Showing posts with label Power. Show all posts
Showing posts with label Power. Show all posts

Saturday, April 1, 2017

Fables part 5: add magic

Myths Series
Myth making: my plan
What are myths, legends, and folklore? Definitions (Quotes)
Joseph Cambell : Myths



Fable part 2: bird symbolism
Myths and Fables: ponderings  & decisions
Fable part 3: snake symbolism
Fables part 4: building a basic action & reaction 
Fables part 5: add magic

Possible magic for the creatures

Beyond the meaning found in various cultures, there is obvious magic powers that could be assigned to bird and snake.

Elemental Powers

A.) The bird flies in the air. Air elemental powers are obvious powers that a bird may have.

An offensive air power is some sort of air, wind, tornado, hurricane, gust or blast of air.

Defensively, air might redirect some sort of threat - like a defensive wall of air.

Utility wise, air is important for breathing. Lack of air leads to death.

B.) Snakes slither on the earth and sometimes hide in holes, cracks, and under logs or rocks.

Elemental wise, snakes are closer maybe to earth powers.

Many snakes are known to be venomous.  Snake poison and toxins may weaken, make sick, paralyze, or kill prey.

Powers not normally associated with the animal
Sometimes powers not normally associated in natural animals may be assigned to the animals.

Mythology reveals the fiery phoenix and firebird, electric thunderbird, winged feathered serpent.

One site shows snakes with clairvoyance, shape shifting, and hypnosis.

So whether or not I go with more obvious powers or powers extending the natural snake abilities, powers have and do get assigned to birds and snakes.

Sunday, July 10, 2016

ABS 12: Powers - Nouns and Power Sheet

All the changes from this page will be added to the complete master game page at A Basic System 12 (ABS12).

Here are the first batch of nouns to go with the verbs.

Noun
life - organic properties of growth, continual change, functional activity, and reproduction prior to death
death - organism is no longer alive.
undead - technically dead but still animated; ghoul, lich, vampire, mummy, skeleton, zombie, wight, ghost, banshee, wraith
poison - substance is capable of causing illness and/or death.
disease - this is a disordered function or organ in an organism that produces specific symptoms.
fire/heat - increasing temperature creating combustion, burning, melting, and smoking and heat, light, and smoke are produced.
ice/cold - decreasing temperature creating cold, freezing, ice, or a solid from a liquid or gas.
air/gas - when a solid or liquid is turned into a gas; wind, oxygen, tornado, atmosphere.
earth/rock - soil, earth, dirt, rock, sand substances.
water/liquid - the state of being a liquid from either a gas or solid.
flesh/exoskeleton - covering of internal body of an organism providing some protection from the external stuff.
bone - essential framework of hard tissue in vertabrates.
wood - hard fibrous material in trees and shrubs that provides framework.
metal - a solid material that is typically shiny, hard, and malleable; gold, silver, copper, aluminum, bronze, iron, steel.
organic substance - a specific chosen organic substance such as web, plant fibers, milk, feces, urine, mucus, or blood.
animal - a none humanoid organism that eats and functions responding to stimuli.
plant - a living organism that derives nutritions from roots and photosynthesis.
monster - and inhuman or not a standard animal.
spirit - non physical part of an organism that has the essence of their emotions, thoughts, personality, and behavior.

And there are two new verbs I'm adding

Verb
trap/close - to stop, encase, shut, or imprison something.

open/release - to free, let loose, escape, or release something.

New Powers Sheet
For the new powers I've created a powers sheet to help construct powers



A Basic System 12 (ABS12)
Index of my blog

Tuesday, July 5, 2016

ABS 12: Powers - Verbs

All the changes from this page will be added to the complete master game page at A Basic System 12 (ABS12).

Verb
heal/repair - causes damaged parts to become whole, functional, and damage free again.
injure/hinder - do physical harm or damage to something.
reveal - help bring to knowledge previously unknown, hidden, or secret information.
covert - to do things not in the open or dispalayed: hide, sneak, and spy on others.
move - to change position of an object: push, pull, or drag.
travel - movement through or across an element or surface.
summon - to call upon, order, or cause something to appear, gather, or come forth.
send - to cause, permit, force, direct, order, or enable something to move, go, propel, or deliver somewhere else - a destination.
destroy - to reduce, dissolve, eliminate, or extinguish to nothing, useless, or damage.
animate - to make as if alive, give motion, or stir to action.
charm/control - to dominate, command, act upon,  and direct over something.
frighten/repel - to drive away, force back, scare, terrify, or cause panic.
shield - to protect, safeguard, secure, defend, guard, or insulate against
expose - to uncover, reveal, unveil, unmask, or make vulnerable.
transform - to change significantly in form, appearance, or manner.
preserve - to maintain, retain, or keep in an original or current state.
alter - adapt, modify, amend, revise, or adjust comparitively small but significantly.
drain/absorb - to deprive, use up, or transfers resources from the target to the caster.


A Basic System 12 (ABS12)
Index of my blog

Thursday, June 16, 2016

ABS12: Powers & Magic revisted

All the changes from this page will be added to the complete master game page at A Basic System 12 (ABS12).

Current rough magic system: skill based

My first magic system began with two spells - fireball and life heal.

A few weeks ago I switched to skill based magic.

Magic Users Spells: disease, poison, splinter smash, firecone, corrupt touch, fear, drain touch, corrupt stare, petrification, charm, dig, fly, immune (to one element or poison/disease), aware, defense (increase defense temporarily), covert (invisible), or offensive bonus. Each build point raises damage up the scaling damage chart from 1 to a current max of 6 damage levels [(1d12*3) /4].

Considering next power system 
I considered this system in a message to one person that I exchange messages with.

I'm just getting to magic more recently, still trying to keep things simple reusing skills and creature abilities as the basis for magic atm. I may switch to an 'adjective', 'verb', and 'noun' system like 'minor destroy fire', 'greater summon earth', or 'fast heal life' tying the parts of a created spell name to mechanics and allow the player to describe the magic visual effects and form. Maybe do that as soon as I have the basic down.

This post I wanted to begin looking how such system may look like.

Here is a chart that I made up. I will place it as an option for now in the system.

[Click to enlarge]




A Basic System 12 (ABS12)
Index of my blog

Sunday, May 1, 2016

A Basic System 12 (ABS12) Part 2: Basic rules: skills, unskilled, combat, and power actions

The ABS12 needs some rules. Although I provided mechanical structure, I need to add process or procedure to those mechanics. These rules are written much like the first set of mechanics. No evaluation nor judgement will be made until they are tested. For now, they are just raw untested formulas and ideas.

They will be added to the current overall page.
A Basic System 12 (ABS12)

Skills 

Characters and opponents need to perform tasks or actions in a game. These skilled actions can either be something not covered by skills learned, covered by skills learned, combat action, or spell used.

Unskilled action

1d12 + PL
For actions not covered by definitions, use the PL only to modify rolls. This means that your experience of living and advancing helps you with everything, but that you do not receive an expertise bonus.

Skilled action

1d12 + PL + Definition Level
For actions covered by definitions, use the Pl and the Definition Level to modify rolls. This means that in addition to your experience of living and advancing you also receive expertise bonus for learning more about those types of actions.

Combat action - to hit

Offensive roll 1d12 + PL + Definition Level + PL Damage
Defensive roll 1d12 + PL + Definition Level + PL Defense
Whichever total is highest, wins. Ties we will say goes to the defensive person.

Combat action - damage

Defender PL Life - Weapon PL Damage
If the Offensive attacker exceeds the defensive defender, then the defender is damaged. Reduce the PL Life temporarily by the weapon PL Damage amount. If the PL Life is reduced to zero, the defender is dead.


Power action

Power roll 1d12 + PL + Definition Level
We will just say that the only requirement is to be able to see the target to launch a fireball or heal a player. The difficulty for range of spells will be in 10 feet increments beginning with Very Easy (roll 3 or higher0 up to 10 feet from the caster. For a fireball, the defender may make a defensive roll.


A Basic System 12 (ABS12)
Index of my blog