The Future's pretty cool!
Правила по Sanity не очень применимы, мир сошел с ума.
EdgeTower of Will
Requirements: Novice, Spirit d8+, Vigor d8+
Some people know their minds better than others and have trained to keep it that way. A character with this Edge may add +2 to any attempt to resist being mentally controlled by unnatural means, whether by a creature’s Special Ability, magical artifact, or magical spell. The +2 bonus also applies to resisting Tests of Wills.
RitualsMagic in horror settings is rarely as pervasive or common as it is in most fantasy settings, but it is also sometimes far more powerful. Activating a power via ritual is a Dramatic Task (see Savage Worlds). The time for each “action” is typically one minute, but it might also be hours or even days, depending on the setting and importance of the spell.
In exchange for the complication of performing a ritual, the caster can choose one or more of the following effects:
• Double his Power Points: Every Power Point the caster spends—whether of his own Arcane Background or from a storage device he might be using—counts as two.
• Extend the Range: The caster may double the Range of a spell by casting it via ritual. He can extend it to his Smarts in miles and ignore any sight restrictions by making his arcane skill rolls at –4.
• Extend the Duration: The caster may double the normal Duration, or extend it to “Concentration” at a –2 penalty to his arcane skill rolls. With a –4 on the arcane skill rolls, the Duration is measured in days (if possible). (A bolt is instant and can never be permanent, but a boost/lower Trait spell could be extended.)
• Increase Damage: The caster can increase the damage of a spell by +2d6, or +4d6 if he suffers a –2 penalty to his arcane skill checks.
• Increase Effect: The caster adds an additional +2 to a spell’s effect (or adds +2 to any resulting opposed roll). This may be increased to +4 by subtracting –2 from the arcane skill checks performed during the ritual.
Preparation & Assistance
Using additional casters, spending additional time, or sacrifiing resources make rituals easier to complete.
• Additional Casters: Assistants with Arcane Background who know the power being cast may aid the caster by making cooperative rolls at each step with their arcane skill.
• Participants: Those who want to help with the spell but have no Arcane Background themselves may do so by making cooperative rolls via Knowledge (Occult) at –2.
• Time: Increasing the steps it takes to cast a ritual makes it easier to complete. If the Dramatic Task takes eight actions rather than the usual fie, the caster may add +1 to his arcane skill totals each action. If the task takes ten actions, he may add +2.
• Materials: A caster may consume expensive or rare items as part of his ritual. Every ritual is assumed to require some small amount of common items. If a small number of rare, unique, or valuable items are sacrified, the caster may add +1 to his arcane skill check each action. If the sacrifie is greater—a very expensive or incredibly hard to obtain item is used—he may add +2. In either case the components are destroyed at the end of the ritual, whether it was successful or not.
Failure
Failing a ritual is much more dangerous than failing a simple casting. Should this occur, shuffl the Action Deck and draw a fresh card to determine what happens.
Deuce: A portal to the netherworld opens and sucks in everyone involved in the ritual and anyone else who happens to be within 5” (ten yards) of the lead caster. These individuals are irrevocably slain and their bodies lost to the void.
3–5: A portal to another world opens and a powerful entity comes through. This might be a demon, a dark god, or an army of lesser beings.
6—10: A massive surge of energy arcs out from the arcane realms and races among all those involved in the ritual. The caster and every additional caster or participant (as defied above) suffers 3d10 damage.
Jack—King: As above, but the damage is 2d10 per caster or participant.
Ace: Everyone involved in the ritual suffers Fatigue.
Joker: The ritual suffers a setback but the caster somehow manages to maintain control. The casters may start from scratch at no penalty other than time. Any materials used in the process are still viable.
SacrificeSavage Worlds is about great heroes. They may be “dark heroes” who use violence as a means to an end, but it should be a rare campaign indeed where characters are willing to take the lives of those they deem innocent.
There are exceptions, of course. An Aztec priest might fid it perfectly acceptable to sacrifie an enemy to power some dark spell. Or a vampire mage might slay one of his own thralls for the additional energy he needs to battle his enemies.
If the setting features such a grim theme and the Game Master allows it, a caster wishing to make a sacrifie must be in contact with the victim and make a Knowledge (Occult) roll within one round of death. For each success and raise, he may count the energy from one victim (see below).
An animal or non-sentient sacrifie provides half its Vigor in Power Points to the caster. The energy lasts for one casting or ritual, and may stack with additional sacrifies.
Sentient creatures provide the greater of their Spirit or Vigor in Power Points.
Wards & BindsMany supernatural creatures cannot be slain with fits or bravado. They are susceptible only to certain kinds of attacks. Until those are known, heroes can merely ward off their attacks. Vampires care little for crosses and garlic, for example, werewolves detest wolf ’s bane, and it is said ghosts and other haunts withdraw from the presence of salt.
Such entities might also be temporarily bound by sigils, pentagrams, or a simple ring of some hated material or energy.
Wards
Wards are signs or physical objects that keep an entity at bay. Discovering what might ward off a creature requires roleplaying and research. Investigators should beware—clever creatures sometimes plant false evidence as to the substances they fear!
Once the proper ward is discovered, it need only be presented to work. If a werewolf is warded by silver, for example, a character need merely wield it openly to gain its benefis.
A creature that wishes to attack a character holding a ward must win an opposed Spirit roll to do so. This is a free action. If the creature wishes to cross a barrier composed of the warding material, it must make a Spirit roll at –4 On a Spirit die roll of 1, it suffers a wound. The being normally withdraws and will not press its luck again until it fids another way to circumvent the ward, or is driven hard enough that it risks its demise.
Binding
Binding is a much more laborious task, but is also much more effective against the targeted entity.
To bind a creature, the summoner must fist learn the proper process, procedure, or ritual. This requires research and roleplaying, and should be an adventure in and of itself (at least the fist time the binding process is learned).
To actually bind an entity, the character must then maneuver it into the ritual area—such as inside a pentagram, inside a devil’s trap, inside a circle of salt, etc. How this occurs depends entirely on the situation and the binder’s resourcefulness. (Creatures summoned by spells are typically conjured inside a binding area of some sort, such as a circle or pentagram.)
Once the entity enters the affected area, it must make an opposed Spirit roll versus the binder’s Knowledge (Occult) skill (even if the binder isn’t present). This represents how well the binding character translated his knowledge of the ritual into the actual design.
If the entity wins, it’s free to do as it pleases. If the binder wins, it’s trapped within the binding area until it dies or otherwise dissipates, breaks free, or is released. Bound entities can talk (if they were able to do so beforehand) and perform simple actions within their binding area, but cannot use powers or Special Abilities across its borders.
Breaking Free
How a trapped entity gets free depends on the ritual and lore used to bind it. For the most part, this should be a plot-based decision by the Game Master. A demon trapped in a pentagram, couldn’t use a rock inside the circle to break the seal. But he might be able to throw the rock and knock over a can of soda that then leaks out across the flor and destroys the pentagram’s chalk border.
If the Game Master desires a more systemic approach, he should fist determine whether or not he believes it should be possible for the entity to escape at all. Quite often, it’s not.
If it is, the entity should be allowed to make a Spirit roll at –8 to break its bonds. How often is completely up to the Game Master and the setting. A demon in a pentragram might get a chance once every 24 hours to fiure something out, while a spirit bound to a cemetery might get such a chance only every anniversary of its death.
Powers from HCBanish Entity
Rank: Seasoned
Power Points: Special
Range: Smarts
Duration: Instant
Trappings: Runes, chants, gestures, prayers, special substances, an exorcism
Banish entity forces extradimensional entities back to their own realm. Generally, any entity that can be summoned can be banished.
The cost to invoke this spell is equal to the entity’s Spirit die type, and double that if the entity is a Wild Card. A Wild Card demon with a Spirit die of d10 therefore requires 20 Power Points to banish. Since most casters don’t have so many Power Points, they often rely on rituals or devices.
The spellcaster must be within Range of the target and make an arcane skill roll opposed by the entity’s Spirit. With a success, the entity is instantly driven back to its own realm, though it is not destroyed. On a failure, the entity is free to continue its business and suffers no ill effects. The caster is automatically Fatigued from the effort (in addition to Backlash if a 1 was rolled on the arcane skill die).
Bind Entity
Rank: Veteran
Power Points: Special
Range: Smarts
Duration: 24 hours (5/24 hours)
Trappings: Chanting, wardings, special substances
Bind entity allows its user to force an entity into servitude. Any entity that can be summoned can generally be bound. The creature may be summoned and then bound, or it might already be in the physical world.
The cost to invoke this spell is equal to twice the entity’s Spirit die type. A demon with a Spirit die of d8, for example, requires 16 Power Points to cast bind entity on it. In either case, the caster makes an arcane skill roll opposed by the entity’s Spirit. If the entity is already subject to a bind entity spell it receives a +4 bonus to its roll.
On a success, the caster has bound the creature to his will for the duration of the spell. The creature must obey commands given to it, both to the letter and spirit, though orders that would undeniably end the entity’s existence allow it another roll to break free.
There is no inherent mental link between the caster and the entity, so commands must be expressed by some method the creature understands.
The caster may not try to bind the same entity more than once in any 24 hour period, nor may he attempt to bind the same entity for 24 hours after the current binding expires (though he may maintain the spell). The entity does not need to be in Range or even seen to maintain the power.
Spirit Shield
Rank: Seasoned
Power Points: 3
Range: Smarts
Duration: 3 (1/round)
Trappings: Ring of holy water or salt, wall of energy, sigils inscribed in the air
This spell creates a barrier that can keep out ghosts, poltergeists, and other ethereal entities—it has no affect against demons or undead in physical form. The caster makes his arcane skill roll and then places a Medium Burst Template centered on himself.
Entities wishing to enter the Template must make an opposed Spirit check against the caster’s arcane skill. If they fail, they cannot pass the barrier while the spell remains active.
Spirit shield stops the entity from passing through, but does not prevent it from “normal” actions such as intimidation or throwing physical objects. The spell is negated if any living creature of rat-size or larger that started inside the circle crosses to the outside.
Summon Demon
Rank: Veteran
Power Points: Special
Range: Smarts x 2
Duration: Smarts x Hours
Trappings: Pentagrams, black candles, animal sacrifies
Most heroes would never seek to consort with the denizens of Hell. But occasionally, such a feat may be required.
The cost to summon a demon is equal to its Spirit die, or twice its Spirit die if it’s a Wild Card (most powerful demons are).
If the roll is successful, the demon appears. If the creature was not summoned into a summoning circle or other binding, it likely attacks its caster before it can be given a task. See page 30 for binding the demon through occult means, and the bind entity spell on page 33 for trapping it with arcane power.
Tasks: Once a demon is summoned, and assuming it is bound or otherwise disposed to discussion, the summoner must make a bargain with it. This is an opposed test of Spirits. Record the results secretly.
• Failure: The demon is uncontrolled and in complete control of its actions. It cannot directly harm the caster but is otherwise free to roam the earth and do as it pleases for 6d6 days. If it happens to roll three 6’s on this roll (no more, no less), it remains in the mortal world until slain or banished.
• Success: The demon basically follows the instructions it’s given but looks for every opportunity to ruin things for the cretin who summoned it. Only if directly chastised or supervised does the demon “behave.”
• Raise: The demon follows the spirit of the summoner’s instructions as well as the letter. It may still cause additional mayhem—it is a demon, after all—but in general it performs as the caster desires.
Casting Time: The casting time to summon
a demon is one minute per Power Point spent.
Specialized Demons: Some demons might only answer specifi requests. A demon of vengeance, for example, may only be tasked with exacting vengeance of some sort. This is entirely up to the Game Master, the setting, and the description of the creature.
Communication: Note that demons are not (generally) telepathic. If the summoner plans on sending the demon out of sight, he’d best give it very specifi instructions. Intelligent demons may be given physical equipment (such as cell phones or transmitters in modern settings), but whether or not they actually use these tools is entirely up to them.
Powers from ETUFAMILIAR
Rank: Seasoned
Power Points: 4
Range: Self
Duration: Until the creature’s death
Trappings: A pet with an uncanny connection to its owner
This ritual creates an animal familiar that is spiritually connected to the ritualist. The animal must be an Extra and a natural, living creature, no larger than a mastif (Size 0). It must be captured and present during the activation of the power. Other than that, the caster may choose whatever animal she wishes.
A caster may never have more than one familiar at a time.
With a successful casting, the creature becomes a true familiar. In addition to its natural traits and skills, it gains telepathic communication with its caster and can issue
warnings or allow the ritualist to see, hear, smell, or feel what it does at a range equal to the caster’s Smarts in miles. As long as the two are in communication, the caster can freely share her Bennies with the familiar. It may be given simple commands, verbally or mentally, and follows them to the best of its ability. Typical commands are guard, watch, hide, warn, attck, etc.
The spiritual bond between the familiar and its caster means that if the familiar dies, regardless of the distance, the caster suffrs damage equal to the pet’s Spirit and Vigor dice plus a d6 (all rolled together as damage).
Should the ritualist wish to dispel a familiar, he must kill it—and suffr the consequences.
OPEN GATE
Rank: Legendary
Power Points: 20
Range: Smarts
Duration: 3 rounds (1/round)
Trappings: Pentagrams, blood sacrifies, whirling vortex of doom
It takes a special kind of crazy to willingly open a portal between our world and a supernatural dimension, but cultists are nothing if not persistent. Unlike summon demon which targets a single entity, gates allow any supernatural creature who happens to be on the other side to pass through to our plane of existence. Typically though, a ritualist attmpts the spell at the behest of a particular “patron entity.” Only under the most rare of circumstances does the gate allow human travel in the other direction.
Opening a gate is always black magic regardless of the components used in its casting.
Gates can be safely closed with the dispel power or less safely by destroying the spell’s intricate trappings. In the lattr instance the person or people who destroy the trappings
should draw on the Ritual Failure Table found on page 51. If open gate originates from a talisman or special ability, destroying the talisman or entity causes the same risk.
ETUшная таблица ошибок ритуалаCard - Result
2 - Ritual affects random target.
3 - Lead ritualist faints for 1d6 rounds.
4 - The lead ritualist is afflcted with a harmless but disquieting physical effect for 24 hours. For example, the leader’s skin turns bright blue, eyes turn solid black, or all her hair falls out.
5 - Everywhere within the lead ritualist’s line of sight is subject to an unnatural rain, such as frogs, light bulbs, or phone books.
6 - One random character within 6" of (and including) the lead ritualist is rooted to the spot for the next d4 rounds.
7 - The lead ritualist experiences an epiphany and learns one new ritual of the Dean’s choice.
8 - A random character within 6" of (and including) the lead ritualist blacks out for d4 rounds.
9 - One random character within 6" of (and including) the lead ritualist changes gender for the next 12 hours.
10 - Up to two random characters within 6" of (and including) the lead ritualist changes race for the next 12 hours.
Jack - Up to two random characters within 6" of (and including) the lead ritualist are transmogrifid into rabbits, frogs, or some similar small animal for one hour.
Queen - The lead ritualist develops a warty skin condition and suffers –1 Charisma for 1d6 weeks.
King - 1d6 fies spontaneously combust within the lead ritualist’s Spirit die type in inches.
Ace - A random creature is accidentally summoned.
Joker - A random demon is accidentally summoned. (The Dean may use the Demon Generation Chart found on page 87. Yes, East Texas University includes a Demon Generation Chart. You should be afraid.)
EdgeTower of Will
Requirements: Novice, Spirit d8+, Vigor d8+
Some people know their minds better than others and have trained to keep it that way. A character with this Edge may add +2 to any attempt to resist being mentally controlled by unnatural means, whether by a creature’s Special Ability, magical artifact, or magical spell. The +2 bonus also applies to resisting Tests of Wills.
RitualsMagic in horror settings is rarely as pervasive or common as it is in most fantasy settings, but it is also sometimes far more powerful. Activating a power via ritual is a Dramatic Task (see Savage Worlds). The time for each “action” is typically one minute, but it might also be hours or even days, depending on the setting and importance of the spell.
In exchange for the complication of performing a ritual, the caster can choose one or more of the following effects:
• Double his Power Points: Every Power Point the caster spends—whether of his own Arcane Background or from a storage device he might be using—counts as two.
• Extend the Range: The caster may double the Range of a spell by casting it via ritual. He can extend it to his Smarts in miles and ignore any sight restrictions by making his arcane skill rolls at –4.
• Extend the Duration: The caster may double the normal Duration, or extend it to “Concentration” at a –2 penalty to his arcane skill rolls. With a –4 on the arcane skill rolls, the Duration is measured in days (if possible). (A bolt is instant and can never be permanent, but a boost/lower Trait spell could be extended.)
• Increase Damage: The caster can increase the damage of a spell by +2d6, or +4d6 if he suffers a –2 penalty to his arcane skill checks.
• Increase Effect: The caster adds an additional +2 to a spell’s effect (or adds +2 to any resulting opposed roll). This may be increased to +4 by subtracting –2 from the arcane skill checks performed during the ritual.
Preparation & Assistance
Using additional casters, spending additional time, or sacrifiing resources make rituals easier to complete.
• Additional Casters: Assistants with Arcane Background who know the power being cast may aid the caster by making cooperative rolls at each step with their arcane skill.
• Participants: Those who want to help with the spell but have no Arcane Background themselves may do so by making cooperative rolls via Knowledge (Occult) at –2.
• Time: Increasing the steps it takes to cast a ritual makes it easier to complete. If the Dramatic Task takes eight actions rather than the usual fie, the caster may add +1 to his arcane skill totals each action. If the task takes ten actions, he may add +2.
• Materials: A caster may consume expensive or rare items as part of his ritual. Every ritual is assumed to require some small amount of common items. If a small number of rare, unique, or valuable items are sacrified, the caster may add +1 to his arcane skill check each action. If the sacrifie is greater—a very expensive or incredibly hard to obtain item is used—he may add +2. In either case the components are destroyed at the end of the ritual, whether it was successful or not.
Failure
Failing a ritual is much more dangerous than failing a simple casting. Should this occur, shuffl the Action Deck and draw a fresh card to determine what happens.
Deuce: A portal to the netherworld opens and sucks in everyone involved in the ritual and anyone else who happens to be within 5” (ten yards) of the lead caster. These individuals are irrevocably slain and their bodies lost to the void.
3–5: A portal to another world opens and a powerful entity comes through. This might be a demon, a dark god, or an army of lesser beings.
6—10: A massive surge of energy arcs out from the arcane realms and races among all those involved in the ritual. The caster and every additional caster or participant (as defied above) suffers 3d10 damage.
Jack—King: As above, but the damage is 2d10 per caster or participant.
Ace: Everyone involved in the ritual suffers Fatigue.
Joker: The ritual suffers a setback but the caster somehow manages to maintain control. The casters may start from scratch at no penalty other than time. Any materials used in the process are still viable.
SacrificeSavage Worlds is about great heroes. They may be “dark heroes” who use violence as a means to an end, but it should be a rare campaign indeed where characters are willing to take the lives of those they deem innocent.
There are exceptions, of course. An Aztec priest might fid it perfectly acceptable to sacrifie an enemy to power some dark spell. Or a vampire mage might slay one of his own thralls for the additional energy he needs to battle his enemies.
If the setting features such a grim theme and the Game Master allows it, a caster wishing to make a sacrifie must be in contact with the victim and make a Knowledge (Occult) roll within one round of death. For each success and raise, he may count the energy from one victim (see below).
An animal or non-sentient sacrifie provides half its Vigor in Power Points to the caster. The energy lasts for one casting or ritual, and may stack with additional sacrifies.
Sentient creatures provide the greater of their Spirit or Vigor in Power Points.
Wards & BindsMany supernatural creatures cannot be slain with fits or bravado. They are susceptible only to certain kinds of attacks. Until those are known, heroes can merely ward off their attacks. Vampires care little for crosses and garlic, for example, werewolves detest wolf ’s bane, and it is said ghosts and other haunts withdraw from the presence of salt.
Such entities might also be temporarily bound by sigils, pentagrams, or a simple ring of some hated material or energy.
Wards
Wards are signs or physical objects that keep an entity at bay. Discovering what might ward off a creature requires roleplaying and research. Investigators should beware—clever creatures sometimes plant false evidence as to the substances they fear!
Once the proper ward is discovered, it need only be presented to work. If a werewolf is warded by silver, for example, a character need merely wield it openly to gain its benefis.
A creature that wishes to attack a character holding a ward must win an opposed Spirit roll to do so. This is a free action. If the creature wishes to cross a barrier composed of the warding material, it must make a Spirit roll at –4 On a Spirit die roll of 1, it suffers a wound. The being normally withdraws and will not press its luck again until it fids another way to circumvent the ward, or is driven hard enough that it risks its demise.
Binding
Binding is a much more laborious task, but is also much more effective against the targeted entity.
To bind a creature, the summoner must fist learn the proper process, procedure, or ritual. This requires research and roleplaying, and should be an adventure in and of itself (at least the fist time the binding process is learned).
To actually bind an entity, the character must then maneuver it into the ritual area—such as inside a pentagram, inside a devil’s trap, inside a circle of salt, etc. How this occurs depends entirely on the situation and the binder’s resourcefulness. (Creatures summoned by spells are typically conjured inside a binding area of some sort, such as a circle or pentagram.)
Once the entity enters the affected area, it must make an opposed Spirit roll versus the binder’s Knowledge (Occult) skill (even if the binder isn’t present). This represents how well the binding character translated his knowledge of the ritual into the actual design.
If the entity wins, it’s free to do as it pleases. If the binder wins, it’s trapped within the binding area until it dies or otherwise dissipates, breaks free, or is released. Bound entities can talk (if they were able to do so beforehand) and perform simple actions within their binding area, but cannot use powers or Special Abilities across its borders.
Breaking Free
How a trapped entity gets free depends on the ritual and lore used to bind it. For the most part, this should be a plot-based decision by the Game Master. A demon trapped in a pentagram, couldn’t use a rock inside the circle to break the seal. But he might be able to throw the rock and knock over a can of soda that then leaks out across the flor and destroys the pentagram’s chalk border.
If the Game Master desires a more systemic approach, he should fist determine whether or not he believes it should be possible for the entity to escape at all. Quite often, it’s not.
If it is, the entity should be allowed to make a Spirit roll at –8 to break its bonds. How often is completely up to the Game Master and the setting. A demon in a pentragram might get a chance once every 24 hours to fiure something out, while a spirit bound to a cemetery might get such a chance only every anniversary of its death.
Powers from HCBanish Entity
Rank: Seasoned
Power Points: Special
Range: Smarts
Duration: Instant
Trappings: Runes, chants, gestures, prayers, special substances, an exorcism
Banish entity forces extradimensional entities back to their own realm. Generally, any entity that can be summoned can be banished.
The cost to invoke this spell is equal to the entity’s Spirit die type, and double that if the entity is a Wild Card. A Wild Card demon with a Spirit die of d10 therefore requires 20 Power Points to banish. Since most casters don’t have so many Power Points, they often rely on rituals or devices.
The spellcaster must be within Range of the target and make an arcane skill roll opposed by the entity’s Spirit. With a success, the entity is instantly driven back to its own realm, though it is not destroyed. On a failure, the entity is free to continue its business and suffers no ill effects. The caster is automatically Fatigued from the effort (in addition to Backlash if a 1 was rolled on the arcane skill die).
Bind Entity
Rank: Veteran
Power Points: Special
Range: Smarts
Duration: 24 hours (5/24 hours)
Trappings: Chanting, wardings, special substances
Bind entity allows its user to force an entity into servitude. Any entity that can be summoned can generally be bound. The creature may be summoned and then bound, or it might already be in the physical world.
The cost to invoke this spell is equal to twice the entity’s Spirit die type. A demon with a Spirit die of d8, for example, requires 16 Power Points to cast bind entity on it. In either case, the caster makes an arcane skill roll opposed by the entity’s Spirit. If the entity is already subject to a bind entity spell it receives a +4 bonus to its roll.
On a success, the caster has bound the creature to his will for the duration of the spell. The creature must obey commands given to it, both to the letter and spirit, though orders that would undeniably end the entity’s existence allow it another roll to break free.
There is no inherent mental link between the caster and the entity, so commands must be expressed by some method the creature understands.
The caster may not try to bind the same entity more than once in any 24 hour period, nor may he attempt to bind the same entity for 24 hours after the current binding expires (though he may maintain the spell). The entity does not need to be in Range or even seen to maintain the power.
Spirit Shield
Rank: Seasoned
Power Points: 3
Range: Smarts
Duration: 3 (1/round)
Trappings: Ring of holy water or salt, wall of energy, sigils inscribed in the air
This spell creates a barrier that can keep out ghosts, poltergeists, and other ethereal entities—it has no affect against demons or undead in physical form. The caster makes his arcane skill roll and then places a Medium Burst Template centered on himself.
Entities wishing to enter the Template must make an opposed Spirit check against the caster’s arcane skill. If they fail, they cannot pass the barrier while the spell remains active.
Spirit shield stops the entity from passing through, but does not prevent it from “normal” actions such as intimidation or throwing physical objects. The spell is negated if any living creature of rat-size or larger that started inside the circle crosses to the outside.
Summon Demon
Rank: Veteran
Power Points: Special
Range: Smarts x 2
Duration: Smarts x Hours
Trappings: Pentagrams, black candles, animal sacrifies
Most heroes would never seek to consort with the denizens of Hell. But occasionally, such a feat may be required.
The cost to summon a demon is equal to its Spirit die, or twice its Spirit die if it’s a Wild Card (most powerful demons are).
If the roll is successful, the demon appears. If the creature was not summoned into a summoning circle or other binding, it likely attacks its caster before it can be given a task. See page 30 for binding the demon through occult means, and the bind entity spell on page 33 for trapping it with arcane power.
Tasks: Once a demon is summoned, and assuming it is bound or otherwise disposed to discussion, the summoner must make a bargain with it. This is an opposed test of Spirits. Record the results secretly.
• Failure: The demon is uncontrolled and in complete control of its actions. It cannot directly harm the caster but is otherwise free to roam the earth and do as it pleases for 6d6 days. If it happens to roll three 6’s on this roll (no more, no less), it remains in the mortal world until slain or banished.
• Success: The demon basically follows the instructions it’s given but looks for every opportunity to ruin things for the cretin who summoned it. Only if directly chastised or supervised does the demon “behave.”
• Raise: The demon follows the spirit of the summoner’s instructions as well as the letter. It may still cause additional mayhem—it is a demon, after all—but in general it performs as the caster desires.
Casting Time: The casting time to summon
a demon is one minute per Power Point spent.
Specialized Demons: Some demons might only answer specifi requests. A demon of vengeance, for example, may only be tasked with exacting vengeance of some sort. This is entirely up to the Game Master, the setting, and the description of the creature.
Communication: Note that demons are not (generally) telepathic. If the summoner plans on sending the demon out of sight, he’d best give it very specifi instructions. Intelligent demons may be given physical equipment (such as cell phones or transmitters in modern settings), but whether or not they actually use these tools is entirely up to them.
Powers from ETUFAMILIAR
Rank: Seasoned
Power Points: 4
Range: Self
Duration: Until the creature’s death
Trappings: A pet with an uncanny connection to its owner
This ritual creates an animal familiar that is spiritually connected to the ritualist. The animal must be an Extra and a natural, living creature, no larger than a mastif (Size 0). It must be captured and present during the activation of the power. Other than that, the caster may choose whatever animal she wishes.
A caster may never have more than one familiar at a time.
With a successful casting, the creature becomes a true familiar. In addition to its natural traits and skills, it gains telepathic communication with its caster and can issue
warnings or allow the ritualist to see, hear, smell, or feel what it does at a range equal to the caster’s Smarts in miles. As long as the two are in communication, the caster can freely share her Bennies with the familiar. It may be given simple commands, verbally or mentally, and follows them to the best of its ability. Typical commands are guard, watch, hide, warn, attck, etc.
The spiritual bond between the familiar and its caster means that if the familiar dies, regardless of the distance, the caster suffrs damage equal to the pet’s Spirit and Vigor dice plus a d6 (all rolled together as damage).
Should the ritualist wish to dispel a familiar, he must kill it—and suffr the consequences.
OPEN GATE
Rank: Legendary
Power Points: 20
Range: Smarts
Duration: 3 rounds (1/round)
Trappings: Pentagrams, blood sacrifies, whirling vortex of doom
It takes a special kind of crazy to willingly open a portal between our world and a supernatural dimension, but cultists are nothing if not persistent. Unlike summon demon which targets a single entity, gates allow any supernatural creature who happens to be on the other side to pass through to our plane of existence. Typically though, a ritualist attmpts the spell at the behest of a particular “patron entity.” Only under the most rare of circumstances does the gate allow human travel in the other direction.
Opening a gate is always black magic regardless of the components used in its casting.
Gates can be safely closed with the dispel power or less safely by destroying the spell’s intricate trappings. In the lattr instance the person or people who destroy the trappings
should draw on the Ritual Failure Table found on page 51. If open gate originates from a talisman or special ability, destroying the talisman or entity causes the same risk.
ETUшная таблица ошибок ритуалаCard - Result
2 - Ritual affects random target.
3 - Lead ritualist faints for 1d6 rounds.
4 - The lead ritualist is afflcted with a harmless but disquieting physical effect for 24 hours. For example, the leader’s skin turns bright blue, eyes turn solid black, or all her hair falls out.
5 - Everywhere within the lead ritualist’s line of sight is subject to an unnatural rain, such as frogs, light bulbs, or phone books.
6 - One random character within 6" of (and including) the lead ritualist is rooted to the spot for the next d4 rounds.
7 - The lead ritualist experiences an epiphany and learns one new ritual of the Dean’s choice.
8 - A random character within 6" of (and including) the lead ritualist blacks out for d4 rounds.
9 - One random character within 6" of (and including) the lead ritualist changes gender for the next 12 hours.
10 - Up to two random characters within 6" of (and including) the lead ritualist changes race for the next 12 hours.
Jack - Up to two random characters within 6" of (and including) the lead ritualist are transmogrifid into rabbits, frogs, or some similar small animal for one hour.
Queen - The lead ritualist develops a warty skin condition and suffers –1 Charisma for 1d6 weeks.
King - 1d6 fies spontaneously combust within the lead ritualist’s Spirit die type in inches.
Ace - A random creature is accidentally summoned.
Joker - A random demon is accidentally summoned. (The Dean may use the Demon Generation Chart found on page 87. Yes, East Texas University includes a Demon Generation Chart. You should be afraid.)
@темы: Savage Worlds
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