True Names

LostSoul

Adventurer
Hey All;

Does anyone use a house rule for having a character's True Name? We all know that it helps when you Bind an Outsider, but I think it would be neat if you had some kind of mechanic for having other types of creature's True Names in different situations. Maybe as an extra Verbal component to a spell, or something.

Any ideas?
 

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Well, I -don't- use such a mechanic, but you bringing it up conjures multiple possibilities instantly to mind which could be very cool. The simplest being that having a mortal's true name means that when casting spells on that person, they get no saving throw, even if they normally would. If that's too strong, make it so that they don't get will saves, or that their saves are merely penalized by some ungodly amount (that COULD be bypassed, but only with a LOT of buffing!)

Since saving throws are so useful throughout the game, being deprived of them would be DEVESTATING. However, another option would be that the possesion of the True Name means that said person is never "out of range" for any spell. In other words, that the caster possessing someone else's true name can modify any spell's target and range to: Range-Infinite, Target:Person'sTrueName. This has some interesting thoughts to it, because it brings up the nature of trust and whatnot... if having the name merely means no saving throws, there's no reason you'd EVER give it away to ANYONE. But if it means being able to be effected even at distance, you MIGHT give it to a close (spellcasting) friend or companion, and then have to trust that he/she'll never betray that trust, and never give that name to anyone with less noble intentions.

Or you could treat it like having an outsider's true name, in that you can summon them and have them do your bidding. Would fit the current rules fairly well, I think. Perhaps make them suseptable to Charm and Teleport spells only, that sort of thing.

Thoughts?
 

What if it knowing the subjects True name means they need not be willing to be teleported, and denies or penalises them on charm, dominate etc. It couldalso make it easier to raise.
 

There are a few spells that require some remnant of the target or work better if you have that remnant (like Scrying). A true name should give you at least as much of a boost as having a bit of hair, for example.

The ability to summon a PC at will is very abusable. The PCs will summon each other all over the place.

I think a big penalty on saves and/or SR would be appropriate. Say -8?
 

Arcane Strife has rules for true names. I don't recall what it does exactly, but I know using someone's true name grants something like a -5 on saves vs. the caster's spells.
 

Aside from the rules in Arcana Unearthed, there was also an article in Dragon magazine a few months ago about using Truenames. (Issue 317) I'm not sure that either of these sources will answer your specific questions, but they should be good reference points.
 

Aaargh. The whole "true name" thing is the bar-none hands-down WORST idea ever to come out of fantasy. It basically reduces all of existence to a cosmic database, which just breaks everything.

But if you're bound and determined to use it - it depends on how important such a thing is. With outsiders whose point of existence is lies and deception, the "true name" concept works for binding them. But for, say, Steve the Paladin - his "true name" IS Steve, and a spell shouldn't have any additional effect.
 

Mongoose Publishing has rules for true names in the Quintessential Sorcerer. In general, everything had a true name. Basic or mundane objects all shared a true name (ie all standard potions used one true name). Unique and sentient things had their own true name. Gives abilities based on what the object is (outsiders are easier to summon, control, and banish. people may be scried upon or given commands via Geas, objects can be repaired or built from nothing, etc.). Concepts such as love, hunger, anger, etc. (if you know one, and it would be the only true name you could ever learn) could be removed from a person's thinking outright.
 

Maybe have the name remove spell resistance. That and the willingness aspect above. Giving it just a -5 to saves is to mechanical. Anything greater and I would say that it would need a part of that person, or to be forged into an item. Simillar to Hellboy, where he could not break the lock that bore his true name.

Of course, I also like the idea of the name changing given the right circumstances. "I know what to call him. I call him son." Great line.
 
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What if the name had to be granted by an outsider? The PC thinks that they just have a cool new name, until they start getting pulled around and geased by other outsiders. Sounds like a good hook.
 

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