"Go to the sign of Harvel's Axe, a dubious inn on the edge of the Thieves Quarter, in the City of Greyhawk, and look to your own wrist. If you perceive a bracelet and dangling dice, watch for the next throw in the war between Law and Chaos and be prepared to follow the compelling geas." -Signal

Tuesday, July 12, 2011

Character Dossier- ICG, Deja Vu

Somewhere along the way I picked up a few packages of the Character Dossier. This is a character record sheet produced by Inner City Games from 1997. These are packed away so I do not even have an idea anymore as to what the back side may look like. The sheet seems a little spartan to me even lacking space for stats and the like. I am wondering if perhaps this is intended for use with a LARP as that could explain the lack of stats. If anyone has any idea on these sheets I would love to hear about them.

Spell:

Deja Vu


Level: Seventh
Range: None
Duration: Special/5 Rounds
Ares Effect: Special
Components: V
Casting Time: 1 Segment
Saving Throw: None

By means of the spell the magic user is able to alter the flow of time. This will enable them to reset time back for a period of five rounds. This will allow events to unfold differently or the same as the case may be.

The magic connected with this is very powerful and somewhat unpredictable. The power of the magic is such that this spell may only be cast once per game month and has a limit of total times it can ever be cast by the caster equal to their intelligence. The use of a Wish spell can reset the number of times this can be cast.

When cast time is reset back to the way the world was five minutes previously. The course of events may be altered and the DM may change anything that happens with the limitation that it could have occurred before. This should be not be limited as much as say a Wish would be but the DM can change things as deemed necessary.

For everyone except the caster the world will be proceeding normally except that they will have a strong sense of Deja Vu. The caster will know that they have cast the spell and will have an inkling of what is too come. In game mechanics this prevent them from telling other characters exactly what will happen.

Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.

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