Wyrmknave

Spellsoul (Working Title)

Oct 23rd, 2013
174
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 2.49 KB | None | 0 0
  1. Spellsoul
  2. A Herod20 RPG by DK, with a setting written by DK and Seff
  3.  
  4. Replacements
  5. These are the aspects utterly replaced in using Herod20 to play in the world of Spellsoul
  6.  
  7. Abilities: Cannot naturally pass 7
  8.  
  9. Skills: Vehicles is replaced with Riding (DEX) and Technology with Engineering (INT).
  10.  
  11. Advantages: Will endeavour to come up with a full replacement list later. For now just consult your local GM if the advantage seems too modern or too superheroic.
  12.  
  13. Characters
  14. Based on the highly magical nature of the world of Spellsoul, various options are necessary for character creations. Consult your GM for which options are available to you.
  15.  
  16. Pre-Surge (PL 5)
  17. A pre-surge character is a child, not yet through puberty. They begin with no more than 30 CP (GM judgement based on age) and at some point in puberty will become Surging.
  18.  
  19. Surging (40 CP, PL 6)
  20. A character in the middle of their surge, a teenager. Their connection to magic is loose but strong, and so their magical powers manifest as a Variable effect of rank equal to the character's Intellect plus 2. When a specific power is used through this Variable effect for the first time, it must have at least five flaws. Each occasion the power is practised, one flaw may be removed. Provided the GM consents, any power with fewer than three flaws may become that character's Spell upon the close of their Surge. If a character has used more than three different powers during their Surge and has not or cannot choose a Spell, they have a chance of becoming a Blank Mage. At four powers, they have a one in twenty chance, and this chance rises by one in twenty for every power. If a character does not become a Blank Mage but also does not create a Spell, they become a Markless. If a character successfully creates a Spell, they become a Spellbearer.
  21.  
  22. Spellbearer (45 CP, PL 6)
  23. Freshly surged, a Spellbearer wields only the spell they created. A character created a Spellbearer has d20+INT CP to spend on their Spell. This may be altered at the GM's whim. Spells are, as always, subject to GM approval.
  24.  
  25. Blank Mage (50 CP, PL6)
  26. Cursed as a vessel for wild magic, Blank Mages are powerless to control the magical effects that flare around them at random. Blank Mages have a Variable effect of Rank 5+INT with the Uncontrolled modifier. Good luck, you poor bastard.
  27.  
  28. Markless (55 CP, PL7)
  29. Their bodies and minds free of the drain of magic, Markless find themselves more capable to master mundane pursuits. Markless make fine labourers, artisans, and warriors.
Advertisement
Add Comment
Please, Sign In to add comment