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Moth Heuristician
Joined: 10 Jun 2008 Posts: 276 Location: Grito
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Posted: Thu Sep 18, 2008 5:42 pm Post subject: Astrology |
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I bought some dice with the astrological symbols on 'em. Now I have to figure out to justify this purchase by making them useful in gaming. Of course, no special dice are needed for this system customization. Voila!
Astrology
The potentials and futures of all living things are recorded in the movement of the myriad stars and planets through the firmament. Sages and scholars debate endlessly over the minutia of making predictions based on the position of heavenly bodies during birth and their portents, but the truth is so complex no human science could ever codify it. Still, some generalizations can be inferred from this ancient wisdom.
Each player rolls 2d12 for his sign and house, and 1d10 for his planet. This affects his future and interaction with others.
Planet
A character’s ruling planet influences a character’s destiny, what station in life they aspire to, and the means they will use to get there. The GM is encouraged to work the noted associations into encounters or prophecies involving the character. Characters receive a 5 point discount on the noted Discipline at Grade I. This may make some Disciplines, such as Blindifighting or Savant, free. This discount is one time only, and confers no reduction in the cost of increasing grade or circle at any future time.
1. Sun- Rulership, Power- Resilience
2. Moon- Blood, The Sea- Blindfighting
3. Mercury- Change, Travel- Counterattack
4. Venus- Love, Serenity- Savant
5 .Mars- War, Athletics- Weapon Mastery
6 .Jupiter- Luck, Beasts- Ritual Magic Potential
7. Saturn- Knowledge, Nature- Hermetic Magic Potential
8. Uranus- Flight, Revolution- Hedge Magic Potential
9. Neptune- Belief, Seclusion- Faith Magic Potential
10. Pluto- Wealth, Subterfuge- Backstab
Sign
A character’s astrological sign influences their personal temperament. Though these traits are hardly universal among individual sign-bearers, they are true more often than not. Sign provides a possible role-playing guideline for players and a useful method for creating associations for Non-player characters. While a system of good and bad compatibilities providing modifiers to social skills could have been implemented, the author felt that this would be masochistic not only to write, but to implement.
Aries- Headstrong
Gemini- Adaptable
Leo- Brave
Libra- Diplomatic
Sagittarius- Genuine
Aquarius- Rational
Taurus- Reliable
Cancer- Protective
Virgo- Perfectionist
Scorpio- Emotional
Capricorn- Disciplined
Pisces- Poetic
House
House influences a character’s personal, day-to-day life. As such, individuals with a particular sign can start with Grade II at level 1 in the noted proficiency. Their maximum grade is still capped by their level in all future spending of proficiency points.
1 Personal- Performance
2 Resources- Engineering
3 Communications- Inspire
4 Home and Family- Healing
5 Creativity- Artistic Skill
6 Daily Routine- Trade Skill
7 One-To- One Relationships
8 Mysteries- Any Knowledge/Ancient History
9 Far Distances- Seamanship
10 Career and Reputation- Leadership
11 Friends and Acquaintances- Persuasion
12 Thoughts- Perception |
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JimmySwill YOGC Staff

Joined: 02 Jan 2008 Posts: 1390 Location: Torsche
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Posted: Thu Sep 18, 2008 7:24 pm Post subject: |
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Moth, this is an awesome idea.
Would you be willing to write this up on a word doc? I'd like to make a PDF of it and post it on the downloads page.
Too cool. |
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Gregory Vrill YOGC Staff

Joined: 06 Jun 2008 Posts: 1021
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Posted: Thu Sep 18, 2008 8:55 pm Post subject: |
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This reminds me of the 4th ed campaign I'm playing in now. Each of our chars was born under an 'angel', a wandering star in the sky. We rolled randomly for it.
Not sure what it does or means yet, in-game.
Yeah, great idea. We could Twylosify it, but since this is in the home-brew section, screw it, let's leave it as Aries, etc. _________________ The GM is your friend. |
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JimmySwill YOGC Staff

Joined: 02 Jan 2008 Posts: 1390 Location: Torsche
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Posted: Mon Sep 22, 2008 8:42 pm Post subject: |
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Moth, your PDF is on the Downloads page.
Let me know if every thing is kewl. |
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Moth Heuristician
Joined: 10 Jun 2008 Posts: 276 Location: Grito
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Posted: Mon Sep 22, 2008 10:47 pm Post subject: |
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Looks awesome. Love the clipart. |
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Gregory Vrill YOGC Staff

Joined: 06 Jun 2008 Posts: 1021
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Posted: Tue Sep 23, 2008 1:35 am Post subject: |
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Nice.
One small thing though. You say 'roll 2d12 for sign and house'. This is confusing, because standard usage is, when you roll 2d12, you'll add the numbers together.
Just to be clear, might want to say 'roll 1d12 for sign, 1d12 for house, and 1d10 for' whatever the last thing was. _________________ The GM is your friend. |
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JimmySwill YOGC Staff

Joined: 02 Jan 2008 Posts: 1390 Location: Torsche
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Posted: Tue Sep 23, 2008 9:11 am Post subject: |
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Good point Greg. I'll fix that for you, Moth. |
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Fluffy Ecclesia

Joined: 15 Nov 2008 Posts: 18 Location: Central Florida
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Posted: Sat Nov 15, 2008 3:01 pm Post subject: |
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I really like this; It seems like it would really throw some flair into a game. |
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Moth Heuristician
Joined: 10 Jun 2008 Posts: 276 Location: Grito
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Posted: Sat Nov 15, 2008 4:21 pm Post subject: |
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Thanks! Having used it, I caution that you have players roll it before they have a good idea of what they want to play. It works better as a suggestion of what to play than an add on to a preconcieved concept. If you already want to a play a fighter and find out you have a tendency towards ritual magic potential and seamanship, you might be a little dissapointed. |
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JimmySwill YOGC Staff

Joined: 02 Jan 2008 Posts: 1390 Location: Torsche
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Posted: Sat Nov 15, 2008 6:53 pm Post subject: |
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Yeah, aside from the Wayfarers PDF itself, Moth's Astrology sheet is the most downloaded file we've got. -I dig it too. It's very fresh and original. |
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