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Charges
An optional rule for Eldritch Ass Kicking
Contributor: Precis Intermedia *Created: Jan 01, 2015Modified: Jan 13, 2019System: Eldritch Ass Kicking

This alternate rule slightly effects the optional Avatars rule in the core book (pages 29-30). Wizards who excel in a particular area of magick experience side effects along with that mastery. Doodle three circles below each magickal skill. When your wizard gets a 20 in one magickal skill, charge or “burn in” the first of those circles. Your wizard begins to take on magickal properties associated with that skill. For example, a wizard with one charge of fire may be aglow in dark rooms, carry with him a smell of smoldering fire, instantly sizzles water that he steps in, and so on. You get to decide the particular side effect and roleplay it. When your hero’s skill reaches 25, fill in another circle. The side effect should become more potent. The wizard is always warm to the touch, everything he drinks steams instantly from his mouth, he has to wear special clothes that are resistant to fire, or he can catch twigs on fire just by breathing on them. You make it up, but it should stack with the previous side effect. When your hero’s skill reaches 30, you have essentially hit the ceiling. Fill in the final charge. Your wizard is close to being the embodiment of that particular magickal element. Your hero may appear to be always on fire, even in daylight, can play with that element like it is harmless, or find human contact impossible because of the harm his touch causes. Adjust the effects for the other elements as you see fit. You cannot advance past 30 without defeating the current Avatar for that particular magickal element though (this is the slight change to the Avatar rule in the core rulebook). When using your magickal skill that has been charged, you roll an extra D10. With all three circles filled, you would roll 5D10 when using that skill. Talk about power! The only detriment is that opposite kind of magick also gets more effective against you. Your opponent gets to add an additional +4 modifier for each circle filled in. So, if your fire wizard with two circles attacks a water spellcaster, who used water magick to defend himself, he would gain a total bonus of +12 against the attack (+4 base modifier +8 for two charges). Be careful about becoming a one trick pony.

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