Sunday, August 26, 2007

Setting Ideas - SAME Content cont.

Okies. Now that we've gone through the process of making preliminary characters, I though it would be best to show you at least a small amount of the actual spells, qualities and abilities I've made up.

First off, the most important qualities a character can have are their Light Arts and Dark Arts paths. These two qualities are unchanging, as they represent the character's basic connection to the world's Mana. Everybody manipulates Mana in different ways, and everybody has things they are naturally better at doing with it. They represent your character's natural affinity towards one element or a special connection to Mana that gives them abilities outside normal humans. I've got a host of Paths lined up, but most of them fall into a general pattern appropriate for the two arts. For Light Arts, paths general focus on augmenting Utility spells and abilities, while Dark Art paths focus on augmenting Attack spells, etc.

Here are some of the ones I've cooked up:

Light Arts

Ember Path - Fire-based utility spells are constant
Wave Path - Water-based utility spells are constant
Zephyr Path - Wind-based utility spells are constant
Tortoise Path - Earth-based utility spells are constant
Sapling Path - Leaf-based utility spells are constant
Perception Path - Light-based utility spells are constant
Empty Path - Void-based utility spells are constant
Celerity Path - You have a speed of 60
(There'll be more.)

Dark Arts

Martial Path - Attack spells deal 4 more damage in Melee range
Blessed Path - Attack spells are cast with a +2 bonus to hit.
Flame Path - Fire-based attack spells deal 4 more damage
Searing Path - Fire-based attack spells affect 2x as many targets
Frost Path - Water-based attack spells deal 4 more damage
Drowning Path - Water-based attack spells affect 2x as many targets
Storm Path - Wind-based attack spells deal 4 more damage
Prevailing Path - Wind-based attack spells affect 2x as many targets
Mountain Path - Earth-based attack spells deal 4 more damage
Sifting Path - Earth-based attack spells affect 2x as many targets
Razor Path - Leaf-based attack spells deal 4 more damage
Entangling Path - Leaf-based attack spells affect 2x as many targets
Luminous Path - Light-based attack spells deal 4 more damage
Shining Path - Light-based attack spells affect 2x as many targets
Hex Path - Void-based attack spells deal 4 more damage
Crushing Path - Void-based attack spells affect 2x as many targets
(There'll be more.)

Qualities come in all shapes and sizes, with varying degrees of use. You can make them up and have them approved by me.

Spells and abilities, while varied and powerful, follow a basic outline for categorizing their effects.
Utility spells affect the character in some way that usually benefits them, and are dependent on the Mana resources available.
They follow no real naming scheme.

Attack spells affect another character in a generally harmful way, and are dependent on Mana resources available.

Shard spells are on the lowest tier. They affect one target up to MNF ranges away, and deal 14+E damage.
Shock spells are on the lowest tier. They affect up to 3 targets up to MNF ranges away, and deal 10+E damage.
Bolt spells are more powerful versions of Shard spells, and deal 18+E damage to one target up to MNFD ranges away.
Blast spells are more powerful versions of Shock spells and affect up to 3 targets MNFD ranges away, dealing 14+E damage.
Strike spells are more potent versions of Shard and Bolt spells, and affect 1 target up to MNFDC range away, dealing 22+E damage.
Burst spells are more potent versions of Shock or Blast spells, and affect up to 3 targets up to MNFDC range away, dealing 18+E damage.
Nova spells are a special category, as they deal 14+E damage to everyone out to the F range.
Torrent spells are more powerful versions of Nova spells and deal 18+E damage to everyone within NF range.
Tide spells are potent spells that deal 22+E to everyone up to NFD range away in a straight line that is 60-ft. wide.

Specific Spells

These spells are unique and produce a variety of effects, though these are only examples of named spells. If you have an idea for a cool maneuver you want your character to do, run it by me and I'll try to think of something. The ones listed are considered Tier 2 spells, and specific conditions must be met before acquiring them.

Flash - A Light-based spell that produces a great flash of searing light that radiates from the user dealing 18+E damage to one target and Blinding every target up to N distance away. A blinded creature can take no actions save a single move in any direction and has its defenses lowered by 4 (meaning they calculate it as 4+A or M instead of 8+A or M.) Creatures who are naturally blind do not suffer from these effects. Requisite: Must have Light Blast as a spell and the Headshot ability.

Flamestrike - A Fire-based spell that produces a column of flames that continues to burn even after the caster has turned his attention elsewhere. This stationary fire, usable for two attacks, deals damage to any creature who enters it equal to 18+E. It will burn for an eternity if it is never drained of its uses, but can be dismissed by whim of the caster or by a Dispell.
Requisite: Must have Flame Bolt as a spell and the Press Your Luck ability.

Undine's Crest -
The caster conjures a blue-colored insignia in the air in front of them, and a wall of impenetrable ice forms in any shape in front of them, dealing no damage but seriously pissing off those on the other side. This wall (2m long or thick for each point of damage it would inflict) functions as a stationary "character" with a 10-wound death threshold. This Water-based spell is useful for hindering enemy movement or protecting a particular charge, though is a potent attack spell in its own right. Any creature in the area of the spell at the time of casting that is hit by the user's attack is trapped in the wall. They cannot do anything at all, and the only method of freeing them is to destroy the wall with a Dispell or by dealing enough wounds to it that it crumbles to icy shards.
Requisite: Must have the Bind ability.

Djinn's Calling
- The caster sings a song that floats on the wind, and carries a message to his adversaries, "Join us." A single creature suffers 14+E damage from this Wind-based spell. If it is dealt wounds by this attack, it now aids the player as a thrall to their whims, acting immediately after the player in initiative order. They continue to serve the player until the damage is healed or they fall dead at their feet. Requisite: (Still working on this one's requirements.)

Golem -
This Earth-based spell forms mud and clay into a cohort for the caster. This Golem will last until dismissed, has a Strength of 16, an Agility of 8, a Moxy and Elan of 4, and a speed of 8m. It has a basic Earth attack that deals 14+S damage. It has a 10 wound death threshold. Requisite: Must have at least one Earth Elemental core, and the Cunning Infusion ability.

The Creeping Death
- This Leaf spell attacks every creature within F range. They suffer 18+E damage and are immobilized until the spell is dismissed or Dispelled. Requisite: Must have Leaf Blast as a spell, and the Hamstring ability.

Magnetism
- This Void spell strikes at every creature within N range. They are sent hurtling 10m toward the nearest sturdy object, be it a wall or another creature. They suffer 16+E damage initially, and if they collide with something they suffer damage in aggregate equal to 10+(the object's Strength score. A stationary object or normal wall has a Strength of 8.) Requisite: Must have Void Blast as a spell, and the Leverage ability.

Dispell
- This spell drains an area's supply of mana, making it impossible to maintain spells and difficult cast new ones. The caster of Dispell is now the only creature within F range able to cast spells, unless a Mana-user resupplies the area with mana through whatever means. (Elemental essence, Manastone, tapping a Font, etc.)Requisite: Must have the Drain ability.

Infuse
- This spell infuses an object or creature temporarily with a single type of Mana. A weapon with Infuse cast on it can deal damage of either elemental type, decided on the user's choosing. A defensive item with Infuse cast on it blocks both elements an amount equal to its original resistance modifier. Infuse lasts until the end of the next encounter (or the current encounter, depending on when the spell is cast.) Requisite: Must have at least one Bolt spell and the Cunning Infusion ability.

5 comments:

Corn Crispies said...

2 long didn't read.

u suk.


(this is Bryan by the way, over the last 4 days I forgot my password, so I just started a new one :D)

Artless said...

Oh for...

Corn Crispies?

What the shit dude?

PS: I'm Stephen Baldwin. Was in Cat in the Hat. People would like you to believe that was Alec, but it was me.

Corn Crispies said...

Methinks you're just jealous of my kick ass Freakazoid reference.

PS: I played SABERTOOTH.

satansgear said...

Well, that does put more focus on most of the stuff. But what exactly do the paths mean game wise. Not like statiscally, but n a more character referance type way? Does it mean that, that one person has found a way to specialize something through a technique? Or is it more like a inborn thing, and if so how can multiple people have it then? These are the types of questions I'd like to know.

Artless said...

Remember my philosophy on game design? The mechanics are the most important item, and flavor can be injected later.

That's what I'm going with here and in all future home-brewed content.

It's entirely up to you how your character is representing the Path, but the mechanics of it stay the same. You could be born with extra-hard skin, and take the Tortoise path. Or you could represent that as years and years of intense training to broaden and lengthen your connection to Earth mana that makes harnessing it within yourself second nature. It is entirely possible that you have three people who have taken the Tortoise Path, but have that manifest within their character through different sources. It's the mechanics that I'm worried about creating, naming and publishing. The auxiliary to that is flavor, and that's entirely subjective, and therefore entirely useless to me as the designer.

I don't really care, as long as you're happy with it and it makes sense.