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The sorcery described here is loosely based on real world traditions, but obviously this is not intended as serious anthropology.


After a little while, I will come up with a big chart to put here, helping people compare.

Demonic Powers

Customized slightly for this game.

Daze

In the core rules, Daze penalizes the target's perception rolls, but in this game the penalty can apply to a particular field. You can Daze someone's combat skills, or their social abilities.

Mark

Tags a person, place or thing with a demonic sigil or other supernatural telltale, which conveys information to other sorcerers. Those of your own tradition can understand this as a message (number of sentences equal to Power). Sorcerers outside your tradition cannot understand the message, but know it exists and can detect the "tone of voice."

Perception

As an option, this can be used to perceive the Astral Plane and its shenanigans.

Taint

The target loses Humanity temporarily, becoming less interested in his or her group/civilization/caring for other people. This power can take you to Humanity 0 momentarily--use this as a license to show the other players how horrific it is to lose your humanity.

Travel or Transport

As an option, this power can be used to take the user (or others) into the Astral Plane.

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Page last modified on August 02, 2005, at 08:23 PM by JamesNostack

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