Showing posts with label character. Show all posts
Showing posts with label character. Show all posts

Monday, April 21, 2014

My DCC Characters

Every other Tues at Whose Turn is it Games in Austin, TX I transform into the Elf warrior wizard, "Malifoi the Chaotic". That is, I did until he got turned to stone last session. Although I'm sure one day he'll be returned to flesh and continue his rise to power, fall into corruption.

Malifoi the Chaotic

Tomorrow, I'll be breaking the new funnel of death survivor and backup character "Gary".  A former Game Designer who is now A Witness to the Great Eagle. Gary, along with a vice cop (dead), disco dave (alive), auto-factory worker (dead) arrived on a bus from 1970's Lake Geneva, WI. Other survivors include a former lifeguard "Chester the Crimson Conjurer", a history teacher who styles himself "The Professor" another wizard.

Gary, Witness to the Great Eagle

My first character, "Bubba Two-step" turned out to be a thief. After a couple sessions decided I wanted to sling spells and so put him out to pasture.

Monday, February 13, 2012

Birthsigns

In The Elderscrolls: Morrowind, a computer rpg, characters are born under a particular sign.  Like the real life Zodiac.  But, based on in game lore and mechanics.  I've long thought this was a pretty cool idea to implement in my campaigns.



I'm fairly obsessed with "The Sword".  They have a song "Mother, Maiden, Cone" which inspired me to include a trio of "witches" in my games.  If the trio can be found, characters can gaze into their pool and have their birth sign revealed.  i.e roll d4 and consult the following table [I use five color based "alignment" and some of the effects might not make whole lot of sense unless you're using my house rules.]:


Red 
  Brute STR raised to 18.
  Beast Increased weapon / spell Damage Die size.
  Warrior +2 Attack Bonus.
  Wall of Fire  2x fire spell damage or immolate weapon for +d4 fire.

Green
  Fairy Immune fairy magic. Fey invisibility.
  Yggridsil Natural, slow (1hp/turn) regeneration.  Sense Ley Lines.
  Beastform Lycanthrope.
  Egg of Life Automatically reincarnate after death.

Blue
  Sage INT raised to 18. Gain sagely knowledge on d6 topics.
  River Reroll(best) saves.  Will never drown, wakes up on shore instead.
  Zephyr Wind walk.
  Ship of Stars +d6x Ancient genes per failed tech use. Find more tech.

White
  Tower  +1 Armor Category. Reroll(best) Death & Dismemberment.
  Temple Immune to all level/stat drains, diseases, poisons, and mental afflictions
  Warden May transfer hitpoints to another, at will.
  Champion CHA raised to 18.  Gain followers.

Black
  Cloak Magically undetectable. Unlikely to be target of attacks.
  Death Your victims go straight to demons who then "owe" you.
  Leech When alive and < max hitpoints drain 1hp/rnd from each creature with in 10'r.
  Master CHA raised to 18.  Gain subjects.

Monday, January 17, 2011

Gold & Glory 2nd session

Ran the second session of Labyrinth Lord (heavily house-ruled (more on that later)) Gold and Glory Campaign.  Went fairly well.  Two players from 1st session came back so it can't be all bads.  I'm not as prepared as I would like (need DM screen, more things in my DM book, etc)  But, at some point you gotta say fsck it and just start playing the darn thing or else your campaign will never get started.  

3rd session set for Sunday 23rd Jan, Feb is still chrono incognita.

One of the campaigns "themes" is clawing your way up from nothing.  Which means characters start out practically destitute.  Besides basic camping gear, backpack, some rope most characters have a dagger.  Martial types get leather armor and a spear.  That's it, no bows, oil, lanterns, no shields, not even money enough to stay more than 1 night at the inn.  This has been a struggle for the players as well as the characters.  They have done fairly well at surviving.  Mostly by running away.  Which means they aren't able to pick up better gear (like a freakin shield) from their foes.  They got a spiked club only because it was impaled on the soon to be dead character.

The point of this post was to say how nice it is to have artists amongst your players.  Pro-tip: Always have a place for character portrait on your charsheets.


Front side of my custom LL Char Sheet

Player map, looks totally bad ass 

Really dig background details for this Blue (hence water I think) Magi, sadly MIA. 

Wizard wearing "Mother's Wig", the only character to survive 2 sessions and thus proud owner of 179xp.

A Scout/Archer type, KIA?

Another Scout Marksmen, KIA? or just down for some R&R?

Hobbit is rockin the bolo tie. Sadly MIA.

Not at all what I had in mind for the sign of the Goat & Wizard Pub.  It's much better.

Friday, June 11, 2010

My Favorite RPG Quote

Character background is what happens between levels one and six. 
                                                                                   -- Gary Gygax

Got no reference, maybe he never said it, doesn't matter to me.  I'm not like omg Gary said it so it must be awesome!!!  Rather it succinctly nails how I think about sandbox campaign characters. [although I'd say one through four since 9th lvl is my high end] Who you are, where you're from, what you've done are not as important (or as interesting) as what are you gonna do next?  We play the game to discover the answer to that question.  The most interesting character's history is built in game.

Hmmmm, I like that "what are you gonna do?"  Good definition/delineation/explanation of a sandbox/rulings/seat of pant DM to new players.  DM's the guy/gal who asks you "What are you gonna do?" With the follow on implication that once you tell them, they then figure out what it means / how it works out.


Others I've recently added to my collection of quotes.

Booty may have different meanings in different places, but it's all the same to Conan.
-- Matt http://matt-landofnod.blogspot.com/2010/04/few-random-thoughts.html

Me early on:  Whats the goal of the adventure? Why are we here?
Them: Gold, treasure, and to kill the minotaur king/Beastlord.
Me: Why are we killing him?
Them:  Because he's the guy on the cover of the module! 
-- http://wondrousimaginings.blogspot.com/2010/05/played-my-first-od-game-this-past.html
 
In 4E you call out the name of your attack. In OD&D you call out the name of the henchmen who are throwing javelins. [is the proper quote according to muleabides]

In 4e its called Whirling Strike.  In OD&D it's called my 5 henchmen attack. [what I posted originally]
-- http://wondrousimaginings.blogspot.com/2010/05/played-my-first-od-game-this-past.html

Friday, May 28, 2010

Negative XP

The commentary at end of this panel from Darths & Droids web comic
Before slaughtering intermixed hordes of NPCs, some of whom are evil and worth experience points, and some of whom are innocent and count as a penalty against experience points
got me wondering about negative experience points.  I can't recall any game that uses them. That's potentially fairly damming evidence that they suck.  On the one hand it's fun to slay everything that moves, on the other hack & slash and the craven quest for xp tend to limit the choices players actually make and the types of games/campaigns/encounters that work. 

Lots of systems over the years have been created to address that problem.  Story rewards, xp mostly for treasure, xp for overcoming rather than just for killing opponents, gaining fixed xp or entire levels as characters reach key points in campaign arc (choo choo!) and games with no xp at all.

But, what about negative xp?

For the obvious innocents; town folk, farmer's cows, cleric of mercy.  For killing the non-combatant orcs?  What about failing to act?  Failing to save innocents? Say party went after treasure instead or fled in the night leaving villagers deal with the undead spirits they awoke.  [that assumes a very particular moral code, one I'm sure I'd be willing to foist onto players.]  Attacking and killing the
"bad monster" before it has chance to open it's mouth and characters discover it's an ally?

Like all reward systems, xp shapes behavior.  Negative xp would be no exception.  My current campaign is all about the killing things, Glory, and taking their stuff, Gold. It's also fairly hack and slashish (or at least I don't mind if players take it that way.  Adventure and fun before seriousness.)  So, most "bad" behaviors that neg xp might influence aren't issues.  But, in other campaigns these are sorts of things I'd like to discourage.
  • attacking things on sight
  • attacking everything
  • picking attack/kill everything over other options (cause it's more xp)
  • never capture, never show mercy
  • vigilantism
  • general running amok (slaying innocents, killing farmer Bob's chickens)
For several of them I've used various techniques.  But, to those who greedily accumulate xp over all else, nothing snaps them into attention as loosing xp.

Tuesday, April 27, 2010

Devil in the Details: Alfar Berserkers

The Devil is in the Details has grown on me since I first saw it in Fight On!

I generally don't like character background tables or mechanics.  Mostly because I want chargen to be very fast. And with minimal steps/choices so newbs aren't overwhelmed.  I wouldn't make these tables a required or even suggested part of character creation.

To me the true value in these lists lie in how they concisely convey a bunch of background and flavor to the reader.  Whether that reader is a player trying to get a grasp on the campaign world or me at a later date wondering what the hell I was thinking...

Here is my entry for Alfar Berserker.  These are Basic D&D/LL style race and class are combined.  "Alfar Berserker" is the class, there are no Dwarf Berserkers or Human Berserkers.  All Alfar share the Many Alfar table.


Many Alfar (roll 1d20 three times)
  1. Adventure due to a death wish and desire to die "young and happy".
  2. Would rather die then let a slight or insult stand.
  3. Have been outlawed by their city-states.
  4. Will not wear the color red (blood color tempts weapons to strike).
  5. Have synesthesia.
  6. Are exiled and seek to return honor to their name/clan.
  7. Believe today is a good day to die.
  8. View humans and halfmen as out of control animals in need of frequent culling.
  9. Believe if you can't keep me from taking your stuff, then it's not really your stuff, is it?
  10. Suffer from narcissism.
  11. Claim other worlds exist.
  12. Believe "Loosing" is dishonorable. Cheating, dirty fighting, using unfair odds, etc in order to win is not.
  13. Appear androgynous to humans and halfmen.
  14. Proudly display their clan via distinctive dress/facial tattoos/hair styles.
  15. Find the concepts of aging and death endlessly fascinating.
  16. Treat short lived races as the naive, ignorant children that they are.
  17. Have not learned to hide their arrogant aloofness around others. -2 reaction.
  18. Sense latent emotions left in items, areas. 2 in 6.
  19. Secretly worship the Vanir and Jotuns.
  20. Are hundreds (3d6) years old.

Some Berserkers (roll d16 once)
  1. Consume narcotics and hallucinogens to enter berserkergang.
  2. Sing beautiful, melodic, haunting songs while slaughtering.
  3. Berserkergang with eyes closed.  Their blows guided by hate and anger.
  4. While berserkergang remain absolutely silent, flowing gracefully from one slaughter to the next.
  5. Consul against violence and war.
  6. Have lost faith/interest and tire of the endless slaughter.
  7. Really have it in for Jotuns(giants).  Must attack them first, -4 reaction, +2 hit.
  8. Really have it in for big snakes and ophidians.  Must attack them first, -4 reaction, +2 hit.
  9. Are actually just psychotic murderers and give a rat's ass about Thor and his cult.
  10. Have interests other than fighting, battle, and Thor.
  11. Know the time of their death, know they can not avoid it and that it will not come early.
  12. Follow war/violence/death god other than Thor.
  13. Name and talk with their weapons.
  14. Violent, murdering ways have attracted dark beings keen to complete the Berserker's corruption.
  15. Have unintentionally killed friends while berserkergang. 
  16. Have tasted human flesh.

Common Traveling Gear (d16 1d3 times)
  1. Wolf pelt worn as cape.
  2. Plants and mushrooms eaten to achieve berserkergang.
  3. A wide leather strap embossed with the runes of Thor's Blessing worn across chest bandoleer style.
  4. Roman style weighted Cesti, for sparing amongst friends.
  5. Armband with one feather/tassel/ornament for each viking they have participated on.
  6. Token of Thor's admiration.
  7. Scroll detailing the major arteries and vital organs of several races.
  8. Soap and scents to clean off the blood and gore of the dead.
  9. Shaving knife to keep their head nicely bald.  
  10. The ring with crest of powerful Human noble house, acquired while viking.
  11. Warpaint.
  12. A halfman child's doll, slightly stained with blood.
  13. Knee spikes.
  14. Pouch with the finger bones (index, middle) of defeated enemies.
  15. Rune scribed belt indicating their rank within Thor's cult.
  16. Helmet with horns!

Friday, April 23, 2010

Alfar Berserker

[After thinkering over the feedback I got in my first Berserker Post I decided to change things up a bit. Below I present the complete GnG Alfar Berserker class for Labyrinth Lord or B/X, BECMI, RC, whatever float your Swanboat. Needs play testing but I think I'm done messing with it before I see how it plays.]


Alfar / Elves

The Fey know them as the Alvar Vekk (Fallen|Low|Lost Fey), men call them Elves, Alfar is the name they themselves use.  Long ago they turned their backs on their Fey cousins and the Mythic World. They embraced The Mundane. Ploughed the meadows, cut the woods and mtns pilling them into cities, learned science and technology. In a word they civilized and the other Fey have never forgiven them.

Elves cluster into large family clans.  Most clans have banded together into city-states.  Elves are fiercely loyal to their clan and city-state.  Competition, raiding and out right war is common between the city-states.  Known for exploration and colonization.  Their lodges and larger colonies may be found anywhere.  Sighting the prows of their flying Swanships on the horizon presages either a violent and merciless raid or a profitable trade meet.

Although various colonies and individual elf groups have adopted most other pantheons at one time or another the majority elves follow the Asgardian pantheon. Espcially Odin+Frigg and children (Tyr, Bragi, Baldur), Thor+Sif, and Loki.  These gods have taught and influenced elves to adopt much of the culture and attitudes of Earth's Norsemen.


Alfar Traits:
  • "Slight Build" - 120lbs, 5-5.5' tall. Can wear only Light and Medium armor.
  • "Unchanging" - Long lives, thousands of years. Most elves die of heartache or misfortune before old age reaches them.
  • "Noble" - Graceful and beautiful by human standards.
  • "Sly" - Acute sense of sight, smell, hearing, touch, and taste. 2 in 6.
  • "Star-eyed" - Low-light vision, see clearly with very little light.
  • "Myth Born" - No chance of using Ancient tech*. -2 saves vs magic.
  • "Look Elves!" - Loved by Hobbits, +2 reaction rolls. 
  • "Fallen" - Despised by Fey, -4 reaction with Fey including Gnomes, Dwarfs, and Unseelie. Resistant to Fey magicks, +4 on saves vs Fey magick.

Alfar Berserker (Thor's Children)
Requirements:     INT 9
Prime Requisite:  STR and CON
Max Level:        9, upon reaching 9th lvl Valkyries arrive and take you to Valhalla
Hit Dice:         d8
Combat:           as fighter, 1h d6, 2h d8, Martial Skill
Saves:            as fighter
Level:            as fighter
Languages:        Elven (low fey)
Ethos:          Red only. Most are members of Thor's Cult.


"Berserkers stand and fight because if you run, you'll only die tired."
Must have 13+ in both STR an CON to earn 5% xp bonus.  Must have a CON of 16+ and STR of 13+ to earn 10% xp bonus.  Note: high Wisdom is a detriment for Berserkers making it hard for them to work themselves into and sustain berserkergang.  All Berserkers hold Thor in great esteem for it is his hate and anger that fuels their berserkergang frenzy.  Most are active members of his cult.  If there was any doubt all Berserkers follow the Red ethos*.  A Berserker may earn the right to various titles (wolf, bear, beast, dragon).  To do so they must kill the title's creature and wear it's pelt.

Berserkergang: During combat, whenever they take damage, a Berserker may attempt to work themselves into a berserker rage by rolling 2d6+damage >= their Wisdom score (2 always fail).  Hit point damage received is added as a modifier to the berserker rage roll.  Berserkers may attempt this roll every time they are hit for damage.

Berserkergang lasts until Berserker does not attack (for whatever reason) or Berserker fails to hit at least once in a round and also fails a sustain rage roll, 2d6+lvl >= Wisdom score (2 always fail).  Berseker's level is added as a modifier to the sustain rage roll.

After the berserkergang leaves them, Berserkers are mentally and physically exhausted.  Until they rest (during post combat recovery) Berserkers suffer the following effects.  Cannot work themselves into a berserker rage.  Have a -2 penalty to all activities; to hit, skill rolls, saves including Death & Dismemberment rolls!

Effects of berserkergang:
  • Must opt for direct melee attacks over other activities. I.e. will not use ranged weapons, tricky combat maneuvers, stop to drink potion, stand still to receive healing, seek cover, withdraw, etc.
  • Will use their most damaging preferably two-handed weapon.
  • Will not use a shield other than to bash with. Does not gain any defensive benefit from shields.
  • Receives a bonus to saves vs charm, friends, command, fear, etc. and moral checks equal to their level.
  • Does 2x damage.  I.e. Roll normal damage die, multiply by 2, add modifiers.
  • If required to roll on Death and Dismemberment Table, may roll twice taking best result and ignores stunned and knocked out results
  • Gains "Bloodlust"* and "Slaughterhouse"*.

Berserker Pelt
Berserker's who kill a wolf, bear, beast, or dragon earn the title wolf|bear|etc-slayer and the right to wear it's pelt.  A Berserker who drenches their pelt in the blood of 99 battles and takes it to 9 places holy to Thor may sacrifice themselves with this pelt.  If Thor is pleased he will return Berserker to Midgard as a shapeshifter able to transform into the creature matching the pelt.


Commentary & Notes 

Too many dice rolls?  A couple 2nd ed Kits, Berserker and Battlerager are very similar to my other Berserker Post, including the attacking friends FU.   Compared to Fighters, Berserkers are limited to medium armor, will be benefiting from shields less, do slightly less 2h damage (but 2x when berserk), two prime stats for xp bonus, susceptible to magic, and no ancient tech.  High damage, but likely to burn through hit points.  Maybe a bit like the combat version of magic user, in that they hit hard but quickly blow their wad and need to go home and rest.

Some numbers on entering/sustaining berserkergang.


Ancient tech -- the air cars, the laser pistols and the other kick-ass stuff are genetically coded to only work for the Ancients (or those possessing enough Ancients' DNA).

Red ethos refers to the five color MtG "alignments" Red, Green, Blue, Black, White.  Best translation is probably Chaos/CG.

"Bloodlust" -- After dropping an opponent in melee, receive free attack on nearby target.

"Slaughterhouse" -- When in melee with opponents who are all 1/2 your level or less, roll one attack and X damage dice where X is your level.  Damage dice may be split (one die per target) amongst opponents 1/2 your level or less that are "close".  It is assumed the warrior is hacking his way through this fodder and thus can reach enemies who aren't directly adjacent.

    Friday, April 16, 2010

    Berserker

    Not anything overly wrong with the various "rage" mechanics I've seen for D&D (except they keep attaching them to barbarians).  None of them really do it for me either.  Looking for something to use for a Berserker Alfar* class I came up with this.


    Going Berserk
    • During combat, at the start of their turn, a Berserker may attempt to go berserk by rolling 2d6 >= to their Wisdom score.
    • Damage received since the start of their last turn may be added as a modifier to their berserk roll.
    • Berserkers may attempt this roll (once per round) as often as they like.
    Being Berserk
    • Must melee attack every round.  Even if only targets are "friends." If there are no known targets left alive Berserker will run off in random direction looking for something to murder.
    • Will not use ranged weapons, stop to heal, etc.
    • Will run/charge to get into melee range.
    • Will use most damaging (preferably two-handed) weapon.
    • Will not use a shield other than to bash with. Does not gain any defensive benefit from shields.
    • Immune to to charm and the like.
    • Receives bonus vs fear, command, moral checks, and the like equal to their level.
    • to hit and/or damage bonuses of the typical sort.  Leaning towards double damage.
    DeBerserking
    • While berserk, at the end of their turn, a Berserker may attempt to calm the fuck down by rolling 2d6 <= their Wisdom score.
    • Damage they dealt during their turn must be added as a modifier to their calm down roll.
    • If Berserker is knocked unconscious/asleep/temporarily killed their berserker rage is over.

    It has the feeling of wild rage I think of when picturing Berserkers.  I espcially like the roll above/below Wis. But, it's kind of a FU to other players. This douche will be killing hirelings and characters in uncontrollable rages.  Anything that makes Berserker less douchey also lessons the "risk" of going berserk.

    I don't know what else to use as the "risk".  Being tired afterwards is not a big deal. Other balancing mechanics; X per day is supa-lame. Loss of hitpoints / new stamina stat are annoying, can be gamed with healing, and are obscured versions of x per day mechanics.

    ? Make the calm down roll mandatory every round.  To hit/damage/AC penalties, during post berserk period. Limit Berserker to one rage per "combat".

    ? May deberserk at will.  To hit/damage/AC penalties, during post berserk period.  Limit Berserker to one berserk roll attempt per "combat".


    * Alfar are Fey (elves) who were enticed by Stargate SG-1 Asgard Grays to abandon their Mythic heritage. They've assumed Earth's Norse mythology and culture, with few wrinkles. Such as instead of going a viking in Dragon Longships they swoop down from the sky aboard flying Swanships. Having learned how to harness inertia dampeners salvaged from a crashed Asgard Mothership for flight.

    Thursday, February 25, 2010

    Pixies Should Have d12 Hit Dice

    or d6+6. Some high number of hit points.

    Pixie being a Player Character version of some 6-8 inch tall thing with wings that flits about annoyingly.

    Pixie characters typically get low hit points and large AC bonus. But that produces a sharp cut off. If you can hit them they go splat. If you can't hit them, they're safe until your lucky roll then go splat. I like keeping AC a class of armor and not mucking it up with Dex/Dodge. Seeing as hit points represent luck, fate, fatigue, and ability to not get hit I totally can imagine the flying pixie dodging and darting this way and that as having high hit points and normal naked AC.

    A conceptual leap, perhaps one you should not attempt while playing D&D. But, it came to mind chasing my dog around the house and was curious what others thought.

    Sunday, January 31, 2010

    Variations on Vance

    Ever eager to write more words about magic, here's my contribution to Eiglophian Press's and The Mule Abides' Vancian Magic Hoedown.


    Spells as Pseudo Entities

    I really dig the idea of spells being almost but not quite sentient/alive. Having an impish personality, itching to escape the mental cages a magic user has erected in his mind.

    Each spell exists as a particular "instance". Spells must be captured, summoned or found (in written form). They can't be copied. Although, I leave open the option that they might be bred. Ha! Idea of caster renting out their 5th lvl Fireball out for stud duties cracks me up.

    When a caster memorizes a spell from their spell book the spell physically leaves the book and inhabits their mind. It literally disappears from the pages. When the spell is cast (released) or if it escapes (see Mule Abides for possibilities) it scampers back to its "home" in the casters spell book. If the spell book has been destroyed,... who knows what happens to homeless spells. Perhaps they hang about and fuel the Mythic Dungeon or inhabit some discarded bit and transform it into a magic item.

    This nicely explains/supports my usual house rule that duplicate spells may not be memorized. Although, in this case modified be if caster actually found additional instances of same spell I would allow them to be memorized. If stored in same book or near one another who knows what could happen? Also, the reason casters generally have to wait til the next day to rememorize spells is that it takes that long (till dawn?) for the spells to make their way back to caster's spell book.

    A spell may be transfered (say from scroll found in treasure to caster's spellbook) via memorizing it and then releasing it into a spellbook by performing the scribing ritual. Likewise if a caster loses his spell book, they can, at least, recover the spells they still have memorized by releasing them (via scribing ritual) into a new spell book. With this system I see no reason that spell inscription should be very expensive (scribing is now self-limiting, could still act as gold sink though). Still takes time. It's a mystical/magical process so material more durable than goat skin, such as bronze plates can be inscribed without requiring an engraver.

    Hmmm, I guess this nixes magic user scrolls as a commonly producible item, usable to expand number of spells a caster may cast. Not sure that I'm bothered by that. OTOH, various spell storing/stealing magic items and spells gain new significance. Maybe the only way to get the single known instance of some spell is to trick current owner into casting it on you while you hold a spell siphon.


    Spells vs Spell Levels vs Slots

    Standard D&D magic uses slots. Each magic user level grants 0+ slots of each spell level (a 2nd lvl slot can only hold 2nd lvl spell). The varying levels of slots make "Vancian" sense if you view caster's memory for spells being analogous to electron energy levels (valences) in atoms. I.e, there is a fixed set of spell level slots that are slowly unlocked as caster gains experience.

    A common variation (one Eiglophian is exploring) is granting a certain number of spell levels. Any combination of spells totaling this number of spells levels may be memorized. Too much math/juggling numbers during spell selection for me. Also, either too few spells (if total spell levels are kept low) or too powerful even for a "who cares about balance" guy like me (if total spell levels are reasonable).

    A less common variation is just granting a number of spells, regardless of level. Besides mechanical fears of being too powerful (I don't think it is really esp if you forbid duplicate memorization and if high lvl spells don't grow on trees) people get it in their head that higher level spells should take up more Vancian memory space. I could take either side of that argument.

    A hybrid method I haven't heard mentioned before. Which I'm not sure is a great idea, just throwing it out there for others to consider.

    When a caster gains a level and is granted X number of slots, they must at that time choose what level of spell each slot is for. Vancian explanation: they have faithfully performed the daily mental exercises and have finally organized their brain to accept the spell patterns/valence of a particular shape and power.

    This puts a lot of options into players hands on how they want to craft their caster. At 5th level maybe they don't know any 3rd level spells and decide it's better to grab another 2nd lvl slot. Conversly maybe after much toil and risk they found 4th lvl spell and want a slot for that. It can be assumed that the regular spell progression from the rulebook is just the most common selection pattern magic users choose.

    There are wrinkles and restrictions you could put on it until it meats your personal power/balance threshold.
    • No slots > character level. i.e. must be at least 2nd lvl caster to pick 2nd lvl slot.
    • Or, Caster lvl > slot level requires. ie. must be at least 3rd lvl to pick 2nd lvl slot.
    • Can't skip slot levels. i.e. to get 4th lvl slot must have at least one slot of 1st, 2nd, and 3rd lvls.
    • MLM To get slot x of lvl y must have x+1 slots of lvl y-1 i.e must have two 1st lvl slots to get a 2nd lvl slot, must have three 1st and two 2nd to get first 3rd lvl slot.

    Monday, November 2, 2009

    Magical Monday - Magic, Yeah we Got More of That

    See Magic System Series Part I. The intro of that will particularly aide in understanding this post. Part III

    Last time we got Wizards, Mages, and Sorcerers often pure casters. Now we look at a trio of options which are often semi-casters. By pure/semi I refer, of course, to the amount of arcane pie a character has.


    Mystic

    Other names include: Monk, Cabalist / Qabalist, Gnostic, Thelemist, Esotericist, Guru

    Manna/Mental based magic, not memorized. Cha/Int
    - Safe, comparatively. No casting check at least not until over-casting.
    - Can learn any number of disciplines (spells).
    - Available disciplines are highly specific to provide proper flavor. Pulled from spell, psionic, mentalist, and similar lists.
    - Disciplines can be learnt from masters/guru's or discovered through personal enlightenment (aka a small number are gained each experience level). Further enlightenment might be possible via arduous meditative rituals such as spending a week atop the holy mountain exposed to the elements contemplating the riddle of flesh. Also, Near death experiences are good for a new discipline.
    - No ritual casting. Although, some disciplines take as long.
    - No or very limited minor effects, perhaps only when "balanced" (see below).
    - Some disciplines require incense or foci as material components, rarely are somatics involved. Verbal components are common in some traditions, rare in others.
    - A type of casting check required (see below)
    - Originally an Eastern tradition it has spread and been modified by many cultures.

    Flavor: Altered state/world psychonaut. Qabalah, divine power by following the tree of life. Achieving the 8th circuit of the mind. Cool ass monk priest/mages.

    Very personal, private sort of magic. Akin to mentalism or psionics. All mystics are concerned with transcending the mortal and achieving enlightenment (what that means and how to get it is up for, often violent, debate). Mystic's "spells", let's call them disciplines, are rarely flashy, often mental/charm/illusion/mind over body type effects. The oriental monk's special powers would be example of this kind of magic.

    Although Mystics do not deny the existence of gods, demons, CAI's and the like, they view worshiping or invoking them as wrong turns on the path to personal enlightenment. Mystics do not gain piety, may not use divine intervention, and will not participate in nor derive benefit from similar religious/sorcerous activities.

    Using disciplines upsets the natural order and pushes the Mystic out of balance. Each use of a discipline increases the Mystic's Imbalance Score by an amount equal to discipline's circuit (level). A mystic may contain/control only so much imbalance, this number is called their Balance Threshold. Balance Threshold is calculated from experience level, number of arcane pie pieces, and ability modifier.

    As long as Imbalance remains at or below Threshold, everything is relatively right in the world. Once Threshold is exceeded, bad things may happen, and the Mystic must roll on the Strain Table (modified by how far their Imbalance Score is past their Threshold). They roll for every increase in imbalance beyond Threshold.
    Example: Zardoz has Balance Threshold of 7. Earlier excesses have brought his Imbalance Score to 6. He uses Telekinesis (circle 2), exceeding his Threshold and thus must roll on Strain Table (with +1 modifier). Using it again, his imbalance is now 10, he must roll on Strain Table again this time with a +3 modifier.
    After a good rest (i.e. once per day) a mystic may meditate for one hour to reduce his Imbalance Score an amount equal to their character level. Down to a minimum of 0, perfect balance, yay!

    [Considered the simpler/tamer manna system from Beyond Fire and Forget. But, went with converted version of GURPS Unlimited Mana Variant. It's different and count up with the option/risk to go "over limit" appeals to me.]


    Alchaemist

    Other names include: Alchaemancer,

    Substance based magic. No memorization. Cha/Int.
    - Sorta safe.
    - Can learn any number of formulae.
    - Available formulae taken from variety of sources including spell lists, Arduin Black Grimoire, Old Guard Gaming Accoutrements,
    - Starts with small corpus of formulae. Must find/research new ones. Maintains written formulae
    - No rituals.
    - No minor effects.
    - VSM, esp M components required at creation but not when concoctions are used.
    - No casting check (but a creation check is required).
    - Eastern Tradition adopted and expanded egyptians.

    Flavor: Purplehell, wikipeadia, Schools of Alchaemical Philosophy

    Much of the following is directly from or inspired by the Alchaemist Subclass from Old Guard Gaming Accouterments, a very excellent article.

    Alchaemists practice Alchaemancy, and are concerned with discovering, understanding, and activating the magical potential which is inherent in all materials and living things. They utilize complex formulae and processes to extract, distil, and shape these magical essences into alcaemical concoctions

    Alchaemical concoctions are similar to but not equivalent to magic potions. Concoctions posses more varied effects and are more like spells. In addition most concoctions may only be used by the Alchaemist who created them. Non-alchaemists may never create concoctions. Conversely, Alchaemists may create potions using the standard rules for such and many are quite gifted.

    Alchaemical formulas are categorized into nine "meridians" of increasing complexity. Starting with the 9th (outer), through seven planetary(Saturn, Jupiter, Mars, Venus, Mercury, Luna, Sol), ending with the 1st (prime) meridian. The meridian rank 9 to 1 is the modifier (along with level and ability modifier) applied to comprehension checks (>=20 to understand formulae).

    An Alchaemist must successfully comprehend and transcribe any formulae they research/find/are taught. A failed check means those particular instructions will never be of use to the Alchaemist. If they locate different instructions for that same formulae they may attempt a new comprehension check, otherwise no soup for you! An Alchaemist may prepare any formulae for which they have the written formulae regardless of it's complexity. Although, the comprehension check will tend to limit them to formulae not too complex for their level of experience.

    The number of alchaemical formulas which an Alchaemist can execute in a day is equal to their character level. Each requires an alchaemical (casting) check and (10-meridian rank) * 10 minutes to prepare. Failed results may be immediate, explosions being common. Or, delayed until concoction is utilized. Many concoctions require specific material components. Adventures could involve tracking down these rare components. Slaying monsters could reap rare and precious materials for alchemical concoctions.

    If kept in a non-magical container an alchaemical concoction will retain it’s potency for one day per level of creating Alchaemist . The same concoction will retain it’s power indefinitely while contained within an Alchaemical Flask. Carrying more than one dose of a particular concoction is dangerous. An Alchaemist may be limited by the amount of potions, oils, and salves he can effectively carry. (suffering "casting" delays to represent searching through the hoarders ridiculously large collection of bottles, pouches, and charms.)

    An Alchaemist may create concoctions of up to the fourth meridian of complexity with the small equipment they are able to carry,"in the field". Alchaemical formulation of greater complexity will require access to a fully equipped laboratory and an assistant(s).

    With successful check an Alchaemist may identify any magical potion/substance with a single drop on the tongue. This is identification of the potion only, not understanding of it’s formulation.


    [A different system, Arnesonian Alchemy from Knockspell #2, which I was not impressed with.]


    Galdr

    Other names include: Rune Master, Bone Caster, Skald, Erilaz, Seid(females only)

    Runic based arcane magic. No memorization, ritual only. Cha/Wis?.
    - Safe. Failed casting checks rarely result in bad things.
    - Knows all spells. (maybe some lost ones to relearn)
    - Limited and fixed spell list derived from selected spells, Arduin Black Grimoire, RuneQuest, Midgard RPG, other sources.
    - All spells cast as ritual.
    - No minor effects.
    - VS and M "rune stones/bones" required to cast any spell.
    - Must make d20 casting check range of success/failure.
    - Asgard tradition. There is also a distinct Asian tradition, I Ching, not detailed here.

    Flavor: Rune Alphabets, Galdr is Old Norse word for "spell, incantation"

    Galdr (runic magic) is concerned with power within symbols and words (a dim shadow of Enochian) and their connection to the spirits of ancestors. It is strongly divinational. Although, healing Galdr (spells) are common and a few victory runes aide the warrior in defeating their foes. Galdr is the name for spells/chants, the name of the practice, and also a name for practitioner. Galdr is singular and plural.

    Prior to a momentous undertaking (sea voyage, entering dungeon) during one of the thresholds when barriers between worlds are weakest (dawn, dusk, other days / places might provide bonus) the Galdr may cast their runes and divine their ancestors to reveal whether the undertaking will be auspicious or ominous. This ritual takes one hour and may be conducted at most once per day. All those performing the undertaking must share mead around a fire and allow the ancestral spirits to examine their fate lines.

    [Darnit! I remember reading mechanics for simulating tarot reading/divinations and can't find nothing now... Something like diviner rolled his check and if they rolled(+modifiers) well there was a bonus or dice rerolls or something they earned. If they rolled badly then there was penalty or dice rerolls or something the DM earned to use against them. I remember it being very cool and elegant.
    I have tons of weird dice, with runes, with symbols, blank dice, FUDGE dice. I'm gonna figure some way to work them into those mechanics.]

    In addition, Galdr know several chants and rune combinations for more specific divinations (analogues of various div spells), cures, blessings, and for the black of heart, curses. These are cast and work identical to Rituals (casting time 10min per level)

    Material components are important to runic magic. A Galdr must, obviously, have their personally constructed set of runes. Carved from the stones of their homeland or the bones of their ancestors. In addition many spells require consumption of mead and bread, the sacrifice of animals (crows, rabbits up to horses and cattle for the more powerful runes). Fires are often required, and less frequently purification (bathing) in running water, preferably run-off of a mighty peak, strong with magic.

    Another key to the working of Galdr is that all those to be affected must be present and participating in the ritual. Even if only by proxy. If the berserker wants a victory blessing they will have to strip and wash themselves in the mountain stream. The mead drinking part will not be nearly as hard to "sell". To curse an enemy you must have some part of that enemy, hair, nails, an arm, something actually of them not just used/touched by them.


    [A simpler and similar to normal vancian spell slots with different flavor system can be found in the Beyond Fire and Forget article.]

    Thursday, October 29, 2009

    Half Levels

    My friends and I sometimes celebrate half-birthdays, the day opposite one's birthday on the calendar. It's a hoot. Looking at the slow progression of older editions vs 3.x and with desire to attract and entertain players accustomed to more stuff, more quicker I present half-levels. The (not original) idea of providing some of the next level's benefit before actually getting there. Don't want to escalate character progression, just flatten it a little.


    Halfsies

    At mid-point to next level each character receives a few perks. What the perks are depends on your game system and particular mechanics.

    Everyone re-rolls (using existing levels Hit Dice) hitpoint with +1 added to the total. This only works if you already play with rerolling hitpoints (taking best result) every level. Alternatively, everyone can get +1 hitpoint. Not much but will make that 1hp guy happy.

    Wizards get 1 new spell. (and 1 less when reaching next level)

    Thieves get a few percentage points taken from those awarded next level to spread around their skills.

    Fighters get a weapon proficiency now instead of at next level.

    A few skill points now instead of next level.

    One of characters new abilities now instead of next level.

    Perks (very light feats/skills) get awarded at half-level. Some examples. I can read!, learn new alchemical formulae, "Slaughterhouse" (ftr ability to mow through low-hitdie scum), local heraldry.

    Thursday, October 22, 2009

    Men the God Worshipers

    See Born of Stone and Wood and Elves the Fallen Alvar for other races and background.


    Men (Mann)

    Men (including Halfmen and Thrallmen) in contrast to Gnomes, Dwarves and other Fey are strongly predisposed to worship "higher" powers. Whether those powers be a single god, several gods, an entire pantheon, demon(s), or entities from the void. It is their defining characteristic and the source for much of their intraracial conflict.

    5.5-6.5' tall. Various builds. A multitude of skin, eye, hair colors.
    • No required Prime
    • Starting Language: Any Human
    • "It's a human's world" Most things are made by men for men. Most items are man sized. Few magical items "resize".


    Halfmen (Halvmann)

    Other names include Hobbits, Halflings, Nubbins. Halfmen come in all the shapes, sizes, and colors of full Men, just half as tall and plumper. They coexist in most Man cultures. Also, occasionally form nubbin communities of their own.

    2.5-3.5' tall, plump.
    • Dex Prime
    • Starting Language: Any Human
    • +1 to hit with 1h thrown weapons & slings
    • "Little" +1 defense. -4 opposed Str checks.
    • "Tricksy" skilled at hiding and sneaking about.
    • "Hungry" Acute sense of smell esp for food. Usually hungry, eats as much as a full sized man.
    • "Fool hardy" +4 saves vs fear.
    • "Prone to napping" -4 saves vs sleep effects.
    • "Every body likes'm" +2/-2 reaction rolls (-2 cause some likes the way they taste).


    Thrall (Thrallmann)

    From Knockspell #1 by David Bowmen

    Thrall men are desperate and destitute humans. Willing to take on virtually any undertaking in order to pull themselves up and out of their impoverished state. Descended from slaves they still willingly enter into indentured service for pay. They are simply desperate men who, while untrained, are either braver or more foolhardy than the rest of downtrodden folk of the world.

    Starting Language: Any Human
    "Ew, poor people" -2 reaction rolls. (goes away upon reaching 1st level)
    • Do not roll abilities, if needed assume all are 10/+0.
    • No starting equipment other than what's listed below.
    • One draw from The Deck that must be shared between the three of ya.
    • Base To Hit +0.
    • Get a trio of zero level human thralls.
    • Roll d6 for each thrall (duplicates *may* be rerolled)
    1 pack bearer    2 hp, Str prime, club & large sack.
    +1 to hit
    Role: Carry loot and protect rear.

    2 pole prodder 2 hp, Dex prime, blunt spear.
    Bonus to note/detect traps
    Role: Lead the way.

    3 shield bearer 2 hp, Con prime, club & shield.
    +1 AC to adjacent ally
    Role: Protect an ally.

    4 torch bearer 1 hp, Int prime, 3 torches & tinder.
    Not surprised as often
    Role: Light the way.

    5 map drawer 1 hp, Wis prime, papyrus and quill.
    Uncanny sense of direction
    Role: Maintaining direction / bearing.

    6 guide 1 hp, Cha prime, rudimentary map.
    Gains extra info/rumours
    Role: Provide some level of insight.

    Divide XP equally between living members. When fellow dies his survivors gain 1hp reflective of their determination and resolve. When they reach 1000xp. Choose one survivor to become 1st lvl, the others slink off, relatively rich, to the slums and farmlands whence they emerged. Pick chosen's class, 2nd Prime/etc, roll stats/etc. A former Thrall retain his special ability.

    Tuesday, October 20, 2009

    Elves the Fallen Alvar

    See Born of Stone and Wood for background.


    Elves

    The Fallen Alvar(Fey). Long ago turned their backs on the Mythic World and their Alvar brethren. They embraced The Mundane, plowed the meadows, built cities, learned science and technology. In a word they civilized and the Alvar have not forgiven them.

    Elves form large family clans. Most of which have banded together into several "city-states". Elves are fiercely loyal to their clan and city-state. Competition, raiding and out right war is common between the city-states. Elves are known for their exploration and colonizations. One may find elven lodges anywhere. Prows of their swan ships on the horizon presage either a violent and merciless raid or a profitable trade meet.

    Most elves follow the Asgardian pantheon. Esp Baldur, Thor, Sif and their children. But various colonies and individual elf groups have adopted most other pantheons at one time or another.

    4.5'-5.5' tall, slender build. Graceful and beautiful by most races' standards.
    • Cha Prime
    • Starting Language: Elven (low fey)
    • + 1 to hit with bows
    • Low-light vision, see clearly with very little light.
    • "Sly" Acute sense of sight, smell, hearing, touch, and taste.
    • "Lost" Resistant to Fey magics, +4 on saves.
    • "Unchanging" Long lives, thousands of years. Most elves die of heartache or misfortune well before old age claims them.
    • "Fallen" Despised by Fey. Cha is not prime and -2 reaction with gnomes, dwarfs, trolls, goblins, and other fey.
    • "Look Elves!" Loved by Halflings, +2 reaction rolls.

    Monday, October 19, 2009

    Magical Monday - Personalized Magic

    A friend of mine played a gnome wizard who had great names for his spells. "Tree Burner" I think was burning hands and he called magic missile "Rat Killer" cause that is what the gnomes back home used it for. The other players would implore "Cast magic missile!" He'd reply "Sorry, I don't have that spell". They'd sigh and yell "Rat Killer!" "Oh, that one, but there's no rats around here? What, you can use it on things that aren't rats? Wow! That could be really useful." :)

    That's fun and makes magic more than just mechanics. Jack Vance novels and elder RPG materials such as Arduin have great spell names. I use those names for the odd scroll or treatise on spells characters run across. But it's too much work to rename all existing spells. Even if I did every caster would still be using the same name diminishing the mysterious and personal nature of magic I'm hoping to foment.

    Pondering this I came upon what I believe to be the perfect solution to naming spells, don't. That is when a character researches or discovers a new spell I'll describe what the spell does but naming it will be a duty of the player. It's their spell after all! If they are stumped, I'll offer Vancian spell naming tables which they can roll on or simple peruse for inspiration. 90% of players will guess what the spell really is and use the name from the PHB. But, that other 10% will come up with some weird shit. Like numbering all their spells, "I cast 642 at the darkness". Or draw symbols on index cards and hold them up, "I cast this".


    I also encourage players to personalize their spells with embellishments and small modifications. Fireball's flames being purple, or for an air mage it would be a lightning ball, or instead of big whoosh of fire the appearance is of cavorting fire elementals, or "Back home we used this spell for slash & burn agriculture and thus call it Tree Burner". The Colour of Magic and related articles at The Vaults of Pandius are great sources for this.

    Monday, October 12, 2009

    Magical Monday - Magic, Yeah we Got Some of That


    I've been fairly obsessed with magic systems of late. Reading endless (literally! part of reason I quit blogging for a couple months was I needed an escape from the barrage of new material put out by the online community) blogs, forums, articles, house rules, and a dozen or so RPG systems/supplements. I've arrived at something. Not finished, no "rule" ever should be.

    During this magical quest I've been beset by a series of conflicting goals:
    - Analytical mind & mechanical elegance / It's magic stupid, it don't make no sense
    - Flexibility, "wild"ness / familiarity to existing player base
    - Complete, uber / stop futzing with rules and play this thing dammit!
    - Fascination with RL historical magic / unplayability of RL historical magic
    - House rules rule / game is no longer D&D (which one? OD&D / 3.5 are so not the same game)
    - Vancian, it's pretty rad / everything else, is also pretty rad

    A few things I'm not of two minds over:
    - Balance, screw that noise.
    - All spells are magic. God granted miracles are different and use totally different system. A topic for some other post.
    - Magic is dangerous and not a replacement for technology.
    - Magic is not known, it is discovered. Arcane knowledge is coveted and rarely shared.
    - Although, the party might be full of Wizards, Mages, and Sorcerers they are rare in the "real" world. Adventurers take magic-users into their party because they all are dangerous people whose lives are filled with violence, horror, and debauchery.

    Instead of deciding on the best magic system/mechanics I'm gonna use them all. Three are described below. Each system's mechanics influence the nature of magic use and it's in game flavour. But players are encouraged to alter/fluff up their particular method and make it their own.

    Most of this page is for DMs. To help sustain the "magicalness" I would relate mechanics to players through a "lens" of flavour. I wouldn't lay it all out up front either.
    Instead of "you can make a scroll for 100gp per lvl of spell" I'd wait until magi finds and examines (in their "lab") a scroll explain "It appears that mystical energies are infused into the ink and vellum. That no valance would be required to call forth this spell." If they asked "Could I duplicate this marvellous phenomenon?" I'd answer "probably with some research, perhaps you should seek Lucious the Effervescent who's sigil is on that scroll."

    A Partial Bibliography, filtered through my poor memory/lack of record keeping: Beyond Fire and Forget, Staff Based Magic, Theurgists Order of Set, Playing with Magic, Strange Magics, Non-traditional Sources of Spells, Fight On! Magazines, d20srd Spontaneous Metamagic / Metamagic Components / Incantations, Alternate Spell Casting System, ODD Boards Counter Spelling, There is Candy, Blue Star Mages and Goat Fuckers, Piecemeal, Carcosa, Ars Magica, Arduin, A Magical Medley. Finally, I spent many, many fascinating hours following links from Wikipedia's List of Magical Terms and Traditions.

    Base System: Castles and Crusades with a "class" system derived from delicious pie. There are three levels of casting ability equating to how much arcane pie a character has. Casting ability dictates spell slots and casting options. For example characters with but one slice of arcane pie have no slots and may only cast rituals, never "fast" spells.

    "Spell Slots" Three 1st and one 2nd lvl slots equals three 1st circle(lvl) spells and one 2nd circle(lvl) spell. A fourth 1st lvl may not be substituted for a 2nd lvl nor may two 1st lvl be combined into one 2nd lvl. No duplicate spells allowed.

    "Casting Checks" C&C SIEGE mechanic with open ended d20, natural 1 always fail, < style="font-weight: bold;">"Cast as Ritual" Most spells can be cast without the usual memorization requirement via ritual, which take 10 minutes.

    "Minor Magics" [I've seen this idea several places] Minor magical effects based off of currently memorized spells can be cast at will. Undecided if these will be limited to "cantrip" level of effects or something like with fireball memorized can conjure a fiery dart 1d6 (proly require a caster check) thus giving poor magic users something to do every round. On the other hand, suck it up Wussmage!

    "Residual Effects" Unplanned manifestations of power that escape the will of the magic user. A randomly determined spell of the highest level memorized will leak. Once the leaking spell is recognized, the character may then attempt to rein it in. This attempt can be made once per day. If the wizard is successful, another spell will begin to leak. See Trollsmyth's excellent Playing with Magic post.


    Magi

    Other names include: Magus, Magician, Mage.

    Spellbook based arcane magic, memorized. Cha/Int.
    - Safe, comparatively. Spells work, no casting check.
    - Can learn any number of spells.
    - Available spells are a mixture of my 4 volume Compendium of Wizard's Spells and 3 volume Compendium of Priest's Spells. Should be enough to get started :)
    - Must find and copy or study/learn/research new spells. Maintains written spells.
    - May cast most spells as ritual from spell book/scroll independent of memorized spells.
    - Material components only required when memorizing spell / casting as ritual. V, S when casting as per individual spell description.
    - Minor effects based on currently memorized spells.
    - Eastern tradition originally by Zorastor, but practised and altered by many, most recently the Thracians.

    Spells are complex mathematical and mystical formulae. Each of which spans many pages [1 per lvl]. These may be written in most any language and are not magical. Rather they are instructions on how someone with the proper training and demeanour can arrange his mind, opening up its valances to be receptive to storing magical energies.

    Magi must memorize spells/open valances. The number and power of which is limited by their available spell slots. It is not possible to memorize duplicate spells. Memorization takes one hour per spell level of uninterrupted study and requires the spell's written formulae. Magi may only fast cast memorized spells. Memorized spells stick with caster and are available to be cast again after 8 hours of rest. The written spell formulae are only needed to change caster's "load out".

    Notes: As close to base D&D magic as my house-ruling ass could make it. Magi are scientist / scholar types, poring over musty tomes. Int is required to research, copy, and learn new spells. I expect most to choose that over Cha. Spell books don't have to be books; big mess of scrolls, strips of silk, clay tablets, whatever. A player is free to abuse the 8 hour rest by trying to cram more than one "cycle" of spells in 24 hours. Of course they will then learn about the "Mind Wrecking Effects of Magical Overuse" table.


    Wizard

    Staff based arcane magic, not memorized. Cha/Int.
    - Magic can fail but is not usually too dangerous. Casting check, >30 slot is not expended.
    - Focus (staff/wand or tattoo) required to cast any spell.
    - Can learn any number of spells.
    - Available spells are a mixture of my 4 volume Compendium of Wizard's Spells and 3 volume Compendium of Priest's Spells. Should be enough for my purposes :)
    - Automatically gain a few spells per level. May "transcribe" magician spells, is very hard. Foci replaces need for written spells.
    - May cast most spells as ritual from focus without expending a spell slot.
    - Material components only required when carving spell into focus / during ritual. V,S required when casting as per individual spell description.
    - Minor effects based on current selection of spells.

    Rather than voluminous arcane formulae laboriously studied and memorized wizardly magic is more intrinsic. Wizards know the art of investing spells into monograms and similar mystical cyphers [Ex On Beyond Zebra]. These are carved into special foci (e.g a wizard's staff / multiple wands and optionally one spell per level as tattoos). The disadvantage being that spell energy is tied up in the focus and not within a valance of the Wizard's mind. Another being wizardly magic is more of a discovered art rather than a studied science. Wizards find it difficult to expand their smaller (relative to Magi) corpus of spells.

    Each day wizards perform a short ritual that fixes a selection of their spells (numbers equal to spell slots). Throughout the next 24 hours the wizard may fast cast any of these fixed spells equal to their spell slots.
    For example: Dougard, a wizard, has 3 1st circle slots and selected the following Hands of Flame, Dougard's Excellent Enthralment, and Lucious' Arachnid Locomotion. Dougard could then; cast each of those spells once that day, cast Dougard's Excellent Enthralment three times (and not cast any of the others at all), or cast Hands of Flame once and Lucious' Arachnid Locomotion twice.
    Notes: Nice feel (wizards have staves ya know, reminds me of LoTR scene, Gandalf getting in to see Wormtongue and King Theodin). Trades flexibility in casting for some loss of spell selection and 5% risk of spell failure. A little less bookkeeping, could use tokens for spell slots. No spell books hassels. But be damn sure to not loose your staff/foci. Unlike magi who can make copies of their spell books wizards have no backup plan! (just like most non-sysadmin RL people I've met)


    Wyrd

    Focus based arcane magic, not memorized. Cha/Int?
    - Norse tradition

    Works like wizard using totems, bone of ancestors, runes, etc as foci instead of staff. At least until I find better idea.


    Sorcerer / Theurgist

    Other names include: Witch, Warlock, Shaman, Diabolist, and EHP.

    Mental/Psychic based magic, not memorized. Cha/Int.
    - Risky and dangerous. d20 casting check, variable chance of spell failure / variable success aka some sorcery casting chart I've yet to create.
    - Can learn any number of spells.
    - Available spells pulled from Arduin, Carcosa, and similar sources, plus anything else that seems to fit.
    - Must deal/bargain/extort new spells from their "power".
    - No rituals or rather they have their own rituals.
    - May require focus, tools, objects, components to cast. V, S as per individual spell description.
    - No minor effects.
    - Ancient / primordial tradition.

    Sorcerous magic derives from a "Power", entities such as The Frog Gods, Elder Elemental Gods, demons, cosmic alien intelligences, plain old gods, and the like. Sorcerers bind/trap/worship these Powers and thus extract/extort or are granted mystical secrets (spells and what not). As you might imagine this is rather risky and has a cost, which the Power will eventually collect. They must keep their Power happy/satiated/bound. Sorcerers walk a fine line between lust for magical power and fear of what they have done/must do to gain it.

    Not all sorcerers consort with demons and cosmic terrors. Many are respected sorcerer-priests, theurgists, of "good" gods such as Jupitor and Amon-Ra. Their risks are no less. Push too far for spiritual enlightenment and they may accidentaly gaze upon the true face of a god. Perhaps not as frightening but equally as terminal as being sucked into the cosmic void by an alien intelligence.

    Sorcerers use their own mental energy and life force, or the life force of (often unwilling) others to control and channel the mystical energies of their power. Which is physically and mentally draining. The strain on mind and body is represented by temporary Constitution loss. The exact amount, 0+, is determined by how they rolled their casting check. It is possible for a sorcerer to push themselves too far, collapsing into a lifeless heap. Depending on what their Power is might use Wisdom loss (insanity) instead.

    Sorcerers may attempt to cast any spell they know regardless of level. Although, grasping beyond your means grants large penalties to casting check. Other modifiers to check include; penalties for having less than 3 arcane character pie pieces, penalties for taking damage/being distracted during casting, bonuses for appropriate sacrifices (magic items, rare substances, people). Finally, each spell will have certain circumstances in which it is easier / more powerful to cast. These last bonuses are most important for use in bargaining rituals. For example:
    When Morzaad hangs dark in the sky [a lunar eclipse] go far below within the crytal depths to where echos fear speak and the Formula of Geometries will flow easily from thy lips. [aka large bonus to the casting check of that spell]

    Bargaining:
    Bargaining checks are handled as casting checks with higher stakes. There are two primary bargaining rituals "binding" & "extorting". I'll use those names even though a Theurigist is not binding their god, rather they are achieving a higher and more personal rapport with their diety.

    Binds come in degrees; partial, weak, strong, etc. and represent amount of influence sorcerer has over their Power. A weakening of the sorcerer's bind over their Power is a common result of failed spell and bargaining (including binding) checks. Weaking beyond partial releases Power and is the end of the sorcerer. The degree of binding provides a modifier to extorting checks. Binding rituals take days and require the purchase of rare insenses, oils, nubile dancing girls and the like. Players are free to attempt the ritual as often as desired. Begining sorcerer characters start play with a weak bind.

    Extortions are the sole means by which sorcerers gain new spells and other mystical secrets. The extortion ritual takes days and requires the purchase of rare insenses, oils, nubile dancing girls and the like. Check's level of success determines how many new spell secrets are learned. The levels of the spells is random but bell-curve distribution around characters current abilities. Players are free to attempt the ritual as often as desired. Before play begins newly created sorcerer characters conduct an extorting ritual "off-camera". Truly catastrophic results are rerolled, all others are kept.

    Notes: Theurgy means 'divine-working'. Practice of rituals. Sorcerer priests are Theurgists. Maleficium (sorcery) Latin term meaning "wrongdoing" or "mischief". Goetia is the invocation of angels or the evocation of demons. Evocation, the act of calling or summoning a spirit, demon, god or other supernatural agent.

    Sorcerers are as powerful as the player is willing to be risky. I tried to apply the mega-dungeon "risk vs reward" equation to spell casting. Played safe they are weaker than wizards and magi. Dial up the danger and be rewarded or TPK'd. Which brings up... The risks of sorcery are shared, willingly or not, by all those near or known to the sorcerer. When you accidentally release an aspect of Shoggoth it arrives with a mighty hunger and indiscriminant palet.

    Sorcery is a bit complex and requires maturity/sophistication of role-play so as to not ruin the game for the rest of the players. Therefore they will be an "advanced" class. Not available to players until they've gamed with me for a while.


    Other

    Other types of practitioners: Rune Casters, Alchemists, Hermeticists, Mystics, Celtic Druids, and Hedge Wizards, as well as Tarot and Hoodo magic have to wait for Part II and Part III.

    There is one form of magic available to all characters regardless of class/magical aptitude. Enochian, invoking the magic contained within individual letters of the Language of Creation possibly based off of Incantation mechanics.

    Saturday, October 10, 2009

    So, You're Dead

    First are you dead or only mostly dead? Mostly dead characters can become not dead at all characters. Just need their wounds healed (magically, the mostly dead don't heal naturally and to be perfectly honest are prone to rotting) and for certain alchemical preparations to be applied. These alchemical concoctions are expensive, rare, but generally available [cost of resurrection spell]. It takes a priest or similar holy person about 10 minutes of corpse poking and divination to determine if you're dead or only mostly dead. Consult the following table for the results of this examination:

    Dead/Mostly Dead (d20 + modifiers)

    1-19 dead as a parrot
    20+ only mostly dead, go you!

    +x character level
    +x charisma modifier
    +4 player character (as opposed to henchmen/hireling)
    +8 you know True Love



    Nope, I'm Quite Dead

    Sorry there, tough break. Do you worship any god(s)? No? Oh, that's unfortunate. See without any power to claim you and protect you in the afterlife it's very likely demons have gobbled up your "soul". Remember when the DM said there were good reasons to select a god(s)/pantheon. Yeah, this is one of those reasons. Live (well not actually) and learn. At least you're not being tormented for all eternity. Haunting, see below, is your one way to cheat death.



    The Afterlife

    Not all that you hoped for? You want out? Well, you have several options.


    Your friends can rescue you from Hades/Valhalla/Duat/Morzaad/whatever. Which is pretty much as hard as it sounds. First they must find out how to get to the "underworld". Then they must trick away or bargain for your "soul". Finally the group of you have to escape back to the lands of the living. Haggling for one's soul is difficult. Gods like to keep less pious miscreants around for punishment and the very pious to show other gods how loved and awesome they are. It's best to be average and forgettable. In that case you may not even need much of trick. Just a quick "hey look Aphrodite is taking a bath!" while you slink off in the other direction. This is definitely high level play. Not only is the "underworld" fraught with peril, gods are more likely to let high level hero's get away cause they're such awesome PR machines. Still, bargains are typically limited and always favour the gods. Such as Odin granting you three more years on Midgard so that you may destroy the Temple of Elemental Evil and all followers therein, lucky you!


    Option two, friends use a magic ritual of resurrection to steal you back from the gods. What magic is more powerful than the Gods? Not yours! You need to make a deal. A very bad deal, with something very scary; The Frog Gods, Elder Demons, Cosmic Alien Intelligences, and the like. Now, if your friends know about those and how to go about contacting them for some deal making then you got some messed up friends. I'd recommend staying dead. Really these deals are never worth it. But, hey, what price a second chance, right? And everyone always thinks they will find a way out of the deal. Note: for the well prepared but foolish it is possible to enter into one of these deals prior to death actually occurring thus avoiding the whole having to have friends thing.


    Betrayed? Cheated? Task left unfinished? Then haunting might be just what you need. Not as good as being alive again but maybe you can still annoy your friends. Haunting prevents your character from reaching the "underworld". It also stops demons from gobbling up your soul and thus is a good option for the godless. Haunting is a "condition" and can be cured. Usually by do gooders, through ritual cleansing, holy fire, stake in the heart, etc. Although, if your haunt is revenge/task based you cure yourself once you get'r'done. When cured you continue on to the "underworld" (or demon dinner table). The decision to haunt is optional and must be made at the first dawn/dusk after death. Roll on the following table to determine how successful your haunting attempt is:

    Haunting (d20 + modifiers)
    1-19 Rest in Peace
    20-24 Minor haunt: fixed to area of death, limited
    manifestation, DM controlled.

    25-28 Fixed haunt: ghost et al, fixed to general area of death, DM controlled.
    29-32 Free roaming haunt: Continue play as a ghost et al.
    33-36 Free roaming corporeal: Continue play as a skeleton, floating skull, zombie, etc.
    37+ Undead Lord: You rise as a mummy(Osiris followers), vampire, zombie master, or similar.

    +x character lvl
    +x charisma modifier
    +x unfinished task (variable determined by DM)
    +0 godless, no bonus for you heathen!

    +4 murdered/betrayed by ally
    +6 murdered/betrayed by player character
    +8 necromancer
    +8 worships Osiris or similar god
    -10 last rites performed


    Other Death Rules

    "You Shall Be Avenged!" from Jeff Rients' Cinder House Rules.

    "Hi! I’m the new party member!" again with the Jeff Rients' Cinder House Rules. Player's newly generated character may be designated heir and receive previous character's monetary wealth (less 33 1/3% death tax) and one of their magic items. Alternatively, a henchman may be promoted to player character status.

    Last rites, in addition to closure, provide two tangible benefits. They hinder hauntings. And last rites generate piety for the participants. [Piety is used to invoke miracles]. To be effective last rites must be performed prior to the next dawn/dusk post mortem and require religious training / divine favour to conduct. Simple last rites take 10 minutes to perform. Often used soon after death to ensure the deceased shuffles off. Later, a more elaborate funeral and burial may take place. Regardless it is imperative that the body not just be left. Burial by Earth, Fire, Air(sky burial) or Water is required or else last rites will be nullified and bad things will happen.

    After / instead of last rites, a character may receive a Heroic Sendoff. A bigass funeral pyre, the raising of a burial mound, a funeral ship floated down the river, or the like. The main point being that survivors get to leech xp from their friends unfortunate situation. More Jeff Rients' Cinder House Rules.

    So long and thanks for all the
    fish, im mean experience.

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