"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, August 30, 2011

Character Record Folio 3.0, Syphon Youth

The Character Record Folio by Green Ronin pictured here is for  the 3.0 edition of Dungeons & Dragons. There are newer version  available for the two later versions of the game. This product  was released in 2001 and won an Origins award.

The Record Folio is very much the son of the Permanent Character  Folder released for AD&D back under first edition. It features  all that was there and more. I am not sure I need to know all of  this information about my characters. The product features 16  pages of record keeping goodness if that is what you want to call  it.

The information below is for the newer version of the Character  Record Folio that is available for the fourth edition. I am not  sure that all of the items listed for the new version were  present in the older one. The copy I have is packed away so I  can't confirm everything. Still this gives you a good idea.

One Sheet to Rule them All!

The character sheet is the cornerstone of your Player Character  in any roleplaying game. As campaigns go on, your sheet can get  overloaded with abilities, magic items, powers, and notes. It is  way more than one measly sheet can hold, but that's all the  rulebook gives you to work with.

In 2001 Green Ronin changed all that with the d20 System  Character Record Folio, which went on to win an Origins Award and  provide yeoman's service to tens of thousands of gamers. Now the  original and best Character Record Folio is back for 4E, updated  and ready for the latest edition of the world's most popular RPG.  Now you can track your character for a whole campaign and then  some. Inside its 16 beautifully designed pages you'll find:

    * Forms for all your powers, including those gained from  magic items.
    * A character Advancement Tracker that lets you see and plan  your development.
    * A special page for your rituals.
    * A Campaign Log where you can record the details of your  adventures.
    * A page for your companions and another for henchmen,  animals, and hirelings.
    * Stats of legend, a record of your mightiest deeds.
    * Interior pockets that give you a place to store handouts,  index cards, and other papers.

And of course all the essentials you'd expect from a great  character sheet. Doesn't your character deserve the very best?



Spell:

Syphon Youth


Level: Seventh
Range: 6"
Duration: Permanent
Ares of Effect: One Creature
Components: V,S,M
Casting Time: 6 Segments
Saving Throw: Halves/Special

When this spell is cast the magic user will cause the life energy  of the creature attacked to syphon into them. In game terms this  will have the effect of causing the victim to age and the caster  to absorb the energy thus becoming younger. The effect from this  is permanent and the morality of this might need to be considered  if the spell is used by a player character.

The inital round of the spell will cause five years of life  essence plus one for every two levels of the caster to be  syphoned. This will have the effect of causing two points of  damage for every years worth of energy pulled away. It will also  heal the caster for a like amount. The victim is entitled to a  saving throw and if successful, for the first round, then they  only suffer half the loss and damage and the tether between the  two is broken.

If the saving throw fails then the caster continues the  connection and the victim will lose a like amount of life energy  the next round. They are again entitled to a save and if made  then the connection is broken but they will lose the full amount  of life essence and take full damage though they only lose one  year per every two levels and only take one point per year on  rounds after the first. This continues until a save is made, the  caster stops or the victim dies of old age. If the caster is in  direct contact with the victim saves are made with an adjustment  of -4.

The material component of this spell will be physical remnants of  a ghost that was slain on the Ethereal Plane. The remains of the  ghost are no used up with the casting and may be reused.

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.

1 comment:

seaofstarsrpg said...

If the save is made, the victim just takes damage that round but does not lose years (and the caster does not gain them) correct? Just trying to make sure I understand how this works.

Is there a variant that allows you to steal youth for someone else? Maybe as an 8th level spell?

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