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Spirit Catcher specialization homebrew

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  • Spirit Catcher specialization homebrew

    Spirit catcher

    You may trap and collect souls of recently fallen foe to use them later.

    Requierement*: Class*: Mage, Willpower 3+

    Spirit catcher talents
    Novice*: You gain the ability to craft soulstones. You may transmute any rock into a soulstone by crafting it for 2 hours and spending 5MP. Once a creature die, you may try to trap its soul into the soulstone within 3 rounds after its death and by rolling 3d6 and getting the right TN. Once the soul is trapped, you may summon it once to help you once by making a minor activation action. This makes a simulacrum of the creature's soul, having the exact same abilities that the creature had when it died, that last your willpower in rounds. The creature is in your control and obey to you mental commands. The soulstone is destroyed when you summon a creature trapped in it or when you fail trying to capture a creature's soul with it. You can own a maximum of 3 soulstones. You may only catch souls of minor and moderate threat level creature.

    Journeyman*: You get +1 on your roll when you try to capture a soul and you can own 1 more soulstone. You may now catch souls of major threat level creature.

    Master*: You get +3 on your roll when you try to capture a soul instead of +1. Moreover, you can own a maximum of 6 soulstones. You may now catch souls of legendary threat level creature.


    Threat level
    Target number (TN)
    Minor
    9
    Moderate
    11
    Major
    13
    Dire
    15
    Legendary
    17

  • #2
    Re: Spirit Catcher specialization homebrew

    I like the concept you have of capturing and storing souls, which then can be used.

    I do feel that this part seems really strong:
    This makes a simulacrum of the creature's soul, having the exact same abilities that the creature had when it died, that last your willpower in rounds.
    But that's because I'm not sure how you want the controlling/commanding of the simulacrum to work and even then it might be really powerful. Mainly thinking of having the Dire and/or Legendary simulacrum's joining your side seems a bit much.

    That said, there are some things that would need to be a bit more clear, the controlling for example.
    You say the following "The creature is in your control and obey to you mental commands." So you need to give mental commands, can you do this as a free, minor or major action?
    I would say it would require a major action - otherwise you would be more powerful and take up more time compared to the rest of your party, since you're basically be playing two characters at once - which is honestly something you should stay away from.
    So if it's like that, you're more or less moving around the battlefield yourself with minor actions and mostly will be using your major action to command the soul to do things - which, especially if it's a legendary creature, seems quite good already.
    On a sidenote: the player will need to get the monster sheet for whatever soul they have stored, to know which combat options the simulacrum will have.

    Another thing I would adjust is the dice rolling and TN. Now it's simply 'roll a dice', why not make it like every other thing, a test? Something like Willpower(Spirit Catching), to prevent it from being too easy, just increase the TN. You require 3 willpower to get the specialization, so if you take the TNs you have now and increase them by 3 - 5, you'll most likely get around the same results.


    This would more or less turn the mage into a pet class, which can be difficult to balance. A different route you could take is to still keep the storing of souls in the soulstones like you have now, but that activating the stones does 'something' depending on what type of soul is in there.
    Like add some damage or empower you for a while etc.
    Last edited by Gerben; 12th December 2015, 10:52 AM.

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    • #3
      Re: Spirit Catcher specialization homebrew

      Great Concept!
      Pokemon and Castlevania: Aria of Sorrow comes to mind.

      As @ Gerben said, to invoke "something" would be just as interesting, if not better.
      You could temporally gain a creature's power or focus, maybe understand it's language or assume a hybrid appearance like the creature.
      The duration could be "until the end of the encounter" or "until your next Spirit Stone use" or even Mana-based, as the specialization is for mages.

      Examples:
      Troll - you gain regeneration. You restore 1d3 Health points at the end of your turn.
      Giant Spider - you gain Climb focus.
      Bear - you gain Strength +1 or Intimidation focus, idk.
      Human - you gain it's language understanding.
      Slime - you can squeeze through small passages.
      Werewolf - you become a werewolf.
      Merman - you can breath underwater.
      Ondine - you can walk above water, with Acrobatic tests.
      Dragon - you can breath a cone of fire, losing CONS tests until you next round (exhaustion).

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      • #4
        Re: Spirit Catcher specialization homebrew

        I would add a monetary component - think Soul Gems from Elder Scrolls, with the rarer variety needed for the more powerful souls.

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