Monday, August 23, 2010

oh, irony ~

In contemplating various ways to reskin the Therion basic ruleset, I think -- when I finish smoothing out and collecting the first draft into one document -- that the entire flavour of the game will change.

I like the idea of the human-therion interaction, I really do. But what I have written looks to work even better as a little game of people in power armour ~

So that, I think, might be my first semi-polished version. Time will tell.

What can I say? I love mecha ~

Sunday, August 8, 2010

first draft: experience rewards

Of course, characters do not remain static; they learn from their experiences and gain new ability and skills. This is reflected in the experience points which are gained during play.


Gaining Experience

Experience points are rewarded by the referee based on the actions made by the characters during a game session. Some examples of xp rewards are:

Defeat weak adversary: 1 xp
Defeat average adversary: 2-3 xp
Defeat major adversary: 4-5 xp
Achieve minor goal: 2 xp
Achieve major goal: 4 xp
Especially cunning plan, enjoyable play, etc: 1 xp
Complete adventure/story arc: 5-10 xp


Spending Experience

Stat: desired stat x1; x2 if above 5
Skill: 2 per skill point
-> 3 per weapon skill point
-> 3 per dodge skill point

(it is possible for therion to gain skills via XP)

Hit Points: 2 per HP

Base Attack: 15 per 5% (10 for therion)

Mana Pool: 3 per MP
New Spell: MP cost of spell

Therion Skill: 5

Gaining Magic Ability?: 50?


In some campaigns it may be permissable to "cash in" experience points for currency or equipment, representing a "windfall" or treasure reward. 100 currency per xp is a workable starting baseline.

first draft: wonders

In many campaigns -- especially those with a more fantastical bent -- characters may discover equipment and objects with enchanted properties. These wonders may be weapons, magic wands, or very nearly any other item imaginable.

A few examples of wonders are:


Curative: This pearly liquid, stored in a golden flask, heals 5 hit points when consumed.

Thundercrash: When thrown, this smoky glass sphere explodes, unleashing lightning that causes 3 hit points of damage.

Gourd Tent: Plant this shimmering seed and a giant pumpkin sprouts, large enough to allow a person and therion to sleep in its dry, hollow interior.

Flameblade: All damage dealt by the translucent red blade of this sword is treated as fire (elemental) damage. If held against flammable substances for a minute, the sword may ignite them.

Kjala's Boon: This amulet of bluestone and pearls lessens all damage received by 1 point, and all ice-based damage by 2 points.

Lance of the Winds: This spear is of mirror-bright steel and has a barbed head. Its supernaturally-sharp edges inflict 10 hit points of damage.

Seastar: Each of these prickly sea-green jewels stores a single mana point. The seastar crumbles when its mana is used.

Rhyyah's Circlet: This delicate golden circlet grants a +1 bonus to Mystic Armour.

Monday, August 2, 2010

first draft: magic

Magic always comes at a price, and this is as true in the Therion RPG as it is in so many other places. A character with the ability to use magic (or psionics, or whatever “theme” a particular player may choose) loses aptitude elsewhere in exchange for that gift.

* A magic-using character receives only 7 points to put into stats and 15 points to put into skills.

* A magic-using character begins knowing a number of spells equal to their Psyche stat, and may “purchase” more spells at a cost of one skill point per spell. The character gains a pool of “mana points” equal to their Psyche stat multiplied by 2, and may likewise buy additional points using skill points.

* Casting spells: Casting a spell takes a number of segments equal to its MP cost divided by 2, to a minimum of 1 segment. The basic rules of the Therion RPG do not require more than intent and the ability to pinpoint the target of a spell.

* Expended MP are regained after a suitable rest period, such as a good night's sleep.

* Learning more spells: Copies of spells may be acquired in-game. These copies may be used to cast the spell they contain with a +1 surcharge to the MP cost. A character may learn a spell from such a copy by paying XP equal to its casting cost.

* Multiple spellcasters may pool their MP to cast a spell normally out of reach because of its MP cost.

* Mystic Armour is a stat that decreases the chance of a spell taking effect. There is a 5% chance of spell failure for every point of Mystic Armour.


Sample Spells

Simple Healing: regain 3 hit points. Cost: 1 MP
Advanced Healing: regain 7 hit points. Cost: 3 MP
Basic Blast: inflict 4 hit points of damage to a target. Cost: 2 MP
Powerblast: inflict 10 hit points of damage to a target. Cost: 4 MP
Detect Magic: identifies sources of magic within 100'. Cost: 1 MP
Dispel Magic: nullifies the affects of one spell, or suppresses an ongoing effect for one hour. Cost: 4 MP
Cure Affliction: removes poison or disease. Cost: 3 MP
Hex: give a target -2 to all modifiers for one hour. Cost: 5 MP
Curse: give a target -4 to all modifiers for one hour, or -2 until dispelled. Cost: 10 MP
Hide Magic: makes a spell or object appear mundane for a day. Cost: 3 MP
Fly: grants the ability to fly. Cost: 3 MP/hour
Elementality: grants an inanimate object the attributes of an element. Cost: 6 MP
Barrier: grants +3 Armour for an hour. Cost: 2 MP
Mystic Barrier: grants +3 Mystic Armour for an hour. Cost: 4 MP
Manablade: weapon of magical energy, lasts for 10 segments. Cost: 1 MP/2 points of damage
Mindspeech: speak telepathically. Cost: 1 MP/hour
Charm: turn subject into ally. Cost: 3 MP


Beast Skill: natural spellcaster -- gain knowledge of one spell and an MP pool equal to Psyche score

Beast Skill: bonus MP -- gain +5 MP.