| OK, here's another one. A few quick notes, and responsed
to earlier comments.
a) Some people have noted my fire table wasn't sufficiently deadly.
To a certain extent, that was intentional -- I really didn't want "15:Take
2d6 damage. 16:Take 3d6 Damage. 17:Take 4d6 Damage" ad infinitum.
In the Lizardverse, magic is chaotic, and a lot more things can happen
to you than just getting burnt. YMMV.
b) This table has only a handful of items which cause damage
to the mage. In the Lizardverse, necromancy is fundementally self-corrupting
-- the more you tamper with Things Man Was Not Meant To Know, the more
your mind and body are corrupted. Necromancers don't live in isolated towers
on top of the Barren Peaks beyond the Dark Forest across the River Of Blood
because the rents are cheap. More than one or two rolls on this table,
and a little bit of bad luck, and the character might become quite unplayable
-- GM's might want to tone down the large number of 'permanent' effects.
(Some of this table was inspired by dim memories of Warhammer
FRP, which also had the 'magic makes you go nuts' feature. I've
got to see about digging that up and converting some of the ideas in there
to GURPS)
|