From: Daniel Gieskens (daniel@dutirt2.tudelft.nl)
Date: Sat 19 Jan 1991 - 09:56:33 EET
W I L L P O W E R
==================================
Willpower is the power to change or manipulate various kinds of things purely by using one's mental energy, by bending one's will to it.
The chance for someone to have willpower = (INT + POW - 30)% The maximum chance however is 20% (that's for humans and demihumans, there maybe ather races such as the Ki-rin which have willpower always.)
To use a willpower ability, you have to succeed in a skill
roll. This skill has a base value of (INT + POW) * 2%. This
can only be increased by ceremony or an increase of Power or
Intelligence. When nothing is mentioned at the place of the
ability, use this base chance, otherwise use the modifications
mentioned. The chance can also be improved by using the
ceremony skill.
One standard modification is used: when using multiple
abilities at once (for example scrying and telekinesis) the
penalty is -15% per extra ability used. This penalty aplies
for all used abilities! This also counts when multiple
abilities are used subsequently in one round.
The time a WP-ability takes effect is at the DEX-sr., no
delays.
For some abilities the term xp (experience) is mentioned. This
xp is the same as the profession xp in years (thus for humans:
age - 15). Exceptions are ruled by the GM (for example: when a
player character has 6 years thief and 8 years soldier xp. of
which 3 years simultaneous, the WP (willpower) xp is 11
years).
MP's used for willpower must be "your own" MP's, that is you
can't use willpower with stored MP's (from power spirits for
example). It is however possible to fill your current MP's up
to full power for resistance. Example: you use 5 MP for WP,
and then you fill it up (from your bracelet with a MP storage
of 6 MP's) till your maximum 18 (you are a lucky power 18
individual). Now you resist with your full MP's (18) , but you
only have 13 MP's left for use with willpower.
MP's used for an WP ability count double versus defensive
magic (not for overcome rolls!), this counts for boosted MP's
too. For normal spell casting by WP-user, all Mp's count
single.
Willpower in effect can be felt by other WP-user at a range of
3 meters per MP in use. The WP-user does not have to react to
this feeling.
There are some abilities which every willpower using individual has. These are:
The following abilities have only a chance to be had. Willpower abilities cannot be gained, you start of with them at birth, you'll only learn how to use them more effectively. (although powerful wishes and divine interventions are always nasty rulebreakers). Roll first for the firestarter ability, if this ability is gained, all other abilities have only half chance. The standard chance per ability is 16%.
W I L L P O W E R - A B I L I T I E S
===============================================
1) Firestarter range:sight
duration: 1 sr. (although the effects may
last longer).
A) From 2 xp.: Warm, 1 MP, Effect: One object heated to
40 degrees C., difficulty: + 10%
(repeatable after 1 MR)
B) From 4 xp.: WP-user cannot be harmed by burning from
candles or equivalent fire (GM rules each
case)
C) From 5 xp.: Ignite, 2 MP, Effect: one object can be
ignited doing 1D10 damage to the object
(each round, if it isn't put out), up to
wet wood can be ignited. At 7 xp skin can
be ignited, at 11 xp iron (not silver,
copper, mithril etc. only iron) can be
ignited, doing 1 D10 dam directed at AP.
The last two (skin and iron) fires die out
in one round unless supplied by fuel.
difficulty: +5%
D) From 7 xp.: Flamethrower, 3 MP, Effect: a flaming
inferno somewhat like a dragonbreath (area
= 2 meter width, POW meter lenght) damage
is 3D6 (armor absorbs) just like the
original RQ dragon breath. The flames are
shot from both hands. difficulty: +0%
E) From 8 xp.: Willpower-user cannot be harmed by natural
fires.
F) From 10 xp: Fire Ball, 4MP, Effect: a fire ball doing
2D(xp) damage in 1/2(xp) meter radius, or
1D(xp) damage in (xp) meter radius.
difficulty: -5%
G) From 11 xp: Willpower-user cannot be harmed by fire
from elementals.
H) From 12 xp: Firedance, 3MP + 1MP/MR (including the
first round), Effect: user and non-magical
gear is enveloped in flames which will
deliver 2D8 damage per round to anyone in
melee range. The dance will cost the user
10 FP/MR which are payed after the dance.
Non-magical equipment is lost, magical
equipment will be slightly warmed. In the
dance, normal melee activity is possible
for the user. After the dance, the user is
tired but unharmed from the flames.
difficulty: -10%
I) From 13 xp: Willpower-user cannot be harmed by any
fire.
2) Aura of fear range: extra MP's squared (MP*MP), so 2
additional Mp's would give a radius of 4
meters.
duration: 1 MR.
cost: 3MP + points spended for range.
effect: as divine fear spell with half
offensive MP's for everyone in radius.
difficulty: - range (in meters)%
3) Aura of friendliness
range: as aura of fear.
duration: 1 MR.
cost: as aura of fear.
effect: make overcome roll for everyone in
radius with half your offensive MP's.
fumble makes enemies, succes makes friends
for 1 turn (10 minutes), special makes
friends for 1 day, critical makes friends
as long as in neighborhood (mininmum of 1
week).
difficulty: as aura of fear.
4) Bodyarmor range: self.
duration: special (see below)
cost: 1 MP/2 AP (max is xp in MP).
effect: this ability will make the hide so
though that it gets more AP's. These AP's
decline. Roll after each round under your
base skill , if this roll is failed, the
AP's will lessen with 1D3 points.
difficulty: +10% (+0% for decline rolls).
5) Bodyweaponry range: self.
duration: as long as sustained with MP's
cost: 1 MP/MR.
effect: The willpower-user has a number of
points, equal to xp. Each point can be
used in several ways:
A) Phantom weapon: 1D2 dam and 1AP per
point used for this (2D2 is D4 and 3D2 is
D6, GM will rule what exact dice are. For
example 7D2 can be 2D6 + D2 or 2D4 + D6.
Always use a few dice as possible.) This
weapon is used at the skill of the melee-
weapon it resembles (this also counts for
natural weapons).
B) +10% Attack or parry.
C) +3AP to parry object (hand or phantom
weapon)
D) +2 damage if upon natural weapon.
E) +5% dodge.
difficulty: -5%
6) Chameleon-power
range: self
duration: as long as sustained with MP's
cost: (1MP + extra enc MP's)/turn
effect: The willpower-user will blend with
his surroundings. Worn objects up to 10
enc. are also blended. Above 10 enc., the
worn objects will cost 1 MP/6 enc. When
remaining still, the willpower-user is
invisible to normal sight. If he moves, he
can be seen if a scan roll at -20% is made
by the observer. The user will still be
audible if moving. Smell and touch will
detect presence normally.
7) Clairaudience range: sight (1 meter into or past solid
objects), unlimited if place is well known
(such as your own house.
duration: as long as sustained with MP's
cost: 1MP/minute
effect: Willpower-user can hear at the
place designated. This is normal hearing.
If a creature is the target (so you will
hear what he hears) and he is unwilling,
you must overcome him. If this roll is
within 10% of failure, the creature will
feel something. Defensive magic must be
overcome with own MP's (not MP's used for
ability).
difficulty:
- familiar place or sight: +10%
- through rock or unresisting target: +0%
- resisting target: -10%
- through metal: -20%
- through mithril (if you use this metal,
notes on this will follow later): -75%
8) Clairvoyance all as clairaudience except that hearing
is now seeing (use sight of willpower-
user, so elf can use infra-vision (see
later notes: new player character races)).
9) Domination range: sight
duration: as long as control is not broken
(see below)
cost: 5MP, 10MP if unnatural actions (the
target would not want this, for example a
lion doesn't want to let go of it's prey)
are forced, 15MP if very unnatural actions
(such as suicidal action, murdering good
friends etc.)
effect: Willpower-user can control actions
of another being. If unnatural or very
unnatural actions are forced, the target
has to be overcome besides the normal
skill roll for willpower, otherwise only
skill roll has to be made. If the overcome
roll is failed, the control is broken and
the target will usualy be angry (though he
may not know who did it). Control can also
be broken when willpoweruser wants it or
when user or target is unconcious (sleep
KO). When stopped willingly by user,
transition must be done carefully (caster
needs one round for this), because when
transition is done abrubtly, target
notices this and will be angry (as above).
difficulty: (user-POW - (target-POW
+5))*5%
10) ESP range: xp in meters or xp*5 in meters (see
below)
duration: as long as sustained with MP's
cost: 1MP/MR
effect: Willpower-user can read the
thoughts of other intelligent beings. The
range for this is xp in meters. Only one
"thought" can be read in a melee round.
The chance to read the right "thought" is
a INT vs INT roll (this reflects the
relative complexity of the target's
thoughts). after 10xp, the thoughts of
animals can be read. Their power is used
in stead of thier INT for the resistance
roll. This ability can also be used for
scanning for thoughts and thus for
scanning for intelligent beings. The range
for this use of ESP is xp*5 in meters,
penetrating through xp in cm of solid
material. The willpower-user can scan an
arc of 120 degrees in one melee round.
(only mindbar-like abilities can stop this
scanning, for mindbar see further notes:
willpower ability 16)
difficulty: -10%, for scanning:+5%
11) Etherealness range: self.
duration: special (see below).
cost: 6MP + 1MP/4 enc. carried or touched.
effect: The willpower-user becomes
ethereal, which has the effect of still
being visible, but hardly audible (near to
not audible). You can only hit and be hit
by magic. Two ethereal beings however can
hit each other normally. Roll each round a
skill roll, if the roll is failed, the
willpower-user will become normal after 1
round (this is 12 seconds!). After 10xp,
other living material can be take into
etherealness as well but remember that enc
costs MP's
difficulty: 0%
12) Fly range: self.
duration: as long as sustained with MP's
cost: (1 + 1/2move + 1/10enc. carried)MP's
per turn.
effect: Willpower user can fly (no wing
flapping needed, just like a jetpack).
Levitation can be done and costs only 1 MP
per turn.
difficulty: +10% -5% per extra MP spend
(on move or enc.).
13) Knowledge of Beings
range: sight (although very far is very
difficult)
duration: nearly instantaneous.
cost: 1MP (although more may be needed to
penetrate defense).
effect: If the target is overcome, the
willpower-user will know name, approximate
age (+/- 10%) and origin (Gm's may opt to
keep this vague). Special success with the
overcome roll, the willpower-user will
know the exact place of birth (although he
may not know where the place is). Critical
success will let the willpower-user know
who the parents were, date of birth and
general "habitat".
difficulty: +0%, -5%/mtr distance, +10% if
touching.
14) Knowledge of objects and places.
range: sight
duration: nearly instantaneous.
cost: 1MP.
effect: Information will be revealed
dependent on the type of success of the
skill roll. Success will give basic
purpose, approximate age, origin and if
it's magical or not. Special will give
last being that touched it (image) (note
that the last being who touched an arrow
found in a body of a being, is the being
self.), technical details and general
magical powers and spelltypes. Critical
will give most spells specifically and
creator is seen (and named). This ability
can only be used twice per item, once on
a distance and once touched (by the way
willpower-user doesn't count for last
being that touched the item). from places
similar things will be revealed (last
being been there, purpose of the place,
creator of the place (if any) etc.).
difficulty: -10%, -5% per century of
age, -5 % per meter distance, +15% if
touched.
15) Mind over body range: self.
duration: as long as sustained with MP's
cost: 1MP/MR.
effect: STR CON and DEX are increased by
XP and move is increased by half xp. Roll
each round a skill roll.
difficulty: +5%, -5% per MR used with this
ability since last sleep.
16) Mindbar range: self.
duration: 24 hours.
cost: 6MP.
effect: This ability adds 8 defensive MP's
versus mind-affecting spells and abilities
(such as certain willpower abilities).
Furthermore, it gives the willpower user
an xp*10% chance of knowing the direction
of the origin of the spell or ability, and
an xp*5% chance of recognizing spell and
caster (if these are known by wp-user,
else the respective patterns are memorized
and can be recognized later). The latter
effect, affects a broad range of spells
(including scrying, choking etc.).
difficulty: -50% +5%/xp (max = +10%).
17) Preservation range: self.
duration: 1 turn.
cost: variable (see below).
effect: Each MP spent on this ability,
will protect against 1D4 of area effect
damage (for example dragon breath) or 3
points of poisonous gas. The maximum of
MP's which can be used simultaneously with
this ability is xp/2. 1MP suffices against
drowning. (example: 5MP protects against
2D10 firebreath and less, and against 15
points of poisonous gas.) Excess damage is
reduced by protection (for example: 5MP
vs. 3D8 damage will become 1D4 damage,
3D10 will become 1D10 etc.)
difficulty: -5%/2MP used (1 MP is +0%,
3MP's = -5% etc.)
18) Regeneration range: self.
duration: as long as sustained with MP's.
cost: 1MP/2HP regenerated, rounded up.
effect: Willpower user can regenerate hit
points at the rate of 1HP/2SR, but user
must concentrate on it, so no other
activities are possible during
regeneration. Limbs can be regenerated,
but the cost is 1MP/HP and the speed is
only 1HP/turn. This ability cannot
regenerate general HP lost by poison.
difficulty: 0% (limbs at -20%).
19) Shapechange self
range: self.
duration: until altered by user.
cost: 2MP + 2MP/shift +1MP/4SIZ
difference.
effect: Willpower user can alter his shape
to become another creature (physically
only, no magical or mental abilities are
gained or lost.). Determine cost with the
following table (change within own race
cost only 2MP's + 1MP/4SIZ difference.)
1. Own race.
2. Humanoids.
3. Land based mammals.
4. Water, amphibic and avian creatures.
5. Extra shift.
6. Mythical creatures.
7. Extra shift.
8. Specials (unique creatures, objects).
The maximum of MP's used in a change is
equal to xp. Change's between shapes are
not possible, first you have to change
back to normal and then you can change to
your new form.
difficulty: +10% -2%/MP used over 2MP.
20) Shapechange other
range: 1 creature.
duration: until ended by target.
cost: as shapechange self.
effect: Willpower user can shapechange 1
other creature (willing!). For the total
number of shifts also count the number of
shifts to reach own race. Example: a human
shapechanging a dwarf to some other dwarf,
with same size, costs 2 + (1 + 1)*2=
6MP's. Note that own race is still race of
willpower user! Otherwise it is exactly
the same as shapechange self.
difficulty: Own POW - Target POW - 2%/MP
cost - 1%/MTR. distance.
21) Shapechange object
range: 1 object.
duration: 1-6 rounds (see below)
cost: 2MP + 2MP/Shift + 1/MR
concentration.
effect: Willpower user can shapechange 1
object permanently. This ability can only
be used once per 2 weeks, once per object
ever. If xp > 8 then this ability can be
used once per week, if xp > 12 then once
every 4 days and twice per object. Magic
items will resist according to their
relative power (have to be overcome with
POW of item being 1POW/MP of spell effect
in it (master rules)) if the item is
overcome, everything will be normal, but
when it is failed, roll on following
table.
01 - 70 nothing happens
71 - 90 item is changed but magic is lost.
91 - 00 item is not changed and magic is
lost.
To calculate the total number of shifts,
use table below.
Dead tissue (wood)
|
Dirt/Clay/Sand
|
Stone
/ \
Raw Metal Marble
| |
Iron Glass
/ \ |
Steel Bronze Fancy Stones
| | |
Silver Copper Ruby & Diamond
| | |
Platinum Gold Unique Stones
| |
Mithril Dragon-scales
Quantity of material decrease with 50%
each step down and doubles with each step
up. Maximum steps down is 1/4xp. The
quality of items is increased by 1 each
round of concentration. 1= very bad, 3-4=
normal, 6= Top quality.
difficulty: 0% - 5%/MR of concentration
(roll each round! so 1st round -5%
second -10% etc.) difficulty can be
increased or decreased by master, for
example a complex lock might have an
additional -15%.
22) Shortport range: self.
duration: instantaneous.
cost: 1MP + 1MP/4MTR shortported.
effect: Willpower user can teleport short
distances on sight, this is *very* fast.
Incoming missiles can be evaded this way
if the missiles are seen. It also can be
used to dodge a blow in combat but in both
cases (missile and melee, the shortport
must be stated before the attack roll is
made. As the shortporting is done on
sight, it only works in a straight line
with no big obstacles. After 8 xp, the
facing at place of arrival can be chosen
(so you can shortport diagonally behind
someone with your face towards him so you
can attack him immediately from behind.)
difficulty: +5%.
23) Telekinesis range: xp*2 mtr.
duration: as long as sustained with MP's
cost: 1MP + special (see below).
effect: An object can be moved at a
distance by the willpower user. Every 5
rounds a successful skill roll has to be
made, at that point also the MP
"sacrifice" has to be made. The weight
that can be moved is 1 enc. + 2SIZ/MP
extra spent. Move is 1 + 3/MP extra spent.
The minimal move needed to make an attack
is move 7, each 6 move over 7 adds 1D4
damage. A telekinesed object has 2
actions/MR, attack and parry are base
willpower skill. The maximum MP's spent at
once is equal to xp. Example: When you
want to animate a greatsword of 3.5 enc.
With 1D4 damage bonus, you'll have to
spend 1+ 1(for the weight above 1 enc.) +
4 (to give it the necessary move of 13) =
6MP's. These MP's have to be paid every 5
rounds (if you want to continue animating
the greatsword of course). The total
damage done by the greatsword is now 2D8 +
D4.
difficulty: +15% -5%/extra MP (in the
example above, difficulty would be +15 -
5*5 = -10%).
24) Telepathy range: special (see below)
duration: as long as sustained with MP's.
cost: 1MP/5MR
effect: Willpower user can communicate
with other beings telepathically. The
range is sight is target is unknown,
bordering planes is target is well known,
and unlimited if target is well known and
can use telepathy also (this doesn't have
to be willpower). More telepathic links
can be formed at the same time but
additional links cost 2MP/5MR/link, and
this counts as more than one ability used
at the same time (so increasing
difficulty). After 12 xp. the willpower
user can get some response from tree-like
beings and plant life. This can only be
used once per 25x25 Mtr. area.
difficulty: +15% if target speaks the
same language.
+ 0% if target speaks other
language.
-70%+xp*5% if target has
fixed INT (this is up to -
5%)
-45% if with tree-like
beings.
25) Teleport range: depends on MP's spent, but normally
one plane.
duration: instantaneous.
cost: 5MP + 1MP/2SIZ carried over
bodyweight + 14MP/plane travelled.
effect: Willpower user can transport
himself instantaneous from one place to
another. This place must be known, or at
least seen. Plane travelling can be done
after 10xp. If an area is protected by
magic, Mp's can be used to boost the
teleport to pass through the protections.
Note that only somebody with POW 19 or
more can do plane travelling.
difficulty: -40% if used instantly, +5%/MR
of concentration, up to a total of +5%
(reached after 9MR) GM can assign
increasing difficulty if for example place
is only seen once.
- The Black Panther -
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