) for 16 energy. This is coincidental with a reasonable explanation for reasonable temperature changes otherwise vulgar.
- Touch the Live Wire: Effectively provides insulation to the target reducing or eliminating the energy affects. Example: Strengthen (3) + Added Trait, DR 5 for common type (15) + Bonus, +3 HT rolls causes by a single energy type (4) + Duration, 10 min (1) + Range, touch (0) + Weight, 300 lbs (3) for 26 energy.
- Uncanny Perception: Example: Strengthen (3), Added Trait, Microscopic Vision 4 or Parabolic Hearing 5 or Telescopic Vision 4 (20) + Duration, 10 min (1) + Weight, 300 lbs (3) for 27 energy as coincidental magic.
- Wrap in shadow: Example: Strengthen (3) + Added Trait, Chameleon 2 (10) + Duration, 10 minutes + Range, touch (0) + Weight, 300 lbs (3) for a total of 16 energy. This level can be rationalized away as the right shadows or colors for blending, but higher levels are vulgar.

Level 3: Spawn and Destroy Energy
- Destroy Energy: Removes one type of energy in a given area, and can prevent it from being brought into the area for the duration. Destroy electricity drains batteries and stops all other electrical devices from working. Destroy sound creates a zone of silence. Destroy light darkens an area. Destroy fire extinguishes it. Example: Example: Destroy (5) + Area, 5 yd radius (4) + Duration, 10 min (1) + Range, 10 yds (4) for a total of 14 energy. This effect is usually vulgar, but can be creatively explained (power failure causing lights to fail, a fire suppressant working better than expected) for a coincidental effect.
- Explode Car: As anyone that’s watched enough TV knows, vehicles are prone to exploding. Example: Create (6) + Damage, external 6d explosive (8) + Range, 10 yds (4) + Weight, 5 tons (6) for 24 energy. This is coincidence for any vehicle that’s just been damaged or is being shot it.
- Flashbang: Creates a surge of light and sound that blinds and deafens all those that fail to resist in the area for a short duration. Example: Destroy (5) + Altered Trait, Blind (10) and Deaf (4) + Area, 5 yd radius (4) + Duration, momentary - lasts until a HT check is passed with the same margin of success as the casting (0) + Range, 10 yds (4) + Weight, 300 lbs (3) for 30 energy. Coincidental if the mage hurls something that could be a flashbang to the affected area.
- Fireball: Creates an explosive (divide damage by 3 for every yard from the center of the blast) fireball that may be thrown at enemies with an Innate Attack roll. Example: Create (6) + Damage, external 6d explosive (8) + Range, 10 yds (4) for 18 energy. Usually vulgar, this effect can be passed of coincidentally as a hand grenade or Molotov cocktail.
- Phantom Flame: Removes one of the properties of fire such as being light emitting or being hot to the touch. Example: Destroy (5) + Area 5 yds (4) + Range, 10 yds (4) for 13 energy. This is a coincidental effect if the fire is passed off as a trick or artificial fire, otherwise vulgar.
- Power device: Causes a combustion or electrical device to run as though it was powered normally. Example: Create (6) + Duration, 10 min (1) + Range, touch (0) + Weight, 300 lbs (3) for 10 energy. This is a coincidental effect as long as the illusion of it being powered normally is maintained.
- Spawn lightning: Causes lighting to strike the target. The attack rolls against the Innate Attack skill to hit with appropriate range modifiers. Example: Create (6) + Damage, External 6d burn (4). This can be a coincidence once if outside during a storm that is producing lightning, otherwise vulgar.

Last edited by naloth; 01-24-2022 at 02:27 PM.
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Old 01-24-2022, 02:26 PM   #59
naloth
 
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Default Re: not quite the World of Darkness v3

Path of Force (continued)

Level 4: Control Force
- Increase Gravity: Increases the effect gravity has in an area or on a subject. Example: Control (8) + Area 5 yds (4) + Altered Traits, ST-2 (4) Speed -1 (4) + Duration, 10 min (1) + Range, 10 yds (4) + Weight, 300 lbs (3) for 28 energy. Slight modifications like the prior ability, where everyone is just performing a bit slower is coincidental. More severe effects are vulgar.
- Magnetize: Make a surface magnetic drawing all ferrous metals to it within the area for the duration. Example: Control (5) + Duration, 10 min (1) + Area 10 yds (8) + Range, 10 yds (4) + Speed 5 yds/sec (2) + Weight, 1000 lbs (4) for 24 energy. Thanks to movie tropes, this super magnet work coincidentally. More powerful magnetic effects are vulgar.
- Make weightless: Eliminates the feel of gravity on an area or single subject. Example: Destroy (5) + Area 5 yds (4) + Duration, 10 min (1) + Range, 10 yds (4) + Weight, 1000 lbs (4) for 18 energy. This is usually a vulgar effect, though hovercraft have created explanations for coincidences.
- Purge Radiation: As per Destroy Energy, but it works on radiation.
- Redirect Gravity: Sets the direction of gravity to up or any right angle direction causing the target to “fall” in that direction. This may be done to a single target or to an area. Example: Transform (8) + Area 5 yds (4) + Duration, 10 min (1) + Range, 10 yds (4) + Weight, 300 lbs (3) for 20 energy. This is usually a vulgar effect.
- Reduce Friction: This reduces the friction on a single subject or every subject in an area. Example: Strengthen (3) + Added Trait, Slippery 2 (4) and ST-2 for knockback purposes only (1) + Duration, 10 min (1) + Range, 10 yds (4) + Weight, 300 lbs (3) for 16 energy. The change above is plausible enough to be coincidental without providing more rationalization (adding a lubricant to the subject).
- Surge of Attraction: Creates an attraction between two objects that pulls them together. Mechanically this imparts a speed to each subject in the direction of the other subject. Example: Control (5) + Duration, 10 min (1) + Range, 10 yds to subject (4) + Range, 10 yds to subject (4) + Speed, 5 yds/sec for subject (2) + Speed, 5 yds/sec to subject (2) + Weight, 300 lbs (3) for 21 energy. This is usually a vulgar effect.
- Surge of Repulsion: Same as attraction except the speed for both subjects is always direction away from the other subject.

Level 5: Weave Forces
- Create Storm: Creates a storm of any type. Example: Transform (8) + Area, 1000 yds (32) + Duration, 3 hours (4) + Range, touch (0) for 44 energy. Possible weather at a reasonable rate of change is coincidental. Extreme or unseasonal weather is vulgar.
- Create Gravity Well: Creates a point that immediately moves everything in the area towards it. Example: Control (5) + Area 5 yds (4) + Range, a point within 10 yds (4) + Speed, 10 yds/sec (4) + Weight, 1000 lbs (4) for 18 energy. This is a vulgar effect, but causing multiple involuntary slams is usually worth it.
- Quell the Weather: Selectively allows bad weather to be stopped. Destroy (5) + Area, 1000 yds (32) + Duration, 3 hours (4) + Range, touch (0) for 41 energy as a coincidental effect (all storms break and miss areas).
-Weather Manipulation: Influence all weather affected rolls in your area. Example: Transform (8) + Area, 1000 yds (32) + Bestows, +4 or a -4 determined at casting as a moderate modifier (16) + Duration, 3 hours (4) + Range, touch (0) for 52 energy. Possible weather at a reasonable rate of change is coincidental. Extreme or unseasonal weather is vulgar.
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