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  Rituals
Posted by: Oedipussy Rex - 05-04-2017, 08:45 PM - Forum: ə SCHWA - No Replies

Rituals are spells that are (almost always) cast outside of an adventure, usually for the purpose of creating something magical. Creating a scroll or Staff, and summoning a Familiar are all Rituals. Needless to say, yet I find myself saying it, the time necessary to cast a Ritual is 1 Turn. Whether that Turn is Combat, Adventure, or Travel is completely up to the GM. 

As can be inferred from the Creating Scrolls section of Ə-OH and the descriptions of Familiar and Creating Magical Staves, Rituals are expensive, whether in the form of coin, Character Points' and/or some other commoditable.

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  Immobilize
Posted by: Oedipussy Rex - 05-04-2017, 06:55 PM - Forum: ə SCHWA - No Replies

Immobilize
 Spell Base: 0
 Min. Rank: d4
 Resist: No/See below

Inanimate, non-sentient object touched cannot be moved for 1 Combat Turn per PoS. Sentient creatures are allowed a Resist if the item is in their possession.

Modifiers:
+2 for 1 Adventure Turn/Pos
+6 for 1 Travel Turn/PoS
+4 to Immobilize an object in the caster's sight

Warning: Make sure the object you want to immobilize isn't something you might want to move in the near future.

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  Vita Dilatio
Posted by: Oedipussy Rex - 05-03-2017, 08:46 PM - Forum: ə SCHWA - No Replies

Vita Dilatio
Spell Base: 8
Min. Rank: d20
Resist: See below

Places living creature in state of suspended animation for a number of Combat Turns equal to the PoS, requiring no air, sustenance, or anything required to live. Unwilling creatures are allowed a Resist. Damage done to someone in suspended animation has no effect until the spell expires at which time all the accumulated damage hits at once.

If cast on a character immediately after he reaches 0 Health but before he would have his next Turn (no Resist as dead people cannot Resist), death is held off for a number of Turns equal to the Points of Success of the casting (technically making it a Mora Mortem spell) during which others can attempt to Heal him, first healing the (non-existent) negative Health. If the spell ends without the character being Healed back to positive Health, the once only-mostly dead character is now fully dead. Note: A Potion of Tasty Numminess cannot be used as the character is in suspended animation and cannot swallow. Also note: Another Vita Dilatio spell cannot be cast on an animationly suspended person.

Modifiers:
+4/+1R: Increase the duration to 1 Adventure Turn per PoS
+8/+2R: Increase the duration to 1 Travel Turn/PoS

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  Cunctation
Posted by: Oedipussy Rex - 04-28-2017, 05:29 PM - Forum: ə SCHWA - No Replies

So apparently either I didn't actually hit Post Thread or something weird happened with the forum software.

Anyway.


Cunctation
Spell Base: 6
Min. Rank: d16
Resist: No

The successful casting of Cunctation is immediately followed with the casting of another spell. Assuming success, the effects of the second spell is delayed for a number of Combat Turns equal to the Points of Success of Cunctation.

Modifiers:
+4 to delay 1 Adventure Turns per PoS
+8 to delay 1 Travel Turn per PoS
+4/2R to hold the delayed spell until a trigger situation occurs, determined at the time of casting Cunctation. If 1 Travel Turn/PoS has elapsed without a trigger, the delayed spell dissipates. This does not count as a spell failure.

Notes:
*Failing Cunctation means the second spell cannot be cast.
*Failing the spell to be delayed means Cunctation has nothing to be delayed.
*If a spell is not cast immediately after Cunctation, Cunctation dissipates. This does not count as a spell failure.
*In comp-sci terms, Cunctation is cast absolutely, not relatively. A player may say, "I cast Lightning Bolt 60 feet in front of me," but that's using relative terms to describe an absolute location. So if a character casts a Cunctated Lightning Bolt "60 feet in front of him," then moves to that location 60' in front of him during the delay, he'll be hit by a Lightning Bolt. A player may want to cast a Cunctated Create Meal spell with "when I stop for a mid-afternoon snack" as a trigger with the intention of having a nice mid-afternoon snack during his ride. Unfortunately, come mid-afternoon, the only ones enjoying a nice mid-afternoon snack are the ants, rats, and other sundry scavengers back where the spell was cast.
*Exception to the previous: if the Cunctated spell requires a specific target (person touched, for example), then the spell affects the target even if it has moved.

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  Gaze Attacks
Posted by: Oedipussy Rex - 03-06-2017, 11:42 PM - Forum: ə SCHWA - Replies (1)

First off, Gygax was a damn, dirty liar. One, Basilisks and and Cockatrice don't turn flesh to stone with their gaze; they just simply kill. Two, Gorgons aren't "bull-like creatures covered with thick metal scales." They are three sisters -- Medusa, Stheno, and Euryale, daughters of Phorcys and Ceto. Three, Medusa is an individual (see previous sentence), not a species, and had boar's tusks and wings.

But this is a fantasy game, not a treatise on comparative mythology, and while I try to stay relatively close to the source material, the Gorgons, and Medusa in particular, pose a bit of a problem for me because I also try to avoid anything even remotely theological. So what do I do about the daughter of two primordial sea gods who was raped by Poseidon on the altar in the temple of Athena because of her beauty, particularly her golden tresses, and was, in one of the earliest accounts of blaming the victim, cursed by Athena with her horrible visage and venomous snakes for hair. And, you know, just for good measure, let's curse her sisters, too. That'll teach that promiscuous slut.

I'll be getting back to that later. For now:

A "Gaze Attack" isn't an attack in that there is no active agency in it. The Game Master doesn't declare, "The monster Gazes at you." Just like a Stench Beast doesn't "Stench at you." (Of course, now I'll have to write up a Stench Beach. And a Fetor Fiend. And Miasma Critter. And Funk Varmint.) A Gaze Attack is eye contact with a monster for which a Bad Thing™ happens. An Adventure Resist is required to indicate that no such eye contact was actually made for every (Combat) Turn that the character continues to look at, around, near, or even face in the general direction of, the monster. If the Resist fails, the Bad Thing™ occurs. Reversible Bad Things™ require a Cure spell beating the original Resist plus the Degree of Failure to undo said Bad Thing™.

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  RPG Geek
Posted by: Kersus - 08-12-2016, 11:01 PM - Forum: ə SCHWA - Replies (2)

SCHWA is now at https://www.rpggeek.com/rpg/37247/e-schw...-adventure with the two linked items.

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  Transeat in Tempore
Posted by: Oedipussy Rex - 05-28-2016, 06:32 PM - Forum: ə SCHWA - No Replies

First, some new notation: +X/YR
To modify a spell with the above notation, increase the difficulty by X (increase the number to beat on the Sorcerer die) and increase the minimum Rank in Sorcerer to cast the spell by Y.

Second, a couple of new spells:

Tempore Finis
Spell Base: 6/See below
Min. Rank: d16/See below
Resist: No

Time stands still for the caster for a number of Combat Turns equal to the Points of Success of the casting. The caster is able to move normally as well as pick up and carry items. This is a fantasy world, so our understanding of physics doesn't work here, i.e. there is no such thing as inertia; if you try to walk on water, you're going to sink. Giving a time-stopped person a shove isn't going to cause him to fall off balance when time starts again; it just moves him until you stop shoving. You know that stupid move in movies and cartoons where someone turns a bullet around so that it flies back at the shooter? That shit actually works here.

Modifiers:
+2/+1R: Increase the duration to 1 Adventure Turn per PoS
+6/+2R: Increase the duration to 1 Travel Turn/PoS


Tempore Saltus
Spell Base: 8/See below
Min. Rank: d20/See below
Resist: No

The Caster jumps forward 1 Combat Turn/PoS. The character "blinks" out of the "now" and reappears some time later at the same spot. He has no knowledge of anything that occurred during the intervening moments. The caster can choose a length of time to skip, 3 Turns for instance, losing any PoS in excess, but will reappear early if the roll comes up short. That is to say, getting only one Point of Success when needing three will not result in spell failure, just a disappointing success.

Modifiers:
+4/+1R: Increase the duration to 1 Adventure Turn per PoS
+8/+2R: Increase the duration to 1 Travel Turn/PoS




Note: If my Latin sucks, blame Google Translate.

Also note: These are the first spells with higher Rank than d12.

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  Falling
Posted by: Kersus - 02-15-2016, 04:24 PM - Forum: ə SCHWA - Replies (1)

Could you give an example for falling damage?

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Information GM Screen
Posted by: Kersus - 02-15-2016, 02:40 PM - Forum: ə SCHWA - Replies (3)

Sooo, thinking of aa screen or essentially 2 pahe reference sheet with maybe a third page for scratch paper.

Weapons charts
Warior attacks per turn
Armour chart
Rank/die/cp cost chart (what is the modified number for?)
Generic monster table....

Anything else?

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  Initiative
Posted by: Kersus - 02-14-2016, 09:58 AM - Forum: ə SCHWA - Replies (1)

Initiative is not "doing" something, so it doesn't explode.... right? Or does it?

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