• @Gradually_AdjustingOPM
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    1 year ago

    I’ll do one as an example. Making an “intensity 7” spell, I roll 7 d10s. I rolled a few times and kept the one with the most matches, because I’m allowed to cheat a little. 2,2,4,8,8,10,10.

    2x2: This spell summons a number of weak followers equal to the Height of the roll. They serve for a number of minutes equal to the roll’s Width.

    4: The caster takes a point of Shock damage to each limb and becomes indistinct to the eye. Any Sight rolls to spot the caster have their Width reduced by one for a number of hours equal to the Width of the spell.

    2x8: The caster gains a +1d bonus to Intimidation for Width in days. If the spell has other effects that aren’t instant, they either last Width days or their original duration, whichever is longer.

    2x10: This spell targets one person within a hundred paces. That person turns bright yellow (hair, clothes, skin, possessions) for a number of hours equal to the Height of the roll. Additional castings extend the effect.

    So this spell hurts to cast, turns me semi-invisible, makes me extra intimidating, and summons a pack of pretty weak followers while turning someone and all their possessions entirely yellow for a handful of days. How to make sense of these results? First idea best idea - we’re talking Michael Jackson’s “Ghost” short film, where he basically turns into a ghost and summons a bunch of ghost allies who dance intimidatingly. The target is marked as a coward (yellow), and you get to chase them around spooking the ever-loving shit out of them. It’s a vengeance spell that was created by a wizard who was bullied as a kid. It’s a high-intensity spell, so it’s easy to fail the roll (60% of successes won’t be good enough), but on the flipside it guarantees you’ll have anywhere between 7 and 10 backup dancers for your badass ghost dance routines, as you chase your weirdly yellow foe for several days. Furthermore, you can cast this spell again if you’re not done being a spooky bully after a few days.

    I would never have invented this without the 1RS supplement. It’s wacky as hell, but it’s exactly the kind of thing I’d expect my players to find unintended uses for.