Home brew Cosm ideas

GeniusCodeMonkey
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Joined: Wed May 09, 2018 2:35 am

Home brew Cosm ideas

Postby GeniusCodeMonkey » Tue May 14, 2019 3:47 pm

OK. I've got loads of ideas for a home brew cosms. I'm sure you do too.

If 7 Cosms isn't enough, what else would you have?

Rata (WIP)

Humans inhabit Rata tens of thousands of years ago; but due to environmental abuses their world was dying. During their last great technological leap they fled to the stars leaving a broken, radioactive and biologically broken planet.

Time moves on... large mammals die out ... smaller mammals evolve ... the world slowly recovers.

Large bipedal rats are the new overlords of Rata. Evolved, dark and twisted, they travel from their city states in packs scavenging for resources and food.

Magic Axiom: 10
Although not largely used. Magic rituals have found a place in some societies and it isn't unusual for rats to be bred for their magical abilities.

Social Axiom: 16
All Rata society is caste based, with societies within i.e. Soldiers of the Red Tail. Rats have large family units and social groups. There is a hierarchy with the caste system with The Council of the Golden Hearts being at the top. All decisions are based on what's good for the Rata race, you society, your caste, your family and finally for you.

Spirit Axiom: 9
Rata have multiple Gods.

Tech Axiom: 16
Rata have developed quite far technological, but in a haphazard way. Steam and clockwork are the normal.
Technology has developed in a strange way in some Societies allowing for ClockworkCyber (see Law of Ingenuity) in some of the lower castes.

World Laws
Law of Society
Social axiom increased to 24 for purpose of PSI; also allowing for PsiTech.
Societies rule. Your caste has an effect on your interactions. Interactions are favoured within your caste; and dis-favoured outside it. Non-natives are always in the 'outsider' caste, basically the lowest of the low the slave caste.

Law of Resilience
Influenced by The Law of Society. This allows Rata to adapt to their environment better. Survival rolls are favoured. Survival can be substiuted for streetwise.

Law of Ingenuity
Rata is a ClockworkCyber cosm. Cyberware in the form of windup clockwork is an everyday thing in low society. Treat Tech as 25 for cyberware; weaponary (including cyber-weapons) and all other technology is still Tech 16 (but tricked out swordcanes are not unusual). Cyber-Clockwork is a 4 case contradiction in any other realm including Tech 25+ realms. Mind, evidence analysis, scholar and science rolls are all favoured.
For every piece of cyber-clockwork installed, the characters maximum Mind ability limit is reduced by 1.

Ability Limits/Abilities:
Charisma 11
Dexterity 14
Mind 15
Spirit 12
Strength 10

Rata's have natural low-light vision. Reduce all darkness penalties by 2.

Perk
ClockworkCyber
Choose $10000 of cyberware; not including weapons or armour; to be installed. You maximum Mind is reduced by 1 for each piece installed.

Gear
PsiTech - Kensis Dampener - $5000: A flucturating field of energy makes all Kensis rolls dis-favoured and automatically Stymied within a 50meter radius from the device.
PsiTech/ClockworkCyber - Kensis Enhancer $5000: Either a headcap with glowing crystals (can be stolen, broken) or implanted crystals and clockwork (cannot be stolen or broken) sticking out the top of your head makes Kensis rolls favoured.
Last edited by GeniusCodeMonkey on Wed May 15, 2019 5:23 pm, edited 4 times in total.
Question everything.

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Atama
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Re: Home brew Cosm ideas

Postby Atama » Tue May 14, 2019 8:54 pm

Don’t forget that World Laws affect everyone in the cosm, not just those from it (and unlike oTorg they don’t follow you to other cosms). How are those Laws going to apply to strangers coming into the realm?
“You are a bad person, and should feel bad.”
-TorgHacker (being tongue-in-cheek :D)

Savioronedge
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Re: Home brew Cosm ideas

Postby Savioronedge » Wed May 15, 2019 2:01 am

In Old TORG, a friend wanted to play someone from Alpha Complex (Paranoia) so I worked up stats and we had him Dimthreaded in from an experimental accident. That won't work for Eternity, mainly for the reason mentioned above. Here goes:

Alpha Complex
The computer is happy. The computer is crazy. The computer has a Darkness Device. The computer wants you to be happy. This will drive you crazy. Once everyone is crazy, the Darkness Device will be happy.

Most of the readers will know most of the rest of the history of Alpha Complex...so on to the important stuff.

Axioms
Magic: 7
Magic is nigh unheard of and anything that smacks of magic is attributed to Psionics, but it is not entirely impossible.
Social: 26
Psionics regularly occur spontaneously [But see world laws]
Spiritual: 1
Anything resembling a miracle is the product of technology or psionics
Tech: 28
Nuclear Hand Grenades exist, and a sentient Reality Rated computer rules the cosm. Plus, the citizens have virtual immortality. [But see world laws]

World Laws
The Law of the Computer Control:
The computer is a fully sentient, and fully insane, entity. It was created to take care of humans, which is probably what drove it crazy. Since then, almost every conceivable need has been handled by the computer. Humans have forgotten how to make anything technological...even a baseball bat is "experimemtal". Cloning technology is used (by the computer) so cybernetics are unheard of.
•The first time a Character uses any Tech item in Alpha Complex it is a contradiction.
•Any character native to Alpha Complex has clones in reserve. Any non-native character who spends more than a day in Alpha Complex will have a clone created. As long as a Character has a clone available, if they fail a Defeat test a clone will arrive within a minute, fully aware of all events up to the moment of death. It takes roughly a Day to create a new clone and the max stockpile is 6.

The Law of Secrecy
Life in Alpha Complex is one of near constant surveillance. For anyone to keep their sanity, they must find ways to keep secrets this (partly combined with the other two Laws) keeps the society functioning like a feudal anarchy. The computer is totally in control and everyone (most of whom are insane) pretty much does whatever they want, until the Troubleshooters get involved anyway.

The Law of Treachery
Anyone in Alpha Complex who has a Psionic ability is a traitor. Anyone who keeps secrets from the computer is a traitor. Basically, anyone who can think for themselves is a traitor.
• Any skill used in an attempt at coordination is Disfavored. Any attempt at hiding or deceit is Favored.

GeniusCodeMonkey
Posts: 247
Joined: Wed May 09, 2018 2:35 am

Re: Home brew Cosm ideas

Postby GeniusCodeMonkey » Wed May 15, 2019 2:11 am

Atama wrote:Don’t forget that World Laws affect everyone in the cosm, not just those from it (and unlike oTorg they don’t follow you to other cosms). How are those Laws going to apply to strangers coming into the realm?


Yeah, that's why it's a Work In Progess :D
Question everything.

EddieParagon
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Joined: Thu Dec 06, 2018 11:41 pm

Re: Home brew Cosm ideas

Postby EddieParagon » Wed May 15, 2019 9:37 am

Savioronedge wrote:In Old TORG, a friend wanted to play someone from Alpha Complex (Paranoia)

Hahaha. Savioronedge, Have you read "Stormshooters and Troubleknights"?

https://www.amazon.com/Stormshooters-Tr ... 0874311683
Infiniverse Exchange Author
Apex Predator - Avert the Cartoon Apocalypse In This Adventure for Torg Eternity
https://www.drivethrurpg.com/product/27 ... x-Predator

GeniusCodeMonkey
Posts: 247
Joined: Wed May 09, 2018 2:35 am

Re: Home brew Cosm ideas

Postby GeniusCodeMonkey » Wed May 15, 2019 5:00 pm

GeniusCodeMonkey wrote:OK. I've got loads of ideas for a home brew cosms. I'm sure you do too.

If 7 Cosms isn't enough, what else would you have?

Rata (WIP)

Humans inhabit Rata tens of thousands of years ago; but due to environmental abuses their world was dying. During their last great technological leap they fled to the stars leaving a broken, radioactive and biologically broken planet.

Time moves on... large mammals die out ... smaller mammals evolve ... the world slowly recovers.

Large bipedal rats are the new overlords of Rata. Evolved, dark and twisted, they travel from their city states in packs scavenging for resources and food.

Magic Axiom: 10
Although not largely used. Magic rituals have found a place in some societies and it isn't unusual for rats to be bred for their magical abilities.

Social Axiom: 16
All Rata society is caste based, with societies within i.e. Soldiers of the Red Tail. Rats have large family units and social groups. There is a hierarchy with the caste system with The Council of the Golden Hearts being at the top. All decisions are based on what's good for the Rata race, you society, your caste, your family and finally for you.

Spirit Axiom: 9
Rata have multiple Gods.

Tech Axiom: 16
Rata have developed quite far technological, but in a haphazard way. Technology has developed in some societies but with an extraordinarily high degree of mishap. Most technology is limited with a society.

World Laws
Law of Society
Social axiom increased to 24 for purpose of PSI.
Societies rule. Your caste has an effect on your interactions. Interactions are favoured within your caste; and dis-favoured outside it. Non-natives are always in the 'outsider' caste, basically the lowest of the low the slave caste.

Law of Resilience
Influenced by The Law of Society. This allows Rata to adapt to their environment better. Survival rolls are favoured. Survival can be substiuted for streetwise.

Law of Ingenuity
Rata is a cyber-clockwork cosm. Cyberware in the form of windup clockwork is an everyday thing in low society. Treat Tech as 25 for cyberware; weaponary (including cyber-weapons) and all other technology is still Tech 16 (but tricked out swordcanes are not unusual). Cyber-Clockwork is a 4 case contradiction in any other realm including Tech 25+ realms. Mind, evidence analysis, scholar and science rolls are all favoured.
For every piece of cyber-clockwork installed, the characters maximum Mind ability limit is reduced by 1.

Ability Limits/Abilities:
Charisma 11
Dexterity 14
Mind 15
Spirit 12
Strength 10

Low Light Vision
Rata's have natural low-light vision. Reduce all darkness penalties by 2.

Perk
ClockworkCyber
Choose $10000 of cyberware; not including weapons or armour; to be installed. You maximum Mind is reduced by 1 for each piece installed.
Question everything.

GeniusCodeMonkey
Posts: 247
Joined: Wed May 09, 2018 2:35 am

Re: Home brew Cosm ideas

Postby GeniusCodeMonkey » Wed May 15, 2019 5:19 pm

GeniusCodeMonkey wrote:OK. I've got loads of ideas for a home brew cosms. I'm sure you do too.

If 7 Cosms isn't enough, what else would you have?

Rata (WIP)

Humans inhabit Rata tens of thousands of years ago; but due to environmental abuses their world was dying. During their last great technological leap they fled to the stars leaving a broken, radioactive and biologically broken planet.

Time moves on... large mammals die out ... smaller mammals evolve ... the world slowly recovers.

Large bipedal rats are the new overlords of Rata. Evolved, dark and twisted, they travel from their city states in packs scavenging for resources and food.

Magic Axiom: 10
Although not largely used. Magic rituals have found a place in some societies and it isn't unusual for rats to be bred for their magical abilities.

Social Axiom: 16
All Rata society is caste based, with societies within i.e. Soldiers of the Red Tail. Rats have large family units and social groups. There is a hierarchy with the caste system with The Council of the Golden Hearts being at the top. All decisions are based on what's good for the Rata race, you society, your caste, your family and finally for you.

Spirit Axiom: 9
Rata have multiple Gods.

Tech Axiom: 16
Rata have developed quite far technological, but in a haphazard way. Steam and clockwork are the normal.
Technology has developed in a strange way in some Societies allowing for ClockworkCyber (see Law of Ingenuity) in some of the lower castes.

World Laws
Law of Society
Social axiom increased to 24 for purpose of PSI; also allowing for PsiTech.
Societies rule. Your caste has an effect on your interactions. Interactions are favoured within your caste; and dis-favoured outside it. Non-natives are always in the 'outsider' caste, basically the lowest of the low the slave caste.

Law of Resilience
Influenced by The Law of Society. This allows Rata to adapt to their environment better. Survival rolls are favoured. Survival can be substiuted for streetwise.

Law of Ingenuity
Rata is a ClockworkCyber cosm. Cyberware in the form of windup clockwork is an everyday thing in low society. Treat Tech as 25 for cyberware; weaponary (including cyber-weapons) and all other technology is still Tech 16 (but tricked out swordcanes are not unusual). Cyber-Clockwork is a 4 case contradiction in any other realm including Tech 25+ realms. Mind, evidence analysis, scholar and science rolls are all favoured.
For every piece of cyber-clockwork installed, the characters maximum Mind ability limit is reduced by 1.

Ability Limits/Abilities:
Charisma 11
Dexterity 14
Mind 15
Spirit 12
Strength 10

Rata's have natural low-light vision. Reduce all darkness penalties by 2.

Perk
ClockworkCyber
Choose $10000 of cyberware; not including weapons or armour; to be installed. You maximum Mind is reduced by 1 for each piece installed.

Gear
PsiTech - Kensis Dampener - $5000: A flucturating field of energy makes all Kensis rolls dis-favoured and automatically Stymied within a 50meter radius from the device.
PsiTech/ClockworkCyber - Kensis Enhancer $5000: Either a headcap with glowing crystals (can be stolen, broken) or implanted crystals and clockwork (cannot be stolen or broken) sticking out the top of your head makes Kensis rolls favoured.
Question everything.

Tangent
Posts: 34
Joined: Wed May 01, 2019 6:27 pm

Re: Home brew Cosm ideas

Postby Tangent » Wed May 15, 2019 5:20 pm

AHZAD-TOL
A Pulp Fantasy cosm

Axioms
Magic: 26 Social: 11 Spirit: 18 Tech: 13

Ahzad-Tol is a pulp fantasy swords & sorcery setting where barely clad warriors face off against powerful (if similarly under-attired) sorcerers, occasionally rescuing victims and hostages who wear very little if anything at all. Magic runs wild and rampant throughout the cosm, but can prove to be a very potent tool for those who dare to harness its power for their own ends. And among other races that have come to Core Earth from Ahzad-Tol, such as centaurs, mermaids, and beastfolk, are even more dwarves and elves! Perhaps long lost cousins of the dwarves and elves of Aysle, perhaps not, who’s to say?

It is usually fairly easy to tell Storm Knights from outside of Ahzad-Tol from the residents of that cosm for the simple fact that most of them tend to wear more clothing and rely on armors that function more by design rather than due to enchantment. Guns are big giveaway too, as they don’t usually work in Ahzad-Tol unless in the hands of a Storm Knight whose personal axioms permit it.

Due to the high magic axiom of Ahzad-Tol, spellcasters may cast any spell they can think of, just so long as the associated magic skill for that spell is high enough to cast that spell. However, all this raw power can be difficult to control, and the magic of Ahzad-Tol seems to have a mind, or at least a will, of its own.

Ahzad-Tol has a relatively low Social axiom at 11, just high enough for the Sorcerer Queens to entertain notions of imperialism to expand their influence beyond their own nations, although few have dome more than to collect a few former city-states under their banner.

The High Lord of Ahzad-Tol is the Sorcerer Queen, Circe. She’s not the first Circe, but if there were any prior to her predecessor, there are no records of her identity. Granted, Circe hadn’t always been Circe, or even female for that matter, so it may simply be that whoever claims Ahzad-Tol’s Darkness Device, Kakitangan Perubahan, becomes the next Circe.

The Law of Barbarity

While Ahzad-Tol is capable of supporting city states, kingdoms, and imperialism as well as block printing, hot air balloons, mirrors, crude glass lenses, and even basic explosives, the realm can paradoxically seem more primitive than their Social and Tech axioms can support. Migrant tribes of hunter/gatherers exist alongside farming villages, trade towns, and cities full of craftsmen and artisans. And despite the fact that textiles exist, most people in Ahzad-Tol seem to lack much of any sense of physical modesty, tending to dress more to showcase and display their masculine or feminine features than to provide much of any actual physical modesty at all. And there is a definite sense of might makes right pervading most levels of their civilization: If someone does something that others may find objectionable, and has the ability to enforce their action against any opposition they may face, then most others will back off and accept their right to have done so. At the same time, if someone comes along who rises to challenge these actions, and manages to do so, then that must also have been their right.

There seems to be an underlying cycle of barbarians and sorcerers rising up to depose each other from their thrones; of city states being absorbed by, and breaking away from, various petty kingdoms; and slave uprisings and widespread systematic oppression. Currently, Sorcerer Queens and Barbarian Kings compete with one another to serve their empress. The beastfolk, seen by many to be an artificial people with no real history behind them, are treated by many as if they actually are the animals whose features they share. Someone can be a slave one week, a champion of the people the next, rise the ranks to claim a crown for themselves, or be struck down and end up in a dungeon or enslaved yet again.

The Law of Swords and Sorcery

Magic is a very sensual force in Ahzad-Tol, infusing the landscape, wildlife, people, and relics of the realm with vitality and passion. The land itself is shaped by supernatural power, sometimes ignoring the normal laws of gravity, physics, and geology to create fantastic landscapes and exotic features. Artificers are able to craft all manner of enchanted items, and sorcerers can achieve seemingly impossible feats. However, all this power comes at a price: for the magic permeating throughout Ahzad-Tol has its own aesthetic, and it is enforced. Everything from architecture to the very trees themselves somehow incorporates suggestive themes. Clothing, and even armor, tends towards scanty and revealing, especially for warriors, adventurers, and spell casters, lending to the fact that Ahzad-Tol is the home of the armored bikini and loincloth of protection.

And those who cast spells must restrict themselves to wearing clothing that fits the pulp fantasy aesthetic theme for their gender of caster if they want to have any hopes of actually controlling the power they wield. Which, while it’s hardly “fair,” generally means loose, nonrestrictive robes or similar garments for a sorcerer, or an outfit that barely provides any physical modesty at all (if any) for a sorceress.

On the plus side of this effect, bikini and loincloth style armors always provide full body protection within Ahzad-Tol, even when they aren’t enchanted, and any such armor left to itself long enough will pick up the enchantment that causes this effect. Of course, regular full body armors left alone long enough in Ahzad-Tol will spontaneously shift to match the realm’s pulp fantasy aesthetic and then also pick up the same enchantment after a bit longer, so visiting Storm Knights should take care to maintain sufficient contact with their gear if they want to avoid any potentially embarrassing situations.

• Sorcery: Spell casters in Ahzad-Tol only receive 1 Shock during a spell Mishap, but incur a -4 penalty to their magic skills (Alteration, Apportation, Invocation, & Divination) if they are wearing apparel or armor that does not fit the pulp fantasy aesthetic for their gender, or a -8 penalty if the articles in question could be considered restrictive or cumbersome in any way (rule of thumb, if it has the Fatigue tag, it will incure the greater penalty). Enchantments that provide Protection without actually providing any additional modesty do not count towards this restriction.

The Law of Transformation

Ahzad-Tol is a world where magic shapes things, whether it be objects, lives, or even the very landscape itself. Change is a part of Ahzad-Tol, and Alteration magic is incredibly potent within this realm. Spellcasters may even use their very lifeforce to ensure that their Alteration spells perform exceptionally well. However, all this power comes at a price, as magic seems to have a will of its own and those who dare to wield it can find it difficult to control, especially when they force the issue.

• Things Change: Spells cast with the Alteration skill are Favored.
• Magic Has a Will of Its Own: Spellcasters who fail any magic skill Test (Alteration, Apportation, Invokation, & Divination) must roll on the Wild Magic tables.


Ahzad-Tol Cosm Cards

DING!
Spend 1 Possibility to play this card.
You stumble across a chest or crate nearby that contains something valuable. Depending on the type of zone you are in, this may be any one weapon, armor, or piece of equipment worth up to $1,000 from either Ahzad-Tol, Core Earth, or the Living Land (including items from a Lost World).

Do I Look Different To You?
Play this card to cause someone to transform into another Race as per the same result on the Wild Magic Tables, inflicting them with the Stymied condition. The subject must Roll 1D6 for Duration on the Wild Magic Tables. The Transformation Resistance Perk will reduce any duration greater than One Scene to One Scene.

Enchanted
Spend up to four Possibilities when playing this card to cause one item, weapon, armor, or accessory to become enchanted. The value of the enchantment equals the amount of possibilities spent on it. Consult the GM for acceptable enchantment ideas.

Good Vibrations
Spend 1 Possibility when playing this card to cause yourself and all allies to recover 1 BD each of Shock and Wounds.

The Magic Ebbs
Playing this card causes all magic cast in the immediate area to fail for the rest of the Scene. This effects every caster, friend and foe alike.

The Magic Flows
Playing this card causes all magic cast in the immediate area to bump up to the next success level for the rest of the Scene. This effects every caster, friend and foe alike.

Might Makes Right
Spend 1 Possibility when playing this card to add 1 BD of damage to all of your Melee and Missile attacks for the rest of the Scene. This stacks with any other BD an attack might have.

RISE UP!
Spend 1 Possibility when playing this card to inspire any nearby oppressed or enslaved NPCs to rise up and take up your cause for the rest of the scene. If the fight goes well, these NPCs become favorably inclined towards you and may be considered to be friendly contacts.

Wild Magic Trap
Play immediately upon drawing this card unless you have the Disciplined Mage Perk, in which case you may save this card to play on another character. The affected character must roll on the Wild Magic Tables. Certain Perks such as Disciplined Mage or Transformation Resistant can help mitigate the results for those that have them.

Winds of Change
The flow of magic in the immediate area surges wildly out of control, forcing everyone on both sides to roll on the Wild Magic Tables. Certain Perks such as Disciplined Mage or Transformation Resistant can help mitigate the results for those that have them.


Wild Magic Results
Roll 1D20 for effect, 1D6 for duration (unless otherwise specified), and 1D6 for who is effected.

Wild Magic Effect (roll 1D20):
1. Roll again twice and accept both results.
2. The subject transforms into a statue of themselves. Just the subject. Any clothing, armor, or equipment is unaffected. Roll 1D6 for what the statue is made of: (1) Stone; (2) Jade; (3) Bronze; (4) Wood; (5) Chocolate; (6) Gold.
3. The subject gains the effect of the Invisibility spell as if it were cast with an Outstanding result. Do not roll for duration – use the Invisibility spell’s duration instead.
4. Roll 1D6 to determine what part of the subject’s body changes color: (1) Hair; (2) Eyes; (3) Skin; (4) Hair & Eyes; (5) Hair & Skin; (6) Eyes & Skin. This color change is permanent unless altered again by any means.
5. The subject’s hair grows to double its current length over the next minute.
6. The subject’s race changes! Roll 1D6: (1) Human; (2) Wood Elf; (3) Dwarf; (4) Mermaid; (5) Centaur; (6) Beastfolk. If you roll the race that you already are, your appearance changes instead so that you no longer look like yourself. This can include weight, height, and even gender – talk it over with your GM.
7. The subject transforms into a magically animated object of some sort (such as a clock or candlestick). This object can still speak and retains the subjects full memories and skills, even if actually using some skills might be an issue.
8. The subject becomes a small animal (rabbit, ferret, frog, etc…) for the rest of the scene. They retain their actual intelligence, but otherwise have the stats and abilities of the animal they turned into rather than their own.
9. The target of your spell becomes over endowed for the rest of the scene. Gender related features become large enough to inflict Fatigued status until they return to normal.
10. The subject +1D6 Strength, with muscles and height expanding appropriately to match. This buff lasts for the rest of the scene.
11. The subject grows to 3 meters (about 10’) tall for the rest of the scene. Their effective Strength becomes 20, but they gain a -6 Defensive Penalty until they change back. Only the target changes, not their clothing, armor, or equipment.
12. The subject shrinks down to about 20 cm (8”) tall for the rest of the scene. Their effective Strength becomes 1, but they gain a +6 Defensive Bonus until they change back. Only the target changes, not their clothing, armor, nor equipment.
13. The subject falls asleep for the remainder of the scene, and will awaken fully healed and feeling refreshed and relaxed, as if they had the best sleep ever. They will, however, be unaccountably hungry until they have eaten.
14. Everything the subject (clothing, armor, equipment) spontaneously turns into hard chocolate. The chocolate is of excellent quality, and is delicious assuming anybody cares to eat any part of it. This change is permanent.
15. The subject loses -1D6 Toughness for the remainder of the scene.
16. The subject gains +1D6 Toughness for the remainder of the scene.
17. The subject loses -1D6 Movement for the remainder of the scene.
18. The subject gains +1D6 Movement for the remainder of the scene.
19. The subject changes gender, becoming an attractive member of their new sex (by their own standards), Only the target changes, not their clothing, armor, or equipment.
20. The subject becomes either ruggedly handsome or drop dead gorgeous depending on their gender. Charisma gains a +4 bonus while this status remains in effect, and all Charisma Tests in social situations (not combat) are Favored.

Roll 1D6 for Duration (where appropriate):
1. The effect lasts for three rounds.
2. The effect lasts for the remainder of the scene.
3. The effect lasts for 1D6 days.
4. The effect lasts for 1D6 months.
5. The effect lasts for a year and a day.
6. The effect is permanent until altered or removed by other means.

Roll 1D6 to determine who or what is effected:
1. The caster.
2. The original target.
3. A bystander.
4. A random nearby animal or object.
5. 1D6 of the target’s allies (possibly including the original target).
6. 1D6 of the catser’s allies (possibly including the caster).
Last edited by Tangent on Fri May 17, 2019 8:42 pm, edited 6 times in total.

Tangent
Posts: 34
Joined: Wed May 01, 2019 6:27 pm

Re: Home brew Cosm ideas

Postby Tangent » Wed May 15, 2019 6:23 pm

GeniusCodeMonkey wrote:RATA

Just a note: You might just want to edit your original post, and then just post an update notice rather than quoting the whole thing each time you have an update for Rata.

It does seem to be a cool realm though.

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Atama
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Location: Auburn, WA

Re: Home brew Cosm ideas

Postby Atama » Wed May 15, 2019 10:10 pm

Tangent wrote:
GeniusCodeMonkey wrote:RATA

Just a note: You might just want to edit your original post, and then just post an update notice rather than quoting the whole thing each time you have an update for Rata.

It does seem to be a cool realm though.

Yeah overall it’s pretty cool.
“You are a bad person, and should feel bad.”
-TorgHacker (being tongue-in-cheek :D)


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