Chaos Aspected Pentacles

Physical Aspects of Chaos

Animal Aspects

Refer to Bestiary for animal types and stats of aspects applied as needed. Roll=Power of Aspect

1-[1-3] Animal Tongues: speak to animals and understand them.
2-[4-6] Animal Acumen: know all there is to know about one animal type.
3-[7-9] Bestial Charm: charm an animal to calm or mesmerize it.
4-[10-12] Animal Tap: tap one aspect of a called animal and emulate it in selected target. Aspect can be physical or virtual, such as wings, the quickness of a gazelle, the vision of a hawk, the claws of a lion, etc.
5-[13-15] Animal Presence: intimidates people (-1 AR, -1 AR per ace) while allowing command of animals.
6-[16-18] Beckon: summon up to +1 called animal per success.
7-[19-21] Shapeshifter: gain one called animal form, and up to +1 additional animal form per additional level gained. each form has telepathic speech, can command any chaos aspect learned at current levels, and has same mortality of chaotician.
8-[22-24] Animal Companion: gain a powerful, loyal, animal companion as called, up to +1 level per success as animal type allows, and communicate with animal.
9-[25-27] Forced Animal Form: target can be shifted into any called animal form or creature with called duration. These forms can speak telepathically.
10-[28-30] Trooping Beasts: summon up to +1 dangerous animal type per success to lend support in a fight. These animals will fight loyally for the target they are summoned to aid. Levels up to +1 per success each as animal type allows.
11-[31-35] Animal Guardians: summon up to +1 dangerous animal type per success to guard a haven. These animals will guard target area until they die. Levels up to +1 per success each as animal type allows. This power cannot be used again until animal guardians perish.
12-[36-40] Bestial Allies: summons up to +1 lycanthrope, shapeshifters, bestial abominations, and or therianthrope per success as called. Level of each is up to +1 per success as their character type allows. These allies will remain with chaotician as loyal allies until they perish. This power cannot be used again unless all Bestial Allies perish.

Metaphysical Aspects


1-[1-3] Identify: identify one called target.
2-[4-6] Acumen: gain knowledge of one target, up to +1 detail per success.
3-[7-9] Telekinesis: control telekinetic aspects in an area of up to power rolled=cubic feet per success, x ten on a crit.
4-[10-12] Perception: detect one target within radius of up to stamina level used=feet per success, know if a target is lying and what their general mood or intentions are.
5-[13-15] Persuasion: persuade a target to carry out an objective.
6-[16-18] Mental Channeling: telepathy, mind reading, mental control.
7-[19-21] Soothsay: foretell the future by reading someone, the environment, and the time stream.
8-[22-24] Mind Weaver: alter, erase, implant or restore up to +1 mental or memory aspects per success as called, crit required to affect all memories at once.
9-[25-27] Corporal Weaver: reshape, project (up to +1, +1 target per ace) manipulate, heal, resurrect, alter, improve or corrupt physical aspects, and recreate the body as called.
10-[28-30] Universal Insight: gain one called piece of knowledge from the universal weave.
11-[31-35] Eye of Nature: identify and know about anything in nature seen, including plants, animals, rocks, stars, etc.
12-[36-40] Oracle: metaphysicist can invoke visions of the past, present, or future by tapping the time stream but it wise enough to know that future events are never stable or certain so is careful in divulging future events.

Astrophysical Aspects


1-[1-3] Astronomer's Acumen: Allows target to identify and name types of astral bodies in a called quadrant of space, such as stars, moons, nebulas, constellations, etc.
2-[4-6] Lunar Tap: weave lunar spells and control lycanthrope with these taps.
3-[7-9] Astral Light Tap: bathe target area, direct star, nebulas, and moon light as called, or shroud a target in star, moon, or nebulas light, max radius of up to stamina level used=feet per success. Astral shroud conceals.
4-[10-12] Meteor Shower: A meteorite shower display is summoned that do not impact. Successes = Number seen, aces (6s) = spectacular meteorites.
5-[13-15] Deep Space Tap: tap and channel the aspects of deep space to weave spells that freeze and suffocate.
6-[16-18] Solar Tap: tap and channel aspects of stars, suns, and solar dust. Spells so woven can be deadly to those with sun bane, radiation, or sun intolerance.
7-[19-21] Dark Matter Tap: tap and channel dark matter to weave gravitational effects, abysmal voids and vacuums which can soak up energy.
8-[22-24] Quasar Tap: tap the aspects of a quasar to channel its astronomical potential for energy. Weave powerfully deadly spells capable of vaporizing a target, or light so radiant that it blinds a target permanently, or weave minor spells that do less damage or which light an area.
9-[25-27] Dimensional Planar: stride from dimension to dimension, and plane to plane to visit distant worlds, planes, and alternate dimensions.
10-[28-30] Wormhole Tap: tap and channel aspects of wormholes to create interstellar and hyperspace gates to lapse through time.
11-[31-35] Time Weaver: control any aspect of time that will not alter past events.
12-[36-40] Arch Astrophysiomancer: travel great distances and dimensions, gain knowledge from the Universal Web, create time pockets and time lines, command time, gain knowledge, summon creatures, command astral elements, create an inhabitable or non-inhabitable plane or world of up to +10 miles radius per success as called from the universal web, etc.

Machine Aspects

Machines can include: mechanized doors, mechanized defenses, furnaces, generators, vehicles, gates, complex weapons or creatures, war machines, robots, machine monsters, etc.
Roll=Damage, Power, Strength, or LoD of Machine


 1-[1-3] Formulate: create a mental blueprint of the intended machine and project it onto paper or vellum.
 2-[4-6] Material Tap: tap and channel the materials needed to formulate a called machine aspect.
 3-[7-9] Fabricate: fabricate the machine parts
 4-[10-12] Construct: using the fabricated framework, plates, hoses, seals, filters, levers, clockworks, mechanisms, pulleys, gears, engines, etc.
 5-[13-15] Fuse: fuse together those parts of the machine that need to be joined, +1 strength, +1 per ace.
 6-[16-18] Power Up: using chosen fuel such as fire, solar, steam, fusion, atomic, etc. Machine Level up to +1 per success.
 7-[19-21] Catalyst: create certain catalysts which trigger the machine's defenses or performance as called. reset Machine Level +1 per success, +2
 8-[22-24] Objective: give the machine an objective. reset Machine Level +1 per success, +2
 9-[25-27] Artificial Intelligence: give the machine virtual intelligence. reset Machine Level up to +1 per success, +3. Intelligence based on logic, logic +2.
 10-[28-30] Reconstruct Complexity: imbed how complex the machine's thought processes and mechanisms are to make it more powerful. reset Machine Level up to +1 per success, +4, logic +4.
 11-[31-35] Duplicate Machine: Duplicate a machine up to +1 times per success at current level of target machine.
 12-[36-40] Biomorphic Creation: generate a living machine that looks like a creature with the reparability of a machine. Call emotions, powers inherited from creature, intelligence, lifespan of the machine (immortal if the creature it is made out of is). Machine Level up to +1 per success, +5, mental checks and power of creature type (as called), Logic+5.

Creation Aspects

Stamina Cost is doubled, crit required to succeed.
Each power causes full backlash damage because of the amount of energy being channeled.
People are not included as animals.

 1-[1-3] Fabricate Object: out of mineral or plant aspects of up to +10 pounds per success.
 2-[4-6] Fabricate Plants: up to +1 small to medium sized plant, +1 per success as called.
 3-[7-9] Fabricate Trees: up to +1 tree, +1 per success as called.
 4-[10-12] Animate: create life out of an inanimate object of up to +10 pounds per success.
 5-[13-15] Engender Familiar: create an animal familiar as called no larger than 4 feet tall, not including tails and wings.
 6-[16-18] Engender Animal: create an animal as called weighing no more than +10 pounds per success.
 7-[19-21] Engender Large Animal: create an animal as called weighing up to +50 pounds per success.
 8-[22-24] Engender Monster or Sentient Animal: create monsters, people, or sentient animals as called up to +1 level per success.
 9-[25-27] Landscape: create a landscape as called in an area of up to +5 miles per success.
 10-[28-30] Elemental Taps: tap and channel each element as called in specific areas of up to +10 miles per success, such as water to fill lake and river beds, fire or lava beneath the ground, dirt or sand covering an area, etc.
 11-[31-35] Elemental Formulation: create called structures or formations out of select elements.
 12-[36-40] Deific Genesis: create an uninhabitable or inhabitable plane or world as called

Disease Aspects


1-[1-3] Detect Disease: detect the presence of diseases.
2-[4-6] Identify Disease: knowledge of disease is gained.
3-[7-9] Infect: cause someone to contract a non-communicable disease as called.
4-[10-12] Pandemic Bolt: slightly crippling, -1 AR, -1 per ace, also does aggravated damage for 1 turn, +1 per ace, and will spread to anyone within 1-3 feet of anyone hit.
5-[13-15] Cure Disease: with higher roll than LoD of disease.
6-[16-18] Disease Shield: protects from disease spells.
7-[19-21] Infectious Cloud: anyone who contacts this disease cloud
8-[22-24] Delay Disease: slows the progress of a disease for up to +1 week per success.
9-[25-27] Contagion: infect someone or up to +1 targets per ace with a contagious disease as called. Does normal damage per day, can slow actions or halt them, and halts regeneration.
10-[28-30] Disease Resistance: grants up to +10% resistance per success, duration of +1 day per success, or as called on a crit.
11-[31-35] Deadly Contagion: spread a deadly disease through up to +1 targets per ace. Does critical damage per day and halts regeneration. Fails if it does not crit.
12-[36] Epidemic: cause a mass plague as called, damage as called up to limit of roll, effects as called.
12-[37-40] Formulation: formulate powers of disease, use them to create wards, artifacts, magic items, scrolls, spells, monsters of disease etc. as called.

Arcane Weaver Aspects

Use spells in Arcane Spell Book as needed.
Arcane Weaver Penalties: Spell fails if no aces are rolled, or if successes do not equal or exceed spell level used. If a power fails full backlash damage occurs, and damage doubles on a botch.
Weave 12 spells from each aspect; skip aspects already learned as a path.
Arcane Feats: learn +1 feat free per level; factor, anti-factor, fork, loop, conceal, layer, stream, precision targeting, protect, improve power, set contingencies, smart spells, as called.

1-[1-3] Protection Taps: tap and channel sealing, signature, and marking aspects to protect applied powers.
2-[4-6] Healing Taps: tap and channel healing aspects to mend wounds.
3-[7-9] Abysmal Taps: tap and channel abysmal aspects to create voids, drain life, stamina, and strength, and to summon abysmal creatures.
4-[10-12] Tap Enchantment Aspects: to enchant weapons, items, and targets with applied power.
5-[13-15] Tap Death Aspects: tap and channel death aspects to weave or use any necromantic spells at current level.
6-[16-18] Sorcery Aspects: tap and channel aspects of sorcery to weave or use any sorcery powers at current level.
7-[19-21] Wizardry Aspects: tap and channel aspects of wizardry to weave or use any wizardry spells at current level.
8-[22-24] Curse Aspects: tap and channel aspects of dark invocation to weave or use any curses at current level.
9-[25-27] Spirit Weaver: tap, harness and channel powers of spectremancy and the dead realms.
10-[28-30] Arcane Weaver: weave spells from any arcane aspect with half the backlash damage on failures.
11-[31-35] Arch Arcane Weaver: Arcane Mastery; formulation, monster, magic item, ward, and artifact creation with no damage on 0 aces. (50% chance of becoming an Arcane Lich at level 31, with loss of wizardry and healing)
12-[36-40] Arcane Deity: Chaotician becomes an arcane god with +2 chosen forms, no longer takes penalties, and gains +4 levels when they reach level 40. (65% chance of becoming an Arcane Lich at level 36, with loss of wizardry and healing)

Mental Aspects of Chaos

Quantum Weaver Aspects

Power and Logic vs. Logic and Intelligence.

 1 {1-3}: Transmute Object - alter the matter of an object to change its shape and or properties in area of up to +1 cubic feet per success.
 2 {4-6}: Plant Weaver - Change the shape and or appearance of a plant or weave a plant through imagery within an area of up to +1 cubic feet per success.
 3 {7-9}: Assimilate Matter - Alter the condition or shape of one called target in an area of up to +1 cubic feet per success.
 4 {10-12}: Flesh Weaver - Alter the appearance of flesh and body of one called target and create alter-identities.
 5 {13-15}: Quantum Weaver - Tap aspects of the universal weave to channel and control a called aspect of energy or matter.
 6 {16-18}: Transmute Existence - Modify what is already present into an alternate reality through reconstructive mental imagery within a scope of up to +1 cubic yards per success.
 7 {19-21}: Reality Weaver - Create something out of the universal fabric by bringing the reality of what is conceived out of the universal weave in an area of up to +1 cubic feet per success.
 8 {22-24}: Quantum Form - Become pure thought energy temporarily to phase past material objects and forms and to pass through elemental and material planes.
 9 {25-27}: Transfer Matter - Transport matter, energy, forces, objects, or clearly visualized target from one place to another.
 10 {28-30}: Transcend Matter - Alter matter to recreate a called target, self included, as called, or see beyond matter as if through a window to behold what is beyond.
 11 {31-34}: Plane Weaver - Create an alternate reality plane as called through mental imagery with an area of up to +1 cubic miles per success. A fixed gateway of access can be woven into this alternate plane of reality as well.
 12 {36-40}: Arch Quantum Weaver - Create any quantum effect, condition, power, creature, reality, alternate-reality, object, quantum magic item or artifact as called.

Note: if opposing logic or intelligence defeats quantum power, quantum reality fails, as others see and experience what they know to be their own reality. if a reality is altered prior to being witnessed by another, those entering area where reality and matter has been altered must believe the quantum formulation for it to become real. Once believed by all witnesses, a quantum reality becomes a genuine reality.

Bonuses: +1 point for subtlety, +1 point for each aspect that grounds matter adaptations in probable reality, +1 point for appeal.

Penalties: -2 points for each aspect of improbability, -5 points for each aspect that is incomprehensible.

Story Teller Aspects

+1 charisma per ace, Roll=Power of Aspect applied. Similar to a bard but no song is involved. Charisma vs. WP

 1-[1-3] Steal Attention: with local legends and myths or with other tales
 2-[4-6] Enchant: tell and improvised stories that enchant the listener
 3-[7-9] Distract: stories distract, confuse, or redirect attention
 4-[10-12] Teach: story telling makes others understand something intensely
 5-[13-15] Power of Suggestion: story telling is so persuasive that those story teller targets do as the story teller asks or suggests.
 6-[16-18] Spooky Tales: Unnerve or terrify someone with a powerfully frightening tale.
 7-[19-21] Mesmerize: tell a story while voice weaves visions of what is being told to mesmerize listeners.
 8-[22-24] Boost Courage: with a tale of valor
 9-[25-27] Jester: listeners laugh themselves to tears and cannot stop laughing as long as story teller continues to tell these fantastically funny stories.
 10-[28-30] sleep: all who hear these soothingly bed time tales fall into a deep slumber and continue to sleep as long as the story teller speaks these fairy tales.
 11-[31-35] Blinding Visuals: the visions which appear when these tales are told are so vivid that the audience is blinded to all else but the story unfolding before their eyes.
 12-[36-40] Counter Pain: Story teller weaves a story that listeners become a part of, melting into the visions of rhapsody to sink into the spectral plane of dreams.

Pentacles Aspects

Tap one or more aspects (+1 tap per AR used) and Weave a spell.
Weaver Penalty: power backlashes as damage if 0 aces are rolled. If power botches, backlash damage is critical.


1-[1-3] Axis of Chaos Tap: tap and channel the command paths of chaos to weave into a harnessed tap or taps. See command paths below taps.
2-[4-6] Birth Tap: tap and channel birth aspects to control or initiate a birth as called.
3-[7-9] Tap Growth: tap and channel the aspects of growth as called.
4-[10-12] Life Tap: tap and channel life aspects to enhance, delay, emulate, or alter physical or mental aspects (checks) as called.
5-[13-15] Fortune Tap: tap and channel fortune aspects to alter or control the results of a called outcome for better or worse, to achieve balance, and perfection.
6-[16-18] Adversity Tap: tap and channel aspects of adversity to affect a target with forces that corrupt, reduce physical strengths (checks) or otherwise cause adverse consequences as called.
7-[19-21] Disease Tap: tap and channel aspects of disease as called.
8-[22-24] Death Tap: tap and channel the aspects of death to weave spells of death, corruption, terror, decay, etc. as called.
9-[25-27] Renewal Tap: tap and channel the aspects of renewal to restore, heal, revitalize, resurrect, etc. as called.
10-[28-30] Guardian of the Crossroads: command the fate of another as called. Weave also powerful fixed gates with set destinations.
11-[31-35] Creation Tap: tap and channel the forces of creation to engender life or called objects. Max start level is +1 per ace, +1 per success on a crit.
12-[36-40] Arch Chaotician: Harness Command Paths to weave powers that manipulate all of the Life Pentacle Aspects.

Path of Chaos


Command Paths: 

 


Contents by JD and Sparky © Copyright 2008


Apothecary Skills

Notes:
..... Total roll=potency to benefit or harm.
..... Beneficial effects and checks are affected by +1, +1 per ace.
..... Debilitating effects reduce checks affected by -1, -1 per ace.

..... Harmful effects damage by total power of roll.

..... Healing effects heal by total power of roll.

..... Potency doubles on crit, triples on triple crit 
..... Two 'like' ingredients required to make a mixture with a single effect.

(remedy + remedy = remedy,

poison + poison = poison,

Ingredient + ingredient = potion etc.)
..... If a mixture has multiple effects, the ingredients needed doubles per effect, for example: if 4 effects, 8 ingrediants are needed.
..... Record mixtures made and their effects on a potion list. Keep in a character folder or private discord thread as file named Apothecary of (Character Name).
..... If roll fails, ingredients are lost and mixture fails.

..... Roll 1 d20 when making a potion, remedy or poison to determine if character has supplies needed or add ingredient types found to a supply list when rolled.

  •  Research: gain +5 XP each time character does research towards apothecary skills, roll once a day for success of research.
  • Camping: basic knowledge of camping while doing field research and collecting herbs and minerals; build fire, pitch tent, make leanto, find spring water, etc.
  • Chemistry: +1 HB, +3 d6 towards success and potency.
  • Climb: +1, +1 dexterity, climb to those hard to reach herbs and minerals.
  • Expert Apothecary: get more out of less, double amount of doses made in a batch whenever a crit is rolled.
  • Field Research: gain +10 XP each time character does field research towards apothecary skills, roll once a day for success of research.
  • Find Gemstones: because of your knowledge of minerals, you are more prone than most to find valuable precious (1, +1 per ace w/crit) and semi-precious gems (1, +1 per ace) at value of 1 gold per semi-precious, and 10 gold per precious gem. Roll when in mineral rich areas (as called by GM).
  • Find Rare Ingredients: these hard to find ingredients boost a mixture to critical potency. +2 to ingredients roll and +10% chance per level of finding remote or hidden locations where rare ingredients, whether mineral or herbal, can be found. (a valid side quest post will take the place of a roll).
  • Forage Adeptness: Identify, and correctly harvest, edible plants, mushrooms, nuts, roots, herbs and know how to prepare them. +1 intelligence . +1 edible plant found per success.
  • Herbalist: Find, Identify, and correctly harvest, medicinal or poisonous plants, mushrooms, nuts, roots, and herbs and know how to prepare them. +1 intelligence . +1 medicinal or poisonous plant found with successful roll, +1 per ace. Call whether for potion, poison, or remedy. Roll when making a potion, remedy or poison to determine if character has supplies needed or add ingredient types found to a supply list when rolled.
  • Jump: +1, +1 dexterity, jump across gaps to those hard to reach herbs and minerals.
  • Make Medicine: using items collected, make medicine with 1 called effect which restores a called check or HP, +1 additional effect or dose per AR spent.
  • Make Poison: using items collected, make poison with 1 called effect which damages a called check or HP, +1 additional effect or dose per AR spent.
  • Make Potion: using items collected, make a potion with 1 called effect which effects a called check, stat, action, or HP, +1 additional effect or potion per AR spent.
  • Mineralogist: Identify, and correctly collect, medicinal or poisonous minerals and know how to refine them. +1 intelligence . +1 medicinal or poisonous mineral found with successful roll, +1 per ace. Call whether for potion, poison, or remedy. 
  • Panning: because of your knowledge of minerals, you have taken an interest in gold panning to help find the minerals you need. Gain +1 gold value per success. Pan in creeks, rivers and lakes or where a slues is set up. If hit dice fail, no gold or other valuable metals are found. +1 ingredient mineral found, +1 per ace whenever roll succeeds.
  • Poison Tolerance: by test sampling your own poisons, you have gained a strong resistance to poisons. +1% poison resistance per poison sampled. Lose -1 HP permanently per poison sampled. This ability allows character to trade HP for poison resistance.
  • Resistance to Sleep: testing sleep potions has given character a strong resistance to the same. +1% sleep resistance per potion sampled. Lose -1 HP permanently per poison sampled. This ability allows character to trade HP for resistance to forced sleep effects.
  • Resistance to Paralysis: testing paralysis mixtures has given character a strong resistance to the same. +1% paralysis resistance per mixture sampled. Lose -1 HP permanently per mixture sampled. This ability allows character to trade HP for resistance to paralysis effects.
  • Swim: +1, +1 stamina, swim to those waterside and underwater herbs and minerals.
  • Test Results: sample your own potions, remedies and poisons to test their effects and learn unexpected effects, add +1 effect to a mixture