Pick an aspect that reflects which Storm he is attuned to: Earthquake, Flood, Glacier, Inferno, or Thunder.Use the Stormcaller skill to attack, defend, and create an advantage, so long as the description of your action includes the element of your storm.Ĭharacters able to tap into the Storms for power must do the following:.Pick a Storm type such as Earthquake, Flood, Glacier, Inferno, and Thunder, and take the aspect caller-e.g.If your game uses Weapon/Armor ratings rules, reduce Refresh by 1.The 30-Second Versionĭon’t want to read all the rules? Use this shorthand version: Earthquake, Flood, Glacier, Inferno, and Thunder each represent limitless fonts of power, and mortal sorcerers have found ways to tap into these storms to power their own ambitions. Descriptionįive Great Storms rage at the heart of creation, each large enough to shatter suns, but held in check in a precise dance of creation and destruction. If your game does not use the Weapon and Armor ratings rules, increase the Refresh cost from 1 to 2. If you’re looking to balance a Stormcaller against a group of non-Stormcallers, the Stormcaller forgoes such bonuses. The default assumption is that non-Stormcallers use the optional Weapon and Armor ratings rules. As such it’s balanced so that it works even if only one player chooses to play a Stormcaller, but could still support multiples in a group. The source of magic is quite explicit, but the use is limited. It depends upon a “Stormcalling” skill and at least one aspect. This is a mostly-structured system with a bit of interpretive leeway within structured bounds. Fans of The Dresden Files RPG will notice some similarities between this magic and the DFRPG’s Evocation rules.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |