New commands for spells, plus five example spells.
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\usepackage[a4paper,top=3cm,bottom=2cm,left=3cm,right=3cm,marginparwidth=1.75cm]{geometry}
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% \reach
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% generates a reach mechanic for a Rote
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% params
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% #1 Reach quantity
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% #2 Reach rules description
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\newcommand{\reach}[2]{
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\textbf{+#1 Reach:} #2
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}
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% \arcanum
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% generates a name for an Arcanum and a dot rating from a numerical value
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% params
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% #1 Arcanum name
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% #2 dot rating
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\newcommand{\arcanum}[2]{#1
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\newcount\dots
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\dots=#2
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$\loop
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\bullet
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\advance \dots -1
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\ifnum \dots>0
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\repeat$}
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% \rote
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% generates a Mage: the Awakening rote
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% params
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% #1 title
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% #2 arcana
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% #3 practice
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% #4 primary_factor
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% #5 withstand
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% #6 rote_skills
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% #7 rules text (include reach options)
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\newcommand{\rote}[7]{
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\subsection*{#1 (#2)}
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\hspace{\parindent}\textbf{Practice:} #3
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\textbf{Primary Factor:} #4
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\def\temp{#5}\ifx\temp\empty
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\else
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\textbf{Withstand:} #5
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\fi
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\textbf{Suggested Rote Skills:} #6
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#7
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}
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\begin{document}
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\noindent
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\newgeometry{top=0cm, bottom=0cm, left=-0.5625cm, right=0cm}
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@ -50,5 +102,39 @@
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\goudy If the roll succeeds, for the remainder of the scene, the character may at his discretion learn any of the Rotes (as long as they have the Arcanum prerequisites, and even if they were Improvised spells when they were put into the Book of Faces) and Disciplines, may have Gifts conferred upon them, and may enter into Contracts found therein. In mechanics terms, the character reads the Book of Faces extensively for a number of hours and spends their Experiences however they desire, focusing on the things they find most interesting. If they want to use the Book of Faces again in the future, they must make a second roll.
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\textbf{Exceptional Success:} \goudy The willworker not only gives it valuable information, but demonstrates they are particularly capable of learning. They gain a full Experience point, but it can only be spent learning things from the Book of Faces
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\chapter{\abess Spells}
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\section{\abess Life Spells}
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\rote{Marionette}{\arcanum{Life}{2}}{Ruling}{Potency}{Stamina}{Medicine, Athletics, Expression}{Anything that lives, or successfully makes itself appear as though it lives, does so by calling upon the Supernal truth of the Primal Wild. The Shaman can control this life force as easily as a puppeteer controls a marionette on a stage. At the base level for the Duration of the spell the shaman can only command base life processes such as sleep, hunger, sweat, lacrimation, etc. Doing so may be obvious magic or an Act of Hubris depending upon the situation.
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\reach{1}{The shaman takes over direct control over the muscles and nerves of a life form, forcing it to perform any physical task the Shaman defines for the Duration. (e.g. dig a ditch through a minefield) If conscious, the subject is fully aware of the fact that their body is acting outside of their control. This may cause Dissonance by if the subject is a Sleeper. Their ability to voice their displeasure however may be limited.}
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\reach{2}{Threads can be plucked or they can be cut. At this level of control the Shaman can directly manipulate a life forms ability to survive. The shaman can stop hearts, cause organs to hemorrhage, nerves to misfire causing seizures, and so on. The only limit is the Shaman's wisdom. On this level, Marionette inflicts a single physical Condition determined by Storyteller. Such Condition may not be Persistent; after the spell expires, the Condition is lifted and subject returns to a normal physical state. Marionette does not inflict direct damage or instantly slay the target.}}
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\section{\abess Mind Spells}
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\rote{Supernal Will}{\arcanum{Mind}{3}}{Perfecting}{Duration}{}{Empathy, Expression, Survival}{The mage taps into the deepest reserves of personal resolve and unleashes a tidal wave of conviction toward a single minded goal. When the target spends Willpower to go above and beyond what should be possible to achieve her goals, substitute her Resolve rating for the usual Willpower bonus. The spell cannot increase the subject’s Willpower bonus above her resolve.
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\reach{1}{If the roll gaining this benefit is contested, roll with 8-again}
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\reach{2}{For a point of Mana, the benefit of the spell may affect spellcasting.}}
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\section{Prime Spells}
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\rote{Read Obsession}{\arcanum{Prime}{1}}{Knowing}{Potency}{Composure}{Occult, Empathy, Politics}{All Willworkers work to achieve a higher calling. By means of this spell the Mage can learn what Truths the subject is trying to uncover. This spell reveals a number of Obsessions equal to Potency, starting with oldest.}
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\section{\abess Spirit Spells}
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\rote{Dog Whistle}{\arcanum{Spirit}{2}}{Veiling}{Potency}{Subterfuge, Streetwise, Politics}{}{The mage says something with a double meaning in the First Tongue. To her intended audience, it means one thing, and to every other entity, it means something entirely different. The audience needs to be a specific entity. Attempts by spirits and other entities to pierce the deception is Withstood by the spell's Potency.
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\reach{1}{the caster can specify an entire category of entities as his target audience, like a spirit choir or werewolf Auspice.}}
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\section{\abess Time Spells}
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\rote{Lying Clocks}{\arcanum{Time}{2}}{Veiling}{Duration}{Composure}{Subterfuge, Larceny, Science}{This spell twists the subject's sense of time. For the duration, the subject is unable to notice the passage of time except as intended by the Mage. Looking at clocks or other mundane methods to know the time is ineffective. Supernatural methods to know what time it is or to understand the passage of time provoke a Clash of Wills.
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When casting this spell, the Mage can decide if the subject thinks they have "a lot of free time", "really late" or "just in time" for an event or just as a general feeling.}
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\end{document}
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