Tuesday, June 19, 2012

Goalsystem Delves Design Log 16: What's In A True Name?

We're pretty far along in the process here and I realized, I haven't statted up a Daemon (re: Demon) for the book!

Well, I rectified that little inequity:

Daemon Lord (90 pts.): Imperious Lord of the 5th Plane of Madness, Prince of Despair, and Despoiler of Dreams.
Monster 5D, Str 6D, Def 4D (5D), Tough 5D (6D), Init 8
Mv: 7”  HP: 10    Primary ATT & DMG: Claws 7D/8D
Alignment: E   Size: L  
Fate: 3 [  ] [  ] [  ]
Attributes & Powers: Armor (Medium), Deadly +1, Extra Attack, Fated, Hideous Strength +2D, Large Target, Lone Threat (Lvl. 1), Melee Attack +2D/+2D, Regeneration, Sharp Senses, Terrifying Aura (TN4), True Name -- Agrat Bat Mahlat (TN +2).
Equipment: Option -- Large Sword +6 pts.
Drive: Cruelty
Reward Level: +5D     




True Name is a nifty little power/weakness I came up with to model the idea that if you can learn the Daemon's name you'll have a lot more success against him.  


Here's the rules for it:


True Name
Type: Other
Effects: Names possess power, and knowing the true names of certain creatures, mainly Daemons, can grant a character an edge against them in combat. Learning a creature’s true name requires an Arcane Trap/Task check with a TN modifier based on the target creature’s age and power. See the Cost section below for the breakdown of modifiers and their accompanying points costs. Trying to learn a creature’s true name in the midst of a combat with that creature imposes a further +1 to the final TN. GMs might want to set up a role-play or non-combat encounter prior to meeting the creature where certain characters can research the target creature and learn its history and secrets. Then a check could be made against its base TN.

Knowing a creature’s true name means it’s easier to slay!  Once a character knows a creature’s true name, he may spend a special action to automatically place sigil signifying its true name on a target character’s person, weapons, and armor. The target character must be in base contact. Characters augmented by true name sigils may then automatically re-roll one defense roll per encounter against the target creature, or force the target creature to re-roll one attack goal roll per encounter (taking the worse of the two results).  If the learning of the creature’s true name occurred during a non-combat scene, the character who learned the knowledge has the opportunity to place sigils on 2 + Chance Roll characters (including himself).

Additionally, creatures wounded by characters augmented with true name sigils may not regenerate or heal lost HP from those attacks for the remainder of the encounter. GMs should mark those lost HP with an “X” instead of a slash in the creature’s HP boxes.
Cost: True Names place a creature at a disadvantage, so they reduce the creature’s cost based on the TN of the Class trait check: TN +1 = -15 pts.; TN +2 = -10 pts.; TN +3 = -5 pts. 


 So now we've got Daemons covered with at least one significant entry, and some cool, thematic rules to go with them. 

Next, the big announcement!  And I'm not teasing this time! 

Thanks for visiting! 

--Scott

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