Tuesday, December 28, 2010

Divine Intervention

I recently finished some thinking about an adaptation of a cleric type unique mechanic, just like my recent discussion of rogues.

  • Draw Seven Cards. At the start of each encounter, the cleric draws seven cards from a standard deck. The cards represent divine boons or favors which have been bestowed by their patron.
  • Invoke Boon Once Per Round Using Tactical Points. Once per round, the cleric may invoke a divine boon by expending a tactical point and playing a card. Divine boons always work (barring extraordinary circumstances) and do not require any check. If the effect is greater than one, it may be split among as many recipients as the cleric desires. For example a "Smite 3" can deal 3 points of damage to one target or 1 point of damage to three targets, or 2 to one and the third to a second.
  • Determine Effects. Apply any effects of the boon. See below.
  • Determine Cost. The TN for this check is equal to the number on the card (Ace = 1, Deuce = 2, etc). Face cards cost 10. Make a check to determine if the Invocation is free (without consequence) or if it invokes a cost. Roll Element + Ruling Planet + Archetypal Planet (See Below) using a standard dice pool against the TN. Success means the spell was free. Failure means that the DM gets to a token. Tokens may be traded in at a later time for benefits that help the opposition (more on this later).
Archetypal Correspondences: Add the following dice to a pool to determine the cost of an Invocation. Use both the Ruling Planet and the Exalted Archetype. Remember to also add a Character's primary element.
  • Saturn: Diamonds +1D, Spades +1D
  • Jupiter: Hearts +1D, Clubs +1D
  • Sun: Clubs +2D
  • Mars: Hearts +1D, Clubs +1D
  • Venus: Diamonds +1D, Spades +1D
  • Mercury: Diamonds +1D, Spades +1D
  • Moon: Hearts +2D
How to Read a Card:
  • Effect: For any number card, count the number of columns of symbols. For example, aces, deuces, and threes have the symbols arranged in one column. Fours have the symbols arranged in two columns. The only exception are fives; even though fives have three columns on the card, they are only worth "two" for effect.
  • Cost: The TN for the cost check is denoted by the actual number on the card.
  • Face Cards: Face cards are unique and special. They always have a cost of 10.
Invocations and Suits: Each suit represents a type of invocation. The red suits are generally boonful and are often best cast on allies. The black suits are often baneful and usually best to cast on enemies, although Command may be useful on allies at times.
  • Diamonds: Shield! Add Effect to Dodge for the duration of the phase.
  • Hearts: Heal! Instantly heal Effect wounds.
  • Clubs: Smite! Deal Effect wounds to targets. This blue bolt from the heavens strikes its target unerringly.
  • Spades: Command! This invocation has two variations. In the first form, slide the target(s) Effect hexes. In the second form, give effect targets a command (Fight, Freeze, or Flee). The targets must follow this command until they pass a Spirit Saving Throw (Spirit + Fixed, TN based on your relative level); they get a save at the end of each of their turns. In any event the command lapses at the end of the phase.
More on face cards next time...

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