...SPACE CEILOPIESHE... all info could anybody look/discuss please!!?

Felikeries

First Post
This is the beginning,there will eventually be more
spells,etc,weapons,etc

The info is there now,the new system done
The idea of using different styles with different campaigns
is really a mediun for this
 

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some more spells

Power Channel
This casts a fusing onto a weapon held that
allows greater stats for energy channel attacks

1. Fice
1d4/+5 attack (1)
10-(3)
1d6 +1d10(4)
1d8 +10 1 foe less Energy (1d8)

2. Fuse
1d4/+10 dmhg if cast won by 6/+
14- +20
1d6 each `6` more than catergory start Bemusment extra 1d6 more dmg(1)
1d8 each ‘1d6’ more 1d10 more dmg (1)

Eletrizyne
The surge of electrical energy created by this spell will
target a foe and effect them cocurrently with attack forms

1.Ceilopieshe
1d4/2 attacks this style after foe struck 20 dmg(within 1d8 turns)
1d6 1d4 foes –10 attack Ceilopieshe within 1d10 turns
1d8 caster Ceilopieshe spells within 1d10 turns +20 dmg

2. Multi Cast
1d4/ any 1 multi attack within 4 turns caster +20 dmg
1d6 any Chrystalis multi +20 dmg next turn
1d8 fighting 5 or more enemies that cast,foe –10 attacks,caster +1d20 (5)

Cosmos Sheild
The form of a slab of cosmos will float before 1 player in party
allowing defense from magical attacks,6th level

1. Sheild
1d4/ any 2nd sequentialy won cast –3d20 dmg
1d6 any two players +10 defense 1d6 turns
1d8 caster +1d20 defense 1d10 turns,and 1 player +20 defense 1d10 turns
if caster defenses win,1 failure player sheild ends,caster reg. effect stays

Energy Formulae
This enacts a power that shows a trap or damaging
enviornemental energy within 200 ft

1. Warn
1d4/1 shown
1d6 2 shown
1d8 1d4 shown,and +1d20 to avoid is pass near

2. Invoke
1d4/tells what energy will counteract
1d6 tells d value dmg the energy does
1d8 3d6 at 3d6 any same style trap etc within 2000 ft will be shown
 

Jumping,Climbing

Characters will take their 1/4 Straff score and
subtract that from the height for every
10 ft climbing more 3d10 at 4d6 1 win 2 rolls

Every 4 ft of jumping 3d8 at 3d6 1 win 2 rolls
character ¼ Straff will = amount divyed that can adjust
within 1 day

3d10 dmg every 15 ft fallen









Exeine
Players start with AC adj x6d10 and 100 x 1d10
Most alternate currency is 1 Exeiene to 4
Players may carry 6000 Exeine as 1 item

Items Carried
4 items may be carried
10 Chyrstalis=1 item
10 Chemkins=1 item
1 month rations=1 item
5 Techs=1 item
[players may purchase an item carrying Cosmotech
that holds 10 items,these cost 450 Exeiene]

Reaction Killings
When a player kills a member of a religion or
some other sect,there will be a reaction
1 killed 3d8 at 3d6 lose,within 1d6 days 10 members will try to find
4 or more 3d6 at 3d6 lose,within 1d4 days 10 members will try to find
15th level on 1d10 more may adjust
Party may have information on magic,and attack style after first encounter
Selling 4 or more taken items from this may create 3 adj adj rolls
 

Seneivi Strein
This cast effect crashes the conciousness of the
being who then is reliant on bemusement checks
to avoid telling their intentions

1. Check
1d4/1 check(bemusement/+ caster extra at roll)effected 3d10 at 3d20
1d6 2 checks last caster level score added
1d8 1d6 checks higher Bemusement 1d10 extra

Astringint Barrier
The sub-atomic forces will create a field
that prevents movement past,spanning
a 20 ft by 10 ft area,only lazers may pass through

1. Field
1d4/1d4 foes effected for 1d6 minutes
10- 4 foes
1d6 only higher E foes may use lazers unless within 5 ft of
(1d4,10- 4)
1d8 4 minute effect,d4 d6

Subterfuge
When a party is fighting in a non standard
Atmospheric effect,this creates a better attack
roller for spells,though foe may have the effect

1. Keth
1d4/ 1d6 minutes within(party) +1d20 every other spell attack
(foe every 2 party misses +1d10)
1d6 for 1d10 turns 1 Eneregy type chosen +10 cast
(foe same type,party loses AC divy,or current #)
1d8 if sword and spell only attacks party +Bemusment
divyed ½ dmg ½ extra attack 1d4 party turns each
(this prevents,no use that combat to cast)
 

Beazy Lazer 1 2 3 4 5 6 650 Exeine
Whip 3d6 +3d10 +20 -10/+7 20E +2u.
2. after 3 foes have damaged user these foes 1d8 u. 150 Exeine
3. first attack if won 10 or more 145 Exeine
4. –player Energy/attack extra 225 Exeine
5. 2nd,3rd channel –1d10 =cost same dmg 165 Exeine
6. uses extra attack 350 Exeine


Beimuzu 1 2 3 4 5 6 2760 Exeine
Lazer 4d8 +2d20 4d10 -15/+10 +4d10 3.u.
2. any 3rd sequentially won attack 450 Exeine
3. diveyed 3 foes within 1d8 clashes if less E. than user 150 Exeine
4. –player Energy/attack extra,if 3 seq won at use 1 more + 10 250 Exeine
5. foe with less Bemusement and Straff 1d10 uses 650 Exeine
6. uses extra attack 565 Exeine






Kratzi 1 2 3 4 5 6 2650 Exeine
Sword 1d20 +4d10 5d10 -5/+10 4d20 2. u.
2. next attack after Chrystalis use 150 Exeine
3. divyed attack extra when player at 80 or less E. 150 Exeine
4. –player Energy/attack extra 650 Exeine
5. more dmg splay,defend or fester 1d6 uses a combat 750 Exeine
6. uses extra attack 150 Exeine
 

Chentue
Using the preception of enemies casting powers
this call to the Ceilopieshe weave creates alternate
effects for foes and players


1. Recast
1d4/ 1 caster in party may roll 2 times to cast within 1d6 turns
1d6 1 foe will have cast roll added to 1d4 players next casting
10- 2 foes 1d4 players
1d8 any same spell cast by foe +1/2 dmg incurred on a player if that spell cast 1d8 turns

2. Reform
1d4/+1d10 player cast if chosen foe loses cast within 1d6 their casts
1d6 +10 caster if 1 foe caster is at less Energy than caster
6-10 2 foes 1d4/combat
11- 1d4 foes 1d6 a combat
1d8 caster may add #d last dmg on spell type,as d10 next spell

3. Revoke
1d4/ 1 foe spell cast at –10 for 1d10 turns if caster more Energy
1d6 1 player will be defended from any dmg that is= or less last cast spell 1 use
10-16 2 players
17- 2 players and caster
1d8 any 3 sequential wins(any) +15 defense spell attack 1d4 a combat


Acrimation
When the party each has less starting Energy
that any 1 foe,then this allows extra chance
for item or magic item use

1. Chrystalis
1d4/ user will have +10 dmg to use
1d6 2 users
1d8 caster and 1d4 users

2. Chemkin
1d4/+5 to use
1d6 +8 to use
1d8 +1d10 caster only

3. Items of Magi
1d4/ 1 item type chosen(1 week) +10 to enact,re each battle(1d6 uses)
1d6 any Energy recovery item +1d20 to use within 1d8 turns
1d8 any Bemusement(or sub),Straff recovery +10 to use within 1d20 turns 1 a combat
6-10 2 a combat
11-19 3 a combat
20 4 a combat







Vethera Mind Block
Using the screen of spellcasters mind controll
the Vethera will shade the mind,or chosen player
making spells of mind purging etc more difficult

1. True Shield
1d4/any foe with less Energy than caster –10 any such spell entire combat
[1d6 hours realtime] 1d4 a day
1d6 any spell that damages and mind purges +1d20 defense 1d20 cast attempts
1d8 1 false answer planted 1 a day
 

SUB SURFACE Zones
Often a campaign may find players enetering an area that is
ether currently used or was once a domain for a secretive
science,compound,or detension.These places will have some
modifiers that will change the course of battle and modifiers
that apply to the party or their attempts to further their
interests.

Levels 1-5
~ no 2nd combat may use pre-recignition ‘tricks’
~any ‘Cosmos’ or ‘Religious’ foes met have a 50 % chance to be identified

6-10
~all Chrystalis use that fails will result in each side 3d10,greater roll divyed attacks
~if player and foe each 100/- E. then every 2 seq. misses +2d20 dmg swords only

11-16
~all places ‘4’ levels or more –1d6 to use items real time
~no 1 player may cast or use multi player effecting E. etc rec. more than 4 times a combat

17-
~any 2 ‘ultimate cosmos’ foes encountered each next –1d10 attak(foe) 1d20 times
~10 1d4 style spells cast 1 battle will allow lvl extra 1d6 casts nect combat
 

Lazer 1 2 3 4 5 500 Exeine
Dagger 3d6 4d10 5d8 -10/+15 2 u.
2. 1d20 a combat when fighting 3 or more user 300 Exeine
3. after Chrystalis use 150 Exeine
4. –player Energy/attack extra 150 Exeine
5. uses extra attak 150 Exeine

Tech Items

Craft Ignition
This allows unkown technocly to be started
Though regular rollers may suffer – as GM choses
1d6 uses 500 Exeine
1d8 uses 850 Exeine

Door Emalsifier
Tthis will run through door codes
For most any lock
1d6 uses 400 Exeine
1d8 uses 600 exeine

Enviornement Scan
This tells the chemical nature of the
Enviornement within 1000 ft
1d6 uses 275 Exeine
1d8 uses 400 Exeine

Scatter Sheild
This will enact an armgaurd that
Allows for extra defense against
Forms of attacks
Lazer~1d12 defense 1d10 attacks 4 uses 200 Exeine
Ceilopieshe~10 defense 1d20 attacks 1d10 uses 600 Exeine
Cosmos~8 defense 1d10 attacks 10 uses 700 Exeine
Channel~1d20 defense 10 attacks 1d8 uses 500 Exeine
Multi attacks~1d10 defense 10 attacks 5 uses 400 Exeine
Tratine~every 2 enemy misses (10 attacks)+5 attack,5 defense enacted 460 Exeine

Powercell Battery
This enacts extras with lazer gun uses
Distance~+100 ft 5 uses 200 Exeine
Damage~+level d8 1d10 uses 600 Exeine
Targeting~when made +3d20 dmg foes less Energy 5 uses 700 Exeine
Flurry~+50 ft distance +1d10 attack 1d10 uses 460 Exeine
 

Keiolo Force
When players have formed a series of wins
their personalle chimera will allow a reformation
of battle through the casting of Keiolo

1. Define
1d4/any 2 foes that have suffered 150 E. dmg 1d6 attacks – 10
10-15 any 1d4 foes that suffer 100 dmg 1d8 attacks – 1d20
16- any 1d6 foes that suffer 80 dmg 1d8 attacks – 1d20
1d6 any 4 enemies killed 1 foe same type –1d20 attack 1d10 turns 1 combat
10-14 2 a combat
15-19 3 a combat
20- 4 a combat
1d8 4th combat same day +10 attack any Energy extra sword 1d6 players 1d20 uses
6-13 +1d20 4 players 10 uses
14- +15 caster and 1d4 players 1d20 uses

2. Foitriei`
1d4/any battle that is expected for 1d10 minutes before
1-5 + 5 defense 1d8 party 1d10 turns
6-10 +7 defense 1d6 party 1d12 tunes
11-19 +8 defense 4 party 1d12 turns
20 - +9 defense 4 party 1d20 turns (1/day)
1d6 when 4 same species,type foes attack 2nd,3rd combat +10 attack 1d6 e./party
15- +1d10 defense if natural attack #=# party effected
1d8 use of magics other than spells –10 foe(GM) 1d6 times[1d4 standard cast] 1/c.
10-15 1d4 a combat
16-19 1d6 a combat
20 1d8 times
 

Lazer 1 2 3 4 5 500 Exeine
Dagger 3d6 4d10 5d8 -10/+15 2 u.
2. 1d20 a combat when fighting 3 or more user 300 Exeine
3. after Chrystalis use 150Exeine
4. –player Energy/attack extra 150 Exeine
5. uses extra attack 150 Exeine


Channeling 1 2 3 4 500 Exeine
Sword 3d8 1d10/1d20 10/3d10 5 u.
2. E cost extra dmg 400 Exeine
3. Energy channel 460 Exeine
4. uses channel 460 Exeine

Sachiante 1 2 3 1600 Exeine
Lazer 4d6 5d10 -5/+1d20
2. any 1 foe 3rd won attack extra dmg 150 Exeine
3. –player E/extra attack 150 Exeine


Keviate 1 2 3 4 700 Exeine
Lazer 1d20 1d10/1d20 -1d10/2d20 4 u.
2.E cost extra dmg 250 Exeine
3. –player Energy/extra attack 450 Exeine
4. uses extra attack 700 Exeine


Fencing 1 2 3 4 1000 Exeine
Sword 4d6 5d10 -1d10/+10 5. u.
2. any previous dmg 19 or more extra next 400 Exeine
3. –player Energy/extra attack 600 Exeine
4. uses extra attack 700 Exeine


Skitch Skack 1 2 260Exeine Sword 4d10 5d20
2. 1st strike 2400 Exeine

Grenade 1 2 3 4 250 Exeine(1)
4d10(3 foes) 3d20 -10/+10 4d20
2. every effected foe less energy e. 250 exeine
3. –player Energy/extra attack 150 Exeine
4. 2nd sequential grenade use win extra dmg 250 Exeine


Deviante 1 2 3 4 5 6 1700 Exeine
Sword 5d4 lvlx1d10 3d20 -15/+20 E.20 3. u.
2. 2nd won attack if seq. 1650 Exeine
3. any foe with spellcasting 1d6 a combat 1670 Exeine
4. –player Energy/extra attack 1260 Exeine
5. Energy channel 450 Exeine
6. uses extra attack 1150 exeine
 

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