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Blueiji
2015-02-16, 01:31 AM
Author's Note, 2022: I am no longer proud of this homebrew. I wrote it from a place of ignorance regarding Japanese mythology, and the resulting work reflects that. If you're interested in a game that better represents Japanese mythology, there are many great choices (and most don't require prior knowledge of two different Saga Edition roleplaying games).


Saga Edition no Densetsu!
(Legend of Saga Edition)
A Japanese mythology themed modification for the Star Wars Saga Edition ruleset.

Hey there, this is a project that my friend Bantha Fodder and I have been working on the past couple months or so. It's been playtested, and we finally felt it was time to post it here on the Playground. Hope you all get a kick out of it!

Also, before I dive in, there's some folks we'd like to thank. First off, I'd like to give my deepest gratitude to Actana who wrote the Mass Effect Saga Edition (http://www.giantitp.com/forums/showthread.php?282956-SWSE-Mass-Effect-Saga-Edition) system, which Bantha Fodder and I got permission to mercilessly steal from in the making of Saga Edition no Densetsu. Another source we mericlessly stole from and would like to thank is Wizards of the Coast's card game, Magic: the Gathering, from which we drew inspiration for the races and setting of our system. Next I'd like to thank Norren who came up with the name of this system in a recent thread (http://www.giantitp.com/forums/showthread.php?398752-Help-naming-a-system&p=18823739#post18823739) I posted (many thanks to the others who suggested names). I'd also like to thank my friend Ben, who helped with the early brainstorming. Additionally, I'd like to thank Gnorman, who designed the weapon customization system that a version of is used in this system. Lastly I'd like to thank my numerous playtesters, including Kaelan, Arianna, Sam, and Skyler.

On to the crunch!

Table of Contents:

Introduction and general changes.
Races.
Classes, skills, and feats.
Weapons, armor, and Ki shields.
The spirit core and talents.
Evocations.
Character sheets.
Extra room.
General Changes:

Force Points are renamed Action Points but have the same effect.
There are no Destiny Points.
There is no Dark Side scale.
The Jedi class does not exist.
Reduce all Hit Die by one die. D10 becomes d8, d8 becomes d6 and d6 becomes d4. Apply new 1st level HP accordingly.
D10 becomes d8, d8 becomes d6 and d6 becomes d4. Apply new 1st level HP accordingly.
No prestige classes exist.
Instead of credits, the currency is mon.

Blueiji
2015-02-16, 01:32 AM
Races

Six great races populate the kingdoms of the land, they are as follows. Some races possess "alternate racial choices". These choices are optional, and you may only take one. Each comes with benefits and drawbacks.

Human
Humans, hailing from the central kingdom, are the most versatile of the six great races. They can excel at anything well enough, but some say they lack the proper inherent connection to their own ki to really become a master at any one art. However, if human-kind has proven anything in their long history, it's that they live to defy expectations.
Ability Modifiers: +2 to a single chosen ability. Humans often have inborn talent in one particular area.
Medium Size: As Medium creatures, Humans have no special bonuses or penalties due to their size.
Speed: Human base speed is 6 squares.
Bonus Trained Skill: Humans are versatile and accomplished at many tasks. A Human character chooses one additional trained skill at 1st level. The skill must be chosen from the character's list of class skills.
Bonus Feat: Humans gain one bonus feat at 1st level.

Kitsune
The Kitsune are a race of cunning and innovative tricksters. They resemble foxes in appearance and are known for the elaborate magical tricks they play on others and each other. The Kitsune hail from the plains of Dai Hirano, and may live as nomads, drifting across the plains in great wagon trains.
Ability Modifiers: +2 dexterity or charisma. Kitsune make both great leaders and warriors, but most devote themselves to one of the two.
Size: As Medium creatures, Kitsune have no special bonuses or penalties due to their size.
Speed: Kitsune base speed is 6 squares.
Natural Tricksters: Few Kitsune lack the ability to spin a tale or craft a lie, as such they always add Deception to their list of class skills and automatically gain Skill Focus in Deception if they are trained in it.
Handy Tail: Kitsune, due to having tails, receive a +5 to acrobatics checks if made to balance.
Shadow Magic: Most Kitsune employ evocations in their pranks and tricks. Kitsune receive a +2 on evoke checks made to use evocations meant to trick or deceive in some way (such as Shadow Cloak or Soul Twin).
Kitsune Meiyo
Not all Kitsune are cunning tricksters. A growing faction of them have turned to law and discipline over trickery and deceit. These Kitsune organize themselves into a feudal system ruled over by a great shogun.
Effects: Kitsune Meiyo may not choose to gain +2 dexterity, instead their choice is between +2 strength or +2 charisma. Kumiho also lose the Natural Tricksters and Shadow Magic abilities. Instead they each receive a single bonus feat selected from the list of the Soldier's bonus feats. They must still qualify for the feat they select. In addition, many Kitsune Meiyo have a personal code of ethics or follow the principles of a particular philosophy. When performing an action that directly furthers their philosophy or plays into their code of ethics, a Kitsune receives a +1 to their d20 rolls.
Moonfolk
A thousand years ago, a group of human monks lived in secluded monasteries to the north. These monks revered the moon above all, and were blessed by the moon spirits as a reward. They were giving hare-like features, increased wisdom and intellect, and everlasting life. However, they also lost the ability to reproduce. Now, a millennia later, only half the remaining Moonfolk live. Due to being unable to propagate, they are slowly dying off. But until then the sagely and wise Moonfolk shall continue spreading their teachings across the realm.
Ability Modifiers: +2 wisdom, +2 intelligence, -2 strength. Moonfolk are some of the greatest minds in the realm, but they lack physical strength.
Size: As Medium creatures, Moonfolk have no special bonuses or penalties due to their size.
Speed: Moonfolk base speed is 6 squares.
Moonsight: Befitting creatures blessed by the moon, Moonfolk possess the ability to see at night. Moonfolk gain the Darkvision ability.
Blessed by Night Spirits: Moonfolk perform better when under the light of the moon. Under direct moonlight, Moonfolk receive a +1 bonus on all d20 rolls.
Eidetic Memory: Moonfolk have an incredible capacity for learning and retention. A Moonfolk may reroll knowledge checks. If they do so, they must accept the new result, even if it is worse than the original.
Tsuki Hahen
Some Moonfolk, called the Tsuki Hahen, were blessed slightly differently than your average Moonfolk. Instead of great intelligence, they received bits of moonshard embedded directly in their skin, increasing their defense and durability.
Effects: Tsuki Hahen do not gain normal ability score modifiers for a Moonfolk, instead they gain either +2 constitution or +2 wisdom. Tsuki Hahen also lose the Eidetic Memory and Moonsight abilities, gaining a +1 natural armor bonus to both their fortitude and reflex defenses instead.
Nezumi
The Nezumi, or "rat-folk", hail from the swampy wastes of Menehi. They are naturally talented in stealth, deception, and the ancient art of ninjitsu, which is said to have been developed by the Nezumi themselves.
Ability Modifiers: +2 dexterity, +2 constitution, -2 intelligence. The dangerous swamps of Menehi force the Nezumi to be nimble and sturdy, but that doesn't leave a lot of time for book-learning.
Size: As Medium creatures, Nezumi have no special bonuses or penalties due to their size.
Speed: Nezumi base speed is 6 squares.
Tunnel-vision: Nezumi are known to build gigantic tunnel systems under the swamps of Menehi, this has caused them to develop excellent sight, especially when dealing with light-deficient areas. Nezumi gain the Darkvision ability.
Ninjitsu: Nezumi are naturally talented in stealth. A Nezumi may reroll stealth checks. If they do so, they must accept the new result, even if it is worse than the original.
A Kunai in the Back: There's nothing quite like being stabbed by a Nezumi, nothing else seems to hurt quite as bad. Nezumi receive the Scoundrel's Sneak Attack talent, giving them extra damage when their opponent is flat-footed.
Chibi Ratfolk
Some ratfolk are bred to be smaller than their brethren. This causes them to be slightly weaker, but they possess much greater stealth capabilities.
Effects: Chibi Ratfolk receive an additional -2 strength but are classified as the small size. This means that they gain a +1 size bonus to their Reflex defense and a +5 size bonus on Stealth checks. However, their lifting and carrying limits are three-quarters of those of Medium characters. They also have their speed reduced to 4 squares.
Akki
Many see the Akki as wild mountain folk, and while this is in part true, the Akki also have a deeply philosophical and spiritual side that they exhibit within their communities. They are true worshippers of the spirits, and often have strong magical abilities because of it. The Akki hail from the dangerous mountains of Yama, where they build their hidden enclaves.
Ability Modifiers: +2 dexterity, +2 charisma, -2 strength. The small size of the Akki gives them great finesse, but eaves them physically weak. They also possess great magical capability, due to their connection to the spirits.
Size: As Small creatures, Akki gain a +1 size bonus to their Reflex defense and a +5 size bonus on Stealth checks. However, their lifting and carrying limits are three-quarters of those of Medium characters.
Speed: Akki base speed is 4 squares.
Kappa Shell: Due to being descendents of the long-extinct Kappa, Akki have a rigid shell protecting their back. This shell grants them a +1 natural armor bonus to both their reflex and fortitude defenses.
Mountain's Ingenuity: Growing up in the mountains of Yama is difficult, as such, most Akki have to learn new talents to survive. An Akki character chooses one additional trained skill at 1st level. The skill must be chosen from the character's list of class skills.
Yasei Akki
Some Akki abandon civilization, living as the truly wild mountain folk most believe their kind to be.
Effects: Yasei Akki do not receive a -2 strength or a +2 charisma. Yasei Akki do not receive the Mountain's Ingenuity ability. Yasei Akki always add Endurance to their list of class skills and automatically gain Skill Focus in Endurance if they are trained in it. Yasei Akki are also more proficient in using improvised weapons, they gain the feat Exotic Weapon Proficiency.

Umi Akki
A few Akki are born even closer to their Kappa ancestors than normal, giving them the ability to function in water as they do on land.
Effects: Umi Akki do not receive the Mountain's Ingenuity ability. Umi Akki instead gain a swim speed equal to their base land speed and may breath under water as easily as on land.
Orochi
From the forests of Mori come the Orochi, a race of snake-people reknown for their naturalistic ways and skills at guerilla warfare. The Orochi value the cycle of life and death above all else, and views their places as hunters as an integral part of that cycle. Few have gone to war with the Orochi on their own turf, knowing that to combat an Orochi in the forest is to face certain doom.
Ability Modifiers: +2 dexterity or +2 wisdom. The Orochi are usually either shamans or hunters, but rarely does on have enough skill to be both.
Size: As Medium creatures, Orochi have no special bonuses or penalties due to their size.
Speed: Orochi are unnaturally fast, even when not traversing their home turf of the forest. Orochi base speed is 7 squares.
Predator Reflexes: Orochi possess unmatched grace. An Orochi may reroll acrobatics checks. If they do so, they must accept the new result, even if it is worse than the original.
Hunter's Appendages: Orochi's posses four arms, as such, they may carry more weapons at a time without having to store or retrieve them.
Doku Orochi
Some Orochi go through a lengthy and painful process in order to become the ultimate hunters. This process involves ingesting poison and severing their extra arms so that they may be lighter. The end result is an Orochi who can imbue their weapons with toxic properties.
Effects: Doku Orochi do not gain the Hunter's Appendages ability. Instead they gain access to a unique static evocation, which they can ready as normal.
Toxic Weapons [weapon]
Your weapon becomes coated in a deadly and versatile toxin.
Time: Move action Target: You Recharge: 1 round
Effect: If you hit an enemy's health or armor with your weapon you may choose to deal 2 damage to an ability score of your choice to your enemy. A single enemy may not have more than 6 points of ability damage done to them in this way, but you may target the same ability score more than once. Ability damage recieved this way recovers at a rate of two damage per day.

Blueiji
2015-02-16, 01:33 AM
Classes, Skills, and Feats

The following changes have been made to classes.

Noble:

Nobles do not gain the Linguist feat at level 1, but gain a free bonus feat from their bonus feat list.
The Connections talent does not exist.
The Wealth talent gives 500 x level instead of it's given value.
Start with Simple Weapon Proficiency instead of normal proficiencies.
Starts with 3d4x40 mon instead of listed value.

Scoundrel:

Start with Simple Weapon Proficiency instead of normal proficiencies.
The Slicer talent tree does not exist.
The Spacer talent tree does not exist.
Starts with 3d4x25 mon instead of listed value.
Scoundrels do not gain the Point Blank Shot feat at level 1, but gain a free bonus feat from their bonus feat list.
Point Blank Shot is added to the Scoundrel's bonus feat list.
Weapon Finesse is added to the Scoundrel's bonus feat list.

Scout:

Start with Simple Weapon Proficiency and Martial Weapon Proficiency instead of normal proficiencies.
Starts with 3d4x25 mon instead of listed value.
The Jury-Rigger talent does not exist.

Soldier:

Start with Simple Weapon Proficiency and Martial Weapon Proficiency instead of normal proficiencies.
The Armored Defense talent does not exist
The Improved Armored Defense talent does not exist.
The Gun Club talent does not exist.
The Demolitionist talent does not exist.
Starts with 3d4x25 mon instead of listed value.

The following changes have been made to skills.


Climb, Jump, and Swim are collapsed into the single skill of Athletics.
Mechanics does not exist.
Pilot does not exist.
Use Computer does not exist.
Use the Force does not exist.
Evoke exists as a new skill based off charisma.
The normal Knowledge skills do not exist.
The new Knowledge skills include Arcana, Religion, Civilization, Culture, and Nature.

The following changes have been made to feats.


Bantha Rush still exists, but has had it's named changed to Oni Rush.
The Burst Fire feat does not exist.
The Cybernetics Surgery feat does not exist.
The Dreadful Rage feat does not exist.
The Extra Rage feat does not exist.
Force Boon still exists, but has had it's named changed to Ki Boon.
The Force Sensitivity feat does not exist.
The Force Training feat does not exist.
Strong in the Force still exists, but has had it's named changed to Powerful Ki.
The Vehicular Combat feat does not exist.
All three Dual Weapon Mastery feats do no exist.
All three Martial Arts feats do not exist.
The Triple Crit feat does not exist.
The Weapon Finesse feat has no requirements.

Blueiji
2015-02-16, 01:35 AM
Weapons, Armor, and Ki Shields

Weapons:
Weapons in the realm of Saga Edition no Densetsu are as varied as the people who carry them. As such, there is not static weapon list. Instead, there are guidelines for designing one's own weapon which they can then flavor however they wish.

Even unarmed attacks are designed in this way, meaning that no two warrior's fists are alike.

This system also places no distinction between one-handed, two-handed, and light weapons.

The only weapon that has set stats in the "ranged weapon" which can take the place of a bow, sling, or in certain settings, crossbow or arquebus.

To design a custom weapon, one receives nine points to spend between four categories. The end-result is a weapon of your own making, which you can purchase for gold during character creation or during the campaign. A simple weapon costs 25 mon, a martial weapon costs 50 mon, and an exotic weapon costs 75 mon.

Custom Weapon Design:
Training Required:
Exotic: 0
Martial: 2
Simple: 3

Damage Die:
1d6: 0
2d6: 1
3d6: 2
3d8: 3
3d10: 4
3d12: 5

Critical Multiplier:
20/x2: 0
20/x3: 1
20/x4: 2

Special:
Thrown 2 squares, returns after use: 1
Thrown 4 squares, returns after use: 2
+2 to skill: 1
Finesse: 1
Reach: 1
Reach+adjacent: 2
Piercing: 1
Swinging: 1
Double-ended: 1
Other specials: 1 or 2
The "ranged weapon" has the following stats. Simple, 3d6, Critical 20/x3, range 20 squares, free action to reload.

All normal weapons deal kinetic damage, but it is possible to modify this with evocations.

Below is a chart detailing how various damage types interact with Ki Shields and Armor.



Damage Type
Armor
Ki Shields


Kinetic
-
-


Soul
-1 per dice
+1 per dice


Fire
+1 per dice
-1 per dice


Cold
+1 per dice
-1 per dice


Lightning
-1 per dice
+1 per dice


Acid
+1 per dice
-1 per dice



In the weapon design chart, the special abilities swinging, piercing, and double-ended are mentioned. They do the following.

As a full round action, swinging weapons may attack two squares, both of which need to be adjacent to one-another.
As a full round action, piercing weapons may attack two squares, the second of which must be a square outside of the character's reach, but adjacent to the first targeted square.
As a full round action, double-ended weapons may attack two squares, both of which must be adjacent to the character, but must be on opposite sides.


Armor:
Armor in Saga Edition no Densetsu uses the same stat-blocks as Star Wars Saga Edition, just refluffed. For example, your average blast helmet and vest might be rudimentary bone armor. However, there is a key difference, which is that armor gives damage reduction instead of a reflex defense bonus. When purchasing armor, simply use the listed price but remove a zero from the end.

Each piece of armor has Damage Reduction (DR) that depends both on the type of armor and the armor's Reflex defense. Reduce incoming damage to hit points equal to the DR (Ki Shield damage is unaffected by DR).

Damage reduction for armor types:
Light armor = Reflex bonus
Medium armor = 3 + Reflex bonus
Heavy armor = 5 + Reflex bonus

Certain damage types deal extra damage to targets with DR. This damage applies only to penetrate the damage reduction. Any excess damage is wasted.

Ki Shields:
Ki Shields provide a first layer of defense against attacks. Ki Shields are barriers projected by a being's inner spiritual energy. These shields safely offensive evocations and weapon attacks.

Ki Shields have two properties, Shield Rating (SR) and Shield Strength (SS). Shield Rating acts as buffer HP. All damage taken is reduced from the target's shields first. Shield Strength reduces all damage to the Shield Rating from all damage sources unless otherwise stated. The amount of Shield Strength is equal to half the character's heroic level.

Gaining Ki Shields
Heroic classes grant an equal hit die of Shield Rating as they do hit points. Thus, the soldier gains 1d8 shields per level, the scout gains 1d6, and the scoundrel and noble gain 1d4 shields per level. At first level, the amount of Shield Rating gained is maximized, then tripled, like Hit Points.

Recharging Ki Shields
Shields and barriers recharge automatically on the beginning of the character's turn a number of points equal to the character's heroic level if no damage has been taken on the previous round.
Shields can also be recharged manually by using two swift actions and an Evoke check. The result of the check is the amount of shields recharged.

Shield Gate
Once a character's shields break, the remaining damage is negated. This means that even if an attack would do 50 damage, as long as 1 point of shields remains, then the target's hit-points and armor are safe.

Damage Threshold and Ki Shields
Only damage that applies to the target's hit points counts towards the Damage Threshold. Special abilities, feats and talents that move a character down the condition track still apply.

Blueiji
2015-02-16, 01:36 AM
The Spirit Core and Talents

The Spirit Core
Deep within every being's Ki lies their Spirit Core, a place or primal nature energy. The Spirit Core serves as a place from which individuals can draw their evocations, enhance their Ki Shields, or alter their bodily energy so that they can be more skilled in specific areas.

Every character in Saga Edition no Densetsu has a Spirit Core. Spirit Cores have 2 upgrade slots, plus additional slots equal to the owner's Intelligence modifier. Applying or changing upgrades takes one hour and requires a DC20 Evoke check. Some upgrades require previous upgrades before they can be used, and are marked with an indent. The Spirit Core can be customized with the following upgrades:

Capability to use static evocations.

Capability to use all evocations.

+2 on evoke rolls.


+2 to any one skill besides Evoke.
Increase shield rating by 5, may be taken up to two times.
Increase shield strength by 1, may be taken up to two times.

Talents
Besides the normal class-based talents, there is a select group of talents to any character. They are listed below.

Ki Shields Reserve: Once per encounter, you can take a -5 penalty to your Evoke check to recharge your Ki Shields in order to reduce the amount of time required by 1 swift action.
Evocation Mastery: Choose a number of evocations equal to your Intelligence modifier. Reduce the recharge times of those modules by 1 round. You can take this talent multiple times, and must choose different modules each time.
Evocation Detonator: You can detonate evocation explosions.
Dual Soul: You are considered to have two Spirit Cores for the purpose of [persistent] evocations, meaning that you may have two [persistent] evocations active at once.
Evocation Armor Mastery: You no longer take a penalty to recharge times while you have an active [armor] evocation.
Prerequisites: Evocation mastery with an [armor] evocation.
Soul and Sword as One: Your Frost Weapons, Acidic Weapons, Aflame Weapons, Soul Weapons, and Lightning Weapons evocations now prime explosions of their respective damage types. In addition, you become immune to the damage of evocation explosions that you prime or detonate.
Prerequisite: Evocation Detonator.

Blueiji
2015-02-16, 01:37 AM
Evocations

In the realm of Saga Edition no Densetsu, spirits exist almost everywhere, and attach themselves to almost everyone. It's practically impossible to live one's life not in the presence of spirits, which is why it's a very lucky thing that most spirits are content to simply float around invisible and undetected. Most individuals have learned to tap into these nearby spirits to produce small magical effects. Feats of levitation, recharging one's Ki Shields, simple things like that. However, some have found more dangerous and lethal applications for this spirit energy. These applications, often called "evocations" are a form of spell in which the user taps into spirit energy to create magical effects.

New Skill:
Evoke (Charisma)
A class skill for the Noble, Scoundrel, and Scout.
Activate Evocation: You make an Evoke check to use an evocation. This use of the skill requires no action, but the evocation itself will require an action to perform.
Move Light Object: As per SWSE core rulebook (p.77).
Recharge Ki Shields: As two swift actions, you can recharge your Ki Shields equal to your Evoke check.

New Feat:
Extra Readied Evocation
Prerequisites: Trained in the Evoke skill.
Benefit: You may ready an additional evocation from your evocations known list.
Special: This feat may be taken multiple times.

Readying Evocations
Evocations are readied into the Spirit Core. You cannot ready the same evocation twice. Readying evocations takes 5 minutes of focusing ki. A character may ready a number of evocations equal to 2 + their wisdom modifier.

Evocations Known
A character starts with an amount of evocations known equal to the amount they can ready. They may learn more as the campaign progresses, often by consorting with spirits or performing great deeds.

New Keywords
Three primary keywords exist for evocations: [weapon], [armor], and [persistent]. A character may have only a single module of each keyword active at any given time. In addition, the [primer] and [detonator] keywords also appear.
[Weapon] evocations modify the composition of a weapon a character is wielding to utilize different damage types. Each damage type has its own benefits and penalties. A character can only benefit from a single weapon evocation at any given time. [Weapon] evocations last until voluntarily discharged or replaced by a new [weapon] evocation.
[Armor] evocations form a field of ki energy surrounding the user (but separate from normal Ki Shields), which increase defensive capabilities. Armor evocations last indefinitely, but some of them can be detonated as a swift action, granting various bonuses. Detonating an armor evocation ends the regular effect immediately and does not include a recharge period. While an [armor] evocation is active, all recharge times are increased by 1 round.
[Persistent] evocations apply some longer lasting effect on the character or their Spirit Core, such as gaining Dragon's Breath or inisibility. Persistent evocations do not apply their recharge immediately; once the evocations's effect ends the listed recharge period begins. A character may activate another evocation from the same Spirit Core during a persistent effect, but the persistent evocation then ends immediately and begins its recharge period.

Ki Explosions
Evocations can prime and detonate Ki Explosions, the exact explosion depends on what evocation was used to prime the explosion. There are five types of tech explosions: soul, fire, cold, lightning, and acid explosions. Each have their own set of priming evocations, marked in the keyword. Any evocation with the detonator keyword can detonate a Ki Explosion, regardless of damage type. However, the primer and detonator cannot be the same ability. If an evocation marked with [primer] does not have a duration listed for an effect, the duration is 1 round. Once a Ki Explosion is detonated, any effect the primed ability had ends immediately. Ki Explosions do not require any additional talents to be able to prime. However, they still require a talent to detonate.

When you detonate a Ki Explosion, compare the Evoke check result used to detonate the power to the Reflex defense of the target and each adjacent creature to it. If the attack hits, they take full damage, with half damage on a miss. The damage of any Ki Explosion is equal to 4d6 of the damage type used to prime the explosion.

List of Evocations:
Acidic Arc [detonator] [primer: acid]
You create a acidic whip, catching an enemy and pulling them towards you.
Time: Standard action. Target: One enemy within 12 squares and in line of sight.
Recharge: 3 rounds.
Make an Evoke check. If the check exceeds the target's Reflex defense, the target takes 5d6 acid damage. The target also makes a Strength check. If you win, the target is pulled 3 squares towards you plus an additional square for every 5 points by which you exceed the target's check and is knocked prone. If you pull the target into a larger object, the target takes 1d6 kinetic damage.
The target adds its size modifier to its Fortitude defense: Colossal, +20; Gargantuan, +15; Huge, +10; Large, +5; Medium, +0; Small, -5; Tiny, -10; Diminutive, -15; Fine, -20.
Special: Shielded targets cannot be pulled. You can spend an Action point to deal an additional 2d6 damage during the start of the target's next turn. This sets up an acid Explosion between that lasts until the beginning of the target's next turn.

Cone of Flame [detonator]
Breathing in and then out, you unleash a devastating blast of fire.
Time: Standard action Target: A 3-square cone.
Recharge: 3 rounds.
Make an Evoke check. Make one roll and compare the result to the targets' Reflex defense. If the attack hits, the targets takes 6d8 fire damage and half on a miss.
Special: You can spend an action point to move each target -1 step down the condition track on a hit.

Corrode [detonator] [primer: acid]
You cause your enemy's very skin to secrete acid, melting their defenses.
Time: Standard action. Target: One enemy in 12 squares and in line of sight.
Recharge: 3 rounds.
Make an Evoke check. If the result of the check is higher than the target's Reflex defense, the target takes 6d6 acid damage, and its DR is reduced based on the result of the check until the end of the user's next turn.
DC 15: DR is reduced by 5.
DC 25: DR is reduced by 10.
DC 35: DR is reduced by 15.
Special: Shielded enemies do not have their DR reduced. You can spend an Action point to increase the initial damage by 2d6 and move the target 1 step down the condition track.

Dark Channel [primer: soul]
You create a persistent negative-ki cloud that moves around, damaging enemies.
Time: Full round action. Target: One creature within 8 squares.
Recharge: 3 rounds.
Make an Evoke check. You create a persistent cloud of negative-ki energy that rips enemies apart. The enemy targeted with the power during the end of your turn take 3d6 soul damage. The cloud's duration is based on your Evoke result.
DC 20: 4 rounds
DC 25: 6 rounds
DC 30: 8 rounds
If the enemy dies while Dark Channel is active, the power's effect moves to the closest nearby enemy within 5 squares. If there are no enemies in range, the effect ends.
Special: You can spend an Action point to increase the damage of Dark Channel to 4d6 per round. If Dark Channel is detonated in a Evocation Explosion and the target dies, the effect moves to the next enemy normally instead of ending.

Dragon's Breath [persistent] [primer: fire]
You summon up all the ki in your belly to breath forth a persistent cone of flame.
Time: Move action Target: All enemies in a 3-square cone
Recharge: 3 rounds
Make an Evoke check. You activate a breath of fire emanating from your mouth. Each round, you can use a standard action to attack all enemies within a 3-square cone of you. The attack is an area attack that deals 3d10 fire damage and lasts for a number of rounds based on your Evoke check:
DC 15: 2 rounds
DC 20: 4 rounds
DC 25: 6 rounds
You may prematurely shut off the breath before the duration is over. If you do so, reduce the recharge time by 1.
Special: You can spend an Action point to increase the breath's damage by +1d10.
Targets who take full damage from the breath may be used to prime fire explosions.

Electric Slash [detonator]
Dragging your fingers through the air, you unleash a blast of sparks across the battlefield.
Time: Standard action Target: 3-square cone
Recharge: 3 rounds.
Make an Evoke check. Make one roll and compare the result to the targets' Reflex defense. If the attack hits, the target takes 4d8 electric damage, with half damage on a miss.
Electric Slash ignores cover and improved cover, but does not ignore total cover.
Special: You can spend an Action point to increase the damage by 2d8.

Firebolt [primer: fire] [detonator]
Snapping your fingers, you let forth a blast of flames to scorch your opponent.
Time: Move action Target: One enemy in 12 squares
Recharge: 3 rounds
Make an Evoke check. Make one roll and compare the result to the target's Fortitude defense. If the attack hits, the target takes 6d6 fire damage. If the damage exceeds the target's Damage Threshold, it is set on fire.
Special: You can spend an Action point to increase the damage dealt by +2d6 and automatically succeed on setting the target on fire.

Flash Freeze [primer: cold]
You unleash a blast of frost to halt enemies in their tracks and cause cold damage.
Time: Standard action Target: One enemy in 12 squares
Recharge: 2 rounds
Make an Evoke check. Make one roll and compare the result to the target's Fortitude defense. If the attack hits, the target takes 4d4 cold damage and is limited to two actions per round and has its DR reduced by 10. If the result exceeds the target's Fortitude defense by 10, the target is limited to a single action per turn and has its DR reduced by 15.
The effect lasts for 2 rounds.
Special: You can spend an Action point to move the target -1 step along the condition track.

Flurry of Kunai
You throw forth a cloud of tiny daggers, showering your enemy in pointy wrath.
Time: Standard action Target: One enemy within 4 squares, or a 2 square wide cone.
Recharge: 3 rounds
Make an Evoke check. Make one roll and compare the result to the target's Reflex defense. If the attack hits, the target takes 6d6 kinetic damage. You may also choose to attack all targets within 2 squares, dealing 4d6 damage to all targets. Treat both attacks as having a range increment of 2. Targets take half damage on a miss.
Special: You can spend an Action point to deal 2d6 kinetic damage each round for 2 rounds against all targets hit by the ability.

Frostbite [primer: cold] [detonator]
You chill your target to the very core, affecting them with lasting cold.
Time: Standard action Target: One enemy in 8 squares
Recharge: 3 rounds
Make an Evoke check. Make one roll and compare the result to the target's Reflex defense. If the attack hits, the target takes 5d6 cold damage. On the next round on your turn, the target takes 2d6 cold damage.
Special: You can spend an Action point to deal an extra cold fire damage on impact to the target and all adjacent enemies.

Great Sacrifice
You expend all your energy to unleash a huge flare that explodes with soulful power.
Time: Full-round action Target: 2x2 square within 12 squares and in line of sight.
Recharge: 3 rounds.
Make an Evoke check. Make one roll and compare the result to the targets' Reflex defense. If the attack hits, the target takes 8d8 soul damage and moves -1 step down the condition track. You move -1 step down the condition track; this cannot be prevented by any means.
Special: You can spend an action point to move the targets an additional -1 step down the condition track.

Heroic Dash [detonator] [persistent]
You accelerate your body, moving through enemies while attacking them.
Time: Standard action. Target: An unoccupied square within 6 squares and line of sight.
Recharge: 3 rounds.
Make an Evoke check. You vanish from your original position and move in a straight line to the target square without provoking attacks of opportunity. You can move through squares occupied by enemies. You may make a single melee attack against each enemy whose square you moved through. You gain a bonus to your melee attack based on your Evoke result.
DC 15: +1 biotic bonus to attack rolls and +1d6 kinetic damage.
DC 20: +1 biotic bonus to attack rolls and +2d6 kinetic damage.
DC 25: +2 biotic bonus to attack rolls and +3d6 kinetic damage.
DC 30: +2 biotic bonus to attack rolls and +4d6 kinetic damage.
Special: You can spend an action point not to expend the use of Heroic Dash.

Heroic Focus [persistent]
You focus your ki energy into your body, increasing your strength and speed.
Time: Swift action Target: You
Recharge: 3 rounds.
Make an Evoke check. You gain an amount of damage reduction (which stacks with armor) and movement speed based on your Evoke result.
DC 15: speed +2, DR 2/-.
DC 20: speed +3, DR 2/-.
DC 25: speed +4, DR 5/-.
DC 30: speed +5, DR 5/-.
The effects last for 3 rounds.
Special: You can spend an Action point to gain DR 10/- for the duration of the effect.

Heroic Leap [detonator] [persistent]
You accelerate your body with ki energy and slam yourself into an enemy.
Time: Move action. Target: One enemy within 20 squares and in line of sight.
Recharge: 3 rounds.
Make an Evoke check. You move in a straight line to the target, slamming into them with great force. You deal damage to the target based on your Evoke check.
DC 15: 2d6 kinetic damage
DC 20: 4d6 kinetic damage
DC 25: 6d6 kinetic damage.
Using Heroic Leap recharges your barriers for half the amount of your Use Biotics result.
Special: You can spend an Action point to deal damage to one additional enemy adjacent to the target.

Influence Beasts
You exert mental dominance over an animal, commanding it to do your will.
Time: Standard action Target: One animal in 12 squares
Recharge: 4 rounds
Make an Evoke check. Make one roll and compare the result to the target's Will defense. If the attack hits, the target turns friendly for 1 round. For every 5 points you beat the target's Will defense, the effect lasts 1 additional round. The target will obey your commands without hesitation.
Special: Targets affected by Influence Beasts gain a stacking +5 to their Will defense to resist subsequent attempts each time they are targeted by Influence Beasts during an encounter. You can spend an Action point to increase the duration of Influence Beasts by 3 rounds.

Influence Mortal [persistent]
You reach out with tendrils of coercion, subtly affecting your target's mind.
Time: Standard action Target: One mortal in 12 squares
Recharge: 3 rounds
Make an Evoke check. Make one roll and compare the result to the target's Will defense. If the attack hits, you gain a +4 on deception, persuasion, and gather information checks made against them. This effect lasts until dismissed.
Special: Targets affected by Influence Mortal gain a stacking +5 to their Will defense to resist subsequent attempts each time they are targeted by Influence Mortal during an encounter. You can spend an Action point to target a second mortal within your range at the same time.

Ki Chant
You incant a few sage words, reinvigorating the Ki Shields of those around you.
Time: Move action Target: 3x3-square area, centered around you
Recharge: 3 rounds
Make an Evoke check. You restore Ki Shields to each ally within the area equal to half your Evoke result.
You restore shields to allies only if they have currently active barriers. Shield Boost cannot increase shields over their maximum normal amount.
Special: You can spend an Action point to use Ki Chant as a Reaction.

Ki Drain [primer: soul] [detonator]
Channeling the power of a thief, you steal some ki energy from an opponent.
Time: Standard action Target: One shielded enemy within 12 squares. Recharge: 3 rounds
Make an Evoke check. Make one roll and compare it to the target's Will defense. If the attack is a hit, the target takes damage based on your Evoke check. You immediately restore shields equal to half of the damage dealt.
DC 15: 4d6 soul damage.
DC 20: 5d6 soul damage.
DC 25: 6d6 soul damage.
DC 30: 8d6 soul damage.
Special: You can spend an Action point to deal the listed damage to every enemy in a 2-square radius.
Ki Drain can detonate explosions only on shielded enemies.

Ki Lock [primer: soul]
Sending forth a shockwave of ki, you attempt to freeze your enemies in place.
Time: Move action Target: All enemies in a 3-square cone
Recharge: 3 rounds
Make an Evoke check. Make one roll and compare the result to the targets' Reflex and Fortitude defenses. If the attack hits both, the targets are immobilized and may take only one swift action during their turn.
The effect lasts for 1 round.
Special: You can spend an Action point to extend the effect for 1 additional round.

Ki Step
Through either teleportation, lightning fast movement, or warping existence itself, you manage to quickly relocate..
Time: Move action Target: Self
Recharge: 3 rounds
Make an Evoke check. The result of the check determines the effect, if any:
DC 20: You may move up to 8 squares uninhibited by terrain or enemies, instantly relocating.
DC 25: As DC 20, but you move 10 squares.
DC 30: As DC 20, but you move 12 squares.
Special: You can spend an Action point to use this evocation as a swift action.

Neural Shock
You unleash a blast of ki energy, leaving you enemies battered and exhausted.
Time: Standard action Target: One enemy in 6 squares
Recharge: 3 rounds
Make an Evoke check. Make one roll and compare the result to the target's Will defense. If the attack hits, the target moves -1 step along the condition track. For every 5 points by which you exceed the target's Will defense, the target moves an additional -1 step along the condition track.
Special: You can spend an Action point to move the target an additional -1 step along the condition track.

Nova [detonator]
You unleash the energy of your Ki Shield into the ground, creating a massive shockwave.
Time: Move action. Target: All adjacent enemies.
Recharge: 3 rounds.
Make an Evoke check. Compare the Reflex defenses of the enemies adjacent to you. If the check exceeds their Reflex, they take 2d6 soul damage and move 1 step down the condition track. If the check is lower, they take half damage. In addition, Nova deals bonus damage to all targets based on your shield rating. Using Nova depletes your shield completely.
To calculate the bonus damage, Nova deals Xd6 bonus damage, where X is the amount of shields you currently have divided by 10 and rounded down. So 0-9 shields give no bonus damage, 10-19 give 1d6 bonus damage, 20-29 give 2d6, etc.
Special: You can spend an Action point to deal an additional 4d6 damage and move the targets an additional step down the condition track.

Restore Ki
Taking a split-second to meditate, you restore a bit of your Ki Shields.
Time: Swift action. Target: You.
Recharge: 3 rounds.
Make an Evoke check. Use the result to recharge your Ki Shield immediately.
Special: You can spend an Action point to activate Restore Ki as a Reaction.

Shadow Cloak [persistent]
Wrapping a shroud of ki around yourself, you become invisible to the naked eye.
Time: Standard action Target: You
Recharge: 3 rounds
Make an Evoke check. The result of the check determines the effect, if any:
DC 20: You are considered to have total concealment against all targets until the beginning of your next turn.
DC 25: As DC20, and you gain a +2 tech bonus to Stealth checks until the beginning of your next turn.
DC 30: As DC15, and you gain a +5 tech bonus to Stealth checks until the beginning of your next turn.
Special: You can maintain the effect from round to round, extending the normal duration. Maintaining the effect is a move action, and you must make a new Evoke check each round. If you take damage while maintaining the effect, you must succeed on a Evoke check (DC = 10 + damage taken) or the effect ends. If you attack when cloaked, the effect ends at the end of your turn.
You can spend an Action point to be able to maintain the effect with a swift action each round.

Shadow Strike [persistent]
You cloak yourself in a temporary screen of ki energy and then dash forward, intending to strike your opponent grievously.
Time: Full-round action Target: You
Recharge: 4 rounds
Make an Evoke check. You gain total concealment until the end of your turn and move up to double your speed. If you stop adjacent to an enemy, you may make a melee attack against the enemy, and deal bonus damage based on your Evoke result.
DC 20: +2d6 damage.
DC 25: +3d6 damage.
DC 30: +4d6 damage.
DC 35: +5d6 damage.
The attacked enemy makes an opposed Perception check against your Evoke check. If the enemy wins, you do not gain the bonus damage.
After attacking, you may move up to half your speed.
Special: You can spend an Action point to move back to your original position after attacking, whether you hit or not.

Shockwave [detonator]
You send out a rippling wave of thunder in front of you to send your enemies flying.
Time: Standard action. Target: 6 square line.
Recharge: 3 rounds.
Make an Evoke check. Compare the check to the Reflex defenses of every opponent in the area of effect. If the attack hits, the enemies take 6d6 electirc damage. If not, they take half damage.
Special: Shielded enemies treat the damage taken as normal when determining threshold damage. You can spend an Action point to extend the line of effect by 4 squares.

Soul Orbs [persistent]
You create a set of ki orbs that orbit around you.
Time: Two swift actions. Target: You
Recharge: 3 rounds.
Make an Evoke check. You create a number of ki orbs that revolve around you based on your Evoke result.
DC 15: 1 orb.
DC 20: 2 orbs.
DC 25: 3 orbs.
DC 30: 4 orbs.
For every orb, you gain +1 biotic bonus to your Fortitude and Will defenses. The orbs last for 5 rounds. If you use Soul Orbs while you still have active orbs, the old orbs are lost.
As a swift action, you can launch an orb at your enemy. Treat it as a ranged attack that deals 2d12 soul damage with an increment of 6 squares per range category, and is modified by your Wisdom instead of Dexterity. The orb dissipates after the attack.
Special: You can spend an Action point to increase the amount of orbs by 1.

Soul Twin [persistent]
Projecting your ki, you create a magical illusion of yourself.
Time: Move action Target: One unoccupied square in 6 squares
Recharge: 3 rounds
Make an Evoke check. You create a magical decoy of yourself nearby. Enemies must succeed on a Perception check with a DC equal to your Evoke result to notice it's a decoy. The decoy cannot attack or move and only mimics your actions. It has shields equal to double your Evoke check and a Reflex defense of 10. Once its shield is depleted, the Soul Twin ends.
Enemies who see the decoy being created recognize it as a decoy immediately. Enemies within 2 squares gain +5 to their Perception check and enemies adjacent gain +10 to their Perception check to recognize the decoy.
Special: You can spend an Action point to further double the shields of the decoy.

Thunderbolt [primer: electric] [detonator]
You unleash a bolt of electricity to shock your foes.
Time: Standard action Target: One enemy or unattended object in 12 squares
Recharge: 2 rounds
Make an Evoke check. Make one roll and compare the result to the target's Fortitude defense. If the attack hits, the target takes 4d8 electric damage. Enemies takes half damage to their hitpoints if their shields are depleted. Shields take full damage.
Special: You can spend an Action point to deal half damage to an additional target within 4 squares or the original target.

Whirlwind Blast [detonator]
Exhaling, you transform your breath into a blast of forceful wind, aiming to knock over your opponent.
Time: Move action Target: One enemy in 8 squares
Recharge: 2 rounds
Make an Evoke check. Make one roll and compare the result to the target's Reflex defense. If the attack hits, the target takes 2d6 kinetic damage. If the result also exceeds the target's Fortitude defense, the target is pushed 1 square and knocked prone.
Special: Whirlwind Blast ignores shield strength. You can spend an Action point to push the target 2 additional squares and move it -1 step along the condition track.
Static Evocations
Static Evocations do not require the use of the Evoke skill. They have static effects which do not depend on the character's skills. Certain effects, however, may be upgraded with talents. They still take a slot in the Spirit Core.

List of Static Evocations:
Acidic Weapons [weapon]
Your weapon begins to secrete a deadly acid, melting all that it touches.
Time: Move action Target: You Recharge: 1 round
Effect: Your weapons deal acid damage. Your weapon attacks also ignore up to 5 points of the target's damage reduction and ignores up to 1 square of cover entirely. You still require line of sight to fire effectively if using a melee weapon.

Aflame Weapons [weapon]
You wrap your weapon in flames, causing it to burn those you strike.
Time: Move action Target: You Recharge: 1 round
Effect: Your weapon deals fire damage. If your weapon attacks exceed both the target's Reflex and Fortitude defense, they take 1d6 fire damage on the beginning of their next turn and on their turn after that. The effect stacks up to three times from different attacks, but each individual effect has it's own duration (so a continuous stream of Aflame Weapons is needed to keep the 3d6/round up). The effect lasts for 2 rounds.

Frost Weapons [weapon]
You chill your weapon to the core, allowing it to freeze your enemies.
Time: Move action Target: You Recharge: 1 round
Effect: Your weapon deals cold damage. If your weapon attacks exceed both the target's Reflex and Fortitude defenses, their movement speed is reduced by 3 and their DR is reduced by 2. This effect lasts for 2 rounds and does not stack with other similar effects. If the attack exceeds the target's Fortitude defense by 10 and is unshielded, the target is frozen and may take only a single action per turn for the duration of the effect.

Ki Armor [armor]
You project a layer of protective soul energy, deflecting blows and fortifying your shields.
Time: Standard action Target: You Recharge: 2 rounds
Effect: You create a layer of armor around you, gaining a +2 evocation bonus to Reflex defense and +10 evocation bonus to Shield Rating.
Special: You can detonate an active Ki Armor as a swift action to deal 4d6 kinetic damage to all adjacent enemies. Doing so ends the Ki Armor effect. You can spend an Action point to increase the bonus Shield Rating by +10 for the duration of the encounter.

Ki Enlightenment [persistent]
Time slows for you, and you gain the opportunity to strike with great force and precision.
Time: Move action Target: You Recharge: 3 rounds
Effect: For 2 rounds, you gain a +2 evocation bonus to Dexterity, a +4 evocation bonus on damage rolls and the time required to use the Aim action is reduced by 1 swift action.
Special: You can spend an Action point to restore your Ki Shields to full as a free action when you use Ki Enlightenment.

Lightning Weapons [weapon]
You wreathe your weapon in electricity, making it crackle with energy.
Time: Move action Target: You Recharge: 1 round
Effect: Your weapon deals electric damage. In addition, an enemy affected by Lightning Weapons cannot recharge their Ki Shields for 2 rounds.

Soul Defense [armor]
You channel even more ki into your Ki Shields, giving you a large defensive boost.
Time: Standard action Target: You Recharge: 3 rounds
Effect: You gain a +15 evocation bonus to Shield Rating a +5 evocation bonus to Shield Strength.
Special: You can detonate an active Soul Defense as a reaction to restore your shields to full strength without the bonus shields conferred by Soul Defense. Doing so ends the effects of Soul Defense. You can spend an Action point to increase the bonus Shield Strength by +5 for the duration of the encounter.

Soul Weapons [weapon]
Your weapon hardens into soul-imbued crystal, striking with the force of your ki.
Time: Move action Target: You Recharge: 1 round
Effect: Your weapon deals soul damage. Your weapon attacks ignore Shield Gate and up to 5 points of Shield Strength.

Stone Skin [armor]
Your skin cracks and rumbles as it turns into a rocky epidermis, protecting you from harm.
Time: Standard action Target: You Recharge: 3 rounds
Effect: You gain DR5/- and a +2 evocation bonus to your Reflex and Fortitude defenses.
Special: You can detonate an active Stone Skin with a swift action to gain +4d6 damage to melee attacks for 1 round. Doing so ends the Stone Skin effect. You can spend an Action point to increase the evocation bonus to Reflex and Fortitude by +2 for the duration of the encounter.

Water Splitting Stone [weapon]
Utilizing an ancient technique, you strike with so much force that you ignore your opponent's armor.
Time: Move action Target: You Recharge: 1 round
Effect: Your weapon attacks ignore up to 10 points of DR.

Blueiji
2015-02-16, 01:39 AM
Character Sheets

*Warning, these are big images. They may stretch your screen!*

http://i60.tinypic.com/5eid6d.png
http://i58.tinypic.com/33vncav.png

Blueiji
2015-02-16, 03:20 AM
Extra Room

I'm using this section to post community contributions, community requests, or other such miscellaneous material.

I'm also introducing a new concept here, traits. Each character can only one trait, but they receive it for free. Each trait has benefits and drawbacks.

New Trait:
Sight Without Eyes
Prerequisites: Must be blind.
Benefit: Through extreme training of the non-sight senses you gain perfect sensory perception up to 12 squares away. This allows you to see past walls and around corners, but beyond 12 squares you are unable to perceive anything.
Suggested by afrenchpenguin.

Alent
2015-02-16, 03:27 AM
Wow, I'm surprised you moved so fast. I was expecting to get another day or two to hunt the history of Ki. *laugh*

Looks like you're off to a good start, but an observation: it seems unusual to me that Kitsune don't receive a bonus to Illusion powers, given that Kitsune/Kumiho are the magical illusion trickster spirits of Asia.

Blueiji
2015-02-16, 03:45 AM
Wow, I'm surprised you moved so fast. I was expecting to get another day or two to hunt the history of Ki. *laugh*

Looks like you're off to a good start, but an observation: it seems unusual to me that Kitsune don't receive a bonus to Illusion powers, given that Kitsune/Kumiho are the magical illusion trickster spirits of Asia.

I'll admit that I am not very well versed in Japanese mythology, I'm basing this system off the little tidbits I know and the probably deeply altered version presented in the MtG Kamigawa that I've been exposed to.

I realize it seems a little silly for someone that doesn't know much about Japanese mythology to be making a system based off of it, but I'm comfortable with that. My goal here isn't to be 100% historically correct, it's to make something that my group can have fun with and that will hopefully be fun for others as well.

However, you bring up a good point. I'll try to write a racial feat to represent their trickster nature after I finish the main bulk of the work.

Blueiji
2015-02-16, 03:47 PM
And with the character sheets posted, that means that every part of version 1.0 is done!

If anyone digs this, notices some errors, or has critiques I'd love to know.

Thanks again to those I drew inspiration from and to those that helped Bathna Fodder and I design this system.

Blueiji
2015-02-18, 03:33 AM
I've added the concept of "alternate racial choices", which allow a player to customize their race.

The first of these choices is the Chibi Ratfolk, which gets small size in exchange for a larger strength penalty.

Blueiji
2015-02-19, 04:15 PM
I've added two more alternate racial choices!

Tsuki Hahen are a type of Moonfolk that have shards of moon-rock embedded in them, while Kumiho are more trickster-oriented versions of Kitsune.

Alent
2015-02-19, 06:03 PM
I've added two more alternate racial choices!

Tsuki Hahen are a type of Moonfolk that have shards of moon-rock embedded in them, while Kumiho are more trickster-oriented versions of Kitsune.

I may have done you a disservice by using a term without explaining it, depending on how strict you want to be about the origin of myths. (The actual mechanics seem good, tho')

Kitsune is the Japanese trickster fox. They're typically female in stories, but it's not uncommon for them to be male.

Kumiho is the Korean counterpart. They're typically male. I mentioned them to point out the ubiquity of the illusion/trickster archetype.

Blueiji
2015-02-19, 06:39 PM
I may have done you a disservice by using a term without explaining it, depending on how strict you want to be about the origin of myths. (The actual mechanics seem good, tho')

Kitsune is the Japanese trickster fox. They're typically female in stories, but it's not uncommon for them to be male.

Kumiho is the Korean counterpart. They're typically male. I mentioned them to point out the ubiquity of the illusion/trickster archetype.

Are Kumiho still associated with being tricksters? If so then I suppose I'm happy with my current naming conventions.

However, if you have any better titles I'm more than happy to hear them.

EDIT: Also, I completely forgot to add static evocations, which are a major part of the system! Just added them.

D3ADSILENCE
2015-02-20, 01:48 AM
Hey there. System is looking quite good. Just wondered if you had an thoughts of adding a like dash or teleport abilities in mind to add to the system. Also an ability to dominate mind in my opinion might fit pretty well with what you have going.:smallsmile:

Blueiji
2015-02-20, 02:00 AM
Hey there. System is looking quite good. Just wondered if you had an thoughts of adding a like dash or teleport abilities in mind to add to the system. Also an ability to dominate mind in my opinion might fit pretty well with what you have going.:smallsmile:

Teleporting/dashing actually fits really well. I'll add that when I get back from my LARP.

In terms of dominate effects I'm a little worried about the balance. Perhaps a persistent evocation that adds to social skills would work though.

Actually, I may add a whole series of skill boosting evocations. Thanks for the inspiration! :smallsmile:

Citrakayah
2015-02-20, 11:29 AM
Really not a fan of what you did with kitsune, or kumiho, for that matter. Kitsune aren't, in Japanese legends, honorable warriors, they're tricksters, and their actual form is that of a fox (kitsune means fox, after all).

Kumiho are a Korean legend, and while they are tricksters, they are also bloody terrifying, emphasis on the bloody: They transform into attractive women to prey on humans so they can eat their hearts and livers.

Blueiji
2015-02-20, 01:39 PM
Really not a fan of what you did with kitsune, or kumiho, for that matter. Kitsune aren't, in Japanese legends, honorable warriors, they're tricksters, and their actual form is that of a fox (kitsune means fox, after all).

Kumiho are a Korean legend, and while they are tricksters, they are also bloody terrifying, emphasis on the bloody: They transform into attractive women to prey on humans so they can eat their hearts and livers.

I'm starting to see that what I thought of as an innocuous change of mythology might actually be a pretty bad error of judgment on my part.

In any case, I'm about to leave on my LARP in an hour so I won't be changing anything now. However, by the time I get back I'm sure I'll have an idea to fix this.

As of now I'm sorta attached to my butchered form of Kistune, but I also wouldn't mind having them be more mythologically correct.

Perhaps I'll make the trickster archetype default for the race and the honorable thing into the alternate racial choice?

And then, since you said Kumiho were kinda vicious, I could even add a second alternate racial choice representing that.

So there would be Kitsune, Kumiho, and [unnamed honorable breed of kitsune].

Thank you for the input, I'll fix things up when I get back.

Citrakayah
2015-02-20, 02:55 PM
Well, you could try and figure out a way to make tricksters honorable. Perhaps they do their trickery in the service of a cause or a lord.

Kumiho... kumiho are monsters, full stop. Based on what I've seen--one version of the Fox Sister fable has them like this--that the desire to eat human hearts or livers is like actual hunger, but worse. They need to do it, even if they don't necessarily want to.

In a story I'm writing, I'm actually making kitsune and kumiho the same species. Human flesh is like a drug to kitsune, and with their sense of smell, a kitsune that spends time around humans, especially if combat ever happens, will find themselves gazing hungrily at humans, especially wounded ones. And they resist, or try to, but it's like being hungry all the time, and normal food just doesn't sate it.

So when they're fighting for their lives, they let themselves sneak a quick bite to eat, or, when their allies aren't looking, they creep back to a battlefield and satiate themselves--they're so hungry, after all, and they aren't hurting anyone that they wouldn't be hurting otherwise.

But the more that they eat, the more dependent on it they get. Eventually, while they only have to eat rarely, they can only survive on human organs. And they gain power, a lot of it. They get stronger (and their fox forms become larger and more terrifying, though they can appear as normal foxes if they wish, or appear nonthreatening at full size), their illusions start to cover taste and texture and smell... they can kill someone's family and feed them the dead bodies as dinner, even if the carcasses are old and rotting. The rice served with it? Maggots. Their enchantments grow more powerful, too, if increasingly linked to their illusion magic. Eventually there's almost no line between the two schools of magic for them.

Thing is... they don't have to do that, because while they're monsters, "monster" is a category that doesn't necessarily match up with "evil." A kumiho could survive by grave-robbing, and a kumiho who was also an adventurer would have more than enough food since they'd be in kill-or-be-killed situations fairly commonly. They only need a heart or liver every month or so, after all.

But when your friends and family look at you like you're evil, it's very easy to become just that. And it's a widespread belief that if you eat enough human organs, you become human and get cured of your bloodthirst. Since kumiho (and kitsune) can live for long, long times, it's something that some hope to accomplish.

Whether it works or not is another question...



In short, it's basically like Dark Side corruption, but doesn't force you to drown puppies or anything like that. I don't know the system you're using, but I'd suggest try to adjust Dark Side corruption to make it work.

Blueiji
2015-02-22, 04:14 PM
*Information on Kumiho, snipped for length.*

Okay, I'm going to ditch Kumiho altogether for now and just keep Kitsune (who will be the traditional trickster type) and Kitsune Meiyo (who will be a rapidly growing faction of Kitsune that value honor and discipline).

Thank you for going into detail about the Kuniho though, I enjoyed reading through your explanation.

I'll update with those and a few other things later tonight.

EDIT: I've added and edited a number of things! First off, I fixed the fluff issue regarding Kitsune, making them a primarily trickster race with a small subsection of honorable reformists.

In addition, I've written three new alternate racial choices, including an aquatic version of Akki, wild Akki, and poisonous Orochi.

Lastly I edited the evocations by adding two new ones, Influence Mortal and Ki Step, as well as adding fluff to a number of evocations that lacked it.