Sorcerer PDF
Sorcerer PDF
Sorcerer PDF
http://www.sorcerer-rpg.com
There you can order the full Adobe Acrobat version of the
game. It includes great art, a wider range of character creation
options, a hefty section on preparing good stories for Sorcerer, lots
more examples, and a whole section on demon creation you can't
get anywhere else.
CONTENTS
1. Introduction
2. Creating Your Sorcerer
3. Resolving Actions
Sorcery
Combat
4. You and Your Demons
5. Branches of Sorcery
Introduction
In this roleplaying game, each player creates and runs a powerful
sorcerer in the modern-day world. Each character (PC) comes equipped with at
least one demon he or she has bound and at any time may try to summon and
bind more demons. The demons have tremendous superhuman abilities; the
sorcerers themselves have no special abilities or powers beyond their
knowledge of how to summon, command, and bind them. The Game Master
(GM) plays the demons as characters.
The sorcerer is not like magic-using characters in most roleplaying
games. They are not wizards who channel the harmonious elements of the
natural world. They do not cast spells. They know that the traditions,
cultures, rituals, and bodies of knowledge surrounding what we call magic or
the occult are wrong. It is hogwash, flimflam, swindlery, and lies. Instead,
they break the rules of reality to summon and command beings that are Not
Supposed to Be Here. They are outlaws -- the ultimate in arrogance.
Sorcerous magic is powerful, very obviously Not Natural, and has no
true masters. Demons shriek with malicious delight or lick their brutish lips in
anticipation as they materialize from Outside and match their power against the
sorcerer's wits. Sorcerous deeds mix the heady possibility of awesome power
and the certainty of blood-freezing danger. If you risk all on a crucial bargain
with a demon, get nervous when it readily agrees . . . what have you missed?
The rules do not include a premise for what sorcery "really is," that is
left to the Game Master for every group. You, the GM, must decide what
demon means to you: a blasphemous threat to one's soul? A misunderstood
rebel? A psycho-killing menace? In fact, it's totally up to you whether there is
any religious content to the definition at all. Whatever definition you settle on,
don't let players railroad the story with their own assumptions. Remember that
a sorcerer might think that demons come from Hell, or from Dimension X, but
only the GM knows for sure.
Roleplaying is a lot like playing in a band: on game night, you get
together and make cool-sounding noises. You'll have to try people out and
have standards for their abilities. Everyone has to listen, everyone has to play
honestly and hard, and no other group will be quite like it. It doesnt concern
winning, although showing off for your friends might be part of it. It has
nothing to do with losing either, although screwing up or regretting things can
play its role. In a band, if someones not having fun, they stop coming. If
someone is not up to the level of the other members, or cant handle their end
of things, they stop getting invited. Eventually the band might be pretty good.
When all is said, the rules you hold are just some instruments. The music is up
to you.
System rules
Sorcerer is a dice-based RPG. It does not matter what sort of dice your
roleplaying group uses, as long as they (the dice) all have the same number of
sides. Characters' scores and momentary modifiers are all measured in dice, so
that one might be said to have four dice of Will, or a two-dice bonus in an
attempt to bind a demon, or whatever. Every character has several scores,
including Stamina, Will, Lore, and Cover (described fully in Character
Creation below).
Roll whenever:
two characters are trying to accomplish the same thing,
one character is trying to do something while the other tries to prevent it,
and
one character is attempting a difficult act.
Rolls are always made against someone else's roll or a set number of dice rolled
by the Game Master to reflect how difficult the task is.
Do not count the actual total value rolled. You are not aiming for a
target value. Instead, simply match the highest single value rolled by each party
and see whose is highest. This is the Basic roll in Sorcerer; there is no other.
Example: Fred rolls 4 dice and Fritz rolls 6 dice, using 10siders. Fred's highest value on a single die is a 10; Fritz's
highest is an 8. Fred won (was successful).
If the two highest dice are tied, simply go to the next highest pair and
compare them, until one party wins. If absolutely every pair is tied, either
resolve the conflict in some even way or roll again.
To see how well one succeeded or failed, count the winner's number of
Victories: the dice that show higher values than the highest of the loser's dice.
This is especially important when interacting with demons and during combat
(which are sometimes the same thing).
Example: Fred, above, actually rolled 10, 4, 4, 1, whereas
Fritz rolled 8, 8, 6, 5, 2, 2. Fred was still successful, but only
gained one victory (the 10 over the 8). His advantage over
Fritz is minimal, whereas four (total) victories would indicate
total domination. If they were racing, he would have won
only by a hair. If he had been trying to hit Fritz, he would
have inflicted only minor damage.
If you're a player, it's easy. Just call out the highest value from the dice
you rolled, and if the GM frowns and says, "Next," call out the next highest. If
you're the GM, however, reading rolls fast is the necessary skill. The first step
is determining who won: whoever got the highest value. Then ask, "How many
victories?" Look at the loser's highest value, then count the winner's dice that
exceed that value. If the number of victories is equal to the winner's number
dice, then that's called Total Victory.
The key to success in Sorcerer isn't hard to figure out: pile on the dice.
Equal numbers of dice give a 50% chance of success, and a difference of two or
more dice is a definite advantage. So how do you get more dice? This is where
roleplaying comes in.
All the items above are cumulative, making the dice in Sorcerer very
flexible. If you have a Will score of 4, that means you get 4 dice to roll for Willbased things, but often that just won't be enough. In a dice-rolling situation, the
players should not shift out of roleplaying mode but rather get as into it as
possible, because that way they can pack their rolls with extra dice.
The actions taken by player-characters in Sorcerer fall into three types:
sorcery, combat, and everything else. The mechanics of all three are exactly
the same and use the dice system described above. For sorcery, it's a matter of
matching Will or Lore against some score of the demon (use the chart in the
Sorcery section). For combat, it's usually Stamina vs. Stamina, modified
heavily by circumstances, and damage is figured from the victories of the
winner (use the chart in the Combat section). For everything else, every
character may perform physical tasks using Stamina, mental or emotional tasks
using Will, sorcerous tasks using Lore, and any professional/personal tasks
using Cover (use the chart in the Resolving Actions section).
Pick a Need for your demon from the following list, or make up a
Need instead, subject to the GM's approval.
blood from Binder
listen to music
occasional animal (house-pet size) for dinner
affection and compliments
sing loudly
scratch weird runic markings into things
make bets
gossip
get ears (or equivalent) scratched
A demon should get a dose of its Need about once a week, more if you call on
its powers often or in ways it doesn't like. The GM will determine what it
thinks of your mastery and roleplay it accordingly.
Bind your demon. Choose which Attribute (Stamina, Will, or Lore,
never Humanity or Cover) you will use to Bind your demon. The player rolls
that many dice, and the GM rolls dice equal to the demon's Power. The demon
is Bound, no matter what, but only the GM knows and records who won the
roll, and by how much. See the Sorcery section for more about Binding.
You must also roll the demon's Power against the character's Humanity. If
the character loses, he or she loses a point of Humanity.
Pick your Price. Sorcery doesn't come cheap. Your character has a
personality quirk, an injury, or any other quality that reduces his or her
effectiveness in certain situations. In game terms, this is a 1-die penalty to any
and all dice rolls under the defined circumstances. It might have come about
because of your early experiences with sorcery, or it might have been a quality
that led to sorcery in the first place. Either definition is acceptable, but your
character has paid a price, and it shows. Choose from the following list.
Arrogant. You get right up people's noses. Penalty applies to all statusoriented situations.
Gets no respect. Demons can't take you seriously. Penalty applies to all
commands to demons.
Paranoid. Twitchy, jumps a foot at slightest provocation. Penalty applies
whenever you are NOT under direct physical attack. (This is not a flaw
that goes well with the more suave Covers.)
Substance abuse. Say no more and pick your poison. Penalty applies when
you haven't had your fix recently, as well as when you've just had one.
video-game style RPGs, in which the characters merely live or die, but in
practice, they simply keep living so that the game will continue.
Example character: Bobby Scurlock
I start with the idea of a young guy who doesn't take a
whole lot of crap from anyone.
Attributes: Stamina 2 (scrapper), Will 6 (zest for life), Lore 2
(apprentice). This works well for a person whose mouth is
bigger than his britches. On the other hand, it's enthusiasm
rather than rage that gets him in trouble. He can fight, but not
especially well. As for his apprenticeship, Ill put him in the Way
of the Black Wheel, a dangerous and intense branch of sorcery.
Cover 4 (college student, late teens): this is closest to what I
have in mind and I privately resolve to get him kicked out of
school pretty soon. The Goth things been done to death, so
Bobby is not tormented or alienated, just exuberant..
Price -1 with romance (sexual coward): oh-ho! Now I'm getting
somewhere; perhaps what this guy needs is a murder mystery
with a beautiful suspect.
Humanity 6: initially set equal to Will, which is higher in this
case than Stamina. This score isn't done yet, though; we'll return
to it after we define his starting demon.
Regin seems like a good choice. I further decide upon
listen to music as his Need; since Regin sits inside Bobbys
own eye-socket, that means Bobby has to do so as well.
Time to do some sorcery. Bobby will use his powerful
Will for Binding (it takes some serious willpower to remove your
own eye!), so that's 6 dice against Regins Will of 5. He rolls 8,
7, 3, 3, 2, and Regin rolls 5, 4, 2, 2, 2. Bobby wins with 2
victories (note: the GM keeps this Binding Strength secret from
the player). From now on, in any roll that opposes Bobby against
Yahoo, the sorcerer will get a two-dice bonus. The only
exception is checking Humanity loss.
Speaking of which . . . Bobby rolls his Humanity (6)
against the demon's Power, which is also 6. He gets 9, 9, 7, 6, 5,
1, against -- uh oh! -- 10, 5, 3, 3, 2, 1. He loses. His Humanity
is reduced to 5.
In the full version of Sorcerer, players have a lot more latitude with
beginning characters. They don't have to start as apprentices, for example, and
the starting demons can be built from the ground up rather than being chosen
from a list.
Finally, the Kicker. Sorcerers are intense people and any story they
star in will have to be interesting. Every character needs to be facing a
problem, a threat to one or more of the following:
life or health
his or her stuff
status
loved ones
You should also consider the characters sorcerer mentor and the act or acts
that are owed to him or her.
Example: Bobby is getting stalked by a mysterious woman
who keeps messing with his love life. At first it seems like
his imagination, but she keeps showing up right when she
shouldn't. What really makes him nervous is that Regin can't
see her: that is, when he looks at her using his demon eye,
she's not there.
In a character-driven (as opposed to setting-driven) roleplaying game
like Sorcerer, the hero must be barrelling toward an ending: live or die, win or
lose, succeed or fail. Theres no point to playing unless even before you start,
your character is desperately fighting and scheming for something.
Detailed rules
So what can you do? Here comes the attacking demon, or here's the
crime boss you need to convince, or what does this passage in the this forbidden
tome mean, anyway? You look at the sheet and -- gasp! -- there is no skill list!
All you see are a Cover, a Flaw, and Descriptions for each of the Scores.
In fact, this makes roleplaying easier, not harder. Here's how it works:
Someone is competing with you or opposing your action: Roll your relevant
score against theirs.
You must overcome wounds or some aspect of yourself: Roll your relevant
score against the other relevant score, or against the value of the damage.
You are trying something difficult: Roll your relevant score against dice
chosen and rolled by the GM. Use the following table for the "difficulty"
dice.
NUMBER OF
OPPOSITION
DICE
0
1
Greater than 1,
less than PCs
score
Equal to the
PCs score
REPRESENTATIVE CIRCUMSTANCES
Typical task for this character; he or she does
it without any roll needed (even if it's highly
skilled!)
Mildly annoying or distracting: someone is
talking to the PC, he or she is driving, etc.
The task is trickier than usual, or someone is
trying to divert the PCs attention for some
reason, or loud music is right in his or her ear
The task is unusually hard given the PC's
background, like trying to start a car with a
shorted-out ignition, or someone is trying to
hit you while you attempt the task.
Getting the task done is requires serious luck;
someone is beating the PC with a dead cat, or
he or she is hanging from a catwalk by the
legs while attempting the task
Flatly impossible for this character; the GM
informs the player that the PC fails without
any roll needed
Example: Bobby has a lot to cope with as he deals with his Kicker.
Recall that his Cover is "college student," which applies to any
and all skills for that activity.
He's taking a test in class as the mysterious woman stares at
him: Cover vs. the difficulty of the test, under pressure.
He attempts to convince a student employee at the Registrar
to track her name through the school records: Cover vs. the
employee's Will.
He gets chased by a mysterious pair of assailants: Stamina vs.
their Stamina.
He fast-talks his way into the hotel apartment where the
mysterious woman lives: Will vs. the clerk's Cover.
He tries not to puke at what he finds in her apartment
bedroom: Will vs. his own Humanity.
He tries to understand the strange rune written on the
bathroom mirror with soap: Lore vs. the Power of the demon
it represents.
He may perceive that his pursuers are creeping toward him
from the outer room: Will vs. difficulty set by the GM.
He struggles to open the locked door that traps him: Stamina
vs. difficulty set by the GM.
He faces down his attackers: Will vs. Will.
Sorcery
All PCs in Sorcerer can do all the rituals listed on the Sorcery Chart,
at any time during play. They are: CONTACTING, SUMMONING,
BINDING, PUNISHING, BANISHING, and CONTAINING.
THE
SORCERER'S
VS. THE
DEMON'S
Contact
Lore
Power
Summon
Bind
Punish
Banish
Contain
Will Humanity
Appropriate
Score
Will
Will +
Humanity
Lore
Power
MODIFIERS
Sequence of tries;
drugs
Sequence of tries;
sacrifice
Will
Stamina
Nothing special
Power + Will
Nothing special
Power
Preparation
Demons cannot perform sorcery. The rituals on the Chart are not
available to them as stated tasks under any circumstances.
All of the listed rituals take anywhere from half an hour to three hours
to perform correctly. A PC may attempt to speed things up, like Banishing a
demon right there in combat, for example, but the relevant score is reduced to
1. Also, a PC may choose to take from six to 24 hours to perform a ritual,
being very careful in all its details, in which case he or she gains a 1-die bonus
to the roll.
Contacting a demon requires expanding one's mind well out of
commonly-acknowledged boundaries. The sorcerer's Lore measures how far
the perceptions can be pushed before becoming jumbled; thus it is matched
against the demon's Power, which measures how far you must stretch your
mind to perceive (or conceive of) that demon.
Bonus dice for Contacting are awarded for massive doses of
hallucinogens, especially those refined by the sorcerer for this use. For every
hit dropped, award the sorcerer one die as a bonus. However, there is a cost to
this sort of activity: at the end of the Contact attempt, successful or not, the
sorcerer must roll his or her Will vs. dice equal to the number of hits dropped.
Failure means that his or her Will is impaired by one for several weeks; total
failure (no victories) means the loss is permanent!
One can continue to attempt a Contact even after a failed roll, with a
penalty of 1 die to Lore and Stamina both per extra attempt. If the cumulative
penalties bring Lore to zero, the sorcerer is catatonic for several hours; if they
bring Stamina to zero, he or she faints, again for several hours. The clever
player might raise the character's Lore with hallucinogens and Stamina with
stimulants . . . the clever GM will certainly allow this but will also make the
most of various physical and social problems that might arise thereby.
Once Contacted, a demon can be perceived and spoken to; any kind of
information can be exchanged. However, neither sorcerer nor demon may
affect the other physically or in terms of Binding unless the demon is
Summoned. The communication stays open, so to speak, for one hour per
victory of the Contact roll, unless the sorcerer terminates the Contact or makes
another Contact roll to prolong it.
Summoning a demon may only be attempted if it has been Contacted,
whether by the summoner or by someone else. All demons want to be
Summoned and will not resist; the only thing that the sorcerer must overcome
with his or her Will (as modified by Humanity) is the demon's intrinsic Power.
The same penalties to Stamina incurred by repeated attempts to Contact also
apply to Summon. A summoned demon is not automatically bound, which is
why the wise sorcerer prepares a Contain before trying.
One method for improving the chances to Summon is a sacrifice:
killing a living thing during the ritual. The victim's Stamina is used as a onetime bonus to the roll. The social disadvantages of making this practice a habit
should be clear; furthermore, performing a sacrifice entails making an
additional Humanity check. If it is a human sacrifice, this check has a penalty
equal to the victim's Humanity instead of the usual -1.
Banishing a demon is much like Summoning, although the demon
will almost certainly resist with its Will and the sorcerer uses his or her
Humanity as a bonus. If the demon is bound, the strength of the binding
(regardless of whose favor it supports) is used as a penalty. A banished demon
must be re-Contacted and re-Summoned in order to trouble anyone, ever again.
Binding a demon is the most important act of sorcery. One may have
contacted and summoned a demon to Bind it, or one may merely encounter it in
reality. The means of Binding can vary from person to person, which is why
"appropriate score" is used instead of some specific skill. You can challenge it,
promise it something, or even seduce it, whatever is appropriate to the demon's
Need and your personality.
Binding an un-Bound demon always works! Either the demon or the
sorcerer will have the success for the roll, and the total number of that
individual's victories is the Binding Strength. It will be used as a bonus for all
their interactions thereafter. A Bound demon cannot be re-Bound unless it is
freed from the first contract. There is no upper limit to how many demons a
sorcerer may Bind, but a demon can only be Bound to one sorcerer at a time.
Punishing a demon removes its Power in dice equal to the sorcerer's
victories. The penalty applies to all the demon's abilities; the dice are regained
with Stamina rolls vs. the strength of the Punish. This hurts the demon a lot
and they really hate to be punished. You can punish your own Bound demon
automatically, removing Power equal to or less than your Will, down to Power
1. Punishing someone else's Bound demon uses the strength of the Binding as
a penalty.
Containing a demon means limiting its movement, whether to a
certain vicinity or relative to another person or object. A Contained demon is
also immune to Banishment as a consequence of Need or lack of a host or
master (although it can be formally Banished by a sorcerer). The sorcerer must
prepare the focus for the Containment, such as a pentagram, adding a bonus die
for every successful Lore roll against his or her own Stamina, which represents
the concentration necessary. The Containment isn't tested until a demon
challenges it, and only then is the roll made. A given Containment must be
defined as general (applying to any demon) or specific (applying to a certain
individual or type).
Combat
When a combat situation ensues, the GM simply calls for actions from
everyone involved. The order they are stated does not affect play in any way. If
you want your action to pre-empt someone else's, just wait -- it'll turn out that
way if you're lucky. The first job is simply to get all the intentions stated; the
GM presents the intended actions of NPCs as well, insofar as PCs can perceive
them.
All the combatants now roll Stamina. The GM should afford many,
many situational bonus and penalty opportunities in combat as well as the
standard ones. Good tactics and roleplaying can rack up bonus dice pretty
quickly. In Sorcerer combat, it's not just a matter of the dice ruling the events.
The roleplaying during the combat rules the dice! If you've been badly hit, your
dice are in the negatives, and the guy's coming at you, do something smart and
roleplay it well -- and you can triumph.
Example: Bobby, to say the least, is not a combat monster.
However, he can use Regin to Hold opponents, and now he
also has Wahoo to back him up. So the next time he's
cornered (on a hotel balcony, as it happens), he unloads some
demon-augmented butt-kicking. His player says, "I say,
Stand still for your free anatomy lesson, then I'll zap him
with Hold. Thats Regins Power (5) against the jerks
Stamina (4), but Bobby gets a +1 for a cool quip for a total of
6.
Next round, the player says, I grab his lapels and knee him
in the nuts!" (Players get all fired up about this stuff.) Well,
that's 2 dice for Bobbys Stamina, with +1 for tactics and +2
because the guys just Held there: 5 dice total.
Once all the rolls are made, highest to lowest values indicate the order
in which they happen. Don't touch the dice yet; now it's time for defensive
rolls.
If the target does not defend, he or she rolls base Stamina with no
bonuses, only penalties if they apply. (Also, if the target is totally
unaware of the attack, only one die is rolled.)
He or she may decide to defend, or optionally, the player may
have already committed to defense depending on the action
WEAPON TYPE
Fists & feet
Edged weapon
Small handgun
Nasty big handgun
Rifle
Big auto-rifle
Special damage (non-lethal)
Special damage (lethal)
PENALTIES (X = victories)
X for next action
2 lasting
X for next action
X victories lasting
X victories for next action
X victories lasting
2X for next action
X + 1 lasting
2X for next action
X + 1 lasting
3X for next action
2X + 1 lasting
X + demons Power for next action
X lasting
2X for next action
X + demons Power lasting
Here's what damage feels like, based on the penalties (round + lasting)
experienced by the character at the moment. The exact locations on the table
are meant only as examples.
Total penalties
< Stamina
> Stamina
> 2x Stamina
Effects
nose bopped, ears ringing, shin banged,
seeing stars
solar plexus hit, nerve center struck, joints
twisted; pain incapacitates movement or
action
shocked/stunned into helplessness, no
dignity
over will last for at least a week, if not months, in the form of bruises, stitches,
and so on, as follows.
TOTAL LASTING
PENALTIES
< Stamina
> Stamina
> 2x Stamina
EFFECTSS
skin broken/scraped, bruises, need bandages,
icepacks
in need of stitches, slings, temporary crutches
bones protruding, massive hemorrhaging, guts
hanging out
dead and will never be seen again. If its master really wanted to, he or she
could call up a similar demon, but it wouldn't be the same individual.
Demon Interaction
If a demon fails to get its Need, it suffers. It will lose 1 Power per day
until it is down to zero, in which case it must start making Will rolls to use any
dice (much like a character reduced to 0 Stamina; see Combat). At that point it
will lose 1 Stamina per day unless it rolls its Power successfully vs. its original
Stamina. Once its Stamina hits 0, the unbound demon is automatically
Banished.
This process also applies when a Possessor or Parasite cannot find and
inhabit a host. Finally, it also applies when a demon is not bound to a master,
doubly so if a demon cannot get its Need without a master's help.
If a Bound demon's master dies, the demon is still Bound. In many
cases, that means its Need will eventually go unmet long enough to give it
enough bonuses to rebel and become unbound, freeing it to seek a new master.
A clever sorcerer may arrange for his pets to remain fed after he dies, thus
carrying out his will as long as the arrangements last.
A demon may rebel at any time, matching its Will against its master's
(modified for one side by the strength of the Binding), in order to disobey a
command. A badly Bound demon might disobey all the time, or it might bide
its time until the perfect moment. If its Need is met frequently, it might cut its
binder some slack; conversely, a demon who is kept continually in Need will
rebel and generally behave fractiously even if it is well Bound. It depends
largely on how the binder treats the demon. If it is continually used as just a
convenient tool or arbitrarily Punished, it will start resenting its binder. A little
consideration, on the other hand, might go a long way with the right sort of
demon.
The GM should keep track of where a disgruntled demon is on the
following scale of dissatisfaction with its master.
Every Sorcerer game must establish its own standards for just what
kind of power balance should exist between sorcerer and demon. How the GM
handles these interactions should be consistent with the atmosphere of the game
itself. Some GMs are good at creating a feeling of drama and brooding
menace, whereas others are able to coax incredibly funny moments out of
roleplaying situations. Run with whatever works for you and your players.
Example: In his haste to vacate the hotel, Bobby has been
neglecting Regins Need, even though the demon probably
saved his bacon during the fight. Worse, Bobby has, ah,
interacted extensively with the woman he was tracking, who
turns out to be a demon named Wahoo. Next time Bobby
tries to use Regin, the GM merely smiles and has the demon
do something heinously inappropriate. Bobby had better do
some quick bargaining or excuse-making, or hes going to
lose the services of his first demon.
coven leader. Losing all of one's Humanity as a Dark Lady sorcerer usually
means getting possessed, permanently.
Some Dark Lady demons
WAHOO. Wahoo is a Passing demon; she looks just like a
human woman except for the scales up and down her spine.
Shapeshift: Wahoo may change shape into a gigantic winged
eyeball (an alarming sight).
Travel: Wahoo teleports from place to place, although she
won't do it if anyone with Lore 0 is watching. Her maximum
range is 5 miles (equal to her Power).
Psychic force: Wahoo may induce cerebral spasms at a
distance, using her Power on the Special Damage table,
matching Will vs. target's Stamina to hit.
Cover: Wahoo has Cover: graduate student with dice equal to
her Power.
Wahoo has Stamina 4, Will 5, Lore 4, Power 5
YAHOO. A possessor demon, requiring a host body in order
to function. It favors tough, good-looking male hosts.
Hop: Yahoo can move to another host in his line of sight with
a successful Will vs. Will roll. The host personality will not
die, but must roll Will vs. Will to influence Yahoo's behavior,
with a penalty equal to the victories in the initial possession
roll.
Special Damage: uses the Special Damage column when
figuring the effects of its attacks (attacks are scarily perfect
martial arts moves).
Cover: matches to current host's Cover, at Yahoo's Power in
dice.
Armor: any damage it takes from physical projectiles or
weapons (up to the level of its Power) is applied to the Fists
damage column, regardless of source.
Protection: Any damage from non-impact attacks (e.g. fire,
gas, psychic attacks) up to Yahoo's Power is applied as if it
were Fists damage.
Perception: (others' expectations)
Yahoo has Stamina 5, Will 6, Lore 5, Power 6.
Story seeds include the following:
THE RADICALS
Radical sorcery is not backed by any body of education or
shared practice through history, and its practitioners and details are highly
individual. This sort of sorcerer regards the classicist as an old poop; the
classicists think these guys are somewhere between stupid and insane.
The sanzoku. Technically, these practitioners are hardly sorcerers at
all. They know about Binding, in a limited way, but little else. Their demons
are always weapons. A strange martial subculture has grown up in the last few
decades, of people engaging in savage one-on-one combat in kind of an
ongoing tournament.
Sanzoku demons are not interested in unfair competition, and they will
swiftly betray a master who uses anything but a melee weapon, or who wimps
out from frequent armed encounters. Unfortunately, the demons are not
articulate and simply base their loyalties on the wielders actions.
Some sanzoku demons
SPIKE. fighting knife
Travel: Spike somehow always returns to its wielder's hand,
although not in obvious ways (just happens to be kicked back
to him or her during a fight, shows up in the master's locker
after being stolen, etc).
Cloak: Spike is hard to perceive if it's not being used; add its
Power to the opposition dice for relevant rolls. This applies
to any perception, including metal detectors.
Spike has Stamina 2, Will 3, Lore 2, Power 3.
BZZT. chain-whip
Special Damage: use the Special Damage column in the
damage tables when hitting with Bzzt.
Confuse: roll Bzzt's Power vs. the target's Will to force the
target to lose his or her next action.
Bzzt has Stamina 2, Will 3, Lore 2, Power 3.
Some sanzoku demons cont.