FADAD
Free-form, universal, do-it-yourself gaming engine for
Advanced Dungeons And Dragons
by Peter Mikelsons
Version: March 2000
Table of Contents
Legal Stuff
2 Supernormal Powers
FADAD deals with many kinds of supernormal powers. The most common is spell
casting. Other kinds include the "natural" abilities of fantastical races
like faeries and dragons, the divine powers of the gods, and the innate
psionic powers of some races and rare individuals.
2.1 Supernormal Power Terms
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Supernormal power:
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that which is beyond the capability of human beings as we know them. Supernormal
powers are treated as powerful gifts. Some may have associated skills (which
are taken separately, using the normal skill rules).
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Magic:
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things that happen that are not normal (as we understand "normal" in this
world). Magic may be studied and performed by humans, many races have innate
magical abilities.
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Miracle:
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magic performed by a deity. Miracles are often subtle. Holy persons can
attempt to work miracles by invoking their deity. Miracles occur when a
deities wills reality to change.
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Psionics:
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the art of influencing events by redirecting one's own Ité. Many
kinds of psionics can be considered to be magic.
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Non-human Races:
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certain races (actually species) have abilities beyond the human norm,
such as being much stronger, or able to fly, etc. Most of these abilities
could also be classified as Magic or Psionics, so they are not treated
separately, except for Mass and Strength.
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Scale:
-
characters may have certain attributes that are well beyond the human norm,
one way or the other, but that need to be related to the human norm. Prime
examples include Strength, Mass, and Speed. Such attributes are rated in
Scale.
Human Scale is 0. A race (or individual) of greater than human average
strength, for example, would be Scale 1 Strength or more, while a race
of lesser average strength than humans would be Scale -1 Strength or less.
Individuals can then be of Fair strength, or Good strength, etc., relative
to those of their own Scale.
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Spell:
-
A specific magical effect caused by a person. Spells are grouped into 9
different levels of power, usefulness, and difficulty. They are further
divided into wizard spells and priest spells.
2.2 Powers at Character Creation
Supernormal powers are treated as gifts. Players may use their free gifts
to obtain supernormal powers, and may exchange skill or attribute levels
as well.
Undefined Powers have a default of non-existent - that is, they do not
have a default value of Fair, like attributes, or Poor, like skills. If
a supernormal power is not defined for a character, he doesn't have it.
2.2.1 Powers Available
See sec 1.3.3 for a description of commonly
available supernormal powers. The GM may limit the number of Wizard or
Priest levels that a character may have, as powerful magi and clerics are
quite rare.
2.2.2 Associated Skills
There are a few skills associated with the Wizard and Priest gifts. Some
of these are the Spell Targeting skills, which reflect a character's experience
in putting the effects of magic where she wants them. Another is the Spellcraft
or Dwoemercraft skill, reflecting both general familiarity with spell casting
and particular knowledge of the components and effects of common spells.
Note that knowledge of associated skills and actual supernormal powers
can be entirely separate. See 1.3.2.3
Sample Supernormal Skills for a skill list.
2.3 Non-humans and Scale
For a general discussion of what Scale means, read section 2.3 of FUDGE.
For a detailed Scale table, see my expanded
Scale rules.
If you are using the Objective Character Creation system, each step
of increased Strength/Mass Scale for a player character costs two attribute
levels. This is because each level of Scale includes +1 Strength and extra
Mass, which is the equivalent of the Damage Capacity attribute.
For Scales below the human norm, each step of Mass Scale includes a
trait equivalent to sub-Fair Damage Capacity, and the GM may allow this
to be used to balance other traits like any other fault - see Section
1.6.4, Trading Traits.
2.4 Legendary Heroes
The AD&D genre allows human characters to develop beyond the realm
of the humanly possible. Often, AD&D campaigns eventually involve planes
of existence beyond the mundane as the PCs require greater and greater
challenges.
This style of gaming is represented in FADAD by Legendary Levels. Section
1.2, Levels, introduced the concept of Legendary traits as a goal for
PCs to work toward. This section expands that concept infinitely.
Any skill can be raised beyond Legendary. Instead of renaming
each level, simply use a numbering system: Legendary 2nd Level Long Swordsman,
Legendary 3rd Level Archer, etc. Attributes can also be raised, but (except
for Strength) this is much rarer.
Each level of Legendary gives a +1 bonus to any action resolution. The
character Hugh Quickfinger, for example, has a Longbow skill of Legendary
2nd Level. This gives him a total bonus of +5 (+3 for Superb, and +2 for
two levels of Legendary). In any contest against a Fair Longbowman (+0),
Hugh should easily triumph.
The Objective Character Development system, Section
5.2, lists suggested experience point costs for attaining these levels.
Notice that the cost per level of skill remains the same even for Legendary
skills. The main limitation on how high skills can be in FADAD is Potential;
max skill is Potential divided by 3. Beware of "Level 20" characters, as
they may be Legendary 3rd level (+7) at some things.
2.5 Magic
2.5.1 Rules of Magic
Some general guidelines to how magic works in the world of FADAD...
| The Law of... |
In other words... |
| Conservation |
There's no such thing as a free lunch. Don't forget to pay the piper.
Everything has a cost. |
| Causality |
Law of Karma. There are no coincidences. Cause and effect. |
| Law |
What worked once will work again. If you play by the rules, no one
gets hurt. |
| Chaos |
Caveat of contradiction. Every law has exceptions. Magic has fuzzy
edges, and rules can always be bent. |
| Complications |
When Chaos acts, it tends to make situations more interesting or complicated.
Related to the strong Anthropomorphic principle: the laws of the universe
are such that we can exist and thrive. |
| Contagion |
Once together, always together. Birds of a feather stick together.
Like using someone's toe-nails to cast a curse on them |
| Sympathy |
Like begets like. As above, so below. Like making a "voodoo doll" in
the shape a a person to cast a spell on a person. |
| Soul |
Souls and spirits are always tougher than matter and flesh. Mind over
matter. |
2.5.2 Spells
Spell casting in FADAD works just like in AD&D, with some exceptions.
The AD&D spell casting procedure is somewhat unusual and fairly
strict. First, the caster must gather and store energy to cast the spell.
This step is known as "memorization," although the term is misleading because
the process is only superficially similar to learning. Wizards memorize
for specific spells while priests only have to memorize a particular level
of spell. Next, the caster must perform a ritual, which may require verbal,
somatic, and material components. If any components are missing or disturbed,
the spell may fail. The ritual unleashes the memorized energy to produce
the magical effect. Part of the magical effect is often to draw in even
more energy from the universe, thus leveraging the small memorized energy
into a large effect. After casting the spell, the caster no longer has
it "memorized."
One odd thing about spell casting is that metal armor prevents casting
wizard spells, but not priest spells. One exception is for elves, who can
cast wizard spells while wearing elven chainmail. A metal helmet can be
used to disable captured wizards. These facts makes little sense and are
usually chalked up to an ancient curse place on those uppity wizards by
the gods, with an elven loophole.
2.5.2.1 Bending the Rules
As long as spell casters obey the standard AD&D magic rules, their
spells will behave as expected. Their targets may resist, causing the spells
to fail, but the spell will otherwise always work. There are no "fumbles"
or "critical successes." This is a result of the Law of Law.
However, if a spell caster wants to break or bend the rules, then she
steps outside the safety of Law and becomes subject to the Law of Chaos.
Only her competency at magic prevents complete failure or disaster. When
the spell casting rules are broken, the GM will make or require a roll
of some sort. By default, this uses Intelligence for wizard spells and
Wisdom for priest spells. If the rolled degree is low, then something bad
happens. The GM may change this penalty on a case by case basis to preserve
game balance: again, the effect of Chaos. Possible rule bending:
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Memorizing spells that are too high level.
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Casting spells that have not been memorized.
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Memorizing too many spells.
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Extending the range of a spell.
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Extending the duration of a spell.
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Making a spell harder to resist.
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Casting a spell without a component (verbal, somatic, material).
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Reducing the casting time.
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Continuing a casting after being injured.
Possible results of failure, in order of likelihood:
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Nothing happens
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Spell effects are diminished/amplified/reversed/misdirected/bizaare.
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Memorized spell(s) lost.
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Memorized spells cast involuntarily.
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Caster is injured.
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Caster is cursed.
The basic tweak converts a memorized spell into another, familiar spell
of the same level and school. (This is not useful for priests, who can
freely exchange spells within a level, but the variations on the basic
tweak may apply to priests.) The basic tweak requires a Good attribute
roll to accomplish. Changes in difficulty due to varying this formula:
-1 new spell is lower level
+1 new spell is different school (wizards only)
+1 new spell is unfamiliar
-1 to -10 new spell is not "official"
Factors which may be traded off in altering a spell: intensity (damage,
saving throw, speed), area, size, range, casting time, components.
2.5.2.2 Spell Conversion Notes
Spell casting times are usually shorter to fit in with the shorter combat
rounds. To get casting time in seconds, multiply the 2nd Ed. AD&D Casting
Time by 0.6. Spells that take 1 round to cast still take 1 combat round,
only the round is 6 seconds long. The exception are spells that take 1
turn or more to cast; the casting time still uses 1 turn = 10 minutes.
Spell durations may also change. If the spell is primarily for use in
combat, then 1 round = 6 seconds. If the spell has many non-combat uses,
then 1 round = 1 minute. The GM decides if a spell is combat or not.
A saving throw versus magic is handled by a roll using the victim's
Reté attribute. A rolled degree of Great means the "saving throw"
succeeds. Spells that give a penalty to the saving throw may require a
Superb or even Legendary roll to resist, while spells that give a bonus
to the save may only require Good or Fair to resist.
Quick 'n Dirty spell damage conversion: for every d6 of damage, the
spell has weapon strength +1. For d4s, subtract one-third. For d8s, add
one-third. For more slow and clean conversion, see section
6.1.1.5.
2.5.2.3 Comments on Various Spells
New spells for FADAD, conversion notes, and significant modifications.
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Charm Person
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The victim gets another Maté roll periodically to break the spell,
based on Maté score:
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Terrible - 3 months
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Poor - 2 months
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Mediocre - 1 month
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Fair - 3 weeks
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Good - 10 days
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Great - 5 days
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Superb - 2 days
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Legendary - 1 day
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Chill Touch
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If a magic resistance roll is less than Great, the spell gives a +1 damage
bonus (ignoring armor), and the victim suffers -1/2 to Strength.
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Continual Light
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This spell is not permanent. The duration depends on the material on which
it is cast. No harm comes to the materials used, but some just hold the
enchantment better than others.
1 day living animal
2 days living plant, dead animal material
3 days dead plant material
7 days glass, stone, most metals, semi-precious gems
14 days adamantium, mithral, precious gems
Truly permanent continual light items are minor magical items, of the
same order as potions and scrolls. They can be temporarily extinguished
by spells such as Darkness, 15' radius.
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Cure Light Wounds
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Heals one Scratch or Hurt level wound completely. Caster's choice if the
victim has more than one Hurt. Has no effect on more serious injuries.
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Fireball
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Fills a volume of scale 23, equivalent to 33 cubes of size 10'x10'x10'.
Does +9 damage if cast at 5th level or less, otherwise +10 damage. A 4dF
damage roll is applied for each victim. Victims may dodge, rolling against
the caster's Fireball Targeting rolled degree. Depending on where they
are and what they do, success may allow the victim to duck and cover (-2
damage), be only partially burnt (-2 damage), or completely escape (no
damage).
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Fireball Targeting skill is also used when wielding this spell in confined
spaces to determine if the caster can place the area of affect as desired.
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Friends
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Adds 2+1dF to the caster's Charisma temporarily.
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Identify
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The caster loses 3 levels of Constitution per casting. These fully return
after eight hours of rest. If the attribute drops below Terrible, the caster
falls unconscious, and will recover with full Con. in 24 hours.
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Levitate
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The movement rate is 20 feet per round, or 200 feet per minute. Levitating
creatures suffer a -1/2 penalty to actions like attacking and defending
per round doing so. Spending two actions stabilizing allows the creature
to start over with -1/2 again.
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Magic Missile
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This spell causes damage with a weapon strength of +3. Armor does not protect,
but Damage Capacity does, and a damage roll is used.
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Magic Stone
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The stone has a damage bonus of +1, or +3 versus undead, both in normal
and Spirit combat. Up to three stones can be thrown at one target as one
action.
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Melf's Acid Arrow
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The arrow does relative degree +3 +4dF damage in the first round that it
hits. For every extra round that the spell lasts, the wound done by the
arrow increases by one category. So if the arrow caused a Scratch when
it hit, then the second round the Scratch becomes a Hurt, in the third
round it becomes a Very Hurt, and so on.
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If the arrow causes no wound at first, then the damage is increased by
+2 in each following round. So if the arrow does +5 against a victim with
DDM of +6, then no injury occurs the first round. In the second round the
arrow does +7 damage, and the victim takes a Scratch. Damage then proceeds
as above.
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Just for reference, the spell lasts 1 round per 3 levels of the caster.
So 1-2: 1 round, 3-5: 2 rounds, 6-8: 3 rounds, 9-11: 3 rounds, 12-14: 4
rounds (ouch), etc. Note that the continuing damage can be halted by washing
the acid away, such as by immersion in water.
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Reincarnation
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This spell in FADAD differs from in AD&D. Its range becomes 1 mile
per level of the caster and the duration is 1 day. After it is cast, the
affected (dead) person is reborn in to a newborn creature. The newborn
must be born after the spell casting is done and within range of the casting.
If no appropriate creatures are born in range and time, then nothing happens
and reincarnation may be cast again. After a successful reincarnation,
Raise Dead and Resurrection have no effect on a character.
Most reincarnated souls get the newborn bodies of races similar to
their previous race. So humans are reincarnated as humans or demi-humans,
if possible. The new race may reflect the old personality of the character
somehow. Reincarnation as normal insects or microorganisms is almost unheard
of.
After reincarnation, the newborn character is for the most part a blank
slate. He or she "inherits" the Potential and Maximum Ité of the
old character. Other old traits can re-emerge as the new character reaches
adolescence or adulthood, especially if others try to "jog the memory"
of the new character. Such old traits include personality tendencies, important
skills, and magical gifts or faults.
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Void Sense
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The priestly version of Wildspace Vision. Works just like that spell, with
the following exceptions: Void Sense needs no material components. The
viewer must keep his eyes closed (or blindfolded, etc.) for the duration.
If he opens them for more than 1 minute (cumulative), the spell ends. The
range starts at 0 and expands (if the viewer concentrates) at 500 yards
per minute for 5 minutes, and at 5 million miles per minute for 6 minutes.
The spell is still blocked by solid objects, so the viewer must remain
on deck or near a porthole for it to work.
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Web
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Anyone in the area of effect can attempt to Dodge when the spell takes
effect. A Superb result will allow the victim to escape if near an edge
with open space beyond. If there is no room to escape, then a Superb Dodge
means the victim avoided some but not all strands, so the webs only have
Fair Strength.
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The webs normally have Good Strength. Victims with higher strength can
break through at one foot per round per relative degree. Big creatures
are caught by more webs, so only two thirds of Scale contributes to Strength.
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Burning the webs does 5+4dF damage to anyone caught.
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Wildspace Vision
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Level: 3
Range: 30 million miles
Components: V,S,M
Duration: up to 12 hours
Casting Time: 1 minute
Area of Effect: creature touched
Save: None
A new wizard spell for the spelljammer setting. Gives the affected
creature the power to detect and see ship-sized objects (100 cubic yards
or larger) within range in Wildspace. The spell is blocked by more than
1 mile of air, anti-scrying magic, non-magical sargassos, and various solid
or gaseous bodies. If the creature under the influence of the spell (the
viewer) searches for 10 minutes and makes a Fair vision-attribute check,
he can locate a single ship (or ship-sized object) within range. If multiple
ships are within range, the viewer normally becomes aware of each in a
random order. He can choose to ignore ones previously located, or can search
for a specific known vessel or object. The viewer becomes aware of ships
within 25 hexes (1 hex=500 yards, 25 hexes = 7.1 miles) of the target ship
and can choose to concentrate on them instead. As long as the viewer concentrates,
he remains aware of the ship. If the viewer looks away or is distracted,
a Fair memory-attribute check is needed to find it again. By concentrating,
the viewer can make out details of the ship as if only 500 yards away.
When doing so, the sensation is one of "zooming in" on the viewed object.
The material components are a glass sphere and a feather from a keen-eyed
bird (falcon, eagle, owl, etc.), which disappear when the spell ends. The
viewer must hold the spell components in his hand(s) for the duration of
the spell. If the viewer ceases to look into space for more than 1 minute
(cumulative) or lets go of the components, the spell ends.
2.5.2.4 Cantrips
Cantrips are minor wizard spells, less powerful than Level 1
spells. Cantrips require so little energy expenditure and ritual that no
"memorization" is necessary. Instead, the wizard uses her own body's energy
to power the spell. This means that casting cantrips can cause fatigue
if cast too often. One cantrip causes no noticeable fatigue, and the recovery
time is about 15 minutes. Four cantrips in quick succession will cause
noticeable sweating, heavy breathing, and a -1 to all actions.
For examples of valid cantrip effects, see Unearthed Arcana.
In general, cantrips can do any anything except inflict more than -10 damage,
disrupt a spell casting, create permanent and valuable items, etc.
There is also a 1st level spell known as Cantrip (Player's
Handbook 2E). This still exists under these rules, and it lets the
caster do unlimited cantrip effects for the spell duration without fatigue.
2.5.2.5 Spell Research
New spells can be created, or wizards can add published spells to their
spell books. All that is needed is, as for anything else, time, space,
energy and skill/luck:
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Time: Every spell requires one "research success" per spell level.
The minimum time for one success is 2 weeks. The time for 1 success can
be reduced to 2 days for the cost of 1 experience point.
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Space: These rules assume the wizard has a nice lab to work in,
or the priest has an accommodating temple. The outlay for such a work space
is 1000-10000 gold pieces. If only mediocre facilities are available, costing
100-1000 gold pieces, a -1 penalty is applied to the skill roll. If all
that is available is a quiet spot and something to make notes on, the penalty
is -2 but there is no g.p. cost.
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Energy: = CASH. Each attempt at a success costs 100-1000 gold pieces.
Spending an experience point drops the cost to 10-100 g.p. The GM modifies
this cost by whim, looking at things like cash flow in the campaign and
creativity on the researcher's part.
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Skill/Luck: After finding a space and spending the time and money,
the researcher makes a roll on an appropriate Attribute, like Intelligence
for wizards. On a Good result he or she racks up 1 success.
2.5.3 Mind Control
The character imposing control is referred to here as the attacker, while
the character being controlled is referred to as the victim. To impose
control, by default the attacker's skill must exceed the victim's resistance.
For mind control spells, the attacker's skill is usually Great while the
victim defends with Mind Magic Resistance.
The victim may attempt to resist any particular command from
the attacker. Roll a contest between the victim's Willpower attribute (or
AD&D Wisdom) and the attacker's skill. The effort reduces the victim's
willpower by one until the victim can rest. If the victim is successful,
that command can be disobeyed until it is repeated, but for at least one
combat round. If the contest is a tie, then the victim may partially disobey
the command, if appropriate.
Besides resisting, any time the attacker makes use of the control, the
victim may attempt to break control. To do so, the victim must spend
1 Ité and win a contest of the victim's resistance (usually Mind
Magic Resistance) vs. the attacker's skill. If the victim wins the contest,
then the power of the spell or control is ended. If the contest is a tie,
the control is maintained but is weaker somehow.
2.5.4 Shape Changing
When the physical form of a character changes, the new form reflects essential
and unique traits of the character's soul/spirit. Essential traits include
sex and age. This means that ordinary shape changing magic cannot change
a male human into a female elf, or a kitten into an ancient dragon. The
unique nature of souls means that each individual has one preferred form
in every race or species. So shape changing into the same species has no
effect. And every time one is changed into a zebra, one gets the exact
same pattern of stripes.
Of course, sufficiently powerful magic can break these rules. The 9th
level wizard spell Shape Change allows arbitrary choice of form. Many polymorphing
creatures can assume any shape, although dragons are usually restricted
until they reach adulthood.
2.6 Miracles
Miracles in FADAD occur when deities intervene in mortal affairs. The gods
have superior powers that can override any mortal spell or magic. Miracles
are most commonly encountered when characters plead with their patron gods
to save them from some hopeless situation. In such cases, the GM should
usually decide what happens by answering some of these questions:
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How important or pious is the petitioner? What can he offer (i.e., sacrifice)
in return for aid?
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What enemies of the god can be smitten by intervention? Is the petitioner
on some special quest for the god? Is the request really significant enough
to bother with?
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Would deific intervention be appropriate for the plot? Would it be dramatic
or awkward, hilarious or just silly?
Or, the GM could just roll some dice to decide what happens. Roll 6dF.
On a +6 or higher, the god helps out in some way. Subtract one if the deity
is a Greater Power. Add one for each of the following modifiers:
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Petitioner is a Priest.
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Petitioner has Potential level 3 or higher.
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Petitioner has Potential level 11 or higher.
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Deity has demi-god status.
Some unpleasant deities will occasionally notice and take offense if their
names are spoken out loud. The "miracle" resulting from this sort of deific
intervention is usually painful. If a character speaks such a name, roll
6dF: a miracle occurs on a +6. If the name is really being abused, add
+1 to the roll (i.e., "Hey Cthulhu! Over here! Here, Cthulhu, Cthulhu,
Cthulhu!").
2.6.1 Turning/Controlling Undead
With the authority of their deity behind them, some priests can repel undead.
This ability is treated as a very hard skill in FADAD. A priest can exercise
the ability using a "holy" symbol (or reasonable facsimile) while gesturing
and uttering arcane words. The priest can continue to turn for as long
as she wants.
Turning is resolved as a contest between the priest's skill and the
undead's resistance to turning. See 6.3.2.18
Turning Resistance for examples of undead resistances. If the priest
gets a relative degree of +1 or better, the number of undead turned is:
6 + Relative Degree + 4dF
If the relative degree is +5 or better, that number of undead are utterly
destroyed. If the contest of skills is a tie, the undead pause for that
combat round, defending themselves but not attacking; the priest may try
to turn again on the following round.
Some priests, typically evil ones, can command and control undead instead
of turning them. They follow similar rules to the ones above. Each priest
can usually control about 12+control skill undead. Instead of being destroyed
on a relative degree of +5, the undead become permanently subservient to
the priest. Free-willed undead can break control by the usual methods (2.5.3
Mind Control).
2.7 Psionics
FADAD's rules for psionics are heavily based on those in The Complete
Psionics Handbook, (Steve Winter, TSR Inc., 1991), called CPH hereafter.
Primary descriptions of psionic powers are left to that book, and understanding
the rules for using psionics may require reading it.
2.7.1 Concepts/Glossary
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Psionicist. A person with extensive training in psionics.
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Wild Talent. A person without training in psionics, who nevertheless
has the ability to use a very small number of powers (usually one).
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Primary Attribute. Every psionicist or wild talent needs to identify
one attribute that relates to her powers. This attribute should relate
to enlightenment, willpower, and/or "understanding and mastery of the inner
self" (CPH). This attribute determines PSPs. Raising powers above the attribute
level costs 2 EP/level instead of 1.
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Power. An individual psionic ability, like Cellular Adjustment or
Shadow-Form. Each power is a separate skill in FADAD. These skills are
Average difficulty for a psionicist being taught by another psionicist,
otherwise they are Very Hard skills.
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Discipline. A grouping of powers. The six disciplines are
Clairsentient, Psychokinetic, Psychometabolic, Psychoportive, Telepathic,
and Metapsionic.
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Science. A major power. A psionicist must learn 3 devotions in a
discipline at Fair before learning any sciences in that discipline. Furthermore,
she must know two devotions at Fair for every science.
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Devotion. A minor power.
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PSP. Psionic Strength Point. A psionicist or wild talent gets PSPs
equal to (12 + Primary Attribute) x Ité. For psionicists (but not
for wild talents), PSPs return at 3/hour when walking, 6/hour when sitting
still, or 12/hour when sleeping or meditating. None return if a power is
being maintained.
2.7.2 Various Psionics Rules
Making a power work requires an activation roll on the skill in that power.
Failing the activation roll costs one-half of the activation cost in PSPs.
The required degree for activation is usually Mediocre, Fair, or Good,
depending on the difficulty of the power.
| Power Score Modifier |
Minimum Rolled Degree
for Activation |
| -7 or lower |
Good |
| -6 through -3 |
Fair |
| -2 or higher |
Mediocre |
Rolling -4 on the dice for activation always means that activation fails.
It may also cause the effects described in CPH when a "20" is rolled for
that power. Rolling +4 on the dice always means that activation succeeds.
If the rolled degree would have succeeded with the +4 roll, then use the
description in CPH for that power on a "Power Score" result.
A power may not be maintained while sleeping. Powers can be voluntarily
deactivated all at once, or one at a time once per round. Maintenance times
expressed in rounds are either combat rounds or minutes, depending on whether
the power is primarily combat oriented or not.
Normally, only one power can be activated per combat round, and activating
a power costs one action.
For powers where relative degree matters, the activation roll is normally
used for the psionicists rolled degree. If the power is used against multiple
targets, only the first must use the activation roll. The psionicist may
roll again for each target after the first, and may at any point decide
to use the last rolled degree for the remaining targets. The activation
level plays no role after the initial activation roll.
2.7.3 Telepathic Combat
I am not bothering to write much on this complicated subject until some
PC with attack modes appears :-)
In short, psionic combat is a straight contest of skills, with modifiers
to attacker's skill based on an offense-defense table.
Penalty to Attack Mode, as function of Attack-Defense combo
(PSP costs are in parentheses.)
defense modes
M-(0) TS(1) MB(3) IF(4) TIW(6) effects
MT(2) +3 0 -1 -1 -2 causes power loss
EW(4) +3 0 -1 -1 -1 gives -2 penalty
II(5) 0 0 +1 -1 -2 incapacitates
PC(7) +1 -1 -1 -1 -2 physical injury
PB(10) 0 0 -1 -1 -2 imaginary injury
2.7.4 Power Conversion Notes
The stuff in parentheses is (Discipline, power type, activation roll, PSP
cost, page number in CPH). The disciplines are CS=Clairsentience, PK=Psychokinesis,
PM=Psychometabolism, PP=Psychoportation, TP=Telepathy, MP=Metapsionics.
An activation roll of Attack/Defense means that the power is a Telepathic
combat mode with no activation roll.
Biofeedback (PM, Devotion, Fair, 6+3/r PSP, p. 55) Adds one to
the psionicists Damage Capacity (+1 DDM). Also, some special injuries which
cause severe blood loss can be negated.
Catfall (PM, Devotion, Mediocre, 4 PSP, p. 57) User always lands
on her feet. Falls of 30 feet or less do no harm. Falls of more than 30
feet are treated as if only one-half as high.
Cell Adjustment (PM, Devotion, Fair, p. 57) When healing
disease, a Fair result means that one extra minute of healing is needed.
Healing disease costs 5 PSP per minute.
For injuries, one wound can be healed by one level in one minute for
10 PSP. The power can be maintained to fully heal severe wounds, at 10
PSPs per minute per level.
If the activation roll is -4, then the psionicist suffers feedback damage
equal to the injury being healed. The feedback wound cannot be healed by
cell adjustment.
Chameleon Power (PM, Devotion, Mediocre, 6+3/minute, p. 58) Time
unit is minutes.
Observers make a contest of skills between Perception attribute and
chameleon power activation roll. Psionicist gets +1 if not moving and -2
if against unnatural background.
Chemical Simulation (PM, Devotion, Fair, 6+3/r, p. 58) As a weapon,
gives a damage bonus of +1. Items resist the activation roll with their
acid resistance attribute.
Complete Healing (PM, Science, Mediocre, 30 PSP, p. 50)
The 24 hour trance is only broken if the psionicist suffers a Hurt or worse.
If the activation roll fails, then the trance lasts one hour, costs 5 PSP,
and heals nothing.
Detonate (PK, Science, Fair, 18 PSP, p. 38) Slays skeleton and
zombie targets. Fraction destroyed is relative degree divided by three:
Good=33%, Great=66%, Superb=100%. The explosion does 4+4dF damage to anyone
within a ten-foot radius.
Double Pain (PM, Devotion, Fair, 7 PSP, p. 59) The victim may
resist the activation roll with Willpower or a similar attribute, but with
a -2 penalty. If affected, the effect lasts 10 combat rounds (one minute).
During this time, the victim's Damage Capacity (Constitution) attribute
is lowered by three levels. Keep track of exactly how much damage causes
each injury during this time. After the effect wears off, all wounds suffered
with the -3 penalty become 3 points less severe. If the victim was Incapacitated
or Near Death because of the penalty, she wakes up 1 to 10 minutes later.
Example: Joe is slapped with double pain. Then he gets hit on the head
with a club. Normally the attack would do 4 damage, Hurting him. With his
lowered pain threshold, this is bumped up to 7 damage, so he feels Incapacitated.
The GM rules he passes out in shock. A minute later the power wears off,
and the wound drops back down to 4 damage, or a Hurt. But since he passed
out, he won't wake up for another 5 minutes or so.
Intellect Fortress (TP, Devotion, Defense, 4 PSP, p. 86) Three
yard radius. All attack modes are at -1 against this defense mode.
Levitate (PK, Devotion, Fair, 12+2/minute, p. 47) Allows upward
motion at 6 feet per round, or 60 feet per minute. For every 50 pounds
carried, skill is at -1 for the activation roll.
Mind Blank (TP, Devotion, Defense, 0+0/r, p. 88) Can be maintained
while sleeping, meditating, or maintaining other powers. Particularly vulnerable
to mind thrust and ego whip.
Molecular Agitation (PK, Devotion, Mediocre, 7+6/r PSP, p. 48)
Time unit is combat rounds. Causes a progressive wound on living targets.
Damage is 1 in round 1, 2 in round 2, 4 in round 3, and +2 damage per round
thereafter. If the burn is from touching a molecularly agitated object,
then damage is +1 per round starting in round 3.
Magic items get to oppose the activation roll with a Fire Resistance
attribute based on their what they are made of, but with a -2 penalty.
Molecular Manipulation (PK, Devotion, Fair, 6+5/r PSP, p. 48)
Time unit is combat rounds. Magic items get to resist the activation roll,
usually with Fair strength.
Project Force (PK, Science, Mediocre, 10 PSP, p. 41) This
attack uses the activation roll for an attack roll. Only Target can be
used for defense, unless the target is aware of the psionicists ability,
when the defense roll still suffers a -3 penalty. The damage bonus for
this attack is +3.
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