Diabolism: Q&A, comments, etc

This is how Dabbler works:

You would like to have access to Black Binding without being a full Diabolist.

You take Dabbler, and choose the SFX Skill "Black Binding". For that single SFX Skill, you can access it and gain ranks in it as if you had the feats SFX Aptness (General) and Diabolism (SFX). It's just a wording thing. The way SFX Skills normally work is that you have to have the feats SFX Aptness and ______ (SFX) just to USE the skills (as in, make rolls with them).

Some of the SFX skills can be used untrained, which means not that anybody can use them, but that, for instance, a guy with SFX Aptness and Diabolism (SFX) can make rolls with Dark Aegis, Snapping the Thread, and Voices of the Damned ... even if he doesn't have any ranks in those skills. As long as he has SFX Aptness and Diabolism (SFX).

So, the short short explaination of Dabbler is "Pick an SFX Skill. You can use it."

--fje
 

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I'm wondering what the best way to implement this system w/out the strain. I'd like something more along the line of Dark•Matter fx points.

I'm thinking that a character with SFX aptness has power points equal to 1/2 level + ability score mod (int for arcane, wis for divine, cha for psionic). each power point is equivalent to 3 strain, and points are recovered once per day. Do you think that this would be too unbalancing?
 

Well, let's look at it from the point of view of "Ghost Hit Points". If each SFX Power Point is equal to 3 Strain ...

A 1st level character would then have (Ability Mod) in SFXPP ... we'll assume that with a magic-oriented character and point buy you can do 16, so that's 3pp or the equivalent of 9hp.

Of course, PP are easier on the PC, since spending them doesn't do anything to him other than deplete his ability to do magic.

Given a 1st level Smart hero, then, you'd be ahead by 1 spell. (A normal Smart PC would have 6 + Con in HP at 1st, and probably a 12 Con, so he could cast 2 regular spells and not pass out). Not only are you ahead 1 spell, however, you're able to cast yours without other character-resource penalties.

After that, though, the regular-hp character will begin to catch up and eventually pull ahead. At 2nd level (assuming averages) the regular character has 11hp and the PP character has 12ghost hp. At 3rd level it becomes 15hp vs 12ghp, and at 4th 19hp vs. 15ghp.

I would say that it gives characters more juice from 1st-4th or so, since spending PPs doesn't have any impact on combat ability, while spending nonlethal hp means you're more likely to go down faster in combat. Once a character has a good 12-15hp buffer, they'll be a little more powerful than the PP using character. Strain is also more flexible, since a character can choose to extend himself to the breaking point for a little extra juice.

I'd say it comes down to how quickly PP come back. Once per day works well. It actually slides things in favor of the Strain characters since they can get back lvl/hr in NL damage. If they come back 1/hr, I'd say that they'd be pretty balanced, even, after 3rd level. I find many people start their games around lvl3 or so, when PP and Strain probably start to balance out. Honestly, Strain is pretty hard on 1st-3rd level characters anyway, since they can only get a spell or two off before they can't afford the HP drain. PP means they balance out.

If you'd like to add a little more tactical thinking into PP and a character-resource cost, you might add a clause that a character with PP who has 0pp is Fatigued until he regains at least 1pp. This would sort of eat up one of those early PP, and give the PP player something to agonize about when the chips are down ... spend that last PP or hold onto it?

--fje
 
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HeapThaumaturgist said:
Let me consult my notes on this ...
For my purposes, truthfully, we wanted to keep the "preamble" as short as possible ... packing in the most usable data in the smallest space.

Why? Price to value. The rules for using SFX Skills is reproduced with each SFX Skills product. While I'm under an NDA, I think I'm safe in saying that the folks at Sleep Dep have one of their founding principles in Most Bang for the Buck. The fact that later SFX Skills products are reproducing those 4 pages is one reason that SFX Skills: Diabolism appeared at 1.95$ while similarly sized products often have much higher price tags. We don't want anybody to feel cheated when they buy SFX Skills: Enochian Theurgy and scroll down 4 pages.

It was one of MY design philosophies that each SFX SKills product be stand-alone in nature. You could, for instance, use every single one I produce with the limits cranked down and only perhaps 1-2 characters EVER showing up with a particular tradition for a broad-base low-magic campaign. Or you could make an entire campaign around Diabolism and Enochian Theurgy. Or a whole campaign with Vodoun and no other. Etc etc etc.

I just wanted to weigh in here from the publisher point of view. Heap has hit the nail on the head, so to speak, in regards to Sleep Dep Creations. We do stress a "PDFs at prices gamers can afford" principle, and since each SFX Skills product is meant to be a stand-alone (and thus, require repeated rules material in each product), I felt we should lower the price to something reasonable.

Finally, because SFX Skills is also meant to be a series of like-minded products, I felt a lower price would be likewise appreciated.

Besides, and most important to me personally, its a great product - and we would rather gamers buy and use it, than ignore it due to price. Might be a bad way to run a company, but we rather be on your shelf (or in your hard drives) and in your games, than be "so much data sitting on a server". We're here to play, not get rich.

Thanks for your time, and I'll return this thread to its original purpose - SFX Skills: Diabolism; the #1 product for November 2005 on the Edge.

Peterson
Sleep Dep Creations
 

Cheiromancer said:
I think there needs to be some way of building up an account with the dark powers that can be drawn upon as needed. Or a way of running up a "blood debt" that will be paid up later. Or a feat that gives them a "pool" of virtual con points (that replenish at the normal rate of 1/day) for use in emergencies. Or the possibility of having an ongoing relationship with a dark patron so that the blood cost can be waived (in exchange for ongoing services) or something of the sort.

I appologize for never getting to your original question Cheiro. I had meant to, and actually HAD, but lost the post and was sort of bummed about writing it over again.

Then struck the Christmas Holiday.

So now I'll get back to it.

The Sacrifice cost for spells is partly flavor and partly balance (pretty much everything is, I guess). But that balance is on the PLAYER end, for the most part. Diabolism is supposed to be dark and dangerous, with a heavy toll on the user's body or morality.

And yet, at the same time, who really wants to cart around a sack full of kittens for the purposes of tossing fire and brimstone about?

There are many ways to go about it, but when I put together something within "The Rules", I take into account what it will do in the hands of the PCs. I'd already put together a few things for playtest that I'd intended to include in the Diabolism web enhancement and an upcoming meta-SFX product (with the SFX Adept and related AdCs, items, etc). And I tried to polish them up a little to present here. Note that they're not fully playtested yet, and by the time they see Official Release (if they do) they may be changed ... but I wanted to share my ideas.

One is, basically, a way for a sufficiently depraved Diabolist to gain access to some of the lower-end spells without, as I said, hauling around a sack full of kittens or slicing up his thumb with a pen-knife (though that's a good option for non-"Evil" Diabolists. The actual amount of blood, as per the rules, isn't actually what is important.) You'll notice that I cleverly made this feat all but totally useless to a PC Diabolist by requiring a single large sacrifice:

Dark Pact (MetaSFX, Diabolism)
By invoking a Diabolism SFX spell during a specially prepared ritual, you gain the ability to use that spell for 24 hours without need of the normal Sacrifice
Prerequisite: Voices of the Damned 3 ranks
Benefit: You gain the ability to form pacts with one or more fiends via ritual tribute and sacrifice. The ritual must be performed in a specifically consecrated area requiring six hours of work to prepare and the ritual itself requires fifteen minutes to perform. Once prepared, a consecrated area (typically containing an altar and surrounded by a focusing circle) remains so unless substantially disturbed or destroyed. The ritual involves utilizing the SFX Skill the Diabolist wishes to form a pact for (a DC 15 skill check) and paying the Sacrifice cost +7. Successfully completing the ritual allows the Diabolist to make use of that skill any number of times over the course of the next 24 hours, paying the Strain costs normally, as if it had a Sacrifice cost of 0. Failure at the required skill check causes the ritual to fail utterly, though the Sacrifice costs must still be paid.
Normal: A Diabolist must pay the Sacrifice cost of his SFX Skill spells as part of their casting.
Special: This feat may only be taken once. It applies to all Diabolism SFX Skills whose unmodified Sacrifice costs are 2 or less.

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With this feat, a Diabolist could Sacrifice a Large animal for Brimstone, or a human for Bend the Will. The fact that it would require 8-9 Con damage and lasts only 24 hours will keep most PCs from using it. The balance trade is utter depravity for easy access to a skill, allowing you to include a powerful Diabolist who tosses Brimstone almost every round without passing out too quickly.

My second suggestion is a little more PC friendly, but not quite as open-ended:

Black Iron Knife: This long, heavy knife appears to be made of a single piece of badly tarnished iron. The metal of the blade is deeply pitted and the entire length is patterned with reddish oxidation. Diabolists use these weapons to aid their magical workings. When used as part of a special ritual sacrifice, the Black Iron Knife is able to absorb and store some or all of the Sacrifice’s power. The Black Iron Knife can store up to 4 points of Sacrifice as magical energy which may be used to enact Diabolism SFX spells as if they were part of a character’s Constitution score. While the Black Iron Knife contains even one point of magical energy, if it is used as the focus component for a Diabolism spell, it grants the caster a +1 circumstance bonus on his SFX Skill check.
Type: Wonderous Item; Caster Level: 9th; Purchase DC: 36; Weight: 1lb.

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I didn't choose blood debts or replenishing-con-stores because they proved to be "too perfect". If a PC playing a Diabolist jumps on a feat with a howl of joy, it's probably too powerful. The Black Iron Knife functions as a Con pool, but has to be replenished from the PC's own Con (or Sacrifice). So the PC can replenish his knife early in the week and rest up the Con damage and use the knife. This self-limits his spells per day, but is a rather large boost in power (thus the large cost). It forces the PC to lose time and gives the GM an "out" to keep the PC from having, more or less, 4 free brimstones a week or 2 Bend the Wills, or a moderate Black Binding.

Now, as a GM, I would feel safe using Dark Pact and expanding the time limit to a week, a month, a year ... but unofficially, because it depends on how much you like the idea of PCs being able to toss fireballs at people. The Con cost kept Brimstone rather unpopular among the players, which I appreciated, but it may not be to everyone's tastes. A higher-magic campaign, for instance, may do well to remove the Sacrifice entirely for Brimstone, and make it a common must-have Diabolism power. I found it more appropriate to save for the Real Bad Dudes. Even with the Con cost, I think each Diabolist I saw had at least one rank for that "back up piece" that couldn't be disarmed.

Hope that helps.

--fje
 

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