Wednesday, December 18, 2013

Aeranos Update - Arcane Links and True Names




Arcane Links
Classic examples of arcane links are hair, blood, spit or fingernails. To be a viable link, the sample must be well preserved and undiluted, though not necessarily fresh. Other arcane links include a spellcaster's talisman, as well as totem bound objects.
With the proper arcane link, spells that normally require line of sight, can instead be cast from miles away. A Creature's true Name can also be used as an arcane link.
With a good arcane link, you can cast sight range spells at a distance of 1 mile per level of your sphere.

True Names
If a creatures true name is used in a spell, that creature is more likely to be affected strongly by the spell. Targets are affected in one of the following ways...
If the target gets a defense test it is halved.
If the target has magic resistance against the spell it is halved.
Effects on beneficial spells are somewhat more limited, but might include a slightly longer duration, at the discretion of the GM.
Most peasantry, unless they have had some experience with magic will openly use at least part of their true name, never realizing its significance. For example, a man named at birth "Nathaniel Dorthanson" may be known by all as "Nate the Smith," bur Nate the Smith will not work as a true name. For arcane importance, even the pronunciation of the true name is significant.
Any magical creature and most adventurers and intelligent monsters will most likely hide their true name as the treasure it is.
Animal intelligence creatures true names are very rarely known by any but the greater animal spirits and the gods. If for some reason the true name of an animal type is known and misused, the elder and namer gods will do whatever they can to punish the spellcaster responsible. Generally this means death for blatant abuses, though sometimes a god will simply wipe the name from a worthy characters mind.
Intelligent animals, creatures and elementals each have their own true name.
In general, area effect spells cannot be augmented by a true name, except in that they are harder to resist for targets whos names are invoked.

Monday, December 16, 2013

Aeranos Update - Bloodless Shambler


Every good game's gotta have 'em. Here's the Aeranos version of the classic.


Bloodless Shambler

One of the simplest of bloodless creations, Shamblers are the recently dead, brought back to a poor semblance of life, with only the most basic of instincts.
They can be controlled by spellcasters and intelligent bloodless creatures, but their simple intelligence means only orders such as "attack" or "defend" are generally followed for any length of time. While shamblers aren't supernaturally strong, they are able to use their muscles beyond normal Namer endurance, and thus are a bit stronger than they were in life, but they are considerably less agile and perceptive. All that said, they can be truly dangerous in large numbers.

Below are the statistics of a basic Neran shambler

COMBAT
Awareness 3*, Athletics 5, Stealth 2
Speed 2, Mind 2*, Body 10
Initiative 2, Move 10, Survival 7*
Toughness 10 (Useless Flesh 3, Bloodless Fortitude 2)

Attacks:
Fists & Bite 4, 5d
Weapon 3, (weapon damage)
Defenses:
Dodge 1

Special Abilities:
Bloodless Modifiers: +2 Stamina, Tireless with no need to breath, Immune to Spirit spells, Life Sense: +4 to Awareness vs. the living.
Automatons of Flesh: +3 Stamina, Brawl of 3, Weapon skill of 2, No negatives for brawl attacks vs. melee.
Relentless: Only a Called Shot to the heart (-8) or complete destruction of the body will destroy a shambler. Even a headless shambler will attack.
In groups, shamblers will attempt to grapple and overwhelm victims.
_________________________

Converting a Creature Into a Shambler
Primary Stats: +2 Strength, +3 Stamina, -3 Agility (min 1), -2 Perception (min 1), Intelligence and Willpower reduced to 1.
Remove most existing Specialties and Disadvantages, but add Special Abilities listed above.
Either use the combat skills of the Automatons of Flesh specialty, or the creature's -3, whichever is better.


Tuesday, December 10, 2013

Aeranos Update - Crafting Mechanics



A character with the proper Craft skill, and enough time, can create just about anything. The process of building or creating one item is called a Project. A Project is made up of Skill, Time and Difficulty. Some projects are relatively simple affairs, like shoeing a horse, or brewing some beer. Other projects are complicated and time consuming, like penning a musical composition, building an entire castle, or brewing really good beer.
Determining how difficult and time consuming a project is, may require some research, and is ultimately up to the GM. The depth to which you want to go into crafting is likewise up to the GM and the players.

Skill
The proper knowledge for the job at hand. This is the particular skill needed to complete the project. Most of the time this is a Craft skill, but it could also be a Religion, History, Arcana or Wilderness Survival skill, or even something else at the GM's discretion. Besides the main skill needed, there might be other skills that can provide modifiers to the main project test.

Time
The time it takes to complete a project includes material gathering, preparation and actual crafting time. The final time will be the standard amount it takes an average craftsman to complete the project. If the project is long, or involved, the GM is free to turn it into an extended skill test. In fact, many projects will be extended skill tests.

Difficulty
This is the actual target you are aiming for with your skill tests. The difficulty of a project is determined by most of the same elements that are used for Time. In addition, the difficulty is determined by the final product you are attempting to create. Forging an average sword is easier than attempting to create a Quality blade ready for enchantment.

With big, complicated projects, it may be tempting to split the process into several different extended skill tests, but unless you want the project to be a central theme to a game, you should probably avoid this. While crafting an item is useful, its often not the most exciting thing your character will do. That said, something that will take months, or even years to complete might be one extended test split up over several sessions.

Example Project  /  Skill  /  Time  /  Difficulty  /  Special Rules
Forge Horse Shoes /  Blacksmith  /  3 Hours  /  10  /  -15 minutes per success (min. Half hour)

Weapons
Forge Average Weapon  /  Blacksmith, Bowyer  /  1 day  /  12  /  1 test halfway to the end of the process. -1 hour per success (min. 6 hours)
Repair Average Weapon  /  Blacksmith, Bowyer  /  3 Hours  /  12  / 1 test. -15 minutes per success (min. Half Hour)
Forge Quality Sword  /  Blacksmith  /  About a week  /  15  /  1 test per day. Extended skill test. Requires 12 Successes.

Monday, December 9, 2013

Aeranos - Disadvantages Updated

Using Disadvantages

There are two ways to bring your disadvantages into play.

1. Invoking a Disadvantage

This method is completely in yours, or the GM's hands. Anytime, before you make a test, you or the GM can suggest invoking one of your disadvantages. When this is done, you enter a Disadvantaged State, or add a Story Complication.

2. Critical Dice Failure "Snake Eyes"

Anytime you get a natural result of two on your dice roll, you and the GM must try to invoke one of your disadvantages, sending you into a Disadvantaged State, or adding a Story Complication.
If you can find no disadvantage that applies, you don't have to invoke a disadvantage, but you get no chance to earn a fate or survival point either.
If your snake eyes don’t already result in a failure, the GM can use the disadvantage modifier on the same test that caused the Disadvantaged State.

Disadvantaged State

Whenever you enter this state, the GM gains a one-time ability to impose a -1d6 Disadvantage modifier to your current test, or a future test in the current scene. This choice can, and often should, be made by the GM after you roll, for maximum negative effect.


Disadvantage Modifier Rules
If you invoke a Fate point on a test, the GM can’t use the negative modifier for the same test.
The GM can’t use a Disadvantage modifier on a Defense test that has already failed.
The GM can’t use the modifier as a bonus to his own tests.


Once the scene ends, or the negative modifier has been applied, your Disadvantaged State ends as well. If the scene ends without the GM getting a chance to use the modifier, you don’t get a fate/survival point.

Story Complication

A Story Complication is more of a roleplaying disadvantage than a mechanical one. Your disadvantage leads to a twist, or an unfortunate turn of events that complicates your character’s life, and possibly everyone else’s. This might be your criminal past rearing it’s ugly head and spoiling your negotiations with the local law keepers, or a Dependant being among the hostages of an evil wizard you’re about to face. Story Complications should generally be agreed upon by both the GM and the players.

Refusing a Disadvantage

There may be times when you roll a snake eyes, or when the GM invokes, that you really don't want to be disadvantaged. You can choose to refuse the disadvantage for the scene without any penalty, beyond the missed opportunity to gain a fate or survival point.

Disadvantage Types

There are three types of scene where disadvantages can be invoked. Many can be invoked in more than one.

Social

Social disadvantages can be invoked when your character is in any kind of discussion or negotiation. Basically any time your character is interacting with NPCs. Most of the time, this is without weapons drawn and without attack and defense tests flying around. While this kind of disadvantage can lead to a Disadvantaged State, effecting social skill tests, it is more often associated with a Story Complication.

Combat

Combat disadvantages are the most cut and dry. They almost always take the form of a Disadvantaged State, and can be really annoying, but often just as entertaining and/or interesting. Certain combat disadvantages, like Crippled, should be invoked often by the GM and player, while others may only come up every once in a while.

Exploration

This type of disadvantage comes up when you are busy in the process of “adventuring.” It might hamper you while you are picking a lock, disarming a trap or deciphering runes on a dungeon wall. Most of the time this takes the form of a Disadvantaged State, though in some circumstances, it might lead to a Story Complication.

Thursday, December 5, 2013

Aeranos Update - Disadvantages






Looking for opinions on this new mechanic for disadvantages. It would simplify the disad descriptions because they would no longer require a defense test when invoked…

Disadvantages
There are two ways to bring your disadvantages into play.

1. Invoking a Disadvantage
This method is completely in yours, or the GM's hands. Anytime, before you make a test, you or the GM can suggest invoking one of your disadvantages. When this is done, you enter a "Disadvantaged State."

2. Critical Dice Failure "Snake Eyes"
Anytime you get a natural result of two on your dice roll, you and the GM must try to invoke one of your disadvantages, sending you into a "Disadvantaged State."
If you can find no disadvantage that applies, you don't have to enter the Disadvantaged State, but you get no chance to earn a fate point either.

Disadvantaged State
Whenever you enter this state, the GM gains a one-time ability to impose a negative 1d6 modifier to one of your future tests in the current scene. This choice can, and often should, be made by the GM after you roll, for maximum negative effect.
Once the scene ends, or the negative modifier has been applied, your Disadvantaged State ends as well.

Refusing a Disadvantage
There may be times when you roll a snake eyes, that you really don't want to be disadvantaged. You can choose to Refuse the disadvantage for the scene, but the next time you are disadvantaged, the GM gets two opportunities to apply the -1d6 before your disadvantaged state ends.
There is no penalty for refusing a disadvantage invoked by the GM.

Monday, December 2, 2013

Aeranos Update - New Spell

A bit lengthy for a spell description, but I think it's okay for a higher level spell. My only concern is whether this is actually a 5th level of power...
Stormstrider (Nature 5)
 Casting Time: 4 Turns
Duration: 10 minutes (+5 per success)
Range: Self
Resistance: Speed or Minimum Damage
Reagents: Focus: A small talisman created from four tail feathers of an elemental Storm Eagle.
Powerful winds gather around you, and the air crackles with the elemental power at your command.
You can tread on air as if walking on solid ground, but at one and a half times your normal movement rate. Moving upward is similar to walking up a hill. The maximum upward or downward angle possible is 45 degrees. In addition you can jump up to your movement rate vertically, or twice your movement rate horizontally with powerful gusts of wind.
Strong winds have no effect on your movement.
In addition to movement, you can spend one attack action and send a burst of lightning at any target within 200 feet. Targets must pass a Speed test 18 or take +9 electrical damage. You must wait 1d6 turns between lightning attacks while the energy builds.
Should you cast this spell in the midst of an actual thunderstorm, you can send the storm's own lightning as a powerful attack against your enemies. Your strike zone can be any ten foot square within sight and open to the sky. Any target within this area must make a Speed test 20 or take +12 electrical damage. Anyone within 15 feet of the strike zone must make a Speed test 18 or take +9 electrical damage. Even those who make their speed test take minimum light wound damage and all are stunned for 1d6 turns.
This lightning attack is subject to the storm's own whim. Each turn the storm and spell last, roll 1d6. A result of 5-6 signals a lightning strike that takes your action for the turn, should you use it. Don't start rolling for another strike for 1d6 turns. You are unable to move or perform any attack actions in the turn after the blast.
Should the spell duration end while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 turns. If he reaches the ground in that amount of time, he lands safely. If not, he falls the rest of the distance. Since dispelling a spell effectively ends it, the subject also descends in this way if it is dispelled, but not if it is negated by an antimagic field. No lightning strikes are possible once the spell duration ends.

Aeranos Rules Update

Just an update to the Magic Resistance rules. I was struggling to come up with a mechanic that worked like the classic "Save for Half Damage" under my very different damage system. I think this fits the bill... New rules in blue.

Resistance

This describes how targets of the spell can attempt to resist it. Most Resistance tests are one of the three main Defense Tests: Speed, Mind, Body, or combat defenses like parry and dodge along with Toughness.

Reduced Damage

Spells that cause reduced damage mean that the target subtracts the amount by which they pass their defense test from the damage. (If the target gets an 18 on a Speed Test 16, they subtract 2 from the base spell damage, but still must take the damage.)

Minimum Effect

Alternatively, a spell may always produce a minimum effect, even on a successful defense test. This may either be a base wound level, or another temporary or permanent effect, like, “stunned for 1d6 turns,” or “Blinded for 1 hour.”