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These rules began being imagined in an rpg.net thread on doing Unknown Armies in a fantasy setting. It also inspired Arcanomancy, which I suggest using in any UA Fantasy environment.


Magic Schools in UA Fantasy

  • Keep authentic thaumaturgy as a skill. These are your "hedge witches". Tilts are still soul of 60+
  • Bibliomancy - In ancient times, books were rare. Instead of a $ amount requirement, all you really need is "for each new and different document you get." Libraries also don't need to be organized quite so much, but they DO need to be set aside.
  • Cliomancy - Honestly, I don't see this working too well in the fantasy milieu.
  • Dipsomancy - No change, although I like the alternate rule I saw somewhere about significant charges being gained from "slamming them down" quickly.
  • Entropomancy - I like this, too. It's not "traditional fantasy" by any stretch, but it still seems to work. Honestly, this attitude seems to fit with many mercenaries, who can oftimes get a significant charge by fighting in a battle.
  • Epideromancy - Also one I'd be happy to keep, despite not being "traditional fantasy." It just feels good. I also wonder how this could be tweaked to "harming others" or, more generally, "altering others." In this case, perhaps the taboo is "harming someone's body outside of a ritual context." Interesting, hm?
  • Mechanomancy - I LOVE the idea of this in a fantasy world. However, I have to wonder if it wouldn't be TOO "out there."
  • Narco-alchemy - Just say no. We have the "real" stuff.
  • Personamancy - Another neat one. However, I don't think it's one that would exist in a fantasy world. The fantasy world isn't "faceless" enough.
  • Plutomancy - Possible. Certainly in our own world, the members of the Church during the middle ages could well have been plutomancers. It needs work before fitting into the fantasy milieu. Also, I think the lack of "consume consume consume!" attitude in the average fantasy culture might make this one fall apart.
  • Pornomancy - No Naked Goddess, no pornomancy. Some sort of tantric magick is probably extant, but it's NOT pornomancy, and would need to be written basically from scratch.
  • Urbanomancy - Cities are, in general, not large enough in a fantasy world based on real medieval demographics. Instead, this could be redone, and probably should be. After all, urbanomancers are the modern day Rangers - in fantasy times, their realms are the spaces BETWEEN civilization. The central paradox is that they need the wilderness, but the wilderness doesn't need them; they contribute to the wilderness, but it will not diminish without them.
  • Videomancy - No.

Armor

Armor can be described as either light or heavy, and either soft or rigid.

In combat, light armor reduces hth damage by the amount of the lowest die. So if someone rolls 12, you take 2 points of damage. If someone rolls 18, you take eight points of damage.

Heavy armor, meanwhile, reduces hth damage by the amount of the higher die. So that 12 would have you take 1 point of damage; that 18 would have you also take 1 point of damage. Weapons add normally.

Conversely, rating armor as soft means that penetrating weapons are able to pierce it; rating armor as hard generally means penetrating weapons are unable to pierce it. Thus, hard armor enables an individual to ignore the penetrating weapons bonus (so a sword goes from +6 to +3, a knife from +3 to +0). This cuts down on firearm damage from sharp weapons, but concussive damage can still be fatal.

Leather armor can be soft or hard, but is always light. Chain mail is generally heavy but soft; plate mail heavy and hard.

An OACAWA hit means you ignore all armor penalties; you smacked a vulnerable spot. Matched successes work normally.

Armor also gets a percentage rating, which covers such things as quality of armor, body coverage, and so on. If a successful hit manages to be over the armor rating, it also gets to ignore the armor penalties. As armor covers more of your body, or is of higher quality (this is where the simplest magical enchantments show themselves), this percentage rating improves.

A simple leather jerkin probably has a coverage rating of 10% - an average person (Struggle of 15%) will usually hit you in the chest, but sometimes will manage a face blow, or a blow to the arms, and so on. Full plate mail likely covers the body at a rating of 80% or higher.

A new Body skill exists, Armor. This is a skill for maneuvering in armor. While wearing armor, you roll against the lowest of Armor or your other physical skill.

Shields

Shields deflect damage, not reduce it; shields would likely be a good shift against a single attacker (if two or more people are going after you, the player decides who gets the shield). A buckler has a shift of -10, a regular shield -20, a wall shield -30.


Last modified: Thursday January 01 1970 00:00:00, by Alexander Cherry
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