Tuesday, June 29, 2010
Gieden, Chapter Seven: The Nuameii, Part 1
This chapter has two main uses. First, it can be used to understand the Nuameii and other creatures that the player characters may encounter, and second, it may be used to describe the Nuameii that they become. Part One will give you all the tools necessary to understand and fully utilize Part Two; Part Two will have each Nuameii’s specific information, given in the form of short, easy to follow entries. I will dissect an entry here, for your reference.
Name:Common name, then specific type, if any
Size:gives height, weight, and length Usual Spirit Color: usual color of the spirit
Initiative: This number + 1D10 is the monster’s initiative
Full Color: Usual color once it’s pulled through
Speed: Were you to attempt to outrun it…. Organization: Once pulled through, how they deal with others of their type
Health: How many boxes?
Attacks: Type, Dice rolled, HD, DD, Damage Temperament: Reaction to humans
Special: Special abilities Ecology: Once pulled through, what they eat, where they sleep, ect.
Description: General appearance
Bonds With: When a person uses magic for the first time, they bond with a Nuameii. This will be the Nuameii they manifest if they die using magic. Nuameii bind to people based on their emotions and affinities; this tells which emotions or other factors summon the Nuameii listed.
The usual spirit color tells you the color the Nuameii will usually manifest as. This gives you a pretty accurate idea of what types of magic are likely to summon that particular Nuameii. For instance, if under ‘Usual Spirit Color’ the entry only said ‘Blue’, then you would know that only protection magic usually summoned that type of monster. Speed is a general idea of how the Nuameii’s running speed matches up to the average human’s. Some people are faster than others, though, and there may be special circumstances, such as the human having a head start.
Nuameii in Combat:
The Nuameii attacks as listed under “Attacks” in their entry. However many dice they use in order to attack, they have the same number of dice available to them when dodging. For instance, if the entry read “roll 6”, it would mean that that particular Nuameii rolled 6 dice when attacking and 6 dice when dodging. Nuameii may split their dice and do multiple attacks or multiple dodges just as players can. When Nuameii take damage, they do not suffer the same penalties for injury that players do. Nuameii also do not get tired, and so suffer no exhaustion penalties. Nuameii that have hands (such as Harpies, Minotaurs, and Fey Dragons) may choose to use weapons. If they do so, they roll the same number of dice as for their normal attack, but they do damage as per their chosen weapon (some entries mention bonuses when the Nuameii is attacking with human weapons).
As your players get stronger, they may need stronger opponents. On the other hand, if your players ever become Nuameii, they may wish to continue playing and continue to grow stronger. Therefore, it is necessary to have rules for the progression of Nuameii abilities.
The easiest way to progress Nuameii that are not player characters is to give them extra dice to roll. Just raise the number of dice they get to use to attack and dodge with, give them a few extra damage boxes, and, if really necessary, give them a new special ability or two.
When players become Nuameii, they keep their Skills, but their Statistics become those of the Nuameii form that they take on. They may use experience points to raise their Skills, buy advantages, remove flaws, and gain determination. Some Nuameii may use magic. At the Game Master’s discretion, certain Statistics, such as Intelligence and Wisdom may still be raised after the transformation to Nuameii. Keep in mind that since most Nuameii do not wield weapons, their attacks will generally be Strength+Brawl instead of Dexterity+Melee.
Nuameii as companions:
Although virtually all Nuameii initially lash out at those nearby, once they settle down, some Nuameii actively seek out human companionship. This may be due to them having memories of their former lives or simply because of the type of Nuameii they are. If a player wishes to have a Nuameii companion, the Game Master should consider the situation as well as the type of Nuameii companion requested. In some cases, a Nuameii companion may count as a Strong Advantage; for instance, a small Tech Golem that is obedient, useful, and easily concealed. If this Golem was ever discovered, though, the player’s character would quickly be booted out of any civilized society, or perhaps even killed. If the character had little interaction with society and dealt with only a select group of people, they may have something more obvious, like a Spirit Cat, or they may be friends with a Fey Dragon.
A Nuameii Companion could also count as a Major Disadvantage. Say, for instance, that one character swore an oath to protect another, and then that character became a Nuameii. In this situation, the character can never live in regular human society and cannot leave the Nuameii’s side. They may even end up fighting other humans in order to defend ‘their’ Nuameii.
In the world of the Nuameii, physical bodies are meaningless. Nuameii are immortal, ever changing energies. Once they come to this world, they are trapped in a single form, and if they are ever ‘pulled through’, they experience hitherto unknown sensations such as sleepiness, hunger, and loneliness. Some of these creatures, such as Satyrs, may feel the need to procreate. This almost never results in offspring. Nuameii do not die of old age, but if ‘pulled through’, they may die of sickness, hunger, or injury.
Why Pull A Nuameii Through?
Nuameii long to return home, and their only way back to their world is to die in ours. Thus, they seek out conflict. Being “pulled through” allows a Nuameii to become a resident of our world, which brings them some degree of comfort. This can be used as a bargaining chip, and brings the Nuameii a feeling of peace, which often makes it far less violent than it had been before.