[UA] Okay, a designed for NPCs adept school
Ja ke
high_healedblues at hotmail.com
Tue Feb 8 18:36:32 PST 2005
Okay as I keep posting schools to this list for feedback (and keep getting
ignored for reasons no one wants to get into...if I'm breaking any customs
please tell me so I can stop) I shall do it one last time! this time with a
school I designed for an NPC cult I was going to use as antagonists and then
my players didn't eat their current antagonist, so it had to be put in the
fridge ready to be reserved... anyway, this is a slightly more PCised
version than it was originally...
Hydromancy
Ive made a deal with the clouds to turn that sun to rain
Nicknames: Wet Nurses
Water is alive.
You know it.
You've seen a storm tossed sea, seen how a pond on a still day undulates and
oscillates without any real cause. Felt the power of an onrushing
thunderstorm or had it rain just as you finish washing your car. Water has
whims
and hungers.
When the water finally took one of the people you loved, only to leave it in
such a place that only you would find their body, it all clicked in your
head.
Water is your idiot god, a giver and taker of life, alive but not living,
aware yet not conscious.
However, an idiot god is still an idiot, and your god needs treats before it
will do tricks.
It's like a puppy in that sense, a bloodthirsty puppy of unimaginable power.
Generate a minor charge: Drown a smallish to medium sized animal (anything
of equivalent size to a kitten or bird all the way up to a large dog or
small deer) or go a week without ingesting anything but water.
Generate a Significant Charge: Drown a large animal (cows, horses,
elephants, cheetahs, emus, people and large lizards such as komodo dragons
or crocodiles).
Some Hydromancers don't know that any large animal will gain them a sig,
believing instead that only intelligent animals (such as humans and possibly
dolphins) will gain them the charge. They think that a cow or horse would
only get them a minor, and because a sack full of kittens is a much easier
way to gain charges, they may never actually attempt to drown such a big
animal.
Generate a Major charge: Drown yourself (the ultimate sacrifice).
Random Magick Domain: The manipulation of water and moisture.
Paradox: You kill to bring water to life.
Blast Style: the Blasts take the form of small flying bits of the Adept's
bodily fluids that turn solid before homing in on and hitting the target,
the fluid must be flowing free of the body before they can be used in the
blast, but all that is needed in most cases is a quick spit onto the side
walk. The power of the charge just effects how fast the fluid travels and
it's resultant damage.
Taboo: Coming into contact with a liquid that isnt water, including things
that have a high water concentration (like booze or fruit drinks) but
wouldn't be described as "water" by a casual observer. Seawater, rain water
and tap water would all be okay, Gin and Tonic wouldn't.
Charging tips: The trick to charging is having a large body of water you can
surreptitiously drop animals and people into without people seeing you and
calling the cops, getting the sack full of kittens or stealing a cow or two
is the relatively easy part (people are even easier as they will transport
themselves to their watery graves if you're clever enough)
Minor formula spells:
Personalised Bullet
Cost: 1 Minor Charge
Hydromancy minor blast.
Rain dance
Cost: 2 Minor charges
Causes any clouds over head to start to rain down as hard as possible.
Lasts until the cloud is depleted (however long is most dramatic, water gets
drama), which depends on the cloud. Often used after the spell Cloud Calling
for greater effect. Does not work if there are no clouds present, and for
some reason works twice as well at weddings.
Hail to the Sky gods
Cost: 4 minor charges
Like Rain Dance, but produces large hailstones instead of rain (no matter
how hot it is, but still requires a cloud over head), deals 1 or 2 points of
damage per round (or equivalent amount of time) and adds a -10% for any
rolls to anyone unable to find cover from the hail.
Cloud Calling
Cost: 3 minor charges
Draws a storm cloud to a point roughly over the adepts head, additional
minor charges spent will draw bigger clouds. Used as a precursor to other
rain based spells.
Water Spout
Cost: 2 minor charges
Causes a high-powered burst of water to shoot forth from a nearby source of
water at the target, not doing any damage, but knocking them off their feet
and making them unable to do any actions for the round after they get hit.
Significant Formula spells:
In your element
Cost: 2 Significant charges
Allows the Adept to breath underwater. Lasts until the adept's head emerges
out of water.
Straw
Cost: 2 Significant charges
Requires that the Adept is touching the target. Does the tens of the magick
roll in damage to the target, and gives you the same amount in health up to
your maximum.
Spit on your Grave
Cost: 1 Significant charge
Hydromancy significant blast.
River Dragon
Cost: 5 Significant charges
Creates a serpentine creature comprised of a nearby source of water, the
serpent is essentially invincible while it lasts (how do you kill water?)
but that can do little more than forcibly drown it's victims and only lasts
for 5 minutes (or half an hour in the rain). If, somehow, the serpent gets
bisected (or gets affected by a blast at all), then it will cause the water
it's made up of to go inert for a second or two (about a round generally)
and splash to the ground before it promptly reforms and goes back to the
attack. For the sake of any rolls, the Serpent only has a speed stat
(caster's Hydromancy skill times 2), the sum of the two dice from a
successful roll is how much damage it does to a target every round it is
attempting to drown them until the serpent is stopped somehow (the damage
the serpent does while drowning someone is temporary unless it kills them,
and doesn't affect them after the serpent stops attacking).
Riptide
Cost: 3 minor Charges
Drags a target who is underwater down, the target must then succeed a
significant body check (or an appropriate swimming skill) or be dragged down
until they drown (the drownee gets to make as many rolls as the tens of the
skill or stat they are rolling before they drown, so it's not a sure fire
way to kill someone).
Major effects:
create a hurricane, Turn all the water in person into a creature like the
one created with River Dragon, but without the time limit and killing the
target in the process.
what do you peeps think? is the paradox too weak, and is the second taboo
too restrictive?
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