In lieu of reworking the sleuth I have decided there are not enough wizards in this setting
MAD MAN MAGIC MAN
Start with: loose silverware, straitjacket and/or fancy hat, jokebook full of Schemes, schemebook full of jokes
-1 Save vs possession per template
A - 4 Vices, Reagents
B - Spell Coupling
C - Humorist
D - See Spirits or Selective Blindness
Reagents
You scrounge up [level] slots of reagent during downtime. (These are highly controlled substances: your level represents your ability to synthesize and stabilize, or procure illicitly.)
You can cast your vices as spells by spending reagent. Roll a d6 for each slot spent. For each die that rolls 1, 2, or 3, you get the slot back. (it's just MD you carry around)
Anyone can use reagents this way. You're just the plug.
Spell Coupling
You can couple your vices together: when one is cast, the other is cast for free.
Vices uncouple on a 1-in-6 during downtime. When they do, gain a new vice.
Humorist
You can balance a person's humors to remove a vice from them. This takes an hour and a slot of reagent.
The removed vice is captured in a "potion", which you can drink to gain the vice, or destroy to summon an angry spirit (as grenade).
Coupled vices take twice as much time and resources to remove.
Selective Blindness
If you would see horrors beyond comprehension, you can instead choose not to see them.
[design notes: i think a good wizard pushes the magic system to its limit. This one is not that, but i think it's offset by every spell talking and having history with one another.]
[The tone turned out much friendlier and more prosocial than I initially planned (i.e. making your spells kiss and have babies, having a "heal" on C template) but in retrospect that's about right for a glogzard in gothic horror. I like when non-support classes have support mechanics because it saves me having to write a cleric]
[Also, there's enough grimdark "insanity" mechanics-- so help me god, this one's going to be about funny little guys]

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