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		<title><![CDATA[Furiously Eclectic People -  ə SCHWA]]></title>
		<link>http://furiouslyeclectic.com/forum/</link>
		<description><![CDATA[Furiously Eclectic People - http://furiouslyeclectic.com/forum]]></description>
		<pubDate>Tue, 28 Apr 2026 20:02:35 +0000</pubDate>
		<generator>MyBB</generator>
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			<title><![CDATA[Batwom]]></title>
			<link>http://furiouslyeclectic.com/forum/showthread.php?tid=508</link>
			<pubDate>Wed, 11 May 2022 20:57:10 -0400</pubDate>
			<dc:creator><![CDATA[<a href="http://furiouslyeclectic.com/forum/member.php?action=profile&uid=4">Oedipussy Rex</a>]]></dc:creator>
			<guid isPermaLink="false">http://furiouslyeclectic.com/forum/showthread.php?tid=508</guid>
			<description><![CDATA[Not a write-up. More of a proof of concept.<br />
<br />
The Batwom: a relatively large (up to 3 feet long, 40 to 75 lbs), furry, flying marsupial that drops cubes of dung on unsuspecting victims. (Fun Fact: The Bare-nosed Wombat is the only animal that poops in cubes.) (Until now.) Use the Drop Attack rules (Ə-OH, pg 12) but use a base Damage Die of, well, its a cube of poop so let's go with d6. This allows for variants like the Lesser Batwom that poops tetrahedrons for a base d4, but has the additional threat of immobilizing entire groups with their caltrop-like scat; or the Great-Proboscis Batwom with its prodigious d12 poops.]]></description>
			<content:encoded><![CDATA[Not a write-up. More of a proof of concept.<br />
<br />
The Batwom: a relatively large (up to 3 feet long, 40 to 75 lbs), furry, flying marsupial that drops cubes of dung on unsuspecting victims. (Fun Fact: The Bare-nosed Wombat is the only animal that poops in cubes.) (Until now.) Use the Drop Attack rules (Ə-OH, pg 12) but use a base Damage Die of, well, its a cube of poop so let's go with d6. This allows for variants like the Lesser Batwom that poops tetrahedrons for a base d4, but has the additional threat of immobilizing entire groups with their caltrop-like scat; or the Great-Proboscis Batwom with its prodigious d12 poops.]]></content:encoded>
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			<title><![CDATA[Rake]]></title>
			<link>http://furiouslyeclectic.com/forum/showthread.php?tid=485</link>
			<pubDate>Mon, 23 Dec 2019 08:01:09 -0500</pubDate>
			<dc:creator><![CDATA[<a href="http://furiouslyeclectic.com/forum/member.php?action=profile&uid=4">Oedipussy Rex</a>]]></dc:creator>
			<guid isPermaLink="false">http://furiouslyeclectic.com/forum/showthread.php?tid=485</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">Rake</span>: Here’s a fun one. When a monster (we’ll just call them cats for simplicity) has its opponent in a Grapple, accomplished by successful attacks in a single Turn with either both claw attacks or at least one claw attack and the bite attack, the cat may perform a Rake attack on that and all subsequent Turns (including the main attack sequence) until the Grapple is broken. Failed attacks by the cat, once a Grapple has been established, do not preclude Rake attacks. When breaking free of a cat’s Grapple, the cat is allowed a full set of attacks even if it had already attacked for the Turn.]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">Rake</span>: Here’s a fun one. When a monster (we’ll just call them cats for simplicity) has its opponent in a Grapple, accomplished by successful attacks in a single Turn with either both claw attacks or at least one claw attack and the bite attack, the cat may perform a Rake attack on that and all subsequent Turns (including the main attack sequence) until the Grapple is broken. Failed attacks by the cat, once a Grapple has been established, do not preclude Rake attacks. When breaking free of a cat’s Grapple, the cat is allowed a full set of attacks even if it had already attacked for the Turn.]]></content:encoded>
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			<title><![CDATA[Reekers]]></title>
			<link>http://furiouslyeclectic.com/forum/showthread.php?tid=477</link>
			<pubDate>Thu, 15 Aug 2019 09:18:13 -0400</pubDate>
			<dc:creator><![CDATA[<a href="http://furiouslyeclectic.com/forum/member.php?action=profile&uid=4">Oedipussy Rex</a>]]></dc:creator>
			<guid isPermaLink="false">http://furiouslyeclectic.com/forum/showthread.php?tid=477</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">Fetor Fiend</span><br />
S: d6<br />
W: d4 / d1<br />
A: d8<br />
D: 1<br />
H: 45<br />
Size: M<br />
<br />
Rarely seen and known mostly by the results of its actions. A Fetor Fiend will urinate and defecate on the supplies and possessions of anyone unfortunate to stop in its territory. Any item not made from metal, glass, or stone are ruined. Items not ruined require several washings using the strongest of detergents to remove the overwhelming odor.]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">Fetor Fiend</span><br />
S: d6<br />
W: d4 / d1<br />
A: d8<br />
D: 1<br />
H: 45<br />
Size: M<br />
<br />
Rarely seen and known mostly by the results of its actions. A Fetor Fiend will urinate and defecate on the supplies and possessions of anyone unfortunate to stop in its territory. Any item not made from metal, glass, or stone are ruined. Items not ruined require several washings using the strongest of detergents to remove the overwhelming odor.]]></content:encoded>
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			<title><![CDATA[Roll20]]></title>
			<link>http://furiouslyeclectic.com/forum/showthread.php?tid=469</link>
			<pubDate>Fri, 19 Apr 2019 00:18:58 -0400</pubDate>
			<dc:creator><![CDATA[<a href="http://furiouslyeclectic.com/forum/member.php?action=profile&uid=1">Kersus</a>]]></dc:creator>
			<guid isPermaLink="false">http://furiouslyeclectic.com/forum/showthread.php?tid=469</guid>
			<description><![CDATA[Have you considered getting SCHWA on Roll20?<br />
<br />
While I don't know how to use it personally, I'd make the effort and run a campaign if SCHWA was there.]]></description>
			<content:encoded><![CDATA[Have you considered getting SCHWA on Roll20?<br />
<br />
While I don't know how to use it personally, I'd make the effort and run a campaign if SCHWA was there.]]></content:encoded>
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			<title><![CDATA[Rappan Athuk and DungeonSlayers]]></title>
			<link>http://furiouslyeclectic.com/forum/showthread.php?tid=442</link>
			<pubDate>Mon, 06 Aug 2018 16:36:18 -0400</pubDate>
			<dc:creator><![CDATA[<a href="http://furiouslyeclectic.com/forum/member.php?action=profile&uid=1">Kersus</a>]]></dc:creator>
			<guid isPermaLink="false">http://furiouslyeclectic.com/forum/showthread.php?tid=442</guid>
			<description><![CDATA[I posted over here: <a href="http://furiouslyeclectic.com/comment/242#comment-242" target="_blank" rel="noopener" class="mycode_url">http://furiouslyeclectic.com/comment/242#comment-242</a>]]></description>
			<content:encoded><![CDATA[I posted over here: <a href="http://furiouslyeclectic.com/comment/242#comment-242" target="_blank" rel="noopener" class="mycode_url">http://furiouslyeclectic.com/comment/242#comment-242</a>]]></content:encoded>
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			<title><![CDATA[Da Bears]]></title>
			<link>http://furiouslyeclectic.com/forum/showthread.php?tid=439</link>
			<pubDate>Tue, 10 Jul 2018 01:23:27 -0400</pubDate>
			<dc:creator><![CDATA[<a href="http://furiouslyeclectic.com/forum/member.php?action=profile&uid=4">Oedipussy Rex</a>]]></dc:creator>
			<guid isPermaLink="false">http://furiouslyeclectic.com/forum/showthread.php?tid=439</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">Bear Hug</span> - When a monster with this attack succeeds with all main attacks in a single Turn – both claw attacks by a bear, for example – the victim is now in a Bear Hug. The Bear Hug attack is against only the Defense score, ignoring any armor (although magical bonuses still apply – use a die of Rank equal to the bonus). The attack also allows monsters with a bite attack to make such an attack each Turn that also ignores armor. Victims cannot make any mêlée or ranged attacks until breaking free (see Grapple, <span style="font-weight: bold;" class="mycode_b">Ə</span>, pg 32), but can cast spells motionlessly (<span style="font-weight: bold;" class="mycode_b">Ə</span>, pg 17).<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Black Bear</span><br />
S: d3<br />
W: d10 / d2x2 / d2 bite<br />
A: d4<br />
D: 2<br />
H: 40<br />
Size: Large<br />
Special: Bear Hug d2<br />
<br />
A bear. That's black.<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Brown Bear</span><br />
S: d4<br />
W: d12 / d3x2 / d2 bite<br />
A: d6<br />
D: 2<br />
H: 50<br />
Size: Large<br />
Special: Bear Hug d3<br />
<br />
A bear. That's brown.<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Cave Bear</span><br />
S: d6<br />
W: d8 / d2x2 / d3 bite<br />
A: d6<br />
D: 2<br />
H: 30<br />
Size: M<br />
Special: Bear Hug d1, see description<br />
<br />
A bear. That's cave. No, that's not right. They live in caves. Although smaller than their brethren, Cave Bear's jaws are capable of crushing rocks. When making bite attacks, they receive a +2 bonus to Warrior on the attack roll.]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">Bear Hug</span> - When a monster with this attack succeeds with all main attacks in a single Turn – both claw attacks by a bear, for example – the victim is now in a Bear Hug. The Bear Hug attack is against only the Defense score, ignoring any armor (although magical bonuses still apply – use a die of Rank equal to the bonus). The attack also allows monsters with a bite attack to make such an attack each Turn that also ignores armor. Victims cannot make any mêlée or ranged attacks until breaking free (see Grapple, <span style="font-weight: bold;" class="mycode_b">Ə</span>, pg 32), but can cast spells motionlessly (<span style="font-weight: bold;" class="mycode_b">Ə</span>, pg 17).<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Black Bear</span><br />
S: d3<br />
W: d10 / d2x2 / d2 bite<br />
A: d4<br />
D: 2<br />
H: 40<br />
Size: Large<br />
Special: Bear Hug d2<br />
<br />
A bear. That's black.<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Brown Bear</span><br />
S: d4<br />
W: d12 / d3x2 / d2 bite<br />
A: d6<br />
D: 2<br />
H: 50<br />
Size: Large<br />
Special: Bear Hug d3<br />
<br />
A bear. That's brown.<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Cave Bear</span><br />
S: d6<br />
W: d8 / d2x2 / d3 bite<br />
A: d6<br />
D: 2<br />
H: 30<br />
Size: M<br />
Special: Bear Hug d1, see description<br />
<br />
A bear. That's cave. No, that's not right. They live in caves. Although smaller than their brethren, Cave Bear's jaws are capable of crushing rocks. When making bite attacks, they receive a +2 bonus to Warrior on the attack roll.]]></content:encoded>
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			<title><![CDATA[Danmachi SCHWA]]></title>
			<link>http://furiouslyeclectic.com/forum/showthread.php?tid=428</link>
			<pubDate>Thu, 03 May 2018 16:18:04 -0400</pubDate>
			<dc:creator><![CDATA[<a href="http://furiouslyeclectic.com/forum/member.php?action=profile&uid=1">Kersus</a>]]></dc:creator>
			<guid isPermaLink="false">http://furiouslyeclectic.com/forum/showthread.php?tid=428</guid>
			<description><![CDATA[I watched and quite enjoyed <a href="https://www.youtube.com/watch?v=80EIjDsoTwA" target="_blank" rel="noopener" class="mycode_url">https://www.youtube.com/watch?v=80EIjDsoTwA</a> and am in the middle of <a href="https://www.youtube.com/watch?v=N_aYGg7yxW8" target="_blank" rel="noopener" class="mycode_url">https://www.youtube.com/watch?v=N_aYGg7yxW8</a><br />
<br />
The latter I'm watching subtitled on Amazon Prime while the former I did fully watch dubbed on YouTube. I even bought the first two Light Novels that are the original source material and a fair amount deeper.<br />
<br />
As I watch Sword Oratoria, which ends up being more serious than the original series although it runs parallel instead of afterwards, I see more potential for a tongue & cheek RPG.<br />
<br />
There are some flaws with it as written but the premise, races, deities, guild, etc could all become a decent RPG setting. Not sure about the Dungeon without major changes although a mega dungeon ala Zagyg or Rappan might work.<br />
<br />
Why am I posting this here? Well, even though Tri-Stat(BESM) is Anime based, the more I watch, the more SCHWA seems the only way to replicate the actual play of the game. While the LNs have a built in RPG system and the Anime a slightly different and less workable system, it's essentially broken down into Warrior and Sorcerer abilities with characters that balance out the two or pursue more growth in one of them. It also has Chain-Casting (sort of) although in this case it may be preferable to have two types of spells - instant and chants.<br />
<br />
Anyway, it's all just some messy thoughts in my head.<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="http://furiouslyeclectic.com/forum/images/attachtypes/image.gif" title="JPG Image" border="0" alt=".jpg" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=77" target="_blank" title="">Dungeon-ni-Deai-wo-Motomeru-no-wa-Machigatteiru-Darou-ka-Gaiden-Sword-Oratoria.jpg</a> (Size: 85.1 KB / Downloads: 945)
<!-- end: postbit_attachments_attachment -->]]></description>
			<content:encoded><![CDATA[I watched and quite enjoyed <a href="https://www.youtube.com/watch?v=80EIjDsoTwA" target="_blank" rel="noopener" class="mycode_url">https://www.youtube.com/watch?v=80EIjDsoTwA</a> and am in the middle of <a href="https://www.youtube.com/watch?v=N_aYGg7yxW8" target="_blank" rel="noopener" class="mycode_url">https://www.youtube.com/watch?v=N_aYGg7yxW8</a><br />
<br />
The latter I'm watching subtitled on Amazon Prime while the former I did fully watch dubbed on YouTube. I even bought the first two Light Novels that are the original source material and a fair amount deeper.<br />
<br />
As I watch Sword Oratoria, which ends up being more serious than the original series although it runs parallel instead of afterwards, I see more potential for a tongue & cheek RPG.<br />
<br />
There are some flaws with it as written but the premise, races, deities, guild, etc could all become a decent RPG setting. Not sure about the Dungeon without major changes although a mega dungeon ala Zagyg or Rappan might work.<br />
<br />
Why am I posting this here? Well, even though Tri-Stat(BESM) is Anime based, the more I watch, the more SCHWA seems the only way to replicate the actual play of the game. While the LNs have a built in RPG system and the Anime a slightly different and less workable system, it's essentially broken down into Warrior and Sorcerer abilities with characters that balance out the two or pursue more growth in one of them. It also has Chain-Casting (sort of) although in this case it may be preferable to have two types of spells - instant and chants.<br />
<br />
Anyway, it's all just some messy thoughts in my head.<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="http://furiouslyeclectic.com/forum/images/attachtypes/image.gif" title="JPG Image" border="0" alt=".jpg" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=77" target="_blank" title="">Dungeon-ni-Deai-wo-Motomeru-no-wa-Machigatteiru-Darou-ka-Gaiden-Sword-Oratoria.jpg</a> (Size: 85.1 KB / Downloads: 945)
<!-- end: postbit_attachments_attachment -->]]></content:encoded>
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			<title><![CDATA[Bog Beast]]></title>
			<link>http://furiouslyeclectic.com/forum/showthread.php?tid=414</link>
			<pubDate>Thu, 11 Jan 2018 06:06:09 -0500</pubDate>
			<dc:creator><![CDATA[<a href="http://furiouslyeclectic.com/forum/member.php?action=profile&uid=4">Oedipussy Rex</a>]]></dc:creator>
			<guid isPermaLink="false">http://furiouslyeclectic.com/forum/showthread.php?tid=414</guid>
			<description><![CDATA[Huh. I don't have a thread just for monsters. Oh well.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Bog Beast</span><br />
 S: d20<br />
 W: d4<br />
 A: d16<br />
 Defense: 3+d8<br />
 Health: 20<br />
 Size: M to H<br />
 Special: Terror (See Description)<br />
<br />
The Bog Beast is a medium or large or maybe huge humanoid or quadruped or spider or something. Whatever it is, it's scary as hell. Anyone within an Adventure Turn of a Bog Beast will feel a general unease, noticing vague movements in the Beast's direction; sudden puffs of air at the back of the neck on a still day; or a suffocating stillness while the branches in the trees bend from the wind. When a Bog Beast is in combat range, characters must make an opposed Sorcerer roll or run away in blind terror. Those who make the roll must still run away but do so with an awareness of their surroundings. Only if the Resist is greater than twice the Bog Beast's roll may a character stand his ground, but he must continue making Resists each Combat Turn.<br />
<br />
The Bog Beast never attacks. It stays in the shadows or grass or deeper waters being really unnerving and dreadful, depending on the dangers of the bog to take care trespassers. Once a Beast sets upon a party, it will stay on their tail until the party exits the bog or one succumbs to it (the bog), which is to say someone dies.]]></description>
			<content:encoded><![CDATA[Huh. I don't have a thread just for monsters. Oh well.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Bog Beast</span><br />
 S: d20<br />
 W: d4<br />
 A: d16<br />
 Defense: 3+d8<br />
 Health: 20<br />
 Size: M to H<br />
 Special: Terror (See Description)<br />
<br />
The Bog Beast is a medium or large or maybe huge humanoid or quadruped or spider or something. Whatever it is, it's scary as hell. Anyone within an Adventure Turn of a Bog Beast will feel a general unease, noticing vague movements in the Beast's direction; sudden puffs of air at the back of the neck on a still day; or a suffocating stillness while the branches in the trees bend from the wind. When a Bog Beast is in combat range, characters must make an opposed Sorcerer roll or run away in blind terror. Those who make the roll must still run away but do so with an awareness of their surroundings. Only if the Resist is greater than twice the Bog Beast's roll may a character stand his ground, but he must continue making Resists each Combat Turn.<br />
<br />
The Bog Beast never attacks. It stays in the shadows or grass or deeper waters being really unnerving and dreadful, depending on the dangers of the bog to take care trespassers. Once a Beast sets upon a party, it will stay on their tail until the party exits the bog or one succumbs to it (the bog), which is to say someone dies.]]></content:encoded>
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			<title><![CDATA[Rituals]]></title>
			<link>http://furiouslyeclectic.com/forum/showthread.php?tid=383</link>
			<pubDate>Thu, 04 May 2017 06:45:46 -0400</pubDate>
			<dc:creator><![CDATA[<a href="http://furiouslyeclectic.com/forum/member.php?action=profile&uid=4">Oedipussy Rex</a>]]></dc:creator>
			<guid isPermaLink="false">http://furiouslyeclectic.com/forum/showthread.php?tid=383</guid>
			<description><![CDATA[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. <br />
<br />
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.]]></description>
			<content:encoded><![CDATA[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. <br />
<br />
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.]]></content:encoded>
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			<title><![CDATA[Immobilize]]></title>
			<link>http://furiouslyeclectic.com/forum/showthread.php?tid=382</link>
			<pubDate>Thu, 04 May 2017 04:55:56 -0400</pubDate>
			<dc:creator><![CDATA[<a href="http://furiouslyeclectic.com/forum/member.php?action=profile&uid=4">Oedipussy Rex</a>]]></dc:creator>
			<guid isPermaLink="false">http://furiouslyeclectic.com/forum/showthread.php?tid=382</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">Immobilize</span><br />
 Spell Base: 0<br />
 Min. Rank: d4<br />
 Resist: No/See below<br />
<br />
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.<br />
<br />
Modifiers:<br />
+2 for 1 Adventure Turn/Pos<br />
+6 for 1 Travel Turn/PoS<br />
+4 to Immobilize an object in the caster's sight<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Warning</span>: Make sure the object you want to immobilize isn't something you might want to move in the near future.]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">Immobilize</span><br />
 Spell Base: 0<br />
 Min. Rank: d4<br />
 Resist: No/See below<br />
<br />
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.<br />
<br />
Modifiers:<br />
+2 for 1 Adventure Turn/Pos<br />
+6 for 1 Travel Turn/PoS<br />
+4 to Immobilize an object in the caster's sight<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Warning</span>: Make sure the object you want to immobilize isn't something you might want to move in the near future.]]></content:encoded>
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			<title><![CDATA[Vita Dilatio]]></title>
			<link>http://furiouslyeclectic.com/forum/showthread.php?tid=381</link>
			<pubDate>Wed, 03 May 2017 06:46:50 -0400</pubDate>
			<dc:creator><![CDATA[<a href="http://furiouslyeclectic.com/forum/member.php?action=profile&uid=4">Oedipussy Rex</a>]]></dc:creator>
			<guid isPermaLink="false">http://furiouslyeclectic.com/forum/showthread.php?tid=381</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">Vita Dilatio</span><br />
Spell Base: 8<br />
Min. Rank: d20<br />
Resist: See below<br />
<br />
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.<br />
<br />
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 <span style="font-weight: bold;" class="mycode_b">Mora Mortem</span> 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.<br />
<br />
Modifiers:<br />
+4/+1R: Increase the duration to 1 Adventure Turn per PoS<br />
+8/+2R: Increase the duration to 1 Travel Turn/PoS]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">Vita Dilatio</span><br />
Spell Base: 8<br />
Min. Rank: d20<br />
Resist: See below<br />
<br />
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.<br />
<br />
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 <span style="font-weight: bold;" class="mycode_b">Mora Mortem</span> 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.<br />
<br />
Modifiers:<br />
+4/+1R: Increase the duration to 1 Adventure Turn per PoS<br />
+8/+2R: Increase the duration to 1 Travel Turn/PoS]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Cunctation]]></title>
			<link>http://furiouslyeclectic.com/forum/showthread.php?tid=379</link>
			<pubDate>Fri, 28 Apr 2017 03:29:47 -0400</pubDate>
			<dc:creator><![CDATA[<a href="http://furiouslyeclectic.com/forum/member.php?action=profile&uid=4">Oedipussy Rex</a>]]></dc:creator>
			<guid isPermaLink="false">http://furiouslyeclectic.com/forum/showthread.php?tid=379</guid>
			<description><![CDATA[So apparently either I didn't actually hit <span style="font-weight: bold;" class="mycode_b">Post Thread</span> or something weird happened with the forum software.<br />
<br />
Anyway.<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Cunctation</span><br />
Spell Base: 6<br />
Min. Rank: d16<br />
Resist: No<br />
<br />
The successful casting of <span style="font-weight: bold;" class="mycode_b">Cunctation</span> 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 <span style="font-weight: bold;" class="mycode_b">Cunctation</span>.<br />
<br />
Modifiers:<br />
+4 to delay 1 Adventure Turns per PoS<br />
+8 to delay 1 Travel Turn per PoS<br />
+4/2R to hold the delayed spell until a trigger situation occurs, determined at the time of casting <span style="font-weight: bold;" class="mycode_b">Cunctation</span>. If 1 Travel Turn/PoS has elapsed without a trigger, the delayed spell dissipates. This does not count as a spell failure.<br />
<br />
Notes: <br />
*Failing <span style="font-weight: bold;" class="mycode_b">Cunctation</span> means the second spell cannot be cast. <br />
*Failing the spell to be delayed means <span style="font-weight: bold;" class="mycode_b">Cunctation</span> has nothing to be delayed. <br />
*If a spell is not cast immediately after <span style="font-weight: bold;" class="mycode_b">Cunctation</span>, <span style="font-weight: bold;" class="mycode_b">Cunctation</span> dissipates. This does not count as a spell failure.<br />
*In comp-sci terms, <span style="font-weight: bold;" class="mycode_b">Cunctation</span> 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.<br />
*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.]]></description>
			<content:encoded><![CDATA[So apparently either I didn't actually hit <span style="font-weight: bold;" class="mycode_b">Post Thread</span> or something weird happened with the forum software.<br />
<br />
Anyway.<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Cunctation</span><br />
Spell Base: 6<br />
Min. Rank: d16<br />
Resist: No<br />
<br />
The successful casting of <span style="font-weight: bold;" class="mycode_b">Cunctation</span> 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 <span style="font-weight: bold;" class="mycode_b">Cunctation</span>.<br />
<br />
Modifiers:<br />
+4 to delay 1 Adventure Turns per PoS<br />
+8 to delay 1 Travel Turn per PoS<br />
+4/2R to hold the delayed spell until a trigger situation occurs, determined at the time of casting <span style="font-weight: bold;" class="mycode_b">Cunctation</span>. If 1 Travel Turn/PoS has elapsed without a trigger, the delayed spell dissipates. This does not count as a spell failure.<br />
<br />
Notes: <br />
*Failing <span style="font-weight: bold;" class="mycode_b">Cunctation</span> means the second spell cannot be cast. <br />
*Failing the spell to be delayed means <span style="font-weight: bold;" class="mycode_b">Cunctation</span> has nothing to be delayed. <br />
*If a spell is not cast immediately after <span style="font-weight: bold;" class="mycode_b">Cunctation</span>, <span style="font-weight: bold;" class="mycode_b">Cunctation</span> dissipates. This does not count as a spell failure.<br />
*In comp-sci terms, <span style="font-weight: bold;" class="mycode_b">Cunctation</span> 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.<br />
*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.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Gaze Attacks]]></title>
			<link>http://furiouslyeclectic.com/forum/showthread.php?tid=368</link>
			<pubDate>Mon, 06 Mar 2017 08:42:07 -0500</pubDate>
			<dc:creator><![CDATA[<a href="http://furiouslyeclectic.com/forum/member.php?action=profile&uid=4">Oedipussy Rex</a>]]></dc:creator>
			<guid isPermaLink="false">http://furiouslyeclectic.com/forum/showthread.php?tid=368</guid>
			<description><![CDATA[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. <br />
<br />
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.<br />
<br />
I'll be getting back to that later. For now:<br />
<br />
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™.]]></description>
			<content:encoded><![CDATA[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. <br />
<br />
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.<br />
<br />
I'll be getting back to that later. For now:<br />
<br />
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™.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[RPG Geek]]></title>
			<link>http://furiouslyeclectic.com/forum/showthread.php?tid=320</link>
			<pubDate>Fri, 12 Aug 2016 09:01:54 -0400</pubDate>
			<dc:creator><![CDATA[<a href="http://furiouslyeclectic.com/forum/member.php?action=profile&uid=1">Kersus</a>]]></dc:creator>
			<guid isPermaLink="false">http://furiouslyeclectic.com/forum/showthread.php?tid=320</guid>
			<description><![CDATA[SCHWA is now at <a href="https://www.rpggeek.com/rpg/37247/e-schwa-sorcerer-character-has-warrior-adventure" target="_blank" rel="noopener" class="mycode_url">https://www.rpggeek.com/rpg/37247/e-schw...-adventure</a> with the two linked items.]]></description>
			<content:encoded><![CDATA[SCHWA is now at <a href="https://www.rpggeek.com/rpg/37247/e-schwa-sorcerer-character-has-warrior-adventure" target="_blank" rel="noopener" class="mycode_url">https://www.rpggeek.com/rpg/37247/e-schw...-adventure</a> with the two linked items.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Transeat in Tempore]]></title>
			<link>http://furiouslyeclectic.com/forum/showthread.php?tid=302</link>
			<pubDate>Sat, 28 May 2016 04:32:31 -0400</pubDate>
			<dc:creator><![CDATA[<a href="http://furiouslyeclectic.com/forum/member.php?action=profile&uid=4">Oedipussy Rex</a>]]></dc:creator>
			<guid isPermaLink="false">http://furiouslyeclectic.com/forum/showthread.php?tid=302</guid>
			<description><![CDATA[First, some new notation: +X/YR<br />
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.<br />
<br />
Second, a couple of new spells:<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Tempore Finis</span><br />
Spell Base: 6/See below<br />
Min. Rank: d16/See below<br />
Resist: No<br />
<br />
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.<br />
<br />
Modifiers:<br />
+2/+1R: Increase the duration to 1 Adventure Turn per PoS<br />
+6/+2R: Increase the duration to 1 Travel Turn/PoS<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Tempore Saltus</span><br />
Spell Base: 8/See below<br />
Min. Rank: d20/See below<br />
Resist: No<br />
<br />
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.<br />
<br />
Modifiers: <br />
+4/+1R: Increase the duration to 1 Adventure Turn per PoS<br />
+8/+2R: Increase the duration to 1 Travel Turn/PoS<br />
<br />
<br />
<br />
<br />
Note: If my Latin sucks, blame Google Translate.<br />
<br />
Also note: These are the first spells with higher Rank than d12.]]></description>
			<content:encoded><![CDATA[First, some new notation: +X/YR<br />
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.<br />
<br />
Second, a couple of new spells:<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Tempore Finis</span><br />
Spell Base: 6/See below<br />
Min. Rank: d16/See below<br />
Resist: No<br />
<br />
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.<br />
<br />
Modifiers:<br />
+2/+1R: Increase the duration to 1 Adventure Turn per PoS<br />
+6/+2R: Increase the duration to 1 Travel Turn/PoS<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Tempore Saltus</span><br />
Spell Base: 8/See below<br />
Min. Rank: d20/See below<br />
Resist: No<br />
<br />
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.<br />
<br />
Modifiers: <br />
+4/+1R: Increase the duration to 1 Adventure Turn per PoS<br />
+8/+2R: Increase the duration to 1 Travel Turn/PoS<br />
<br />
<br />
<br />
<br />
Note: If my Latin sucks, blame Google Translate.<br />
<br />
Also note: These are the first spells with higher Rank than d12.]]></content:encoded>
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