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Character CreationHumanity Trading(Only possible if you have the descriptors Half-Breed, Immortal, Inhuman, or Brush with the Unknown) Humanity Cap(Only possible with Half-Breed, Inhuman, or Immortal.) Naive SorcerersIf you have the Naive description for Lore, you may begin play without a Bound demon at your option. SorceryPactsA Pact is a specific type of Binding ritual. A Pact has a specific period of service and a specific task at hand. It usually requires more dice, because the sorcerer does not assume any obligation to meet the demon's Need. Pacts are good for when you want to give orders to a demon and be done with it, rather than enter into a long-term working relationship. Drugs and PoisonsThese are special things that have the equivalent of demonic abilities when administered. The Voodoo and Yoga traditions use them more often than the Hermeticists. The Astral PlaneTo enter the Astral Plane, roll Lore vs. Humanity; if you win, you automatically lose one point of Humanity as your mind expands. You then make additional Humanity checks until you succeed; there's the possibility of losing quite a few points if you're not careful. Feel free to narrate this as very surreal, personal, and traumatizing. Hypnotism, Necromancy, and GadgetryThese are optional rules presented in Sorcerer & Sword which I will not be using as standard options, in part because I find the rules confusing. There is a slim chance that an NPC might have such abilities, though; you've been warned. General RulesBoastingAnnouncing your action with defiant bravado and asserting your ego--"Nobody dares to stop me, for I am Xeeglar, blood-soaked champion of the breakfast table!!!!! Raaagh!"--earns you +1 dice to an action. If this becomes repetitive or overused, you might not get it. Increasing your PriceAll sorcerers have a Price that starts at -1. If you make this Price worse for a particular phase or period, you gain a corresponding bonus during that time. |