Cosmic Horror Spellcasting for Violence.
For use with Violence. Best used in the context of mythos spellcasting.
Evoking the Inhuman Forces
Those with the Spellcasting Trait may evoke the inhuman to change reality. Speaking the cosmotic tongues of the eld.
The character states what they wish to accomplish as simply as they can, and counts the number of syllables needed to express this idea. This is added to a value called Warp.
After evoking the inhuman forces the character rolls 1d20+Warp, consulting the table below.
10 Unsettling but temporary cosmic effect (e.g. skin roils, eyes turn pitch black).
11–15 Area wide but minor effect (e.g. all loose objects knocked over, the area is encased in a dome of swirling galaxies)
16–20 Major and action requiring effect (e.g. a portal to the placed beyond opens, gravity is reserved until undone by another evocation)
21–29 The character is changed, gaining a new Parasitic Trait that can never be removed. These replace existing Experiences. If there are no more Experinces to overwrite the character stops being able to form new memories. If the character can no longer form memories they lose all of them. The character is treated as downed with no risk of death.
30+ Catastrophic brain hemorrhage, instant death.
A character’s warp is reduced by 1 point per day in pulpier games, and 1 point per week in dour games.
Countering Evocations
Another caster may counter anyone else’s evocation by force of will. Both casters gain 1 warp, from this, the typical rules for doubling and tripling apply as normal to this cost. The one who countered then rolls as if they evoked. A evocation is still countered if the counterer dies. A counter may be countered back and forth until one party dies or gives up.
Parasitic Traits
No trait may be gained more than once, if a duplicate is rolled reroll.
Discussion in the ATmosphere