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I See Dice Dungeon - Rules

Last post 12-31-2007, 5:29 AM by Ogremindes. 4 replies.
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  •  12/31/2007 4:25:46 AM 803980

    I See Dice Dungeon - Rules

    This thread is for the rules to I See Dice Dungeon, and nothing else. Discussion about the rules belongs in the Devlopment Thread.

    My Site: Ogremindes.net. Blog, Art and Warhammer Miniatures. Come and comment on my work!

    Myndes Felin on Discworld MUD
  •  12/31/2007 5:20:07 AM 803981 in reply to 803980

    Re: I See Dice Dungeon - Rules

    Preamble

    I See Dice Dungeon is a proposed spin-off of the I See Dice Games. Set in a fantasy world of wild magic and mad gods, the players take it in turns to create challenges for the player characters. The game will use the Tri-Stat system as the basis for it's rules. This thread is for suggestions and comments of the rules in progress.

    Setting

    A small but skilled party of the expendable and the criminal are, with the promise of great reward, sent from The Eye, the largest city and bastion of order in the world, into the Wild Zone, a realm of pure chaos, insofar as much as chaos can be pure. Their mission is to recover the Rod of Portals, an artifact that can create stable links between The Eye and other shards of reality. This artifact was stolen from the Knights Justicar, an order dedicated to Mannan Rex, God of Law. One can be pretty sure that their promises will be honored. Nothing is known about the thief, but the rod's connection to The Eye has allowed the order to trace it's movements to an extent.

    The Wild Zone is made up of countless, possibly infinite, tiny shards of reality from when the Rebirth of Magic shattered time and space. It is a place where magic runs wild, and where the Old Gods, driven mad by their long exile, hold their domains. The environments within these shards are infinitely varied, some may be 'indoors', others out. They may seem normal, or they may be twisted in any number or ways. These shards are linked by random, shifting portals. The order will do what they can too keep the party on the thief's trail. There will be no return to The Eye without the rod.



    My Site: Ogremindes.net. Blog, Art and Warhammer Miniatures. Come and comment on my work!

    Myndes Felin on Discworld MUD
  •  12/31/2007 5:20:45 AM 803982 in reply to 803981

    Re: I See Dice Dungeon - Rules

    Rules


    The game will use the Tri-Stat system as the basis for it's rules.

    Type of Game

    This is a High Fantasy game for the purposes of skill costs. The power level of the game is Human, X is 6.

    Character Creation

    Characters have 50 character points for use in their creation. The character created is the 'default form', and represents the characters natural abilities. Changes do not change the default form, although they override it while in effect. The default form is who the character really is, beneath all the strange magic of the Wild Zone.

    Character Sheets

    Players are required to maintain character sheets for their characters in the Character Sheet thread.

    Changes

    Changes are transformative effects that are applied to your character in the course of the game. They fall into a number of categories, which cover a number of different kinds of effects:
    • Reset. Removes changes. Immediate effect. Doesn't effect Items or Outfits.
    • Curse. Mental Changes and Continuous Magical Effects , sometimes with accompanying physical change. Always active unless otherwise stated.
    • Morph: Physical Change. Always active unless otherwise stated.
    • Power: Special Ability. Activated as per Attribute Activation rules unless otherwise stated.
    • Item: a piece of equipment you can carry and use. These go in your inventory. Some items are Unique, if two or more of a Unique item would exist, then every copy of that item vanishes.
    • Outfit: A set of clothes. Outfits will always be the appropriate size and shape for what you are when you acquire it. The outfit appears on your body, replacing your previous clothes, if any. Your previous outfit vanishes. Outfits only have an effect so long as you are wearing them. You can only wear one at a time.
    • Instant: permanently modifies an existing item or outfit. Immediate Effect

    Precedence of Changes

    Items and Outfits (collectively: 'equipment') take precedence in effect over Curses, Morphs and Powers. Resets and Instants take precedence over all other changes, but do not remain after they take effect. Only one stat multiplier and one stat divisor can be in effect at a time. Newer Changes take precedence over older ones. Changes take precedence over your natural abilities, and in some cases may prevent you from using your natural abilities even if there is no conflict. Powers that are part of the characters species would be unavailable if effected by a species-changing change, for example.

    Removing Changes

    Changes are removed when they are no longer having an effect, such as being entirely over-ridden by newer changes, or if removing them would have no effect.
    For example: If an adult human got the child size morph, and then the adult human size morph, the child size morph would be removed because it's over-ridden by the adult size, and then the adult human size would be removed because said human would be adult sized anyway. If two changes mutually cancel each other, both are removed. Outfits can be removed by taking an action to do as such, and can be worn similarly. Items, and removed outfits, can be dropped or passed between characters. If you acquire a change you already have, remove the older version of the change.

    Character Advancement

    At the end of a shard, after any rewards are given, players may assign any or all advancement points they have available. Advancement points are the only way to modify the default form.

    Flow of Time

    Times given are from the characters' perspective.

    Healing

    The basic rate of healing is 5hp an hour, doubled with medical care.


    My Site: Ogremindes.net. Blog, Art and Warhammer Miniatures. Come and comment on my work!

    Myndes Felin on Discworld MUD
  •  12/31/2007 5:26:51 AM 803983 in reply to 803982

    Re: I See Dice Dungeon - Rules

    Notes for Gamemasters

    GM duties will split amongst the willing players. These players will take it it turns to present a single 'shard', a fragment of reality, and the obstacles therein. A shard can be any size, can contain any environment, indoors or out, and can have any properties, for example, a shard could have lower gravity, or allow faster healing, or be on a different scale to the PCs.

    While GM, you are in complete control of the game. The Tri-Stat rules and the Change List are provided as tools to assist the GM, not as restrictions on what can be done or how to do it. That said, anything that carries over to the next shard should be codified in the rules. I (Ogremindes) can help with that if you're not sure of how to go about it, and I'm sure other players that are comfortable with the rules can to.

    Don't think that the change table needs to be rolled on every post (that could really mess up a combat encounter), or even every encounter. Do bear in mind that random transformations are at the heart of I See Dice, but also be aware that 'random' may be from the perspective of the PCs, so invent and apply any changes you want. Also, don't believe you have to follow the rules -at all- while running the game. You don't need to reveal your dice rolls (and you can, and probably should, take over most or all of the dice rolls for the game), or even how you come to your results. Just so long as you play fair, the other players have fun and you don't make things too difficult for the next GM anything goes. Oh, and don't mess with characters default forms.

    As for your duties as a GM, simply putting in some time every day to run the game is the main requirement. And keep things moving. If a player has been gone for 24 hours take over his/her character 'til the player returns. If you're going to be away, give warning, and if you'll be gone for more than a couple of days pass control of the encounter to another player (along with the necessary info). Be sure to allow enough time for every player to decide an action in situations where it's important (such as combat).

    Oh, and don't be afraid to fudge dice results and stuff if it makes the game more fun. If you designed a monster too powerful for the party, maybe some wild magic will cut it down to size...

    Some ideas:
    • Since your own character will probably have to stand aside for any puzzles you make, you could have a puzzle be based around the other PCs having to rescue yours.
    • Although returning to a past shard is generally impossible, you could still have a linking story or even an overarching puzzle in your shards. If the other players have forgotten the key detail then your character could remember at least a bit of it.
    • The Combat Initiative rules may be a hassle in the forum environment. Instead, maybe have all the players announce their actions at the start of the round, allowing conditionals (like: I'll throw a knife at an injured monster if possible, otherwise the nearest), and then resolving the round all at once. You'll have to decide when PCs use defence actions.
    • In fact, you could just not use the combat system at all and run the fights freeform. Just make sure you're aware of what the characters are capable of.

    Character Advancement

    Award between 0.5 and 3 of each type of advancement point (character and skill) to each PC at the end of the shard. The amount should depend on the scale and difficulty/complexity of the shard.

    My Site: Ogremindes.net. Blog, Art and Warhammer Miniatures. Come and comment on my work!

    Myndes Felin on Discworld MUD
  •  12/31/2007 5:29:48 AM 803984 in reply to 803983

    Re: I See Dice Dungeon - Rules

    Tables and Charts

    Size Category Chart

    Size CategoryRough SizeHeight/Range/Speed MultiplierLifting Weight MultiplierDamage ModifierEnemy Damage ModifierEnemy Attack Modifier
    Giant17' tall3100+30 (muscle-powered only)
    -10
    +2
    Ogre11' tall210+15(muscle-powered only)-5
    +1
    Adult5'-6' tall00000
    Child3'-4' tall1/2
    1/10
    -5
    +5
    -2 (ranged only)
    Cat
    1'-2' tall
    1/5
    1/100
    -10
    +10
    -4 (ranged only)
    Rodent
    6"-1' tall
    1/20
    1/10,000
    -15
    +15
    -6 (ranged only)
    Bug
    1" tall
    1/200
    1/10,000,000
    -20
    +20
    -8 (ranged only)

    -=+---==1D200==---+=-

    1-4. Morph: Gender Reversal. Your gender changes. No special effect.

    5-8. Morph: Donkey Ears. Your ears become like those of a donkey. No special effect.

    9-12. Morph: Technicolor Skin. Your skin (and fur, feathers etc. if applicable) becomes coloured in an array of bright, garish, clashing colours. No special effect.

    13-16. Morph: Cloven Hooves. Your feet are replaced with hooves. Despite this, you find you can move quite naturally. No special effect.

    17-20. Morph: Monkey Tail. You acquire a prehensile monkey tail. Grants Extra Arm 1(pg 19), replaces any other tail you might have.

    21- 22. Power: Force Field. You gain the power to create a protective bubble about yourself. Grants Force Field 2 (pg 19/20, area 2(form fitting, detectable). Power lost if reduced to 0 levels.

    23- 24. Morph: Extra Arms. You gain a pair of arms. While useful, the extra arms make you somewhat clumsy. If you were missing any of your arms then this change returns them, otherwise this give you Extra Arms 2 (pg 19), Extra Attack 1(pg 19) and -2 to Attack Combat Value. Mutually cancelled by No Arms change.

    25-26. Morph: Frog Form. In a classic show of uncontrolled magic, you turn into a frog. This makes you rodent-sized (see size category table) and physically inept (Body stat set to 2). Also grants Water Speed 1 (pg 40), Adaptation - Underwater (pg 12) and Jumping 1 (pg 24). Cannot talk.

    27-28. Power: Invisible. You become invisible. Unfortunately, this doesn't extend to your gear. Grants Invisibility vs sight with the Naked Form Only restriction (pg24). Always active.

    29-30. Morph:  Intelligent Sword. You turn into a magic sword. You still keep your wits, but are otherwise inanimate, and can only communicate with someone holding you. You turn into a Longsword (pg 75). You can't talk, but still have all your senses, and cannot move. You can allow your wielder to use any or all of your combat abilities, including combat skills, combat techniques, special attacks and massive damage. If  broken, you are effectively dead unless repaired. You gain  Telepathy 1 (pg39) that only works with characters that are holding you.

    31-32. Curse: Dog-headed. Your head is replaced with that of a dog, as is a measure of your intellect. You cannot talk and will obey any order given to you. Mind and Soul stats halved.

    33-34. Curse: Diminishing Retribution. In a strange sort of karma, you quite literally become a lesser being for every life you take. Shrink one size category (see size category table) each time you defeat an enemy.

    35-36. Reset: Lesser Trueform. You become closer to your original form. Loose a Morph change of your choice.

    37-38. Item: Daggers of Wind. The Daggers of Wind is are magical weapons that allows the wielder to attack with supernatural speed at the cost of physical condition when wielded together. 2 Daggers (pg. 75).  Unique. Grants the use of the following special attack (pg 32) when wielded as a pair:
        -=Flurry=-
        Melee Attack (polearm), Physical
        Damage: 20
        Auto-Fire (pg 33)
        Melee (pg 36)
        Hand Held (pg 35)
        Burns Health (loose 5hp when used)

    39-40. Item: Tanglebomb. This grenade releases fast-growing vine tendrils when it detonates. One use only. Allow you to use the following special attack (pg 32):
        -=Entangle=-
        Thrown Weapon (grenade), Physical
        Tangle (50hp) (pg 35)
        No Damage (pg 36)
        Short Range (pg 36)
        Self Destruct (pg 36)
        Hand Held (pg 35)

    41-42. Curse: Irresistible Dance. A magical tune only you can hear compels you to dance. You are forced to dance as long as the curse lasts. This gives you a penalty of -3 to all stat, skill and combat checks, and halves your movement speed.

    43-44. Curse: Vanishing Clothes. Seemingly at random, the clothes of you and your friends vanish. A random PC's outfit vanishes every hour in which a post is made, starting now. If said PC has no outfit then no effect for that hour.

    45-46. Reset: True Self. You return to your true self. Full reset to default.

    47-48. Morph: Liquid Form. You are reduced to a puddle of mobile goo. You an assume shapes as described for high level Elasticity(pg 18), but cannot hold a shapes for longer than a minute. before assuming a new shape. You gain Insubstantial 1 (pg 24) and Immunity to bladed weapons(pg 23)You cannot hold or wear solid items unless currently assuming an appropriate shape. You can talk in a bubbling voice. While formless you can only exert the force of a gentle wave.

    49-50. Power: Animal Control. You gain the power to command animals. Grants Animal Control 1 (1pt/lvl version, pg 13. Can control 1 animal within 10 metres).

    51-52. Curse: Inchworm. An ethereal leach clings to your body, draining your stature. Shrink one size category (see size category table) every hour. Doesn't disappear when smallest size category reached, as it can start shrinking you again if you regain some height. The shrinking occurs when the hour changes.

    53-54. Morph: Ethereal Form. You become ethereal, like a ghost. Unfortunately, this doesn't extend to your gear. Grants Insubstantial 8, naked form only (pg 24). You cannot pass through the ground unless the GM allows it.

    55-56. Outfit: Kannythae Armour. A suit of armour made from leather and brass, bearing the symbol of the god of freedom. Blessed light mail(pg 81) grants 1 rank of Armour while worn.

    57-58. Curse: Twisted Tounge. Every word you speak is twisted beyond recognition. You can only speak gibberish This can convey information through tone, but nothing else.

    59-60. Power: Plant Control. You gain the power to control plants. Grants Plant Control 5(pg 28)

    61-62. Morph: Horns. You sprout a large, dangerous pair of antlers. Grants Natural Weapon - Horns.

    63-64. Morph:  Cat Size. You become 2 feet tall. Cat Size (see size category table).

    65-66. Instant: Disappearing Clothes. Your clothes vanish. Your outfit is lost.

    67-68. Item: Blinding Axe A magical axe that robs it's victims of sight.. Unique.Axe (pg 74). Grants the following Special Attack (pg 32)when wielded:
        -=Sightstealer=-
        Melee Attack (pg 32), Dark
        Damage: 20
        Flare (pg 33, -5 to body checks)
        Muscle-Powered (pg 34)

    69-70. Item: Blood Sword. This sword has the power to sap the life energy from living victims and feed it to it's wielder. Broadsword (pg75). Unique. Grants the use of the following special attack (pg 32) when wielded:
        -=Lifestealer=-
        Melee Attack (sword), Dark
        Damage: 40
        Vampiric (pg 35)
        Melee (pg 36)
        Hand Held (pg 35)
        Toxic (pg 36)

    71-72. Morph: Raven Form. You become a raven. Makes you rodent-sized (see size category table) and physically inept (Body stat set to 2). Grants Flight 2 (4pts/level version, pg 19). Can't talk.

    73-74. Morph: No Arms. Your arms vanish. No effect if you have no arms. Mutually cancelled by Extra Arms change.  Apart from the obvious effects of having no arms, also lowers Attack Combat Value and Defence Combat Value by 3.

    75-76. Curse: Easily Distracted. Wild magic penetrates your mind and messes with your mate-finding instincts. You gain Easily Distracted: people of the opposite gender (pg 52)

    77-78. Morph: Ogre Size. You become 12 feet tall. Ogre Size. (see size category table)

    79-80. Power: Stone Body. You gain the power to turn into living, moving stone. Grants two ranks of Mass Increase(pg 25). You cannot heal naturally while using this power.

    81-82. Power: Diminishing Healing. You can repair the bodies of others by sacrificing some of your own stature. Grants Healing 8 (pg 21). Whenever used you shrink one size category for every 40 hp healed, to a minimum of one size category for each use. Cannot be used if already bug-sized. Your stature is not restored when the power is lost.

    83-84. Reset: Greater Remove Curse. You are freed of all curses. Loose all Curse changes.

    85-86. Power: Elastic Form. Your body becomes almost like rubber. Grants Elasticity 4 (pg 18, not considered 'High Levels')  and Immunity against blunt weapons (pg 36)

    87-88. Power: Flight. You gain the ability to fly, but only about twice as fast as a man can walk. Grants Flight 1 (pg19, 4pt/lvl version)

    89-90. Outfit: Light Mail. A Suit of armour of minimal encumbrance. Light Mail(pg 81)

    91-92. Morph: Tentacles. One of your arms is replaced with a tentacle. Gives you the Natural Weapon: Tentacles (pg 27). Having a tentacle for an arm may cause some difficulties.

    93-94. Outfit: Leather Jacket. An outfit of protective clothes. Leather Jacket (pg 81)

    95-96. Outfit: Tunic, Breeches and Sandals. A peasant's outfit. No special effect.

    97-98. Item: Buckler. A small shield for parrying. Buckler (pg 81).

    99-100. Outfit: Full Metal Armour A full suit of plate armour. Very encumbering. Full Metal Armour(av 16, pg 81).

    111-112. Outfit: Revealing Dress. A clinging, revealing dress. No special effect.

    113-114. Morph: Shrink. You become significantly smaller. Become 1 size category smaller (see size category table).

    115-116. Morph: Grow. You become significantly bigger. Become 1 size category larger (see size category table).

    117-118. Morph: Claws. Your hands become dangerous weapons, but far less dextrous. Gives you the Natural Weapon: Claws (pg 27), but also the defect Less Capable - Manual Dexterity (pg. 53) . No effect if you have no hands

    119-110. Reset: Depower. You loose the special powers you've gained in your journey. Loose all Power changes.

    111-112. Morph: Vicious Jaws. Your face changes to give you a large, powerful maw, a powerful, if unpleasant, weapon that is more suited to growls than speech. Grants you Natural Weapons - Fangs. This will have an effect on your ability to speak, but doesn't prevent it.

    113-114. Curse: Silence. You can make no sound, not even indirectly. Great for sneaking, not so great if you need to shout a warning. Gives Invisibility vs hearing. (pg 24)

    115-116. Instant: Damage Armour. Your outfit begins to crumble. Reduces the Armour ranks granted by your outfit by one. If your outfit doesn't grant Armour then it's armour value removed . If it has no armour value then it is destroyed. No effect if you have no outfit.

    117-118. Morph: Adult Size. You become 6 feet tall. Adult Human Size (see size category table).

    119-120. Outfit: Partial Metal Armour. Am encumbering suit of half-plate armour. Partial Metal Armour(pg 81)

    121-122. Reset: Lesser Trueself. You begin to return to your true self. Discard any one change you have.

    123-124. Item: Silver Shield. This heavy shield can protect you from the supernatural attacks of enemies. To an extent. Heavy Shield (pg 81). Unique. Grants Block Power 1(pg 14, 6pt/lvl version) when wielded.

    125-126. Morph: Default Size. You return to your natural height. Default size.

    127-128. Item: Justicar Ceremonial Scythe. A powerfully enchanted ceremonial weapon capable of cutting nearly anything, even some things that aren't really there. Damage: 18, 2-handed, Muscle Powered (pg34), Melee (pg 36), Inaccurate 1 (pg 35), Skill: Melee(polearm). Unique. Grants the use of the following Special Attack (pg 32) while wielded:
        -=True Edge=-
        Melee Attack (polearm), Physical
        Damage: 40
        Affects Incorporeal (pg 32)
        Inaccurate 1 (pg 35)
        Muscle Powered (pg34)
        Penetrating (Armour) 3 (pg 34, 60pts)
        Penetrating (Force Field) 3 (pg 34, 60pts)

    129-130. Item: Stone Hammer. This magic hammer can create cracks in the earth to swallow enemies. Counts as Club(pg 75). Unique. Grants the use of the following Special Attack (pg 32) when used:
        -=Cracks Call=-
        Melee Attack (club), Earth
        Damage: 60
        Quake (4 metre depth) (pg 34)
        Hand-held (pg 35)
        Backblast 2 (pg35)

    131-132. Morph: Gecko Toes. Your fingers and toes stick to nearly any surface. Grants Special Movement - Wall-Crawling, though you will have to go without footwear and gloves for it to work. You also have a 50% chance of failing to throw any object (it just sticks to your hand, particularly troublesome for grenades).

    133-134. Reset: Remove Curse. A single curse that is afflicting you is removed. Loose a Curse change of your choice.

    135-136. Morph: Exaggerated Chest. You become female if not already, and acquire a massively exaggerated bust. You take -2 to all body checks, and -1 to your Attack and Defence Check Values.

    137-138. Item: Whip of Agony. A magic whip that causes such agony as to incapacitate an opponent when struck. Just be careful not to strike yourself by accident. Whip (pg 75). Unique. Grants the use of the following Special Attack:
        -=Incapacitating Pain=-
        Melee Attack (whip), Darkness
        Damage: 40
        Flexible (pg 33)
        Incapacitating (level 4 attack) (pg 34)
        Hand-held (pg 35)
        Melee (pg 36)
        Backlash (hit yourself if you fail attack check by 3 or more)

    139-140. Item: Scroll of Remove Curse. A scroll covered with arcane lettering, with the power to break a curse. One use. Can be used to remove a curse from any character within 5m.

    141-142. Morph: Child Size. You become 4 feet tall. Child Size (see size category table).

    143-144. Instant: Enchant Armour. Your clothes now offer magical protection. Your current outfit Grants 1 level of Armour (pg 13) above what it did before. No effect if you have no outfit.

    145-146. Item: Crossbow of Screaming. Bolts fired from this crossbow produce an irritating wail. Crossbow (pg75) Unique. Comes with 20 quarrels. Allows the use of the following Special Attack (pg 32)
        -=Bolt of Screaming=-
        Archery Attack (crossbow), Physical/Sonic
        Damage: 40
        Irritant (pg 34, level 3 attack)
        Slow(pg 36)
        Limited Shots (pg 35, uses a quarrel)

    147-148. Special: Roll Twice on this table (ignore further results that would have you roll again)

    149-150. Power: Troll Blood. Like the troll, you rapidly heal from your injuries, but have much to fear from fire. Grants Regeneration 2 (pg 20, restriction: doesn't heal fire damage.) and Achilles' Heel - Fire (pg 50). Always Active.

    151-152. Curse: Weightless. You float in the air, but you cannot fly. You can move by 'pushing off' walls and such. Having a rope attached and held by a friend my be prudent.

    153-154. Morph: Fairy Form. You take the form of a pixie. You become rodent sized (see size category table) and gain Flight 2 (4pt/lvl version, pg 19). You become female if not already. Comes with some close-fitting clothes as an outfit.

    155-156. Power: Telekinesis. You gain the power to move items with your mind. Grants Telekinesis 3 (100kg, pg 38)

    157-158.Power: Lightning. You gain the power to launch lightning bolts, but this power may leave you at any time. Grants the following Special Attack (pg 32):
        -=Thunderbolt=-
        Special Ranged Attack, Electrical
        Damage: 40
        Stun (pg 25)
        Unreliable (pg 36, power lost when burnt out)

    159-160. Curse: Swap Voice. You swap voices with one of your companions. You swap voices with another random PC. This includes any effects affecting speaking ability. Change applied to both characters involved.

    161-162. Morph: Doll Form. You turn into a small cloth doll. You become rodent-sized, and cannot move or speak. You still have all your senses. Your outfit and items change with you, becoming appropriate to this form, and as such, unusable until this change is removed.

    163-164. Item: Explosive Bomb. A powerful explosive grenade, those that survive the blast will be set alight. One use only. Allows you to use the following special attack (pg 32):
        -=Firebomb=-
        Thrown Weapon (grenade), Fire
        Damage: 60
        Area Effect: 5m radius (pg 32)
        Burning (pg 33)
        Short Range (pg 36)
        Self Destruct (pg 36)
        Hand Held (pg 35)

    165-166. Item: Bandolier of Throwing Knives. A knife belt who's contents will return soon after being removed. Allows the user to throw all ten in a fan. Unique. Contains 10 knives (pg 75). These knives teleport back to the bandolier one minute after being removed. Allows the use of the following Special Attack (pg 32):
        -=Fan of Knives=-
        Thrown Weapon (knife), Physical
        Damage: 20
        Spreading (three ranks)(pg 34)
        Short Range(pg 36)
        Limited Shots (pg 35, uses 10 knives)

    167-168. Outfit: Default Outfit You are once again attired in your own clothes. Your default outfit.

    169-170. Curse: Fey Bane. You are burnt by iron. Minor Iron/Steel Bane (pg 51). All metal items are assumed to be steel unless otherwise specified.

    171-172. Item:  Bow of Seeking. Arrows fired from this bow seek out their targets. Longbow (pg 75). Unique. Comes with 20 arrows. Possesses the 'Homing'  Ability (pg 33)

    173-174. Morph: Gaseous Form. You turn into a mobile cloud of flesh-coloured gas. Cannot hold or carry solid objects, can only exert the force of a gentle wind. Grants Flight 1(pg 19, 4pt/lvl version), Insubstantial 2 (pg22), and Immunity against normal weapons (pg 23). May suffer effects from air turbulence at GM's discretion.

    175-176. Power: Telepathy You gain the power to communicate via thought. Grants Telepathy 1 (3pt/lvl version, pg 39).

    177-178. Reset: Trueform. You return to your own shape. Loose all Morph changes.

    179. Morph: Giant Size. You become 18 feet tall. Giant Size (see size category table)

    180. Curse: Child's Strength. Your strength is reduced to that of a child. Set Body stat to 2 unless it would be lower.

    181. Power: Hero's Will. Your spiritual strength is boosted to a heroic level. Set Soul stat to 16 unless it's already higher. Always Active

    182. Curse: Child's Mind. Your intellect is reduced to that of a child. Set Mind stat to 2 unless it would be lower.

    183. Power: Hero's Strength. Your physical strength is boosted to a heroic level. Set Body stat to 16 unless it's already higher. Always Active

    184. Reset: Selective Trueself. You may purge yourself of any or all changes. Eliminate any changes you want, up to a full reset.

    185. Morph: Copy. You become a copy of one of your friends. You turn into a copy of a random PC in his or her current state. You loose all your changes and abilities, except this one, and gain the other PC's abilities, basic form and changes. When this change is removed, you reset to default.

    186. Reset: Mass Trueself. You and your companions return to their true selves. Everyone Fully Resets

    187. Curse: Mindless. Your mind is separated from the rest of you. You can only act as and when directed, and you will always act as and when directed. Mind stat set to 0.

    188. Curse: Split. You become two smaller versions of yourself. Splits you into two individuals by halving all your stats and shrinking you the next lowest size category (see size category table), then creating an identical Duplicate of you (pg 17).  The Duplicate dying doesn't recover your stats or stature. The duplicate will be controlled by the player of the PC the duplicate was created from unless the GM decides otherwise. The Duplicate functions as a separate character.

    189. Reset: Lesser Trueself, Targeted. You may remove a single change from yourself or one of your companions. Remove a change of your choice from any PC.

    190. Morph: Swarm of Bees. You dissolve into a swarm of stinging insects. Gives you Swarm 3 (pg38).

    191. Power: Sage's Mind. Your mental strength is boosted to a heroic level. Set Mind stat to 16 unless it's already higher. Always Active

    192. Curse: Your mind is swapped with that of one of your friends. Swap minds with another random PC. All abilities and changes, except Curse changes, the Mind stat and the Soul Stat, are swapped, as well as physical appearance and location. This curse is applied to both PCs involved and if either PC looses it they swap back to the same effect.

    193. Curse: Age Regression. You begin to rapidly become child-like, in body and in mind. You shrink one size category, and loose 1 point from each of your stats for each hour in which a post is made, to a minimum of 2.

    194. Morph:  Bug Size. You become 1 inch tall. Bug Size (see size category table).

    195. Curse: Child's Will.  Your willpower is reduced to that of a child. Set Soul stat to 2

    196. Curse: Uber-Inchworm. You and your friends have your stature drained by an unseen power. Every PC shrinks one size category (see size category table) every hour. Disappears when the smallest size category reached by all PCs. The shrinking occurs when the hour changes.

    197- 198. Morph: Clockwork Form. Instead of flesh and blood you are made of brass gears and pistons, and have a large key sticking out your back. Your only source of power is the mechanical energy imparted by your key being turned. Gives you Increased Mass 1 (pg 25), but after an hour, you wind down and need to have your key wound by another character. While wound down you cannot do anything, perceive your environment and are asleep mentally. You cannot heal naturally.

    199-200. Morph: Moth Form. You become a moth. Makes you bug-sized (see size category table) and physically inept (Body stat set to 2). Grants one rank of Flight (4pts/level version, pg 19). Can't talk.



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