Cosmic Horror Spellcasting for Violence.

 

For use with Violence. Best used in the context of mythos spellcasting.

Based on this post.

Evoking the Inhuman Forces

Those with the Spellcasting Trait may evoke the inhuman to change reality. Speaking the cosmotic tongues of the eld. 

The character states what they wish to accomplish as simply as they can, and counts the number of syllables needed to express this idea. This is added to a value called Warp.

  • If the effect affects a living being double the Warp.
  • If the effect affects a group, triple it.
  • These stipulations stack.

After evoking the inhuman forces the character rolls 1d20+Warp, consulting the table below.

10 Unsettling but temporary cosmic effect (e.g. skin roils, eyes turn pitch black).

11–15 Area wide but minor effect (e.g. all loose objects knocked over, the area is encased in a dome of swirling galaxies)

16–20 Major and action requiring effect (e.g. a portal to the placed beyond opens, gravity is reserved until undone by another evocation) 

21–29 The character is changed, gaining a new Parasitic Trait that can never be removed. These replace existing Experiences. If there are no more Experinces to overwrite the character stops being able to form new memories. If the character can no longer form memories they lose all of them. The character is treated as downed with no risk of death.

30+ Catastrophic brain hemorrhage, instant death.

A character’s warp is reduced by 1 point per day in pulpier games, and 1 point per week in dour games.

Countering Evocations

Another caster may counter anyone else’s evocation by force of will. Both casters gain 1 warp, from this, the typical rules for doubling and tripling apply as normal to this cost. The one who countered then rolls as if they evoked. A evocation is still countered if the counterer dies. A counter may be countered back and forth until one party dies or gives up.

Parasitic Traits

No trait may be gained more than once, if a duplicate is rolled reroll.

  1. Alien Star: light from the sun seems sickly and unnatural to the character.
  2. Cosmophobia: the character develops an untenable fear of the sky, particularly at night.
  3. Eye Tumors: tumors begin growing on the character's skin, eventually becoming non-functioning eyes.
  4. Psychoprojection: the characters' emotionally charged thoughts are projected into the mind of those nearby.
  5. Radioactive: the character becomes detectably radioactive.
  6. Regenerative: the character may negate 1 Injury by gaining 3 Warp.
  7. Sanguine Evocation: any time the character evokes all nearby have their blood drawn from their body, inflicting 1 Injury.
  8. Ultraviolet Sight: the character can see the UV spectrum.
  9. Unsleeping: the character can no longer sleep.
  10. Unyielding: the character loses all sense of self preservation.
  11. Vampiric: the character may force anyone they are touching to suffer the consequences of Warp roll in their stead.
  12. Weakened Flesh: the character suffers an Injury on a 4-12 on an Injury Check.

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