So here’s the latest revisions to the Dragon Hack class traits, presented in the talent format for the first time. I have a lot of stuff pulling me in various directions right now, so I’m just going to post these and open it up for comments. I’ll be back later this week with another thought for Dragon Hack that I think is pretty cool, but I’d love to get more opinions on. But for now: More talents! Enjoy.
Requirements: You must have a Willpower of 2 or higher.
Novice: Unlike your arcane kin, you use divine magic and are at home in armor and on the battlefield. When casting spells from the Creation school, you suffer no Spell Strain penalties for wearing armor. Your penalty to cast spells from the Spirit school in armor is reduced by 2. You can choose one additional weapon group at first level, you must choose a weapon favored by your deity.
Journeyman: You have become a master of the healing arts. You gain the Chirurgy talent or advance a level in the talent if you already possess it. When you cast the heal spell, you may add your Willpower to the amount healed.
Master: You can channel the divine energy of your deity as many times per day as your Willpower. Energy channeled in this fashion causes a burst of power that heals allies or causes penetrating damage to undead in a radius equal to double your Willpower in yards. The amount of damage dealt or healed is equal to 2d6 + Magic.
Requirements: You must have a Constitution of 2 or higher.
Novice: You can select one wild animal as a faithful companion, which follows commands and gains benefits as if you possessed the Master level of the Animal Training talent. Druids who already possess this talent do not gain any additional benefits beyond the ability to train animals other than its chosen wild companion. If a druid’s companion dies, she can choose another.
Journeyman: You gain the ability to move through heavy underbrush and brambles with ease. You gain a +2 to ability tests to overcome hazards associated with travel through difficult terrain with a success meaning you take no damage. Enemies trying to track you suffer a penalty to their Perception (Tracking) tests equal to half your level rounded down.
Master: You gain the ability to take animal form. You may change your form into that of a wild animal you’re familiar with as many times per day as your Constitution. The transformation lasts up to a minute per level, and it is a major action to enter or leave the form. While in animal form, you gain the Speed, Defense, Armor Rating, Strength, Constitution, Dexterity and any natural attacks of the creature you transform into, but you retain your Health and other ability scores. You lose the ability to communicate normally while in animal form, but you can communicate with other animals of the same kind naturally. If you show a marked preference for a certain type of animal form, over time wild creatures will associate you with that form and treat you as an animal of that type even when in your original shape.
Requirements: You must have a Communication of 2 or higher.
Novice: You may pick the bloodline that is the source of your power. You gain the Magic focus in the school associated with that bloodline. Because the magic you cast flows in your veins, you can use the Fast Casting stunt for 3 SP.
Journeyman: Your command of the your natural magic abilities continues to improve. You gain additional mana per level equal to your Communication.
Master: You can empower your spells with the magical energy that flows in your blood. You can add 1d6 to the damage of any spell by doubling the mana cost. You can increase the damage of their Arcane Lance by paying 3 Mana.
Requirements: You must have a Cunning of 2 or higher.
Novice: You learn a number of spells equal to 3 + Cunning at first level, and an additional spell at each level thereafter, which you keep in your spellbook. You can only memorize a number of spells per day equal to the amount gained through your class’s Magic Training ability and level increases, however. You must choose which spells to memorize each morning. Wizards pick a spell school to specialize in as well, gaining the Magic focus talent for the school of their choice.
Journeyman: You gain the talent for the Magic focus you chose at novice, or advance a level in that talent if you already posses it. You also gain a familiar, a magical pet who serves as a loyal companion and enhances your skills and senses and can aid you in magic.
Master: You gain the ability to scribe spells from your spellbook onto scrolls of special magical parchment. Once inscribed in this fashion, the scrolls can be read aloud, unlocking the magic of the spell without the reader having to expend any mana. Inscribing a scroll is an advanced Magic test with a focus appropriate to the spell being inscribed and a success threshold of 15. The target number equal to 9 + the total number of mana points required to cast the spell. For spells with varying mana costs, the number reflects the amount of mana you want the spell to utilize when it’s cast form the scroll. The success threshold rises to 17 for spells that cost five or more mana to cast, and 20 for spells that cost more than 8 mana. Each test represents an hour of research and crafting time. Completing the scroll requires you to cast the spell in question to be captured in the parchment, so after the advanced test is complete you must successfully pass the spell’s casting roll and expend the amount of mana necessary to empower the scroll in order to complete the scroll’s creation. Resisting the effects of a spell cast from a scroll tests against the Spellpower of the wizard who created it.
You can always read the scrolls you inscribe, but reading a scroll inscribed by another Wizard requires a Cunning (Arcane Lore) test with a TN equal to 10 + the level of the Wizard who inscribed the scroll. Inscribing a scroll requires specially prepared parchment and inks and undisturbed solitude. The game master will decide the cost for such things as befits his or her campaign, but they should be suitably expensive.
Example: The wizard Tessarin is hoping to create a scroll of the Levitate spell from his spellbook. Because the spell requires five mana to cast, the success threshold of Tessarin’s attempt is 17, and because Tessarin wants to imbue the spell with an extra 2 mana points so it will last for three rounds, the TN is 16. Tessarin is a sixth level mage with a 5 Magic and the Magic (Spirit) focus, so he adds +7 to his attempts. It takes Tessarin five tests altogether in order to successfully inscribe the scroll to perfection. The second test was unsuccessful, so the Dragon Die result for it doesn’t count. The four successful tests have Dragon Die results of 5, 5, 6, 5. Their total of 21 is greater than the success threshold so after five hours of work Tessarin completes his scrollwork. Now he must cast the spell successfully, expending the mana and passing the casting roll to finish creating the empowered spell scroll. The spell when cast from the scroll has a spellpower of 17, and he can cast it with a major action and no additional tests. If the willy rogue Lyia stole the scroll and wanted to cast it for mischievous ends, she would have to pass a TN 16 Cunning (Arcane Lore) test to be able to puzzle out the phrasings of the magical language.