tag:blogger.com,1999:blog-2188108755876247502024-03-04T20:44:23.987-08:00Cubic DystopiasDevelopment for the Horizon homebrew system.cubichttp://www.blogger.com/profile/02876627219819478078noreply@blogger.comBlogger44125tag:blogger.com,1999:blog-218810875587624750.post-60586939599079751932017-04-11T15:37:00.002-07:002017-04-11T15:37:45.557-07:00Ouranomachy<h2 style="text-align: left;">
Ouranomachy</h2>
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<o:p></o:p></div>
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<i>Operatic Tactical Warfare in the
Spinward Rift</i></div>
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I've always liked tactical wargaming, although I never have time for it these days. Either way, I usually enjoy the list-building aspect just as much as the actual game (especially as I'm never the best tactician). Probably the wargame equivalent of OSR-style rules is <a href="http://www.rpgnow.com/product/117217/FAD-4-wargame-rules?manufacturers_id=5701">Fast and Dirty</a>, which has been a basically open-source, extremely flexible skirmish ruleset for years. (More resources available <a href="http://www.freewebs.com/weaselfierce/">here.</a> However, there hasn't really been a complete "generic" setting for the game, so here's a bit of a go at it. I use the term "operatic tactical warfare" because I'm integrating more "heroic" aspects than the speculative fiction mould FAD defaults to.</div>
<h3>
The Spinward Rift</h3>
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Centuries ago, Earth was drowned by rising tides of water
and blood. The survivors clambered aboard scores of generation ships, forging
thousands of new identities and creeds during the decades spent en route to
their new home. <o:p></o:p></div>
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The ships’ designers had sent them to the Spinward Rift, a
stretch of the galaxy with an exponentially higher density of habitable planets
than any other ever detected. Even if their flight paths diverged, it was
reasoned, crews would be able to redirect to a convenient second, third, or
fourth choice, rather than being carried by their momentum infinitely through
the void. <o:p></o:p></div>
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Each ship expected that, due to the realities of
interstellar travel, they would barely ever have contact with one another once
they arrived in the Rift. They were wrong. <o:p></o:p></div>
<h4>
Dreamgates</h4>
<h2>
<o:p></o:p></h2>
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Cyclopean gateways, fashioned out of an unknown, iridescent
black metal, were spread across most of the Rift’s worlds. There was no rhyme
nor reason to their placement – most had twelve or fifteen, some thirty or
fifty, and they were scattered across verdant forest worlds, fertile
archipelagoes, blasted acid deserts, hellish primordial worlds, and airless
rogue planets alike. Nor did they provide instantaneous travel, as their first
explorers expected – though certainly superluminal, travel between worlds still
took weeks, sometimes even months. Furthermore, they only connected a few of
the closest planets, and their energy weakened when transmitting large amounts
of matter. And no other sign of their builders was ever found.<o:p></o:p></div>
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Nevertheless, they were exponentially more efficient than
the generation ships that brought humanity to the Rift, and soon only
rudimentary, system-bound craft roamed through space. The Dreamgates became the
exclusive means of interplanetary transportation, and colonists raced between
them to discover new resources for plunder, the crashed remains of failed
ships, and to make links with the burgeoning cities of the successful ones. But
this travel was not without cost. Dreamgate users, in their liminal days
within, experienced strange, waking dreams, of fantastical landscapes, strange
beasts, non-Euclidean flora, and of the spaces between stars. The initial
studies revealed no behavioral or psychological effects, and the dreams did
demonstrate continuity of consciousness, which put to rest early fears that the
dreamgates killed those who entered them, and simply reconstituted a copy on
the other side. So the colonists continued their use, not knowing the seed a
select few of them were left with…<o:p></o:p></div>
<h4>
The Empire</h4>
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<o:p></o:p></h2>
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One in one million Dreamgate travelers, it soon became
clear, manifested odd powers. Repeated use made this more likely, and one
family of eager explorers – the Porphyrii – began to benefit more than most.
The Porphyrii, guided in part by the uncanny intuitions and parapsychological
abilities they were developing, devised a genetic test that did what no
previous researchers had done, and isolated a stretch of DNA associated with
the Dreamgates’ effects. They immediately began locating other psionics and
bringing them into the family, or killing them. While other groups soon
followed their lead, the Porphyrii had an insurmountable first-mover advantage,
and within a generation had unified nearly every colonized world under their
banner. They declared an Empire, with no qualifier – there was, after all, no
other.<o:p></o:p></div>
<h4>
The Collapse</h4>
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<o:p></o:p></h2>
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But heredity, even coupled with psionic power, is no guarantor
of good rule. The Porphyrii were no exception. For centuries, their abilities
and the rifles of their Phalanx kept order in the Rift, even as successive
Emperors lost themselves to hedonistic dissolution, grandiose bouts of
self-deification, or quixotic attempts to map the ends of the dreamgate
network. Worlds chafed under misrule, rose in revolt, or had to be granted
forms of autonomy.<o:p></o:p></div>
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Then, Emperor Ouranov, the Empire’s twenty-fourth of their
line, found a new object of worship. Wracked by weeks of visions, akin to those
felt within the passage of the dreamgates, they felt something calling.
Something akin to angels, or aliens, both entities that humanity thought had
passed long ago. There was another step, they felt, beyond the rift, beyond
even the fabric of spacetime, even beyond the strange beings that built the
dreamgates. It was humanity’s time to take that step, even if the masses could
never see.<o:p></o:p></div>
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Ouranov first converted the remnants of their family to this
insight, and bade them scatter among the worlds, to prepare for their
unveiling. Second, they contacted the Phalanx, asking the Empire’s famed army
to lock down public plazas and buildings to stave off the possibility of
unrest. Unfortunately, they did not react as had been foreseen.<o:p></o:p></div>
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It took time for the coup to emerge, so byzantine were the Phalanx’s
ranks. Most were long dissatisfied with the errands given them, by their lack
of success pacifying the peripheral worlds and the constant harrying strikes of
the few independent holdouts. In the end, though, a cabal of Phalanx commanders
sent emergency orders countermanding the lockdown and assassinated Ouranov as
they were in the middle of giving a public speech explaining their insights. <o:p></o:p></div>
<h4>
Civil War</h4>
<h2>
<o:p></o:p></h2>
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It has been decades since that day. The Remnant Empire, now
ruled by some of the original cabal in conjunction with whichever local despots
they bribed into remaining, controls a bit more than half its original
territory. Most of the rest is led by the Secessionists, a fractious confederation
of rebellious, victimized, and previously autonomous planets seeking to place
itself at the head of a new order. The Companions, bereft of an emperor to
protect but still dependent on the arcane techno-spiritual fusion that
undergirds their engineered psychology, roam the Rift in search of their own
inscrutable mission. The Phalanx fights itself seemingly as much as the Remnant
Empire’s real threats, as local despots use its exhausted soldiers in their own
petty turf wars. <o:p></o:p></div>
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Meanwhile, stranger threats circle the Remnant Empire like
flies with a corpse. The Ascended, disciples of the Ouranov’s vision, gather
turncoat Companions and distant Porphyrii cousins to nests hidden within its
most peaceful core words. Abandoned rimworld factories pump out legions of Processors,
deadly battle drones from a secret project whose creators were killed in the
war. Dozens of independent worlds have banded together under the banner of the
Dualists, a psionicist movement which claims to have corrected the last
Emperor’s errors, and which has found a novel means of navigating the
dreamgates. Other independent worlds have sent out teams of Scavengers to pick
the choicest bones from between the feet of these squabbling giants.<o:p></o:p></div>
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<o:p></o:p></div>
And finally, much to humanity’s regret, it has made its
first contact with living aliens. The Locusts are an all-consuming genus of
hive beasts which descends directly from space, circumventing the dreamgates.
And the Arrivals claim to be refugees, fleeing some terrible threat which has
destroyed their home planets, but which they are adamant are unrelated to
either the Locusts, or the Ascended.cubichttp://www.blogger.com/profile/02876627219819478078noreply@blogger.com0tag:blogger.com,1999:blog-218810875587624750.post-65650231516622424342015-04-05T20:30:00.001-07:002015-04-05T20:35:12.403-07:00Session 5: The Peacemakers<span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0); font-family: 'Helvetica Neue Light', HelveticaNeue-Light, helvetica, arial, sans-serif;">Characters: </span><br><div><span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);">Tuan Fen - Fighter 2, overweight and ugly</span></div><div><span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);">+Fluffy, his armored wardog</span></div><div><span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);">Vlad - Rogue 2, dubiously "improved" by the Temple of Science</span></div><div><span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);">Sloth - Prophet (Cleric) 1, of Daog, God of Pits, dyslexic and with a bad back</span></div><div><span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);"><br></span></div><div><span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);">The party awakes with Sean convalescing in one of the tents. Ricin Dexter and his armsmen have disposed of the peryton corpses.</span></div><div><span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);"><br></span></div><div><span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);">There's a quick discussion of how the rules are going so far. I'll be posting my house rules pretty soon, but the main one is that I decided that 3d6 take highest for Level 1 hit points isn't my favorite - either it should be a simple hardcore 1d6, like every other level, or the modern "max HP at level 1" - and we decide to do the latter. I made it retroactive for the two Level 1 characters, so Sloth digs a pit and is strengthened by worship of his god. He still has a bad back though.</span></div><div><span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);"><br></span></div><div><span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);">(My feeling on this is that characters should really start dying at Level 2 or 3, so they have a chance to build an emotional connection first)</span></div><div><span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);"><br></span></div><div><span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);">The party waits four days in the wild to let Vlad train up to second level, and for Fluffy to recover from his previous injury. They reenter the gatehouse and bring Ricin to inspect the rest of the papers - "Very Scientific! Worth 150 GP. As per the previous agreement, that'll be 75 GP for you guys." As soon as he's out of earshot, however: "Didn't we get a better deal than that?" Nope, no you did not.</span></div><div><span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);"><br></span></div><span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);">They inspect the north door. Vlad and Tuan Fen press their ears against it and hear nothing inside - but they do hear a screeching of metal on wall echoing through the dungeon. Door opens - it's a room with protonium shelving and eleven violently severed automaton heads. Since Tuan Fen is already fat and slow (move 7!) the other characters decide they have nothing to lose by getting down to the first weight bracket and take on all of them. First they show one to Ricin, and he extends his hand and says "The Temple would value that at 40 GP, so 20GP for the three of you." Sloth says, "Oh, in that case we'll just hold on to it." Ricin: "What do you mean? You're contractually obliged to turn it over to me." "Uhhh... I mean we'll take it back into the gatehouse and see if it can be used for anything." Ricin nods and makes a note of it in his Moleskine. </span><div><br></div><span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);">The party decides to see what the pristine automatons can do with them. Tuan Fen also advocates murdering Ricin, and if the Temple doesn't like it, well they can just never go back to Denethix. Vlad and Sloth are less keen on pissing off the Temple, but agree that Ricin's not going to get that one automaton head, and they'll say they dropped it in combat or something.</span><div><span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);"><br></span></div><div><span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);">When they come upon the automatons' barracks, they find the eight of them seated in a circle, each conducting minor repairs on the next one's back. Vlad produces the first automaton head: "Alas! Poor #FFF263! I knew him well. But at least he has a few useful disks inside." One of the shabbier automatons begins disassembling #FFF263's head and incorporating it into its own body.</span></div><div><span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);"><br></span></div><span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);">The party discusses events with the automatons, discovering that the head room was the original lair of the hated Abomination, and was an unholy place (explaining why they hadn't been cannibalized already). The automatons again request that the party tackles the highest priority janitorial duty - cleaning the "very dangerous" bathroom. Tuan Fen demurs, saying they need the proper gear. This agitates the automatons, who complain that it has been a janitorial priority for hundreds of years, and asks that Tuan Fen inform his manager that they have exceeded the allotted workflow time by 700,000%. Tuan Fen says that management is out of touch, but maybe if they got an escort to catalog any other defects they could make a more accurate workflow. Four automatons decide to tag along.</span><div><span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);"><br></span></div><span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);">Vlad opens the door they came in from, finding a gruesome jury-rigged automaton crouching at the door, listening to them. It screeches and flees, but the party chases it into the foyer and destroys it. One automaton drags it back to their HQ.</span><div><span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);"><br></span></div><div><span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);">They move back up to the document room and open the slightly curved door to the east, unsurprisingly finding the emergency generator core. This is a long glass tube filled with green liquid, and the room itself is a 50' tall, 40' wide cylinder, with two ladders down and a bunch of tubes against the wall, some of which are broken. The party is standing in the top 10' of the cylinder, on a black metal catwalk grille. They send the three automatons down first, to scout, and then figure out a plan to lower Fluffy to the ground, as she can't climb ladders. They decide that they'll truss her up using their 30' of rope (the first 20' having been cut off to tie up Terry, I believe) and get the last 10' by tying that to their ten foot pole. Tuan Fen trusts only himself to do the lowering, but Sloth and Vlad begin climbing the ladders first.</span></div><div><span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);"><br></span></div><span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);">Usually I keep a pretty good poker face going, but I seriously could not stop myself from breaking out into a wide grin as I described the football-shaped lumps of green matter loosing themselves from the broken pipes and revealing themselves to be bloodthirsty mutant stirges, attacking just as the two adventurers reached the halfway point. </span><div><span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);"><br></span></div><div><span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);">Rolling randomly for targets, I found that Sloth had attracted the attention of two stirges, Vlad, three, and the last one flew up to try to get at Tuan Fen. Vlad injured one with a throwing knife, but then tried an Athletics roll to drop down to the last rung - failed! He only took a minor injury from the fall, however, Tuan Fen quickly killed his attacker and then began laboriously coming down. Vlad and Sloth, clambering to the ground one-handed while slashing at their attackers, eventually managed to kill a couple stirges and reach the ground where the automatons helped them out and killed the rest, but both had been pumped with a good dose of the stirges' radioactive bile. Vlad got the better deal - he was looking a little greener, but felt a tad stronger, while Sloth only lost a point of CON. Vlad peered around hopefully to see if maybe he could get bit again, taking him to 16 Strength and a +2 bonus. They only found six green gems in the stirge nest though.</span></div><div><span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);"><br></span></div><div><span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);">While inspecting the lower section, the southern door flew open and the party was attacked by two new degenerate automatons - these ones nearly eight feet tall! But they and their allies made short work of them, and two pristine automatons left to drag their corpses back to the barracks.</span></div><div><span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);"><br></span></div><div><span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);">Moving south, they found another strange room - 20' square but with a 40' ceiling, and a rusty cage hanging down from it. Exploring further, they found themselves at the first incursion's batte site, and decided to return up the stairway. </span></div><div><span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);"><br></span></div><div><span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);">Marching confidently homewards, they ran right into a group of 6 lesser automatons in the foyer - but these were not immediately hostile. Unnerved, Sloth stepped forwards to negotiate. In a nutshell:</span></div><div><span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);"><br></span></div><div><span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);">- The Jury-rigged claimed that they were forced to cannibalize human parts because the pristine automatons monoolized scarce resources to keep themselves in tip top shape, rather than sharing equally.</span></div><div><span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);"><br></span></div><div><span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);">- The pristine one said they were bloodthirsty savages who killed all the humans.</span></div><div><span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);"><br></span></div><div><span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);">- Neither side had any evidence to back up their claims, as the memories were overwritten by a software update.</span></div><div><span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);"><br></span></div><div><span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);">- Tuan Fen and Sloth calmed the squabbling bots down and said they should work together to kill the Abomination - perhaps then there would be enough parts to go around.</span></div><div><span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);"><br></span></div><div><span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);">- The party decided to make the foyer secure and sleep there, as neither side of automaton society trusted the other to leave their sight.</span></div><div><span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);"><br></span></div><div><span style="-webkit-text-size-adjust: auto; background-color: rgba(255, 255, 255, 0);"><div class="separator" style="clear: both;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj6Enpv9RR7aAoe6kAHYjQCqREU0LTYNfAev0KMG97lIJ3GJ0UmTC0yFYzIGMQwdm5tnWiHWc0Q8X3zx8-K4iwIhQ8L8NN9xMUmjaofAZi5bSfGc4Zi99GKwxv6zkpl_IdXDuXZw-vYXB4/s640/blogger-image-1371288121.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj6Enpv9RR7aAoe6kAHYjQCqREU0LTYNfAev0KMG97lIJ3GJ0UmTC0yFYzIGMQwdm5tnWiHWc0Q8X3zx8-K4iwIhQ8L8NN9xMUmjaofAZi5bSfGc4Zi99GKwxv6zkpl_IdXDuXZw-vYXB4/s640/blogger-image-1371288121.jpg"></a></div><br></span></div>Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-218810875587624750.post-81766192978716390612015-03-05T16:29:00.001-08:002015-03-08T21:17:06.627-07:00Session 4: Janitor Needed<div>The woke up to the sound of hellish screeching and the porters shouting about strange shadows - as if of men flapping their arms - passing over the campsite. Sean, Sloth, and Vlad ran out of the tent, as did Ricin Dexter and his Temple armsmen, Meniscus and Beaker. The three PCs drew their bows and sling, Ricin readied a throwing scalpel, and the armsmen pulled out long rifles.</div><div><br></div><div>The weird creatures soared low, silhouetted by the rising sun. As they approached, they resolved into huge winged creatures, half stag and half griffon with many sharp-tipped antlers. The humans got two volleys off, with a few arrows and bullets inflicting minor wounds on the perytons. As they approached, Beaker ran off and hid behind a tree. Then the beasts tried to gore Meniscus and Ricin upon landing, but one missed entirely and the other only slightly punctured Meniscus' side. Ricin fought with poisoned scalpels, but the poison didn't seem to affect the creatures.</div><div><br></div><div>The PCs moved to defilade positions so they could shoot the perytons without risking much friendly fire. They did this pretty effectively, getting a few good ranged hits in before all charging in to surround the perytons and chop them to death. Meniscus was scuffed up, and Ricin took a wicked slash into his shoulder. </div><div><br></div><div>Sloth knew that Peryton gall bladders could be used to make a potion that allowed a human to run faster, and had Sloth attempt a harvest. He successfully extracted one, but also removed their hearts and roasted them off the open fire. Sloth and Vlad ate them, and Sloth experienced temporary chills and ghostly visions afterwards. Vlad also plucked some of their feathers and claws. </div><div><br></div><div>Buoyed by this victory over huge magical creatures, the group decided to head back into the dungeon, undaunted by the reports of metallic screeching that emanated from the tunnels the previous night. They opened the "Barracks" door and found themselves in a 30' room with two southern and one northern door. Inspecting it closely, they found many footprints and a large dust-free area surrounding the northern door, which they decided was a trap. Vlad inspected it closely and found that the lever door handle indeed had a strange sort of resistance to being opened. After some discussion, they tied a rope to the handle and pulled the door open. On cue, a large black metal pipe swung down and through the door. A broken piece of metal wire hung down from the ceiling.</div><div><br></div><div>Beyond was a 30' hallway ending in another door, with two more on the west wall and one more on the east. The group decided to ignore this hall and try the southeastern door. They found that it opened into some kind of bathroom - they recognized the fixtures as toilets and showers, but of a far fancier and technologically advanced kind than they'd ever seen. There was another door in the west wall of this room, and they opened it to see a group of eight more automatons.</div><div><br></div><div>Unlike the others, however, they hadn't incorporated human bones into their frames, and were friendly. They looked at the party in surprise: </div><div>"Humans??"</div><div>"We're uh a janitorial crew."</div><div>"There hasn't been any janitors here for hundreds of cycles! Many things need to be cleaned. For instance, the bathrooms you are in are very dangerous."</div><div>"Well we'd be happy to clean, but there are other robots we met, that had human bones in them, and they tried to kill us."</div><div>"Degenerates! They are despicable fallen creatures. We only use automaton parts to repair, due to our superior moral circuits."</div><div>"Could you come help us as we... cleaned?"</div><div>"Yes, we will send four with you, and the rest of us will defend our base of operations."</div><div><br></div><div>Looking around, it didn't seem like much of a base - lots of broken shards of furniture, and a pile of human bones in the southern end of the room. Nevertheless, four robots stepped forth, and marched north into the large room.</div><div><br></div><div>As they did so, the dust at their feet swirled and congealed, lit from within by static sparks.</div><div>The robots exclaimed, "Dust ghosts!" and began to attack. The party swarmed from behind, and found their swords and sling bullets effectively dispersed the ghosts. Only 1 automaton was pushed over during the battle, suffering a few dents.</div><div><br></div><div>Sloth asked what dust ghosts are, and the automatons said they were the lingering wills of their ancestors. "Robots building other robots? Sounds good to me," said Sean. </div><div><br></div><div>The group headed north and the four automatons grabbed the hanging pipe and started lifting it back towards the ceiling and extruding thin steel wire. The party told them to wait, however, in case they had to pass that way again and the automatons obliged.</div><div><br></div><div>They began opening the doors in this hallway in clockwise order, finding a large single bathroom, with a working toilet and shower, but no sink - just like the communal bathroom they visited previously. Next was an empty 20' square room with plastic hooks mounted on the walls. After that, however, was a 20' square room with a huge floor to ceiling mirror built into the eastern wall, and a hole with multicolored wires poking out of it in the north wall. They found that the mirror couldn't be pulled off the wall, and seemed to conceal a hollow space. Sean and Vlad searched every surface of the room but found nothing new, other than that the mirror didn't seem to have any hinges - clearly the wires were some kind of control mechanism. They consulted the automatons, but the metal men said they didn't even know of such a space. They also didn't seem concerned about the party breaking the mirror, so Sloth wound up his sling and took a crack at it. The bullet ricocheted off, and nearly hit him in the face. He decided they needed more power. </div><div><br></div><div>Next, Vlad and Sean examined the wires, and asked the automatons, which said that there used to be a kind of personal lamp there, but they had no idea when it had been detached.</div><div><br></div><div>The group tried the final door in the hallway and found it to be nearly empty, except for an unlocked black metal box. Vlad inspected it and found it to be trap free, but had Sean unlatch it. He found two gold pins with some kind of eagle and star insignia. They concluded they were rank pins. Sean picked up the box and found it to be about 10 pounds, but didn't have the room to carry it with him. </div><div><br></div><div>Returning to the surface, they asked if Ricin wanted to take a look at a few things, and the scientist obliged, ordering his armsmen to keep a sharp eye out while he was gone. Vlad pinned the insignia on him and the automatons straightened up and shouted, "Lieutenant!" and asked him what the status of the Company was. "Uh... good. It's like, good," he said. The party cajoled Ricin into lightly interrogating the automatons, and found that they were charged with protecting the Gatehouse, "where we are now," and preventing anything from leaving the Environment "entry is to the southeast," which was "accident free for hundreds of cycles." The environment was closed, however, and had been when the company left - "standard operating procedure." When asked if anything was dangerous, they said that there was some kind of creature - worse than the "degenerates" - in the northeastern section of the Gatehouse, but that the Environment was "filled with danger and opportunity!" The automatons once again tried to get the party to clean the bathrooms but were ignored. Meanwhile, footsteps echoed from the hallway, coming from deeper within the facility, before fading again.</div><div><br></div><div>Ricin was then brought to the wires, which he said looked like mostly power cables, and a couple that weren't power cables. Vlad decided to try brushing some of them together but was unable to trigger anything. They sent Ricin back to the surface and went back down part of the "Subsurface Research Facility" stairs, inspecting the door they had ignored last section. Upon opening, they found another 20' square room, a lever, and a 5' wide black disk in the floor. Nothing they tried could budge the lever even an inch, and Sloth said it probably needed power. Sean grabbed the black metal box and set it on top of the disk, finding that it appeared to be of the same metal. </div><div><br></div><div>Vlad and Sean opened the drawers and found them to be filled with ancient papers, written in Common but still basically incomprehensible. Vlad also noticed that the dust at his feet was pooling and running in rivulets towards the west side of the room... dust ghosts! The three PC's and four automatons were able to overcome the 7 creatures, Vlad finding that his arrows were much less effective than the heftier blows from Sloth's sling or his sword, but three of the automatons were heavily corroded and one of the dust ghosts pulled down Sean, shoving an abrasive, dusty arm down his throat and into his lungs. Even with Sloth's healing spells, it would take the elf nearly five whole weeks to recover. </div><div><br></div><div>Vlad inspected the automatons and decided to return to the last session's battle site, but found only small handfuls of debris - the 15 destroyed bots were nowhere to be found, and there were two 10' scratch marks along the walls. When Vlad and Sloth delivered the parts to the automatons and described what they had seen, the bots shuddered in fear, and said it was probably the abomination. They thanked Vlad and decided they must retreat to their base in order to repair and assess the situation. </div><div><br></div><div>The party decided they would do the same, and took the papers to Ricin, who was visibly excited by the sight of them, and brought Sean back to camp. </div>Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-218810875587624750.post-14526806907666551372015-03-05T16:27:00.001-08:002015-03-05T16:27:41.506-08:00Session 3: Strange Sightings<div>Back in Denethix, they gave Terry over to the Scientists as vengeance for his cowardice and betrayal. Hexane Deuterium rubbed his rubber gloves together as the armsman was dragged screaming into the labs. Hexane also agreed to a 1,000 GP fee to revive Vlad, and offered to "improve him" - the party politely declined and Hexane said "we'll do our best to honor your wishes." </div><div><br></div><div>The scientists pumped out his entire bloodstream, removing both the poision and Vlad's hemophelia! (I asked him to roll 1d6 to pick a stat to re-roll, and lo and behold, it came up CON - his weakest stat. And the new stat was 14! The revive machine will have to break soon.) </div><div><br></div><div>The party spent most of the next three weeks looking for lodging, after they found that renting was much cheaper than hotels. Tuan Fen did train heavily, gaining a second level, as well as attempting to foster bravery in his wardog Fluffy. Vlad and Tuan Fen decided to split a two room apartment, finding two available on an alley off of the Street of Students - Tuan Fen feeling that he'd rather be off the beaten path. The first landlord, Tefek, wouldn't play ball and give them a discount if they paid a year up front, so they went across the street and met Crush Grimskull, a pit fighting trainer who recognized Tuan Fen from the practice yard and heartily agreed to the deal. Meanwhile Sean and Sloth, unable to convince their rich friends to let them share a room, found a cheap studio on the Street of Industrious Efforts. Vlad bought a new bow, and then they went out to look for cults to join. </div><div><br></div><div>Only the Church of Starry Wisdom advertised, however, and they were rude to Sloth, calling him delusional and telling him to renounce his vows and join them. He did ask what he'd need to do to demonstrate new loyalty if he did join them - but it was a tall order, as the cultists demanded he steal the God's Eye from the Grand Temple. He ended up declining, though they did find that the Church was looking for a "Shining Trapezohedron," which was prophesied to be buried beneath the western mountains.</div><div><br></div><div>Returning to the Scientists, the party revealed Harvinius' map (after making a copy) and got the Temple to send Ricin Dexter, two armsmen, two porters, and a big stack of water and food rations up with them to continue the deceased scientist's research. The Temple demanded half of any resulting loot, and the party surprisingly assented. Ricin was a Shadow Scientist (I haven't converted the ASE classes yet, so he's an amalgam of Rogue and Scientist) who used poisoned throwing scalpels and wore a black lab coat. The party was suitably impressed and decided they wouldn't kill him immediately. Hexane also announced that one of the scientist crew had a life monitoring device that would warn him if the man was killed, but he "didn't remember who had it." </div><div><br></div><div>The crew trudged up the mountain. At one point strange shadows of men flapping their arms passed them, but they couldn't see what cast them. Further up, they ran into a caravan, marked as belonging to the Hodo Brothers - six similar-looking men who said they were taking a shipment of pine liquor to Denethix. Tuan Fen decided he'd buy some, and he'd drink off an entire flask of Purple Lighting to make room.</div><div><br></div><div>Tuan Fen's intoxication took a strange form, however. His lips turned purple, and a strange man in a purple robe appeared, telling him that glory was to be found beneath the earth. Tuan Fen started poking at the ground with a dagger, and then the man said that his friends were dragging him down and he should kill them. He found this advice less useful, however, and he told the man to shut up, sheathed his dagger, and continued up the mountain.</div><div><br></div><div>The rest of the party looked concerned, but ultimately this wasn't too strange for someone who'd chugged a flask of dubious alcohol.</div><div><br></div><div>The hiking sobered Tuan Fen up, luckily, and the man faded away. The map guided them well, and they entered a small cave, mercilessly slaughtering the bear inside. Its flesh yielded two rations, though more were wasted as the group lacked a trained butcher. There was a section of worked stone in the rear of the cave, with a six-inch hole and sealed black metal door. They asked Ricin if he'd brought any sick rock, and Ricin pulled out a large lead flask, and had one of his porters unscrew it and dump the fist-sized lump into the hole. They heard no sound afterwards, until the door hissed open, revealing a brightly lit hall and octagonal room. </div><div><br></div><div>Ricin declared that he and his team would guard the entrance and inspect the party as they exited. It would be their responsibility to face the dangers below. </div><div><br></div><div>The room had a western door, an eastern door, and a northeast door. They were labelled, respectively, "Barracks," "Subsurface Research Facility," and "Emergency Generator Core" in ancient, but somehow still legible, stencils. </div><div><br></div><div>The party decided to open the eastern door, finding themselves looking down a winding staircase. The stairs turned a corner to the south, and there was a door by the landing. They asked Sloth to open the door, but instead he began waltzing down the rest of the stairs, the rest of the group following at a 20' distance.</div><div><br></div><div>At the bottom, Sloth hit a T intersection - nothing visible but more hallway to the south, but a bizarre and frightening sight to the north: a phalanx of fifteen strange automatons, built out of corroded metal and bits of human bone and ribcage. The two groups were equally surprised, and the party gathered around Sloth as the creatures' eyes turned blood red.</div><div><br></div><div>Battle was joined. The automatons were eventually all destroyed, Tuan Fen's axe scything down two and three at a time. But first Fluffy was knocked out, tossed to the ground with broken ribs. Then Waddell was killed by a metal claw to the head. And the last automaton, bloodlust lighting its LEDs, cut open Tuan Fen's femoral artery, bringing the stalwart warrior down before being destroyed itself. </div><div><br></div><div>The group fled to the camp to lick its wounds. Fluffy would live, but was out for at least two weeks. Sloth's spells and mundane medicine saved Tuan Fen's life, but he would be unable to fight for the next 48 hours.</div>Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-218810875587624750.post-29499521256596681362015-02-11T17:43:00.001-08:002015-02-11T17:43:42.606-08:00Two Sessions in Denethix<span style="font-family: 'Helvetica Neue Light', HelveticaNeue-Light, helvetica, arial, sans-serif;">Here's a recap of the first 2 sessions of my Land of One Thousand Towers campaign, using Roger's 52 Pages ruleset. So far everything merges pretty well - there's some awkwardness regarding prophets and the players are not fond of the restrictive rules surrounding firing into combat. I have a few thoughts about 52 Pages Prophets and ASE's atomized gonzo pantheon which I will post up later. </span><div><br></div><div>Cast of Characters:</div><div>Sean, Level 1 Elf</div><div>+Waddell the Soldier</div><div>Sloth, Level 1 Prophet of Daog. Dyslexic.</div><div>Tuan Fen, Level 1 Fighter. Fat and ugly.</div><div>+Fluffy the Wardog</div><div>Vlad, Level 1 Hemophiliac Rogue</div><div><br></div><div>The group had met on the docks of the River Effluent, when Tuan Fen and Vlad arrived in Denethix bearing large bags of gold - gifts from their parents, who had grown rich from prior adventures on the far side of the world (Qelong). Sean and Sloth, and Sean's follower, the soldier Waddell, were hired on to carry and guard the gold.</div><div><br></div><div>In Denethix, of course, there is only one place to go to keep large amounts of treasure: The Bank Inviolable. The group looked around at the building's baroque vaulted waiting area, and especially curiously at the machine gun pods of the Custodians of Fiduciary Duty. The bank staff recognized a prospective large depositor when they saw one, and a functionary came out to take the deposit and explain the 50/month deposit fee. He nodded at the hulking Custodians by way of explanation.</div><div><br></div><div>However, Vlad and Tuan Fen wanted to sign wills to prevent the loss of their accounts, should either be killed. For this, they would need a legal notary. The functionary recommended Low, Ball, & Sleigh, a few blocks north of the bank. The firm charged 180 for the service, which they grudgingly assented to. Trustworthiness and expediency was worth any price. Less trustworthy, at least to the two rich adventurers, were Sloth and Sean, who had stalked the depositors all the way to the bank, making noises about wills and bodyguarding and their poverty. These went unheeded, but the four adventurers did band together in search of a good bar.</div><div><br></div><div>After an hour or so they entered Hursenbuck's, owned by the efficient bartender Mary Hursenbuck. Business was good today, as two heavily armored men named Terry and Phil were loudly lamenting the loss by ambush of the Temple of Science caravan they were assigned to guard.</div><div><br></div><div>Tuan Fen sent the pair drinks, and soon enough they had spilled the beans, along with a significant amount of beetle whiskey. They had been guarding a Temple of Science caravan when it was ambushed by a "horde" of Moktars near Chelmsfordshire, and they had dragged away the scientist Harvinius and a huge, heavy chest. Terry tried to negotiate for a cut of the cargo, but the four adventurers silenced that train of thought with harsh glares. Fleeing from duty, they agreed, meant the guards had forfeited their claim on any gold - leading the way to the Moktars was valuable only for redemption. </div><div><br></div><div>So they set out from Denethix immediately, passing through the town of Retennis and the small, depressed village of Chelmsfordshire. Terry and Phil led them to a location an hour west of Denethix, where the group found the smashed and charred remains of the caravan. A deep gouge in the earth disappeared into the forest to the north.</div><div><br></div><div>The Moktars had covered their tracks poorly, and soon the adventurers marched up to the perfectly-square entrance to what was evidently their lair. </div><div><br></div><div>Sean ascended a nearby tree, bow at the ready, while the rest of the group shouted into the cave. They heard no response but the unmistakable sound of tomato breathing. Sean lightly descended from the tree and Vlad was sent in to scout. This he did poorly, rustling very obviously through the dry leaves spread along the passageway. In the darkness to the south, two pairs of shining pupils looked back at him. He signaled to the rest of the group, leaned around the corner, and loosed an arrow. </div><div><br></div><div>Sloth brought his torch, and Tuan Fen brandished his battle axe and charged round the corner. As he stepped past Vlad, he heard a click and felt the ground give way beneath him - a pit trap! - but momentum carried him onto firmer ground, where he slew a Moktar with a single blow. Alongside him, a sling bullet and arrow killed the huge wolf the Moktar had been restraining.</div><div><br></div><div>There was another loud crack as Vlad overextended his bow and broke it in half (His third fumble in a row - and I admit I misread the crit/fumble chart, he should have just dropped the bow). The two pieces and nocked arrow tumbled into the pit trap. Behind him, he heard angry roars as two more Moktars advanced from the northern hallway. But these looked ragged, with bald patches and open sores. An arrow from Sean lodged in the left moktar's shoulder, and they retreated, around a corner and into the dark. The group heard more loud roars and then a door slammed shut. </div><div><br></div><div>The band regrouped and crossed the open pit, arriving in sort of a guard room with two doused torches lying on the ground. They formed up, opened the door, and advanced cautiously down the hall. This they were right to do, as Tuan Fen quickly noticed eight Moktars, including the two they had seen earlier, crouching in readiness along the wall of the next room. Having nowhere else to go, however, the lion-men were reduced to lambs lining up for slaughter, as the gang used the choke point in the hall to cut them down, two by two, until they were all dead. Even the hulking chieftain, awakened from a deep and terminal slumber by the din, was brought down - though he did manage to club down Waddell and give the soldier a serious concussion. </div><div><br></div><div>Terry and Phil had been no help the whole time, hanging back and offering only cheers and hollers as the adventurers waded through Moktar blood. Now they advanced to spit on the Moktar corpses and congratulate the adventurers on their help. This pleased the merchant Harvinius least of all, and he leaned up from a pile of refuse in the corner to curse them and order them to leave. He also told the adventurers to leave the room, or else they would die! (In 52 Pages, elves don't have dark vision by default, so Sean neither knows of nor can see the sick-light.) The adventurers learn of Terry and Phil's true cowardice while interrogating Harvinius, but he dies after a few minutes. </div><div><br></div><div>The group searches the room and the Chieftain's bed chamber but only find a strange lump of yellow rock. Suspicious that it is probably what sickened the Moktars and Harvinius, they decide to give it, along with some harsh words, to Terry and Phil and send them on their way. </div><div><br></div><div>The adventurers turn their attention to a strange metal plate in the floor of a dead-end hallway south of the Moktar barrack. Vlad sees a lever mounted in the wall next to it an approaches with a ten foot pole, and flips it up. Immediately the plate reveals itself to be the top of an inverted steel pyramid as it flies up and attaches itself to the ceiling with a reverberating clang, revealing a dark shaft. Vlad's weapons also respond, tugging at their clasps but with nothing like the force of the pyramid. The sensation recedes as he steps away.</div><div><br></div><div>Tuan Fen is sent forward to test the magnetic field next. As he enters the hallway, his armor begins pulling him up with increasing strength. Soon he's nearly weightless, and he's only halfway to the shaft. He turns back.</div><div><br></div><div>Immediately the gang strips itself of metallic weapons and armor, taking up Moktar bone-clubs instead. Tuan Fen selects the chieftain's huge two-handed ceratops femur. Sean tests his arrows, finding that the heads are small enough that the strange force doesn't rip all of them from his grasp - only a few break free and rise to the ceiling as he walks forward.</div><div><br></div><div>Sean and Sloth head down first, followed by Vlad. Waddell, dazed but ambulatory, is set to operate the lever if necessary, and Tuan Fen prepares himself as backup, if necessary. </div><div><br></div><div>At the bottom of the shaft is a small natural cave. At the far end sits a treasure chest - doubtlessly the caravan's! - and in the center is a naked, purpled human corpse. Sloth walks right out in the open to investigate... And two huge crab spiders drop from the ceiling. The first sinks its fangs into Sloth's shoulder, and he passes out from pain and poison. Sean begins loosing arrows, and Vlad gets in a few strikes before giant spider fangs find their mark, and he, too, goes down.</div><div><br></div><div>With a roar, Tuan Fen slides down the rope and counterattacks, finishing off the first spider and then attacking the second, much larger one, which had been wrapping Sloth's body with silk. (I admit to going easy on the party at this point.) Soon, though, he knocks the creature onto its back and sinks the Moktar weapon deep into its abdomen. </div><div><br></div><div>The survivors take stock. Sloth is alive, though it will take three weeks for him to recover. Vlad is dead, purpled like the other corpse in the cavern. The treasure chest's lock has been smashed off, however, and they are mollified by the discovery of 800 gold coins, and its inch-thick lead lining. They realize it could be used to safely carry the Sick Rock.</div><div><br></div><div>Moving the dead, injured, and treasure up the shaft, Waddell greets them raggedly and hands over a parchment he says he found on Harvinius' body. It's a map, to a nearby mountain, with the words "Sick Rock is key." </div><div><br></div><div>The party saunters out of the cave, expecting to see Terry and Phil waiting patiently outside so they can retrieve the rock and put it in the chest. Instead, they see (passing both Notice Detail and Hear Noise checks) the two armsmen leap out of the bushes, snarling with anger! But two drunk armsmen prove a poor match for Tuan Fen's recovered great-axe. Phil is beheaded, and Terry is grievously injured and locked inside the treasure chest with the Sick Rock.</div>Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-218810875587624750.post-8151070893726973992015-01-23T22:49:00.001-08:002015-01-23T22:49:43.531-08:00Tower of the Stargazer: ASE ModificationsG<span style="font-family: 'Helvetica Neue Light', HelveticaNeue-Light, helvetica, arial, sans-serif;">oing to run Tower of the Stargazer again as a one-off, but this time with a group that might actually turn into a regular campaign. I've decided my main campaign will be Pat Wetmore's Land of 1,000 Towers, so a few things are in order to fit the Stargazer in a little better.</span><br><div><br></div><div>Of course, ASE is gonzo, and the Tower is pretty scientific and nonspecific, so it wouldn't be out of place to just run the Tower straight. However, I do want it to be a good introduction to the ASE style of gonzo, and it will need to hook into the titular megadungeon.</div><div><br></div><div>1. The statue. I'm not sure if ASE has any medusas, but some weird folktale just won't cut it. I'm not even sure medusas even exist in the Land. Instead, it'll be a statue of Torpo the Cannibal fighting the Sasquatch Khan, tying in nicely with Obelisk of Forgotten Memories.</div><div><br></div><div>2. The prison. While the quasi-spectral undead were pretty effective here, I wasn't quite sure how much I liked that they charged as soon as you open the door. Yes, I get that it's a lesson for listening, first, but not quite in the theme of voluntarily triggered traps. Instead, we'll get a Sasquetron (also replacing the fifteen-armed skeleton) that turns on if the party takes the key ring off the hook. The dead guy and parasite will remain, although it will use the parasite mechanics from Obelisk of Forgotten Memories. </div><div><br></div><div>3. The telescope. The control panel will gain an "aiming" dial, with two black ink marks. The leftmost mark points the telescope (rotating the whole fist) at Mt. Rendon - this is the current setting. The right hand one points it at the Inn of the Alabaster Surprise's courtesan changing room. Other settings do move the telescope but refocusing to get a usable image is a laborious week-long process. However, the beam's deceleration process hasn't yet been figured out, and depending on how it's aimed you will either miss your target and go flying into space, possibly becoming an Orbital God, or otherwise blasting a person-shaped hole in the surface and dying instantly. </div><div><br></div><div>4. The books. Some of the books are good as-is, but all the Eldritch Library books about communicating with space aliens are instead equally deranged histories of the Land of 1,000 Towers.</div><div><br></div><div><span style="font-family: 'Helvetica Neue Light', HelveticaNeue-Light, helvetica, arial, sans-serif;">5. Appearance. Obviously, the tower is going to look like a huge stone arm, with the dome being a clenched steel fist. Plus, when the telescope extends, it takes the place of the middle finger.</span></div>Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-218810875587624750.post-13954604946790603652015-01-18T15:56:00.002-08:002015-01-18T15:56:49.025-08:00Review: 52 Pages & Tower of the Stargazer<div dir="ltr" style="text-align: left;" trbidi="on">
<span style="background-color: white; color: #222222; font-family: arial, sans-serif; font-size: x-small;">Tower of the Stargazer is as great an introductory adventure as everyone says it is. I did go easy on the party (there should have been two deaths) but I'll justify it as a one-off with family, so there's less pressure to use the sheer brutality of the first trap to set the tone of adventure gaming in general. I also really let the players go easy on the ghost, letting my partner's stage-magician brother win with a card trick, mostly because it's the one part of the module I actively dislike. I understand why Raggi put it there, but, damnit, if I sign up to play a game I want to play </span><i style="color: #222222; font-family: arial, sans-serif; font-size: small;">that</i><span style="background-color: white; color: #222222; font-family: arial, sans-serif; font-size: x-small;"> game. Running it again, I'd probably just have it be a "ghost barrier" they have to knock out by turning, holy water, magic weapons, or some other ritual. I guess riddles also work. Also, there were a few ambiguities with room descriptions and maps, most importantly being Calcidius' position - the map puts his containment circle very close to the staircase, but the room description says he's in the center, which is probably more accurate, as I went by the map position and found myself momentarily trying to figure out what his reaction would be to the party breaking open the door and then falling back down the stairs in a heap. Finally, I like the delicate risk-reward balance the module has. Failing to get the treasure stash is by no means a failure, as a pretty average 1-2 session haul can be pilfered elsewhere, and the lack of wandering monsters pairs nicely with the deadliness of most of the triggered traps - there are a dozen ways to die, but you can spend a good amount of time contemplating them.</span><br />
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The 52 Pages rules worked very nicely, and I didn't have any trouble integrating them with the Tower. Some adjustment would have been required for Calcidius, as the rules don't approach modeling a magic user of his level, and the magic system is distinct enough from the D&D baseline that I can see myself having to rework any NPC magic users that appear in future modules beforehand. I've put together a PDF compilation of all of Roger's Color Magic posts to help with that, but of course his system has evolved since then. The players didn't really use their knowledge rolls much, although I did pre-roll a lot of their characters which gave them less time to inhabit the world before making their selections. In the future, I think the way character creation is highly integrated with the game rules would be very helpful for quickly getting new players on their feet.</div>
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I will definitely be using 52 Pages rules for my next campaign (and hope that the Next 52 will be ready by the time characters start to breach 3rd level!). I'll be running ASE, and although my main group will start out with the suggested ASE intro scenario, I'll probably post a Tower of the Stargazer reskin I'm working on in case I need to do an alternative starting module.</div>
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Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-218810875587624750.post-37014810292156181042014-12-31T00:03:00.000-08:002014-12-31T00:03:24.433-08:00Play Report: Tower of the Stargazer<div dir="ltr" style="text-align: left;" trbidi="on">
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Over the break, I had the opportunity
to run <a href="http://www.lotfp.com/rpg/products/">Tower of the
Stargazer</a> using the <a href="http://rolesrules.blogspot.com/">52
Pages ruleset</a> for visiting family. Results were excellent.</div>
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The
cast of characters:</div>
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<i>Zoltar the Rogue</i>,
STR 9 DEX 13 INT 12 WIS 12 CON 11 CHA 10, 5HP, wielding a short sword
and dagger</div>
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<i>Root the Elf</i>,
STR 8 DEX 11 INT 10 WIS 10 CON 12 CHA 13, 5HP, wielding a shortsword
and hammer, knowing the spells Disguise and Phantasm</div>
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</div>
<div style="margin-bottom: 0in;">
<a href="https://mail.google.com/mail/u/1/?ui=2&ik=83000b0276&view=fimg&th=14a9f59b7eba1bbf&attid=0.1&disp=inline&safe=1&attbid=ANGjdJ9GpWB-XKCNfOKDTGLbs5EGuMK0sqxqk1cxUzn-5hdI1CyFxCvVXGItxDHFUIx8RN0d43xWyV_MnNDYr8CYCAAG5GxAaVXvKaXFhCv0PVbM-cCf07YLOjCUkns&ats=1420012669220&rm=14a9f59b7eba1bbf&zw&sz=w1000-h533" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img alt="Displaying IMG_1349.JPG" border="0" height="200" src="https://mail.google.com/mail/u/1/?ui=2&ik=83000b0276&view=fimg&th=14a9f59b7eba1bbf&attid=0.1&disp=inline&safe=1&attbid=ANGjdJ9GpWB-XKCNfOKDTGLbs5EGuMK0sqxqk1cxUzn-5hdI1CyFxCvVXGItxDHFUIx8RN0d43xWyV_MnNDYr8CYCAAG5GxAaVXvKaXFhCv0PVbM-cCf07YLOjCUkns&ats=1420012669220&rm=14a9f59b7eba1bbf&zw&sz=w1000-h533" width="149" /></a><i>Jermandry the Fighter</i>,
STR 16 DEX 8 IINT 11 WIS 11 CON 14 CHA 8, 9HP, with Longsword,
Shield, and Greatsword</div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
<i>Blooberton the 'Dwarf'</i>,
STR 15 DEX 13 INT 10 WIS 6 CON 17 CHA 5, 9HP, with Battleaxe and
Shield. His CHA of 5 is readily explained by the bizarre wasting
disease which left him looking like a hairy mutant flumph.
</div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
After
a basic explanation of the rules and a fairly lengthy discussion of
equipment purchases and distribution, during which Zoltar suggested
they all take advantage of the free slings and sling stones mentioned
in the equipment list, and the group discovered they couldn't afford
any better armor for any of them, the four found themselves standing
in the hilly region surrounding the mysterious Wizard's Tower, having
heard of another crew's plans to break in in five days' time.</div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
The
crew observed the tower for a few minutes, noting the lighting
strikes and the four metal spikes, and decided to patrol around the
base in order to look for any entrances at a safe distance. They take
note of the stairs up to the large double doors, but find no other
doors or windows. They also find the corpse of Del Lorenzo, and
Blooberton assesses the bent grapple and warns that perhaps climbing
wouldn't be a good idea.
</div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
Root
advises that they might want to avoid alerting any inhabitants of the
tower to their presence, but also suggests testing the door in some
way to see what happens. The gang decides to load their slings with
loose stones and fire a volley at the door. The four stones bounce
and ring loudly off the door's metal. Next, they decided to have
Zoltar advance and attempt the doorknob. He cautions the rest of them
to stay at the foot of the stairs, weapons ready. Ascending the
steps, he takes a quick note of the two large knockers, and the two
serpent-shaped handles before he grasps one firmly.
</div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
Despite
his speed, he is unable to avoid the handle's sharp teeth as it darts
forward and bites deep into his hand. His companions rush up the
steps as he collapses, the handle returning to its former shape.
Black and purple corruption spread across his fingers and wrist.
Blooberton and Root clean the wound and suck out some of the poison,
saving his wrist. His pinky and ring finger, however, crumble and
fall off.
</div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
The
team discusses various methods of killing the door handle. First,
they pour some lamp oil on it ant set it alight – this succeeds
only in blackening it. They try pouring water on it next, reasoning
that this is a magical contraption and could react to anything at
all. This effort only cleans the handle. Next, they gingerly hook the
handle with Zoltar's grapple, assigning Jermandry the task of pulling
back on it while Blooberton prepares to set the thing alight once it
comes alive.
</div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
After
a sharp tug, the handle twists and slips free of the grappling hook,
and Blooberton lights the remaining oil – but too late, as the
handle returns to its metallic, impervious position.
</div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
The
four discuss trying to behead the serpent with Blooberton's axe, and
then maybe trying to pull the doors open by hooking the knocker, but
the latter plan is rejected as the knocker swings outwards and is
considered to be a poor grip. Eventually Zoltar grabs the knocker
with his damaged hand and knocks.
</div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
A deep
gonging rings through the tower and out into the hills. After a
pause, both doors swing open, and the party's torchlight illuminates
some kind of parlor, with two tables, a north door, and an eastern
door. Both doors are oak, with a circular brass handle – but the
serpent-handles have set the group on edge, and they spend some time
considering these doors and whether they pose any danger. They decide
to split into two pairs and simultaneously open both doors. Root and
Blooberton take the north door, Zoltar and Jermandry the south. The
doors creak open, neither group having decided to take any
precautions.
</div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
Zoltar
and Jermandry find a small closet filled with musty old clothes, and
use their blades to push through the robes and check pockets, but
they find only chewed holes and moth eggs. Zoltar's player declined
my offer to give him any moth eggs.</div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
Root
and Blooberton, on the other hand, discover a fancy stting room with
a glass cabinet, a stone statue, a table, and stairs up. They are
soon joined by the other group, and proceed to examine everything in
the room. Jermandry looks under and over the central table, finding
nothing, while Root opens the cabinet and looks through the china
plates within. They notice that nothing in the tower has been covered
with any dust so far, and continue to be suspicious that strange
magic could hide within the room. Root picks up a china plate, and
the whole group watches intently, weapons drawn, as she smashes it to
the floor. They keep their guard up as the sound echoes through the
tower, but nothing happens. The party then sets the table, as if for
a meal, using the china and one of the four bottles of wine found in
the cabinet, to see if it causes anything magical to happen.</div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
Continuing
up the stairs, the adventurers arrive in a kind of kitchen/dining
room, with a short hallway to the east. They move quickly to the
three doors in that hallway, and again decide on simultaneous opening
– Root and Jermandry entering the northern door, and Zoltar and
Blooberton each taking a southern door. They find nothing but old,
musty, broken beds, but Root finds a key underneath the head
servant's bed, and Jermandry picks up his diary. They bring this to
Zoltar, the only literate party member, who finds that it's the diary
of the tower's head servant, which details the time he spent
purchasing rare books and other materials relating to the exploration
of outer spheres, but cuts out abruptly after an entry discussing the
wizard's murderous rage and his plans to escape.</div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
The
group progresses to the next staircase, and are disturbed by the
trickle of blood oozing down it. Jermandry tries the key, but it
doesn't work – and the blood flow increases slightly. Next Zoltar
moves forward and tries to pick the lock, succeeding only in pushing
a loose object out of the other side before getting temporarily
blinded by a blast of blood. He cleans himself off, and the other
party members look apprehensive at the prospect of triggering
whatever is causing the flow. But the unknown still calls to them,
and Jermandry inserts his crowbar into the jamb, and levers it free
with a harsh crack.</div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
A
massive blood flow knocks him and Root all the way back down the
stairs, dealing some heavy bruising and scrapes along the way.
Jermandry and Zoltar are able to cling to the walls as the flood
slackens, and catch a glimpse of some kind of figure looming in the
center of the next room.</div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
Zoltar
sticks to the shadows as Jermandry advances into the room, with the
other adventurers staying back. There they see the wizard Calcidius,
who explains he was trapped in the salt circle by mistake and offers
100 silver coins for Jermandry to free him. Zoltar whispers, “That
is some weak shit,” and Jermandry fakes moving to brush away the
salt, but stops short and asks Calcidius for at least 10,000 silvers.
The wizard tells them, “Free me, or I will pull your guts out of
your nostrils,” but Jermandry refuses, and instead makes a great
show of walking back down the stairs and wishing Calcidius luck.
Zoltar watches carefully to make sure the wizard has no other means
of escaping, and sees only Calcidius' red-faced cursing.
</div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
The
adventurers discuss ways of trying to get information out of
Calcidius, and moving through the room, and decide on having Root
cast her Disguise spell to appear like his former assistant to see
what he does. Unfortunately, the powerful wizard sees right through
the spell and declares that he is not fooled by puny Elf magic, and
that he finds roast Elf a great delicacy. Then Blooberton walks up
the staircase, and the adventurers do their best to ignore the
wizard's enraged shouts as they pick their way through the room.</div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
They
find a bronze hovering disk, and figure out that it operates as a
magical elevator, locating two unexplored floors below them and two
above. Blooberton examines the Star Crystal, and prepares to push it
out of its holder with a weapon haft when Zoltar stops him, saying
that it risks disrupting the salt circle. Instead he gingerly picks
it up, apprehensive that it could be trapped, and places the heavy
crystal into his bag. Meanwhile, Zoltar finds a book on Calcidius'
desk and throws that into his bag, and the rest of the party
determines nothing else in the room is worthwhile.
</div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
Root
and Jermandry ascend to the fifth floor, reasoning that there should
be a fighter in both groups, and find themselves in a large domed
chamber with a cupola to the north, three large bins to the west, and
pool of liquid in the south. They first walk up to the cupola and
find another book sitting there, which they send down to Zoltar.
Next, they inspect the pool of fluid and find it filled with bizarre
fish, which have a set of six fins, a corkscrew tail, and eyestalks.
Jermandry crumbles off a bit of hardtack and throws in three pieces.
Two are intercepted midair by leaping fish, while the third hisses
and bubbles as the fluid dissolves it. Both decide that they won't be
sticking their toes in.</div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
Meanwhile,
Zoltar goes up alone to the fourth floor, finding two doors and
deciding to open the eastern one, which is encased in a heavy rubber
gasket. A rush of cold air greets him as he gazes on a small metal
chest and another gasket-cased door to the north. He pries open the
chest with his blade, and is hit by a gust of even colder air. Inside
are forty-seven vials of some kind of frozen red fluid. He decides
that anything kept frozen in an already-freezing room can't be good,
and opens the door to the north.</div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
Below
him, Blooberton tries unsuccessfully to taunt the wizard, who simply
jeers at Blooberton's unfortunate appearance. The dwarf soon tires of
this and ascends to the fourth floor, deciding to open the western,
normal door rather than follow Zoltar's path through the frozen room.</div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
On
Level 5, Jermandry and Root throw a couple coal hunks into the fish
pool. Some are eaten, only to be quickly spit back out. Others hit
the fluid and dissolve. Next they find that the third bin is filled
with a small amount of a fine black powder, which they unsuccessfully
attempt to scoop up with their blades. Root scoops up some with her
right hand, and, suffering no ill effects, throws the clump into the
fish pool. The fish ignore the powder, which also dissolves into the
fluid.
</div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
After
opening the second gasketed door, Zoltar finds himself in a large
library, filled with glass and metallurgy works. He finds a second
door in the south wall, and opens it to meet Blooberton shuffling
into a kind of reading room. On a table in the room is a thick book
called “Surviving the Interorbular Ether,” which he quickly
ascertains as complex enough it could take a week for him to read.
Instead, he opens the other two books and quickly pages through them,
discovering that one of them is incoherent and clearly written by a
madman, and the other seems to be a fairly lucid description of
creatures on the sphere Necropoli Centauri.
</div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
Upstairs
Root and Jermandry run out of ideas of things to throw into the fish
pool, and take the elevator to the first dungeon level. They find
themselves in a large room, with a door to the west and one to the
south, an alcove to the north with five mirrors, and a lab space with
tons of dissected animal and bird bodies – and one human. They move
up to the mirror hall, where Jermandry stands with weapon readied as
Root steps up and peers deeply into the northernmost mirror. The
glass brightens, and then bursts – unable to resist, she falls
back, face and upper body covered with serious burns. Jermandry runs
back to the elevator shaft and shouts for help.</div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
Zoltar
and Blooberton had already descended to the lowest dungeon level.
They had spent only a couple minutes browsing the Eldritch Library,
which they found filled with scrolls about knots, books about alien
creatures, and strange encyclopedias. Zoltar defeated a ghost in a
hand of poker (a foregone conclusion for this Referee) in order to
gain access, but they were uninterested in spending much time
browsing the contents. At the very bottom of the tower, however, they
found what they were looking for – over 40,000 silvers worth of
gold and jewels!</div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
Rushing
back up to the first dungeon level, they perform first aid on Root
and Blooberton washes her wounds, bringing her up to one hit point
but leaving her still very exhausted and disoriented. The party then
moves to the south door, and Blooberton rushes into the room, weapons
readied.</div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
The
precaution is proven necessary when four cadavers, which had been
resting in the prison Blooberton finds himself in, rush forward,
shouting “FREE US!” and rending with vicious ectoplasmic claws.
Blooberton crushes one with a single heavy blow, and Zoltar pushes
forwards as Blooberton's shield and heavy armor ward off the corpse
ghosts' blows. Root comments that these ghosts are irrational, as she
can't save them if they try to kill her, but I as Ref said that it
could be like how drowning people are liable to drown their rescuers
in their panic. Despite these humanizing comments, the party has no
trouble destroying the ghosts, although some of their lesser blows do
annoyingly pass straight through, and the party stands triumphant in
the long prison hallway.</div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
First,
they approach the strange fifteen-armed skeleton, visually inspecting
it and fearing that it could jump up and attack them. It doesn't, and
they take special note of the cobwebs spun throughout its bleached
form.</div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
Next,
they gather around the fifth cadaver, which is dressed in rags and
didn't attack when they entered the room. Blooberton moves forward
and pokes it with his 10' pole. Unfortunately, nobody notices the
cadaver's throat squirm before a large slug-thing leaps majestically
from its mouth, aiming directly for Blooberton. Fortunately, he
(somehow) ducks and the thing lands on the floor, and escapes into a
drain before anyone can react.</div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
Finally
they return to the workshop room and examine a lab table with an
intricate microscope, slides of red liquid, and a rack of red vials,
similar to those in the freezer room. Jermandry decides that looking
at the slides probably isn't a good idea, but he takes one of the
vials to compare it to the freezer vials and see if they can figure
out what's in them.
</div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
The
group next opens the western door, finding hundreds of crates of
strange bones, and a rope ladder hanging from a trapdoor in the
ceiling. They decide that opening the crates won't be necessary, and
split up again – Blooberton and Zoltar returning to Calcidius'
bedroom to attempt an interrogation, while Jermandry and Root ascend
to the fourth floor to compare vials.
</div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
Calcidius
proves to be as unresponsive a subject as ever, his disposition being
completely unchanged as the party makes various threats, like setting
two of his metallurgy books on fire and describing plans to sell the
Star Crystal, buy a bomb and bring the whole tower down. He says only
that he'll bring their puny lives crashing down far more painfully
than any explosion ever could, and tells them that sooner or later
he'll be out of the circle, and then he'll string them up by their
entrails.
</div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
On
Level 5, the whole party turns to the cupola and its control panel,
succeeding in opening the roof, extending the telescope, and
retracting the lens. The fourth switch only causes a hum to start,
but then stop after about thirty seconds. Zoltar peers through the
telescope and watches strange creatures bop across an orange horizon
under a fuchsia sky. They retract the lens but leave the roof open to
the lightning-filled sky, and turn back to the fish pool.
</div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
Zoltar
and Blooberton return to the workshop and pick up on. of the vials,
planning to pour it onto the sewn-up cadaver there. To Zoltar's
surprise, once he uncaps the vial, the pungent blood inside takes
some kind of strange snake form and begins attacking, leaping past
his head and glancing off Blooberton's partial medium armor. Their
weapons are ineffectual, and Zoltar's attempts to set it alight with
his torch are clumsy and the blood creature easily dodges them.
Blooberton tries splashing it with water, to no effect. Zoltar then
drops his blade and unfurls a burlap sack, and then – critical hit
– scoops the blood up mid-air and ties shut the bag.</div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
Jermandry
and Root pick up a frozen vial, and hear Zoltar and Blooberton
shouting up from the bottom of the tower not to open either one.
Instead, they move to the top of the tower and throw each one into
the fish pool, where they both dissolve – a black puff of smoke
rising from where the blood burned.
</div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
Downstairs,
Zoltar and Blooberton try throwing the wriggling bag of blood at one
of the mirrors, but are disappointed when it fails to get blasted.
They reunite with Jermandry and Root on the bottom level, where they
begin trying out all possible combinations of the force-field
machine.</div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
After
a couple pulls, Blooberton is shocked by a charged lever and begins
manipulating them from afar with the 10' pole. However, none of the
combinations result in any visible changes to the fields, and none of
the party attempts anything other than a visual inspection, so after
several dozen attempts they decide to grab the Star Crystal, the
remaining china, the bottles of wine, the blood vials, and any books
they can carry and flee. They also pause to unravel the gold thread
from the cadaver, making short work of the “John Carpenter-esque”
entrails which leap to the attack.
</div>
<div style="margin-bottom: 0in;">
<br />
</div>
<h2 class="western">
Final Thoughts</h2>
<br />
I'll post reviews of 52 Pages and
Tower of the Stargazer tomorrow with more thoughts, but in short –
I thought it worked pretty well. The players felt that their haul
(the “obvious” treasure) was a tidy profit, even if it was only
about 5-10% of what's in the module. Zoltar said that he would try
hawking the stolen blood vials as a kind of instant attack device –
definitely a novel solution – or else they could try to rig a
contraption to get them to kill Calcidius. I liked that the tower
actually supported a couple of different motivations – the players
weren't just focused on the gold, but also were drawn into the
mystery of the place's magic, technology, and especially the fish.
</div>
Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-218810875587624750.post-66846823872346439432014-08-30T11:59:00.000-07:002014-08-30T11:59:23.394-07:00Saving Throws<div dir="ltr" style="text-align: left;" trbidi="on">
I've been dissatisfied with saving throws as normally presented for a while now, primarily because their progression curve is just so confusingly uneven - in LotFP, for example, they generally jump up by two every three levels, but sometimes it's three, and sometime's it's five. Secondly, the periodization - if saves are another method of making characters more survivable the more player time is invested in them, I'd prefer them to scale up in tandem with that time investment, rather than at every third level.<div>
<br /></div>
<div>
I also really liked Gus L.'s idea of <a href="http://dungeonofsigns.blogspot.com/2013/08/death-saves.html" target="_blank">decreasing Death Saves</a>. It's a crutch that helps out starting characters but automatically falls away as they (and the player) gets more experience, it telegraphs the idea that you can't expect to be saved from the consequences of your mistakes as you keep playing, and finally, it works pretty well as an implied aging mechanic. </div>
<div>
<br /></div>
<div>
So, thinking about it further, I decided to go with a four-save system - Body, Reflex, Mind, and Luck. The first three is the basic three-save system. Body protects you from poison and exhaustion. Reflex protects you from triggering traps. Mind is rolled against magical effects, both live and device-based. Luck is your "Save vs. Death."</div>
<div>
<br /></div>
<div>
Here's the basic progression:</div>
<div>
<br /></div>
<div>
<table border="0" cellspacing="0" cols="20" frame="VOID" rules="NONE">
<colgroup><col width="65"></col><col width="39"></col><col width="39"></col><col width="39"></col><col width="39"></col><col width="39"></col><col width="39"></col><col width="39"></col><col width="39"></col><col width="39"></col><col width="39"></col><col width="39"></col><col width="39"></col><col width="39"></col><col width="39"></col><col width="39"></col><col width="39"></col><col width="39"></col><col width="39"></col><col width="39"></col></colgroup>
<tbody>
<tr>
<td align="LEFT" height="19" width="65"><span style="font-family: inherit;"><br /></span></td>
<td align="RIGHT" sdnum="1033;1033;General" sdval="1" valign="BOTTOM" width="39"><b><span style="color: black; font-family: inherit;">1</span></b></td>
<td align="RIGHT" sdnum="1033;" sdval="2" width="39"><b><span style="font-family: inherit;">2</span></b></td>
<td align="RIGHT" sdnum="1033;" sdval="3" width="39"><b><span style="font-family: inherit;">3</span></b></td>
<td align="RIGHT" sdnum="1033;" sdval="4" width="39"><b><span style="font-family: inherit;">4</span></b></td>
<td align="RIGHT" sdnum="1033;" sdval="5" width="39"><b><span style="font-family: inherit;">5</span></b></td>
<td align="RIGHT" sdnum="1033;" sdval="6" width="39"><b><span style="font-family: inherit;">6</span></b></td>
<td align="RIGHT" sdnum="1033;" sdval="7" width="39"><b><span style="font-family: inherit;">7</span></b></td>
<td align="RIGHT" sdnum="1033;" sdval="8" width="39"><b><span style="font-family: inherit;">8</span></b></td>
<td align="RIGHT" sdnum="1033;" sdval="9" width="39"><b><span style="font-family: inherit;">9</span></b></td>
<td align="RIGHT" sdnum="1033;1033;General" sdval="10" valign="BOTTOM" width="39"><b><span style="color: black; font-family: inherit;">10</span></b></td>
<td align="RIGHT" sdnum="1033;1033;General" sdval="11" valign="BOTTOM" width="39"><b><span style="color: black; font-family: inherit;">11</span></b></td>
<td align="RIGHT" sdnum="1033;1033;General" sdval="12" valign="BOTTOM" width="39"><b><span style="color: black; font-family: inherit;">12</span></b></td>
<td align="RIGHT" sdnum="1033;1033;General" sdval="13" valign="BOTTOM" width="39"><b><span style="color: black; font-family: inherit;">13</span></b></td>
<td align="RIGHT" sdnum="1033;1033;General" sdval="14" valign="BOTTOM" width="39"><b><span style="color: black; font-family: inherit;">14</span></b></td>
<td align="RIGHT" sdnum="1033;1033;General" sdval="15" valign="BOTTOM" width="39"><b><span style="font-family: inherit;"><span style="color: black;">1</span><span style="color: black;">5</span></span></b></td>
<td align="RIGHT" sdnum="1033;1033;General" sdval="16" valign="BOTTOM" width="39"><b><span style="color: black; font-family: inherit;">16</span></b></td>
<td align="RIGHT" sdnum="1033;1033;General" sdval="17" valign="BOTTOM" width="39"><b><span style="color: black; font-family: inherit;">17</span></b></td>
<td align="RIGHT" sdnum="1033;1033;General" sdval="18" valign="BOTTOM" width="39"><b><span style="color: black; font-family: inherit;">18</span></b></td>
<td align="RIGHT" sdnum="1033;1033;General" sdval="19" valign="BOTTOM" width="39"><b><span style="color: black; font-family: inherit;">19</span></b></td>
</tr>
<tr>
<td align="LEFT" height="19" sdnum="1033;1033;General" valign="BOTTOM"><span style="color: black; font-family: inherit;">Body</span></td>
<td align="RIGHT" sdnum="1033;1033;General" sdval="17" valign="BOTTOM"><span style="color: black; font-family: inherit;">17</span></td>
<td align="RIGHT" sdnum="1033;" sdval="16"><span style="font-family: inherit;">16</span></td>
<td align="RIGHT" sdnum="1033;" sdval="15"><span style="font-family: inherit;">15</span></td>
<td align="RIGHT" sdnum="1033;" sdval="14"><span style="font-family: inherit;">14</span></td>
<td align="RIGHT" sdnum="1033;" sdval="13"><span style="font-family: inherit;">13</span></td>
<td align="RIGHT" sdnum="1033;" sdval="12"><span style="font-family: inherit;">12</span></td>
<td align="RIGHT" sdnum="1033;" sdval="11"><span style="font-family: inherit;">11</span></td>
<td align="LEFT"><span style="font-family: inherit;"><br /></span></td>
<td align="RIGHT" sdnum="1033;" sdval="10"><span style="font-family: inherit;">10</span></td>
<td align="LEFT"><span style="font-family: inherit;"><br /></span></td>
<td align="RIGHT" sdnum="1033;" sdval="9"><span style="font-family: inherit;">9</span></td>
<td align="LEFT"><span style="font-family: inherit;"><br /></span></td>
<td align="RIGHT" sdnum="1033;" sdval="8"><span style="font-family: inherit;">8</span></td>
<td align="LEFT"><span style="font-family: inherit;"><br /></span></td>
<td align="RIGHT" sdnum="1033;" sdval="7"><span style="font-family: inherit;">7</span></td>
<td align="LEFT"><span style="font-family: inherit;"><br /></span></td>
<td align="RIGHT" sdnum="1033;" sdval="6"><span style="font-family: inherit;">6</span></td>
<td align="LEFT"><span style="font-family: inherit;"><br /></span></td>
<td align="RIGHT" sdnum="1033;" sdval="5"><span style="font-family: inherit;">5</span></td>
</tr>
<tr>
<td align="LEFT" height="20" sdnum="1033;1033;General" valign="BOTTOM"><span style="color: black; font-family: inherit;">Reflex</span></td>
<td align="RIGHT" sdnum="1033;1033;General" sdval="14" valign="BOTTOM"><span style="color: black; font-family: inherit;">14</span></td>
<td align="LEFT"><span style="font-family: inherit;"><br /></span></td>
<td align="RIGHT" sdnum="1033;" sdval="13"><span style="font-family: inherit;">13</span></td>
<td align="LEFT"><span style="font-family: inherit;"><br /></span></td>
<td align="RIGHT" sdnum="1033;" sdval="12"><span style="font-family: inherit;">12</span></td>
<td align="LEFT"><span style="font-family: inherit;"><br /></span></td>
<td align="RIGHT" sdnum="1033;" sdval="11"><span style="font-family: inherit;">11</span></td>
<td align="LEFT"><span style="font-family: inherit;"><br /></span></td>
<td align="LEFT"><span style="font-family: inherit;"><br /></span></td>
<td align="RIGHT" sdnum="1033;" sdval="10"><span style="font-family: inherit;">10</span></td>
<td align="LEFT"><span style="font-family: inherit;"><br /></span></td>
<td align="LEFT"><span style="font-family: inherit;"><br /></span></td>
<td align="RIGHT" sdnum="1033;" sdval="9"><span style="font-family: inherit;">9</span></td>
<td align="LEFT"><span style="font-family: inherit;"><br /></span></td>
<td align="LEFT"><span style="font-family: inherit;"><br /></span></td>
<td align="RIGHT" sdnum="1033;" sdval="8"><span style="font-family: inherit;">8</span></td>
<td align="LEFT"><span style="font-family: inherit;"><br /></span></td>
<td align="LEFT"><span style="font-family: inherit;"><br /></span></td>
<td align="RIGHT" sdnum="1033;" sdval="7"><span style="font-family: inherit;">7</span></td>
</tr>
<tr>
<td align="LEFT" height="20" sdnum="1033;1033;General" valign="BOTTOM"><span style="color: black; font-family: inherit;">Mind</span></td>
<td align="RIGHT" sdnum="1033;1033;General" sdval="15" valign="BOTTOM"><span style="color: black; font-family: inherit;">15</span></td>
<td align="LEFT"><span style="font-family: inherit;"><br /></span></td>
<td align="LEFT"><span style="font-family: inherit;"><br /></span></td>
<td align="RIGHT" sdnum="1033;" sdval="14"><span style="font-family: inherit;">14</span></td>
<td align="LEFT"><span style="font-family: inherit;"><br /></span></td>
<td align="LEFT"><span style="font-family: inherit;"><br /></span></td>
<td align="RIGHT" sdnum="1033;" sdval="13"><span style="font-family: inherit;">13</span></td>
<td align="LEFT"><span style="font-family: inherit;"><br /></span></td>
<td align="RIGHT" sdnum="1033;" sdval="12"><span style="font-family: inherit;">12</span></td>
<td align="LEFT"><span style="font-family: inherit;"><br /></span></td>
<td align="RIGHT" sdnum="1033;" sdval="11"><span style="font-family: inherit;">11</span></td>
<td align="LEFT"><span style="font-family: inherit;"><br /></span></td>
<td align="RIGHT" sdnum="1033;" sdval="10"><span style="font-family: inherit;">10</span></td>
<td align="LEFT"><span style="font-family: inherit;"><br /></span></td>
<td align="RIGHT" sdnum="1033;" sdval="9"><span style="font-family: inherit;">9</span></td>
<td align="LEFT"><span style="font-family: inherit;"><br /></span></td>
<td align="RIGHT" sdnum="1033;" sdval="8"><span style="font-family: inherit;">8</span></td>
<td align="LEFT"><span style="font-family: inherit;"><br /></span></td>
<td align="RIGHT" sdnum="1033;" sdval="7"><span style="font-family: inherit;">7</span></td>
</tr>
<tr>
<td align="LEFT" height="19"><span style="font-family: inherit;">Luck</span></td>
<td align="RIGHT" sdnum="1033;" sdval="8"><span style="font-family: inherit;">8</span></td>
<td align="LEFT"><span style="font-family: inherit;"><br /></span></td>
<td align="LEFT"><span style="font-family: inherit;"><br /></span></td>
<td align="RIGHT" sdnum="1033;" sdval="9"><span style="font-family: inherit;">9</span></td>
<td align="LEFT"><span style="font-family: inherit;"><br /></span></td>
<td align="LEFT"><span style="font-family: inherit;"><br /></span></td>
<td align="RIGHT" sdnum="1033;" sdval="10"><span style="font-family: inherit;">10</span></td>
<td align="LEFT"><span style="font-family: inherit;"><br /></span></td>
<td align="RIGHT" sdnum="1033;" sdval="11"><span style="font-family: inherit;">11</span></td>
<td align="LEFT"><span style="font-family: inherit;"><br /></span></td>
<td align="RIGHT" sdnum="1033;" sdval="12"><span style="font-family: inherit;">12</span></td>
<td align="LEFT"><span style="font-family: inherit;"><br /></span></td>
<td align="RIGHT" sdnum="1033;" sdval="13"><span style="font-family: inherit;">13</span></td>
<td align="LEFT"><span style="font-family: inherit;"><br /></span></td>
<td align="RIGHT" sdnum="1033;" sdval="14"><span style="font-family: inherit;">14</span></td>
<td align="LEFT"><span style="font-family: inherit;"><br /></span></td>
<td align="RIGHT" sdnum="1033;" sdval="15"><span style="font-family: inherit;">15</span></td>
<td align="LEFT"><span style="font-family: inherit;"><br /></span></td>
<td align="RIGHT" sdnum="1033;" sdval="16"><span style="font-family: inherit;">16</span></td>
</tr>
</tbody>
</table>
</div>
<div>
In the same vein of a decreasing Luck score, I wanted each save to behave differently. All of them slow down after level 7, in keeping with the general idea of higher levels providing diminishing returns. (Originally I tried slowing down after level 10, but the progressions I used lined up better at level 7, with all four saves lining up for levels 7, 13, and 19.) </div>
<div>
<br /></div>
<div>
Therefore, the Body save starts high and rapidly increases - +1 every level, followed by +1 every other level - reflecting your character starting a bit doughy but quickly becoming much tougher, in time to protect against the more powerful poisonous monsters they're likely to face at higher levels. </div>
<div>
<br /></div>
<div>
Reflex starts high, but only gets +1 every other level, followed by +1 every <i>third</i> level. This way, you start out comparatively well-protected against traps, but it doesn't increase as quickly as the dangers you face - you'll be forced to rely more on your own wits and attention to your surroundings than the saving throw. </div>
<div>
<br /></div>
<div>
Mind saves take the opposite tack - starting fairly high, but getting a +1 only every two levels at first, then increasing to +1 every other level. I wanted this to reflect the relative rarity of magic-using enemies in the early levels, but with an accelerating scale of improvement as they become harder for players to simply avoid. It also makes in-game sense to me, with the characters gaining better abilities to fight magical effects as they are brought in more direct contact with them.</div>
<div>
<br /></div>
<div>
Luck takes the same scale as Mind, but decreases. -1 every third level, then -1 every other level. </div>
<div>
<br /></div>
<div>
With a basic progression figured out, I whipped up four specific save progressions:</div>
<div>
<br /></div>
<div>
<table border="0" cellspacing="0" cols="11" frame="VOID" rules="NONE">
<colgroup><col width="65"></col><col width="39"></col><col width="39"></col><col width="39"></col><col width="39"></col><col width="39"></col><col width="39"></col><col width="39"></col><col width="39"></col><col width="39"></col><col width="39"></col></colgroup>
<tbody>
<tr>
<td align="LEFT" height="19" width="65"><br /></td>
<td align="LEFT" width="39"><b><span style="font-size: large;">Lucky</span></b></td>
<td align="LEFT" width="39"><b><br /></b></td>
<td align="RIGHT" sdnum="1033;" sdval="6" width="39"><br /></td>
<td align="LEFT" width="39"><b><br /></b></td>
<td align="LEFT" width="39"><b><br /></b></td>
<td align="LEFT" width="39"><b><br /></b></td>
<td align="LEFT" width="39"><b><span style="font-size: large;">Physical</span></b></td>
<td align="LEFT" width="39"><br /></td>
<td align="RIGHT" sdnum="1033;" sdval="3" width="39"><br /></td>
<td align="LEFT" width="39"><br /></td>
</tr>
<tr>
<td align="LEFT" height="20"><b>Level</b></td>
<td align="RIGHT" sdnum="1033;" sdval="1"><b>1</b></td>
<td align="RIGHT" sdnum="1033;" sdval="7"><b>7</b></td>
<td align="RIGHT" sdnum="1033;" sdval="13"><b>13</b></td>
<td align="RIGHT" sdnum="1033;" sdval="19"><b>19</b></td>
<td align="LEFT"><b><br /></b></td>
<td align="LEFT"><b>Level</b></td>
<td align="RIGHT" sdnum="1033;" sdval="1"><b>1</b></td>
<td align="RIGHT" sdnum="1033;" sdval="7"><b>7</b></td>
<td align="RIGHT" sdnum="1033;" sdval="13"><b>13</b></td>
<td align="RIGHT" sdnum="1033;" sdval="19"><b>19</b></td>
</tr>
<tr>
<td align="LEFT" height="19" sdnum="1033;1033;General" valign="BOTTOM"><span style="color: black; font-family: Calibri;">Body</span></td>
<td align="RIGHT" sdnum="1033;1033;General" sdval="16" valign="BOTTOM"><span style="color: black; font-family: Calibri;">16</span></td>
<td align="RIGHT" sdnum="1033;" sdval="10">10</td>
<td align="RIGHT" sdnum="1033;" sdval="7">7</td>
<td align="RIGHT" sdnum="1033;" sdval="4">4</td>
<td align="LEFT"><br /></td>
<td align="LEFT" sdnum="1033;1033;General" valign="BOTTOM"><span style="color: black; font-family: Calibri;">Body</span></td>
<td align="RIGHT" sdnum="1033;1033;General" sdval="14" valign="BOTTOM"><span style="color: black; font-family: Calibri;">14</span></td>
<td align="RIGHT" sdnum="1033;" sdval="8">8</td>
<td align="RIGHT" sdnum="1033;" sdval="5">5</td>
<td align="RIGHT" sdnum="1033;" sdval="2">2</td>
</tr>
<tr>
<td align="LEFT" height="19" sdnum="1033;1033;General" valign="BOTTOM"><span style="color: black; font-family: Calibri;">Reflex</span></td>
<td align="RIGHT" sdnum="1033;1033;General" sdval="12" valign="BOTTOM"><span style="color: black; font-family: Calibri;">12</span></td>
<td align="RIGHT" sdnum="1033;" sdval="9">9</td>
<td align="RIGHT" sdnum="1033;" sdval="7">7</td>
<td align="RIGHT" sdnum="1033;" sdval="5">5</td>
<td align="LEFT"><br /></td>
<td align="LEFT" sdnum="1033;1033;General" valign="BOTTOM"><span style="color: black; font-family: Calibri;">Reflex</span></td>
<td align="RIGHT" sdnum="1033;1033;General" sdval="13" valign="BOTTOM"><span style="color: black; font-family: Calibri;">13</span></td>
<td align="RIGHT" sdnum="1033;" sdval="10">10</td>
<td align="RIGHT" sdnum="1033;" sdval="8">8</td>
<td align="RIGHT" sdnum="1033;" sdval="6">6</td>
</tr>
<tr>
<td align="LEFT" height="20" sdnum="1033;1033;General" valign="BOTTOM"><span style="color: black; font-family: Calibri;">Mind</span></td>
<td align="RIGHT" sdnum="1033;1033;General" sdval="14" valign="BOTTOM"><span style="color: black; font-family: Calibri;">14</span></td>
<td align="RIGHT" sdnum="1033;" sdval="12">12</td>
<td align="RIGHT" sdnum="1033;" sdval="9">9</td>
<td align="RIGHT" sdnum="1033;" sdval="6">6</td>
<td align="LEFT"><br /></td>
<td align="LEFT" sdnum="1033;1033;General" valign="BOTTOM"><span style="color: black; font-family: Calibri;">Mind</span></td>
<td align="RIGHT" sdnum="1033;1033;General" sdval="16" valign="BOTTOM"><span style="color: black; font-family: Calibri;">16</span></td>
<td align="RIGHT" sdnum="1033;" sdval="14">14</td>
<td align="RIGHT" sdnum="1033;" sdval="11">11</td>
<td align="RIGHT" sdnum="1033;" sdval="8">8</td>
</tr>
<tr>
<td align="LEFT" height="19">Luck</td>
<td align="RIGHT" sdnum="1033;" sdval="6">6</td>
<td align="RIGHT" sdnum="1033;" sdval="8">8</td>
<td align="RIGHT" sdnum="1033;" sdval="11">11</td>
<td align="RIGHT" sdnum="1033;" sdval="14">14</td>
<td align="LEFT"><br /></td>
<td align="LEFT">Luck</td>
<td align="RIGHT" sdnum="1033;" sdval="8">8</td>
<td align="RIGHT" sdnum="1033;" sdval="10">10</td>
<td align="RIGHT" sdnum="1033;" sdval="13">13</td>
<td align="RIGHT" sdnum="1033;" sdval="16">16</td>
</tr>
<tr>
<td align="LEFT" height="19"><br /></td>
<td align="LEFT"><b><span style="font-size: large;">Divine</span></b></td>
<td align="LEFT"><b><br /></b></td>
<td align="RIGHT" sdnum="1033;" sdval="3"><br /></td>
<td align="LEFT"><b><br /></b></td>
<td align="LEFT"><b><br /></b></td>
<td align="LEFT"><b><span style="font-size: large;">Arcane</span></b></td>
<td align="LEFT"><b><br /></b></td>
<td align="LEFT"><b><br /></b></td>
<td align="RIGHT" sdnum="1033;" sdval="1"><br /></td>
<td align="LEFT"><b><br /></b></td>
</tr>
<tr>
<td align="LEFT" height="19"><b>Level</b></td>
<td align="RIGHT" sdnum="1033;" sdval="1"><b>1</b></td>
<td align="RIGHT" sdnum="1033;" sdval="7"><b>7</b></td>
<td align="RIGHT" sdnum="1033;" sdval="13"><b>13</b></td>
<td align="RIGHT" sdnum="1033;" sdval="19"><b>19</b></td>
<td align="LEFT"><b><br /></b></td>
<td align="LEFT"><b>Level</b></td>
<td align="RIGHT" sdnum="1033;" sdval="1"><b>1</b></td>
<td align="RIGHT" sdnum="1033;" sdval="7"><b>7</b></td>
<td align="RIGHT" sdnum="1033;" sdval="13"><b>13</b></td>
<td align="RIGHT" sdnum="1033;" sdval="19"><b>19</b></td>
</tr>
<tr>
<td align="LEFT" height="19" sdnum="1033;1033;General" valign="BOTTOM"><span style="color: black; font-family: Calibri;">Body</span></td>
<td align="RIGHT" sdnum="1033;1033;General" sdval="17" valign="BOTTOM"><span style="color: black; font-family: Calibri;">17</span></td>
<td align="RIGHT" sdnum="1033;" sdval="11">11</td>
<td align="RIGHT" sdnum="1033;" sdval="8">8</td>
<td align="RIGHT" sdnum="1033;" sdval="5">5</td>
<td align="LEFT"><br /></td>
<td align="LEFT" sdnum="1033;1033;General" valign="BOTTOM"><span style="color: black; font-family: Calibri;">Body</span></td>
<td align="RIGHT" sdnum="1033;1033;General" sdval="15" valign="BOTTOM"><span style="color: black; font-family: Calibri;">15</span></td>
<td align="RIGHT" sdnum="1033;" sdval="9">9</td>
<td align="RIGHT" sdnum="1033;" sdval="6">6</td>
<td align="RIGHT" sdnum="1033;" sdval="3">3</td>
</tr>
<tr>
<td align="LEFT" height="19" sdnum="1033;1033;General" valign="BOTTOM"><span style="color: black; font-family: Calibri;">Reflex</span></td>
<td align="RIGHT" sdnum="1033;1033;General" sdval="10" valign="BOTTOM"><span style="color: black; font-family: Calibri;">10</span></td>
<td align="RIGHT" sdnum="1033;" sdval="7">7</td>
<td align="RIGHT" sdnum="1033;" sdval="5">5</td>
<td align="RIGHT" sdnum="1033;" sdval="3">3</td>
<td align="LEFT"><br /></td>
<td align="LEFT" sdnum="1033;1033;General" valign="BOTTOM"><span style="color: black; font-family: Calibri;">Reflex</span></td>
<td align="RIGHT" sdnum="1033;1033;General" sdval="15" valign="BOTTOM"><span style="color: black; font-family: Calibri;">15</span></td>
<td align="RIGHT" sdnum="1033;" sdval="13">13</td>
<td align="RIGHT" sdnum="1033;" sdval="11">11</td>
<td align="RIGHT" sdnum="1033;" sdval="9">9</td>
</tr>
<tr>
<td align="LEFT" height="19" sdnum="1033;1033;General" valign="BOTTOM"><span style="color: black; font-family: Calibri;">Mind</span></td>
<td align="RIGHT" sdnum="1033;1033;General" sdval="15" valign="BOTTOM"><span style="color: black; font-family: Calibri;">15</span></td>
<td align="RIGHT" sdnum="1033;" sdval="13">13</td>
<td align="RIGHT" sdnum="1033;" sdval="10">10</td>
<td align="RIGHT" sdnum="1033;" sdval="7">7</td>
<td align="LEFT"><br /></td>
<td align="LEFT" sdnum="1033;1033;General" valign="BOTTOM"><span style="color: black; font-family: Calibri;">Mind</span></td>
<td align="RIGHT" sdnum="1033;1033;General" sdval="12" valign="BOTTOM"><span style="color: black; font-family: Calibri;">12</span></td>
<td align="RIGHT" sdnum="1033;" sdval="10">10</td>
<td align="RIGHT" sdnum="1033;" sdval="7">7</td>
<td align="RIGHT" sdnum="1033;" sdval="4">4</td>
</tr>
<tr>
<td align="LEFT" height="19">Luck</td>
<td align="RIGHT" sdnum="1033;" sdval="9">9</td>
<td align="RIGHT" sdnum="1033;" sdval="11">11</td>
<td align="RIGHT" sdnum="1033;" sdval="14">14</td>
<td align="RIGHT" sdnum="1033;" sdval="17">17</td>
<td align="LEFT"><br /></td>
<td align="LEFT">Luck</td>
<td align="RIGHT" sdnum="1033;" sdval="10">10</td>
<td align="RIGHT" sdnum="1033;" sdval="12">12</td>
<td align="RIGHT" sdnum="1033;" sdval="15">15</td>
<td align="RIGHT" sdnum="1033;" sdval="18">18</td>
</tr>
</tbody>
</table>
</div>
<div>
Divine, of course, can be used for clerics, paladins, etc. Arcane gets applied to magic-users and illusionist types. Physical for fighter types. "Lucky" for thieves and halfling types. I'm working on a seven-class system for Veil, which applies the Lucky progression to the Pioneer (a frontier-styled Specialist), the Arcane to the Magus and the Illusionist, the Divine to Assassins and Clerics (due to Assassins being based on the original religious Hashishin order) and Physical to Fighters and Barbarians. </div>
</div>
Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-218810875587624750.post-20088929322548575942014-03-17T22:07:00.001-07:002014-03-17T22:07:51.800-07:00The Caatinga, a One Page Dungeon<div dir="ltr" style="text-align: left;" trbidi="on">
<div style="text-align: left;">
<a href="https://drive.google.com/file/d/0B4LyPp6ko4hJY0R3TTc5QzE3clE/edit?usp=sharing" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;" target="_blank"><img alt="https://drive.google.com/file/d/0B4LyPp6ko4hJY0R3TTc5QzE3clE/edit?usp=sharing" border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg8YW61E72Kr7UcoHHyPLVsi8LKd7XsEdb9Cv_seEe3e0APM5oXblsEWwTYKr4FAN7_QlS5tdo6_bsX60AGeYEmH-zP4z6KhS95uPQ8RGpx7AV8dvOYfQ7DBgIm-KBPEc2tmYxfKQgdLjoP/s1600/alimenta%C3%A7%C3%A3o+das+almas+bahia.jpg" /></a></div>
This is a one-page setting/adventure I wrote up for <a href="http://www.necropraxis.com/" target="_blank">Brendan's</a> Halloween contest. It's based on <a href="http://en.wikipedia.org/wiki/Os_Sert%C3%B5es" target="_blank">Backlands,</a> the contemporary account of a bloody revolt in the Brazilian badlands at the close of the 19th century. <br />
<br />
I wanted to capture the book's (fundamentally racist, of course) Lamarckian sense of moral & evolution, with the evils of the environment considered to directly cause the evils of the backlander revolutionaries. I also wanted to capture the Caatinga region's incredible ecological adaptations, since it's characterized by quite dramatic seasonal variations. The environment consistently defeated the Brazilian army, and here it's intended to do the same to the hapless adventuring party. <br />
<br />
Finally, I've found it interesting that a lot of research into the motivations & risk factors for people joining weird cults has actually found that, ironically, <em>more </em>intelligent people are likelier to fall prey to some weird fringe society. So, the Caatinga reflects that.<br />
<br />
Click the picture download it. Have fun!</div>
Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-218810875587624750.post-88664739765883325332014-03-11T17:48:00.000-07:002014-03-11T17:48:15.879-07:00Review: Zzarchov Kowalski's Scenic Dunnsmouth (PDF)<div dir="ltr" style="text-align: left;" trbidi="on">
<div dir="ltr" style="text-align: left;" trbidi="on">
Scenic Dunnsmouth is great. Get it.<br />
<br />
A bit more detail:<br />
<br />
Dunnsmouth is a delightfully creepy swamp hamlet, which is randomly generated using some dice, a deck of cards, and a piece of paper. Therefore, you're effectively getting thousands of possible towns for your buck, most of which revolve around a mutant Spider Cult, and all of which will include: the reality-warping Time Cube, a Roma witch, a cannibal serial killer with a thing for bear traps and rock falls, and backwoods incest, rivalries, murder, and sin. It has an amazingly pulpy, '40s Radio Horror Adventure feel, and a lot of possibilities. The scenario is geared for a 3rd or 4th level party, or maybe a bit higher. <br />
<br />
<strong>Organization</strong><br />
<strong></strong><br />
The module starts off with a description of Dunsmouth, three different ways you might draw a party into the swamp, the two major elements of the module, and a description of how to generate the town. It's all easy reading, and town generation is very straightforward - I generated three towns in 50 minutes, and if I was about to run it it would probably take about that long to generate a single town, print out all the NPCs that appeared, and be ready to go. The whole thing really boils down to three or four major steps - roll the dice, draw the cards, figure out which NPCs are present and where, and tidy up. But Zzarchov splits it up into fourteen crystal clear mini-steps, which is very helpful, and prevents you from having to flip back and forth across scores of pages to figure everything out.<br />
<br />
The next part discusses the most important locations in town. Some of these are guaranteed to appear, though their status (and sanity) depends on how the dice came out. There are also two "kickers," each of which have a 50% chance of being a special location - so Dunnsmouth could play host to one or two elves (one of which is, to my mind at least, one of the top 3 most horrifying NPC's in the book), or perhaps an old fortification, or possibly some light industry. <br />
<br />
After this comes the largest part of the book. Dunnsmouth is inhabited by up to four families, one for each suit in the deck of cards, with each card representing one household. So this book nets you 52 households, with multiple NPC's in each one, only 10-12 of which will actually appear in the game. The presence or absence of certain individuals and the relative strength of each family can provide a lot of fuel for blood feuds and drama, even if the Spider Cult doesn't make an appearance. <br />
<br />
Finally, we have an appendix and index of sorts, with references for some of the items and spider-mutants that might be found, and a helpful step-by-step example of town generation.<br />
<br />
<strong>Strengths</strong><br />
<strong></strong><br />
I think my favorite part of the module is how the way each location is changed by the NPCs inhabiting it, or how each household's behavior & characteristics are altered by the spider mutation, gives you much better insights into their psychology than a simple description does. Ivanovik and Magda are potentially located at any one of the ten special locations, and in addition to that, have several possible homesteads they might build if not. Reading about how they (and the Original Spider) set up and fortify each location, reacting to its unique characteristics, more than makes up for the scant direct information we're given about who they are. The infection does the same for the rest of the NPCs - simmering resentments and hidden attractions are brought to the fore by the spider gene's quest to reproduce and dominate. It's showing, not telling.<br />
<br />
I also liked (as I mentioned before) the replayability and variety built into the module. You could keep running it, with a different setup each time, or you could mine out its stockpile of NPCs and use them to spice up other, less distinctive villages. There are a few "joke" NPCs in the book (used if you fail to completely clean the deck), which you could always throw in by choice if you wanted to move from horror to Bizarro. (Although the Black Joker, Jesse McLaud, didn't strike me as that bizarre, and I left him in the deck). I think this aspect, makes this the perfect module for a new DM to run - it's like training wheels, but still puts you through the paces of personalizing a scenario and forces you to think through it beforehand, rather than blindly assuming it's all ready to go.<br />
<br />
Finally, the art by Jez Gordon is amazing. It evokes a delightful, pulpy-horror feel and really helps conjure the darkness and fear that's found in Dunnsmouth. The character portraits in particular are very well-done, in most cases conveying just as much information as the character descriptions themselves. They also make great icons for player maps (as I've done below) so you can show them who lives in town without immediately giving away any information about family allegiances or ranks.<br />
<br />
<strong>Weaknesses</strong><br />
<strong></strong><br />
Since this is my first review, I should state that I'm not always looking for the same thing out of every module, so of course everything's going to be pretty subjective. My main critique is that, for all the <i>characters</i> this module has, I felt like only a handful of them actually had <i>character</i>. Almost all of them are pretty cartoonish backwoods stereotypes of one type or another. I don't think this will come up in the course of running the actual module, because you'll only have a dozen households and it's clearly <i>intended</i> to be a bunch of cartoonish backwoods stereotypes - but after the thirtieth straight page, it got exhausting. Few of them are actually compelling enough to draw a party into their struggles and feuds, Spider Cult or no. Because of this, I don't think Dunnsmouth lives up to its promise of "moral peril." Maybe it's just my Utilitarian ethics, but there's really no character sympathetic enough, or interesting enough, to give me much pause. The module wants you to be forced to decide, what am I willing to do to save these people? But I'm stuck on whether I want to save any of them at all, aside from a generic "well these people have children!" element.<br />
<br />
<b>Suggestions/Recommendations</b><br />
<b><br /></b>
The full text of the actual Time Cube Treatise is <a href="http://timecube.com/" target="_blank">available online.</a> I just love that this turned up in an RPG somewhere. Needless to say, my Dunnsmouth will have 96-hour days.<br />
<br />
<i>Always</i> offer your players the chance to purchase Dunnsmouth's debt at the start of the module. It's my favorite, by far, of the three "leads" - it gets your party right up in the villager's faces, and I'm pretty sure most versions won't actually be able to scrape up the cash.<br />
<br />
Though there's a certain romance to the idea of rolling the dice and rolling with the result, I think it's worth generating two towns, and picking whichever one seems more interesting at a glance. That way, you can take the second town, remove duplicate characters and generally align it with the "Expanding Dunnsmouth" section at the back, and add a bit of heft to the module if you need to.<br />
<br />
Duncasters? A secret shame? A defunct cult with a mountain headquarters? Zzarchov's practically yelling at you to put Death Frost Doom in the mountains next to the swamp.<br />
<br />
Maybe you don't tell players about the Time Cube. Maybe you just draw concentric circles around it on the player map, mark down the slowdown ratios, and let them figure out the distortion themselves.<br />
<br />
<b>Town Sampler</b><br />
<b><br /></b>
So I whipped up player and referee maps for each of the towns I rolled, just to show a bit of the variety you can get from the module.<br />
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<a href="https://picasaweb.google.com/114066924633585008251/ScenicDunnsmouths?authuser=0&authkey=Gv1sRgCK6ohJHN4_3YkgE&feat=embedwebsite" style="margin-left: 1em; margin-right: 1em;"><img height="160" src="https://lh3.googleusercontent.com/-EkjBuFJaNag/Ux-tIzUdUCE/AAAAAAAAAL8/iG5vTEiuAdw/s160-c/ScenicDunnsmouths.jpg" style="margin: 1px 0px 0px 4px;" width="160" /></a></div>
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<tr><td style="font-family: arial,sans-serif; font-size: 11px; text-align: center;"><a href="https://picasaweb.google.com/114066924633585008251/ScenicDunnsmouths?authuser=0&authkey=Gv1sRgCK6ohJHN4_3YkgE&feat=embedwebsite" style="color: #4d4d4d; font-weight: bold; text-decoration: none;">Scenic Dunnsmouths</a></td></tr>
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Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-218810875587624750.post-89080729313102288612014-03-07T13:54:00.001-08:002014-03-07T13:54:57.408-08:00The Tools of Others<div dir="ltr" style="text-align: left;" trbidi="on">
Like most people, I use a ton of other people's ideas and tools to make my games run better, or just to get a bit of inspiration. So, here are a few tools and compilations I've made recently to facilitate my use of other people's tools.<br />
<br />
First up, since it's currently trending, is <a class="g-profile" href="https://plus.google.com/107059341533698976884" target="_blank">+Arnold K.</a>'s <a href="http://goblinpunch.blogspot.com/2014/02/career-paths-for-3d6-fantasy.html" target="_blank">Career Paths</a> character generation. If you haven't seen it, look at it - it's a cool hack of regular 3d6-based attribute generation that creates a bit of vague history, and it's a lot more elegant than some of the crazy Excel-formula-based versions I've seen, and a lot less involved than Beyond the Wall's analogous approach.<br />
<br />
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left; margin-right: 1em; text-align: left;"><tbody>
<tr><td style="text-align: center;"><a href="https://drive.google.com/file/d/0B4LyPp6ko4hJZjBKMTh3THRmVE0/edit?usp=sharing" imageanchor="1" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;" target="_blank"><img alt="https://drive.google.com/file/d/0B4LyPp6ko4hJZjBKMTh3THRmVE0/edit?usp=sharing" border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg4kIqXQIZfE_TfyFcCBnzlPbz2CA4xAEvfSc7OYmLEOY9OlHtjUsRtduYFML-tsqJaSJqXfNnvMv5rVJzwg5E3JtOf9w_ztQKgtVj089N1eIOjQ1h-W9pkukJnA5qr6dLekadscYVhFis/s1600/NPC+pictures.jpg" height="200" width="153" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Click me!</td></tr>
</tbody></table>
What I did was make a bunch of cards to make the Statistically Anal method of generating your character's adolescence significantly less anal. Instead of rolling a d15, you just cut this out, place the cards face down, and everyone picks one. I used a bunch of <a href="http://recedingrules.blogspot.com/" target="_blank">Telecanter's</a> silhouettes on the reverse side to add a bit of Rorschach-ish psychology to card selection. A few questions are edited a bit here and there so they could all come out the same size.<br />
<br />
I didn't do the Careers section mostly to save time and to leave starting PC's with a bit more blank space. So, instead of rolling 1d6 for each stat during Adolescence, I'll have players roll 2d6.<br />
<br />
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; text-align: right;"><tbody>
<tr><td style="text-align: center;"><a href="https://drive.google.com/file/d/0B4LyPp6ko4hJTWNVUENSc0ViZm8/edit?usp=sharing" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;" target="_blank"><img alt="https://drive.google.com/file/d/0B4LyPp6ko4hJTWNVUENSc0ViZm8/edit?usp=sharing" border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjmfi-5rY0NzCaqvkEm3QUM0fF1xPE3mKjY92usXKC5wFOTKqppHpeNzhocOTxUTY5BmTxM4tDFhibhnek82tlhQGYSNYiLeUUefGqsnZfyMphEVyQdErzYkWyMjPixwMx2N3VJ4ar4h8Y/s1600/Peddlers.jpg" height="124" width="200" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Right here.</td></tr>
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<br />
<br />
Next is the Peddlers of the Deep Dark table from <a href="http://aeonsnaugauries.blogspot.com/" target="_blank">Aeons and Auguries.</a> Basically, it's a pretty cool (if die-roll-intensive) underground trade caravan generator. Unfortunately, bits and pieces of it are scattered all over JD Jarvis' blog, so I put it all in one place.<br />
<br />I included all of the Peddlers info, the Dungeoneer's Cache generator, and information on all of the unique items in both tables - that includes the Magic Ropes, Candles, and Footwear posts. Plus a bit of organizational tweaking.<br />
<br />
<br />
Finally, <a href="http://thealexandrian.net/wordpress/8122/roleplaying-games/node-based-scenario-design-collectors-edition" target="_blank">Justin Alexander's Node-based Design</a> has been pretty much the guide for running my campaigns, and the Three Clue Rule a great tool for coming up with plots on the fly, in a way that the players can meaningfully interact with. But, as I've mentioned before, I'm a visual thinker, and outline's just don't do it for me - so I set up two on-the-fly node sheets, for the Layer Cake and Loop models. Each node has its clues listed, with a bit of space to describe the node, and each of the clues leading to the other nodes. <br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://drive.google.com/file/d/0B4LyPp6ko4hJS3dwZllyNEJpRWs/edit?usp=sharing" imageanchor="1" style="margin-left: auto; margin-right: auto;" target="_blank"><img alt="https://drive.google.com/file/d/0B4LyPp6ko4hJS3dwZllyNEJpRWs/edit?usp=sharing" border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhVErGdDP1OEx5CVvnyZMobo8r33IO4OVaCsoJLnCeug4iIgChWmgClal5anWzBO6pfKFA3NJ7uvOFCkqrIinKLH0Q7ymcOMLRKeTGodni1XmWuM9ujPaWXr1MWiOhucMUJQYW3Qtb-M-w/s1600/Nodes.jpg" height="241" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">You know the drill. The Layer Cake one is <a href="https://drive.google.com/file/d/0B4LyPp6ko4hJQkFPVGJpYmhuM1U/edit?usp=sharing" target="_blank">here.</a></td></tr>
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Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-218810875587624750.post-7157147041909827262014-02-06T16:54:00.001-08:002017-02-03T19:57:59.778-08:00Reaction-Roll Stealth<div dir="ltr" style="text-align: left;" trbidi="on">
So far, the skill-based <a href="http://cubicdystopias.blogspot.com/2013/09/descriptive-skills.html" target="_blank">stealth system</a> I've been using has been difficult to run without a battlemat, while the default "X on 1d6 to surprise" system still strikes me as pithy and undramatic (except in the simple case of encounters). But the reaction roll, which I've been using extensively through <a href="http://www.lulu.com/shop/courtney-campbell/on-the-non-player-character/ebook/product-21094127.html;jsessionid=0C4EF5B055934CD7E1301A4248A8400D" target="_blank">On the Non-Player Character,</a> fits the bill perfectly - instead of binary success/failure, you get piling bonuses which slowly push you towards success or failure. Additionally, this is consistent with the current systemic division I'm contemplating - using d20s for the combat system, 2d6 for noncombat rolls, and dice pools for anything to do with magic. The following stealth system is mostly inspired by On the Non-Player character, and a bit from <a href="https://plus.google.com/106896777766399569820/posts/1otZs31ZRuN" target="_blank">this Google+ discussion.</a><br />
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Stealth actions are resolved in segments of one minute, rolling 2d6 (plus Dex mod) each time. Bonuses are persistent, and cumulative. Consult the following table:<br />
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<tr style="height: 17px;"><td style="border: 1px solid rgb(204, 204, 204); padding: 0px 3px; vertical-align: bottom;"></td><td style="border-bottom-color: rgb(204, 204, 204); border-bottom-style: solid; border-bottom-width: 1px; border-right-color: rgb(204, 204, 204); border-right-style: solid; border-right-width: 1px; border-top-color: rgb(204, 204, 204); border-top-style: solid; border-top-width: 1px; color: black; direction: ltr; font-weight: bold; padding: 0px 3px; text-align: left; text-decoration: underline; vertical-align: bottom;">Sneak</td><td style="border-bottom-color: rgb(204, 204, 204); border-bottom-style: solid; border-bottom-width: 1px; border-right-color: rgb(204, 204, 204); border-right-style: solid; border-right-width: 1px; border-top-color: rgb(204, 204, 204); border-top-style: solid; border-top-width: 1px; color: black; direction: ltr; font-weight: bold; padding: 0px 3px; text-align: left; text-decoration: underline; vertical-align: bottom;">Backstab</td></tr>
<tr style="height: 17px;"><td style="border-bottom-color: rgb(204, 204, 204); border-bottom-style: solid; border-bottom-width: 1px; border-left-color: rgb(204, 204, 204); border-left-style: solid; border-left-width: 1px; border-right-color: rgb(204, 204, 204); border-right-style: solid; border-right-width: 1px; font-weight: bold; padding: 0px 3px; text-align: right; vertical-align: bottom;">2</td><td style="border-bottom-color: rgb(204, 204, 204); border-bottom-style: solid; border-bottom-width: 1px; border-right-color: rgb(204, 204, 204); border-right-style: solid; border-right-width: 1px; color: black; direction: ltr; padding: 0px 3px; text-align: left; vertical-align: bottom;">Found or -4</td><td style="border-bottom-color: rgb(204, 204, 204); border-bottom-style: solid; border-bottom-width: 1px; border-right-color: rgb(204, 204, 204); border-right-style: solid; border-right-width: 1px; color: black; direction: ltr; padding: 0px 3px; text-align: left; vertical-align: bottom;">You're surprised!</td></tr>
<tr style="height: 17px;"><td style="border-bottom-color: rgb(204, 204, 204); border-bottom-style: solid; border-bottom-width: 1px; border-left-color: rgb(204, 204, 204); border-left-style: solid; border-left-width: 1px; border-right-color: rgb(204, 204, 204); border-right-style: solid; border-right-width: 1px; color: black; direction: ltr; font-weight: bold; padding: 0px 3px; text-align: right; vertical-align: bottom;">3 - 5</td><td style="border-bottom-color: rgb(204, 204, 204); border-bottom-style: solid; border-bottom-width: 1px; border-right-color: rgb(204, 204, 204); border-right-style: solid; border-right-width: 1px; padding: 0px 3px; text-align: left; vertical-align: bottom;">-2</td><td style="border-bottom-color: rgb(204, 204, 204); border-bottom-style: solid; border-bottom-width: 1px; border-right-color: rgb(204, 204, 204); border-right-style: solid; border-right-width: 1px; color: black; direction: ltr; padding: 0px 3px; text-align: left; vertical-align: bottom;">No surprise</td></tr>
<tr style="height: 17px;"><td style="border-bottom-color: rgb(204, 204, 204); border-bottom-style: solid; border-bottom-width: 1px; border-left-color: rgb(204, 204, 204); border-left-style: solid; border-left-width: 1px; border-right-color: rgb(204, 204, 204); border-right-style: solid; border-right-width: 1px; color: black; direction: ltr; font-weight: bold; padding: 0px 3px; text-align: right; vertical-align: bottom;">6 - 8</td><td style="border-bottom-color: rgb(204, 204, 204); border-bottom-style: solid; border-bottom-width: 1px; border-right-color: rgb(204, 204, 204); border-right-style: solid; border-right-width: 1px; padding: 0px 3px; text-align: left; vertical-align: bottom;">0</td><td style="border-bottom-color: rgb(204, 204, 204); border-bottom-style: solid; border-bottom-width: 1px; border-right-color: rgb(204, 204, 204); border-right-style: solid; border-right-width: 1px; color: black; direction: ltr; padding: 0px 3px; text-align: left; vertical-align: bottom;">You surprise!</td></tr>
<tr style="height: 17px;"><td style="border-bottom-color: rgb(204, 204, 204); border-bottom-style: solid; border-bottom-width: 1px; border-left-color: rgb(204, 204, 204); border-left-style: solid; border-left-width: 1px; border-right-color: rgb(204, 204, 204); border-right-style: solid; border-right-width: 1px; color: black; direction: ltr; font-weight: bold; padding: 0px 3px; text-align: right; vertical-align: bottom;">9 - 11</td><td style="border-bottom-color: rgb(204, 204, 204); border-bottom-style: solid; border-bottom-width: 1px; border-right-color: rgb(204, 204, 204); border-right-style: solid; border-right-width: 1px; padding: 0px 3px; text-align: left; vertical-align: bottom;">+2</td><td style="border-bottom-color: rgb(204, 204, 204); border-bottom-style: solid; border-bottom-width: 1px; border-right-color: rgb(204, 204, 204); border-right-style: solid; border-right-width: 1px; color: black; direction: ltr; padding: 0px 3px; text-align: left; vertical-align: bottom;">Ranged backstab!</td></tr>
<tr style="height: 17px;"><td style="border-bottom-color: rgb(204, 204, 204); border-bottom-style: solid; border-bottom-width: 1px; border-left-color: rgb(204, 204, 204); border-left-style: solid; border-left-width: 1px; border-right-color: rgb(204, 204, 204); border-right-style: solid; border-right-width: 1px; font-weight: bold; padding: 0px 3px; text-align: right; vertical-align: bottom;">12</td><td style="border-bottom-color: rgb(204, 204, 204); border-bottom-style: solid; border-bottom-width: 1px; border-right-color: rgb(204, 204, 204); border-right-style: solid; border-right-width: 1px; color: black; direction: ltr; padding: 0px 3px; text-align: left; vertical-align: bottom;">+4 or Hidden</td><td style="border-bottom-color: rgb(204, 204, 204); border-bottom-style: solid; border-bottom-width: 1px; border-right-color: rgb(204, 204, 204); border-right-style: solid; border-right-width: 1px; color: black; direction: ltr; padding: 0px 3px; text-align: left; vertical-align: bottom;">Melee backstab!</td></tr>
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<br />
Sneaking is used for any actions you take while undetected. The following bonuses apply:<br />
<br />
No movement or other actions (hiding): +4<br />
Combining two actions (moving twice, moving while tracking, etc.) -4 per action<br />
Trickster/thief/etc. +level<br />
Distance: +1 per 100' from nearest sentry/enemy, -1 per 10' closer than 100'<br />
Terrain/weather/etc.: +2 or -2 depending on conditions<br />
<br />
Found means that stealth ends (for you) and you're detected. Start encounter as normal - stealth can no longer be used. You can, of course, try to hide again - you can roll on the Sneak table instead of taking another action each round, with cumulative bonuses. Stealth starts again once you get Hidden.<br />
<br />
Backstabbing is what you roll when you're trying to end stealth and initiate combat. On a 2, you totally bungle it, and your opponent gets to act against you in the surprise round, while on a 6 or higher, you surprise <em>them, </em>getting a free round. On a 9 or higher, you've spent enough time observing and positioning yourself to get a sweet sniper shot on an opponent, gaining a +4 to hit. On a 12, you're close enough to do it with a melee weapon, and can precisely target weak points or chinks in your opponent's armor - you get a +4 bonus to hit, <em>and </em>deal double damage.<br />
<br />
Backstab bonuses:<br />
Multiple actions (opening a door and then backstabbing, for example): -4 per action<br />
Trickster/thief/etc.: +level<br />
Distance: -1 per 100' from target, +1 per 10' closer than 100'<br />
Terrain/weather/etc.: +2 or -2 depending on conditions</div>
Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-218810875587624750.post-37909409586443745082014-01-15T23:22:00.000-08:002014-01-15T23:22:17.599-08:00Lineup 2014<div dir="ltr" style="text-align: left;" trbidi="on">
It's a new year, and I've resolved to get some regularly scheduled programming up on here. There are a few small side projects I've been working on, and my Qelong campaign is starting to pick up steam, but 2014 is really going to be held up by a few tentpole projects. In order:<br />
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The province of Acacia has been the only safe domain on the New Continent for over a decade, enriching its citizens and its rulers through a steady trade in wondrous furs, exotic herbs, and tough lumber. Now, however, the mercenaries of the Union Charter have set up competing forts, and inciting the natives to make war on the Acacians and on each other. As the balance of power whirls out of control, once-human things stir in the darkness, and the prehistoric forests begin to reveal exactly <i>how </i>they can stand the test of time...</div>
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<a href="http://cubicdystopias.blogspot.com/search/label/Pale%20People" target="_blank">Archive here.</a></div>
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For centuries, the Dark Continent has lain in state. Exoticized, exploited, or ignored by oceangoing imperiums, the Dark Continent is known as exactly that - a broad curlicue of unknown land, a rudimentary coast, a mockery of both cartographic authority and royal power. But there will soon be bands of human adventurers spilling across the Dark Continent's baking hills and steaming jungles, erecting coastal forts and way stations, penetrating deep into the ancient Elven homelands and the tropical cradle of Dwarven civilization. Will your band be swallowed up by its trackless hinterlands, or will they stumble to the coast, heavy with looted gold?</div>
<div style="text-align: left;">
<a href="http://cubicdystopias.blogspot.com/search/label/Dark%20Continent" target="_blank">Archive here.</a> </div>
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<div style="text-align: left;">
It's 1931 in the Tennessee Valley. Herbert Hoover is President, lending his name to shantytowns all across America, and Henry Hollis Horton is Governor, embroiled in scandals following the bankruptcy of his political allies, and the loss of $6,000,000 in corrupt endeavors. The law is largely in its own hands, and nobody important is interested in investigating those "haunted" woods up the river, or the "cursed" treasure hidden deep within a local cave...</div>
<div style="text-align: left;">
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<div style="text-align: left;">
Forgottenland is what happened in my head when the Old School Renaissance got run over by the <a href="http://www.youtube.com/watch?v=VV3q4klpYJE" target="_blank">Drive-By Truckers</a>. Outside the Valley, society grinds on much as we know it. Inside the Valley, crooked cops hunt backwoods moonshiners, lynch mobs ensure white rule with institutionalized terrorism, and mythical beasts guard buried treasure in shadowed forests. </div>
<div style="text-align: left;">
<a href="http://cubicdystopias.blogspot.com/search/label/forgottenland" target="_blank">Archive here.</a></div>
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<h2 style="text-align: left;">
<a href="http://cubicdystopias.blogspot.com/search/label/veil" target="_blank">Veil</a></h2>
<div style="text-align: left;">
The Faith rules the world, and God rules the Faith. But who can ever know <i>how </i>God wishes to be served?</div>
<div style="text-align: left;">
<br /></div>
<div style="text-align: left;">
Veil is both my main campaign setting and what I'll call the gaming system I'm currently using. This is a grittier adventure fantasy, where rewards are swift, but death is swifter, clinging to your heels like an ancient cobweb. </div>
<h2 style="text-align: left;">
<a href="http://cubicdystopias.blogspot.com/search/label/Influences" target="_blank">Influences</a></h2>
<div style="text-align: left;">
I get vibes from a lot of different things, and I like to write about them. I'll review anything that has something I'd like imprinted into my projects, and put it here. </div>
</div>
Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-218810875587624750.post-89244383153040446852013-12-16T15:11:00.000-08:002013-12-16T15:11:36.946-08:00Horses, Dogs, and Falcons<div dir="ltr" style="text-align: left;" trbidi="on">
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<div class="WordSection1">
Inspired by <a href="http://towerofthearchmage.blogspot.com/2011/01/dogs-in-dungeon.html" target="_blank">Tower of the Archmage's</a> post on dog breeds, and designed to run with my <a href="http://cubicdystopias.blogspot.com/2013/12/calibrating-this-shit.html" target="_blank">basic system</a> for combat and overland movement. I wanted to set up a system for animal ownership that reflected the same ideas of simplified accuracy, and gave each animal breed a bit of personality. </div>
<h1 class="WordSection1" style="margin: 12pt 0in 0pt;">
<span style="font-size: large;"><span style="color: #2e74b5;"><span style="font-family: Calibri Light;">Animals<o:p></o:p></span></span></span></h1>
<div class="WordSection1">
</div>
<div class="MsoNormal" style="margin: 0in 0in 8pt;">
<span style="font-family: Calibri;">A variety of domesticated animals are available to assist
the intrepid adventurer, merchant, or soldier. Mainstays are equines, dogs, and
falcons. Animal prices are expressed in silvers per HP – healthier and tougher
animals, of course, being worth more. Most animals consume animal rations,
which weigh 1 stone and cost 1 silver piece, but dogs and falcons can both eat
human iron rations.<o:p></o:p></span></div>
<div class="WordSection1">
<span style="font-family: Calibri;">All animals gain a +2 morale bonus when their master is
present. A new master must be designated by spending a full month with the
animal. Additionally, animals have their own reaction rolls toward NPCs, and
must pass a Morale check to avoid attacking or fleeing on a 2, or in order to
attack on a 12. They gain XP as normal and level up with the noted effects. Leveling
also doubles their value. Animals must pass a Morale check to do anything other
than fight or move with their master, with a -1 penalty applied for each word
after the first. <o:p></o:p></span></div>
<div class="WordSection1">
</div>
<div class="MsoNormal" style="margin: 0in 0in 8pt;">
<span style="font-family: Calibri;">Animal base saves are all 16 by default, though their base
Might save increases by 1 for every 10 hit points they have. They cannot
normally improve their saves.<o:p></o:p></span></div>
<div class="WordSection1">
<span style="font-family: Calibri;">Most animals have marching speeds equal to humans, but begin
Forced Marches on their second march, rather than their third. Horses have
marching speeds of 24/18/8 miles per Watch. Animals can be pastured for a full
Watch, which in favorable environments fills 1/3 of their upkeep needs.<o:p></o:p></span></div>
<div class="WordSection1">
<span style="font-size: small;"><span style="color: #1f4d78;"><span style="font-family: Calibri Light;"></span></span></span><br /></div>
<div class="WordSection1">
<span style="font-size: small;"><span style="color: #1f4d78;"><span style="font-family: Calibri Light;">Equines<o:p></o:p></span></span></span></div>
<div class="WordSection1">
</div>
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<span style="font-family: Calibri;">Horses are usually sold at 4 years, and begin aging at 20
years, penalized every two years. Mules and donkeys begin aging at 30 years,
penalized every three years. Failed saves reduce HP by 2, encumbrance by 1, and
running/sprinting speed by 2’. Horses can jump 4’ obstacles with a Will save,
-1 per 6” of extra height. Failure means a 50/50 chance of shying away (with
the rider passing a STR check or falling off) or crashing into the obstacle,
inflicting 1d10 damage on both horse and rider.<span style="mso-spacerun: yes;">
</span><o:p></o:p></span></div>
<div class="WordSection1">
</div>
<div class="WordSection2">
<div class="MsoNormal" style="margin: 0in 0in 8pt;">
<span style="font-family: Calibri;"><b style="mso-bidi-font-weight: normal;">DRAFT HORSE<br />
</b>Phlegmatic, thickset horses for plowing or milling.</span><b style="mso-bidi-font-weight: normal;"><br /><span style="font-family: Calibri;">
</span></b><span style="font-family: Calibri;">Price (per HP): 20sp<br />
HP: 5d6<br />
Encumbrance: 8/16/32 stone<br />
Attack: 1@1d8<br />
Defense: 8, Large Size<br />
Morale: 6<br />
March Speed: 4/8/12<br />
Run Speed: 60’<br />
Special: -<br />
Upkeep: 3 animal rations, 15 water rations<o:p></o:p></span></div>
<div class="MsoNormal" style="margin: 0in 0in 8pt;">
<span style="font-family: Calibri;"><b style="mso-bidi-font-weight: normal;">ROUNCEY<br />
</b>A basic light riding horse or warhorse.</span><b style="mso-bidi-font-weight: normal;"><br /><span style="font-family: Calibri;">
</span></b><span style="font-family: Calibri;">Price (per HP): 20sp<br />
HP: 5d6<br />
Encumbrance: 7/13/26 stone<br />
Attack: 1@1d8<br />
Defense: 10, Large Size<br />
Morale: 7<br />
March Speed: 8/16/24<br />
Run Speed: 70’<br />
Special: -<br />
Upkeep: 2 animal rations, 15 water rations<b style="mso-bidi-font-weight: normal;">
</b><o:p></o:p></span></div>
<div class="MsoNormal" style="margin: 0in 0in 8pt;">
<span style="font-family: Calibri;"><b style="mso-bidi-font-weight: normal;">PALFREY<br />
</b>Comfortable, easy-to-control riding horses.</span><b style="mso-bidi-font-weight: normal;"><br /><span style="font-family: Calibri;">
</span></b><span style="font-family: Calibri;">Price (per HP): 20sp<br />
HP: 5d6<br />
Encumbrance: 7/13/26 stone<br />
Attack: 1@1d6<br />
Defense: 8, Large Size<br />
Morale: 4<br />
March Speed: 7/13/26<br />
Run Speed: 60’<br />
Special: All mastering & training only takes 1 month<br />
Upkeep: 2 animal rations, 15 water rations<b style="mso-bidi-font-weight: normal;">
<o:p></o:p></b></span></div>
<div class="MsoNormal" style="margin: 0in 0in 8pt;">
<span style="font-family: Calibri;"><b style="mso-bidi-font-weight: normal;">CHARGER<br />
</b>Fast cavalry horses, the most common type in war.</span><b style="mso-bidi-font-weight: normal;"><br /><span style="font-family: Calibri;">
</span></b><span style="font-family: Calibri;">Price (per HP): 30sp<br />
HP: 5d6<br />
Encumbrance: 8/16/32 stone<br />
Attack: 1@1d10<br />
Defense: 14, Large Size<br />
Morale: 8<br />
March Speed: 8/16/24<br />
Run Speed: 70’<br />
Special: -<br />
Upkeep: 3 animal rations, 20 water rations<b style="mso-bidi-font-weight: normal;">
<o:p></o:p></b></span></div>
<div class="MsoNormal" style="margin: 0in 0in 8pt;">
<span style="font-family: Calibri;"><b style="mso-bidi-font-weight: normal;">JENNET<br />
</b>A small, quick desert horse, with low upkeep.</span><b style="mso-bidi-font-weight: normal;"><br /><span style="font-family: Calibri;">
</span></b><span style="font-family: Calibri;">Price (per HP): 30sp<br />
HP: 5d6<br />
Encumbrance: 7/13/26 stone<br />
Attack: 1@1d6<br />
Defense: 14, Large Size<br />
Morale: 8<br />
March Speed: 8/16/32<br />
Run Speed: 80’<br />
Special: -<br />
Upkeep: 2 animal rations, 12 water rations<o:p></o:p></span></div>
<div class="MsoNormal" style="margin: 0in 0in 8pt;">
<span style="font-family: Calibri;"><b style="mso-bidi-font-weight: normal;">DESTRIER<br />
</b>Heavy, highly prized battle horses.</span><b style="mso-bidi-font-weight: normal;"><br /><span style="font-family: Calibri;">
</span></b><span style="font-family: Calibri;">Price (per HP): 90sp<br />
HP: 6d6<br />
Encumbrance: 8/16/32 stone<br />
Attack: 1@1d10, 1@1d6<br />
Defense: 14, Large Size<br />
Morale: 8<br />
March Speed: 4/8/12<br />
Run Speed: 70’<br />
Special: -<br />
Upkeep: 3 animal rations, 20 water rations<b style="mso-bidi-font-weight: normal;"><o:p></o:p></b></span></div>
<div class="MsoNormal" style="margin: 0in 0in 8pt;">
<span style="font-family: Calibri;"><b style="mso-bidi-font-weight: normal;">MULE<br />
</b>A mix between a horse and a donkey.</span><b style="mso-bidi-font-weight: normal;"><br /><span style="font-family: Calibri;">
</span></b><span style="font-family: Calibri;">Price (per HP): 15sp<br />
HP: 4d6<br />
Encumbrance: 8/15/30 stone<br />
Attack: 1@1d6<br />
Defense: 10, Large Size<br />
Morale: 7<br />
March Speed: 4/8/12<br />
Run Speed: 60’<br />
Upkeep: 1 animal ration, 12 water rations<b style="mso-bidi-font-weight: normal;">
<o:p></o:p></b></span></div>
<div class="MsoNormal" style="margin: 0in 0in 8pt;">
<span style="font-family: Calibri;"><b style="mso-bidi-font-weight: normal;">DONKEY<br />
</b>Light, clever pack animals.</span><b style="mso-bidi-font-weight: normal;"><br /><span style="font-family: Calibri;">
</span></b><span style="font-family: Calibri;">Price (per HP): 10sp<br />
HP: 4d6<br />
Encumbrance: 4/8/16 stone<br />
Attack: 1@1d6<br />
Defense: D10<br />
Morale: 5<br />
March Speed: 4/8/12<br />
Run Speed: 70’<br />
Upkeep: ½ animal ration, 8 water rations<b style="mso-bidi-font-weight: normal;">
<o:p></o:p></b></span></div>
</div>
<span style="color: #1f4d78; font-family: "Calibri Light","sans-serif"; font-size: 12pt; line-height: 107%; mso-ansi-language: EN-US; mso-ascii-theme-font: major-latin; mso-bidi-font-family: "Times New Roman"; mso-bidi-language: AR-SA; mso-bidi-theme-font: major-bidi; mso-fareast-font-family: "Times New Roman"; mso-fareast-language: EN-US; mso-fareast-theme-font: major-fareast; mso-hansi-theme-font: major-latin; mso-themecolor: accent1; mso-themeshade: 127;">
</span><br />
<div class="WordSection3">
<h3 style="margin: 2pt 0in 0pt;">
<span style="font-size: small;"><span style="color: #1f4d78;"><span style="font-family: Calibri Light;">Birds<o:p></o:p></span></span></span></h3>
<div class="MsoNormal" style="margin: 0in 0in 8pt;">
<span style="font-family: Calibri;">Birds are sold at 2 years, and begin aging at 10 years.
Failed saves reduce HP and Attack Bonus by 1. Birds <i style="mso-bidi-font-style: normal;">fly </i>and <i style="mso-bidi-font-style: normal;">soar </i>instead of <i style="mso-bidi-font-style: normal;">sprinting</i> and <i style="mso-bidi-font-style: normal;">running, </i>respectively, and must <i style="mso-bidi-font-style: normal;">fly
</i>before <i style="mso-bidi-font-style: normal;">soaring</i>. They all have encumbrance
of 1. Leveled birds increase their defenses and attack bonus by 1, and their
fly speed by 4’.<o:p></o:p></span></div>
</div>
<b style="mso-bidi-font-weight: normal;"><span style="font-family: "Calibri","sans-serif"; font-size: 11pt; line-height: 107%; mso-ansi-language: EN-US; mso-ascii-theme-font: minor-latin; mso-bidi-font-family: "Times New Roman"; mso-bidi-language: AR-SA; mso-bidi-theme-font: minor-bidi; mso-fareast-font-family: Calibri; mso-fareast-language: EN-US; mso-fareast-theme-font: minor-latin; mso-hansi-theme-font: minor-latin;">
</span></b>
<br />
<div class="WordSection4">
<div class="MsoNormal" style="margin: 0in 0in 8pt;">
<span style="font-family: Calibri;"><b style="mso-bidi-font-weight: normal;">FALCON<br />
</b>Price (per HP): 10sp<br />
HP: 1d6<br />
Attack: 1@1d6 <br />
Defense: D15, Ranged 18<br />
Morale: 6 <br />
Fly Speed: 150’<br />
Upkeep: 1 meat ration, 1 water ration<br />
Special: +4 attack bonus while diving<o:p></o:p></span></div>
<div class="MsoNormal" style="margin: 0in 0in 8pt;">
<span style="font-family: Calibri;"><b style="mso-bidi-font-weight: normal;">RAVEN<br />
</b>Price (per HP): 10sp<br />
HP: 1d4<br />
Attack: 1@1d4 <br />
Defense: D15, Ranged 22<br />
Morale: 6<br />
Fly Speed: 150’<br />
Upkeep: -<br />
Special: Small size, +2 Will & Wile saves<o:p></o:p></span></div>
</div>
<span style="font-size: small;"><span style="color: #1f4d78;"><span style="font-family: Calibri Light;">Dogs<o:p></o:p></span></span></span><br />
<div class="WordSection5">
<div class="MsoNormal" style="margin: 0in 0in 8pt;">
<span style="font-family: Calibri;">Dogs <i style="mso-bidi-font-style: normal;">Run</i> and <i style="mso-bidi-font-style: normal;">Sprint </i>at 50’ rather than 40’, and have
Swimming at 30’. <span style="mso-spacerun: yes;"> </span>All have upkeep of 1
meat and 1 water ration, and encumbrance of 3 stone (though objects weigh
triple for them). Dogs with 2d6 HP weigh 8 stone, and with 2d4 HP, 4 stone. Dogs
are usually purchased at 2 years old, and must begin making Will saves against
the effects of aging at 10 years, penalized each passing year. Failed saves
reduce HP by 1, and running/sprinting speed by 2’.<o:p></o:p></span></div>
</div>
<b style="mso-bidi-font-weight: normal;"><span style="font-family: "Calibri","sans-serif"; font-size: 11pt; line-height: 107%; mso-ansi-language: EN-US; mso-ascii-theme-font: minor-latin; mso-bidi-font-family: "Times New Roman"; mso-bidi-language: AR-SA; mso-bidi-theme-font: minor-bidi; mso-fareast-font-family: Calibri; mso-fareast-language: EN-US; mso-fareast-theme-font: minor-latin; mso-hansi-theme-font: minor-latin;">
</span></b><br />
<div class="MsoNormal" style="margin: 0in 0in 8pt;">
<span style="font-family: Calibri;"><b style="mso-bidi-font-weight: normal;">GUARD DOG<br />
</b>Mastiffs, Rottweilers, Dobermans, German Shepards, & Bulldogs. <br />
Big, strong, relatively intelligent.</span><b style="mso-bidi-font-weight: normal;"><br /><span style="font-family: Calibri;">
</span></b><span style="font-family: Calibri;">Price (per HP): 4sp<br />
HP: 2d6<br />
Attack: 1@1d8, +1 bonus<br />
Defense: 12<br />
Morale: 7<br />
Special: +1 encumbrance<br />
Leveling: +1 HP, Might, AB, & Melee Defense<o:p></o:p></span></div>
<br />
<div class="MsoNormal" style="margin: 0in 0in 8pt;">
<span style="font-family: Calibri;"><b style="mso-bidi-font-weight: normal;">SHEEPDOG<br />
</b>Collies, Shepards, even Corgis and Dalmatians. Smaller, faster, smarter.
Independent.</span><b style="mso-bidi-font-weight: normal;"><br /><span style="font-family: Calibri;">
</span></b><span style="font-family: Calibri;">Price (per HP): 3sp<br />
HP: 2d4<br />
Attack: 1@1d6<br />
Defense: 12, Missile 13<br />
Morale: 7<br />
Special: Wile save vs. Surprise<br />
Leveling: +1 HP, Run speed, Wile<o:p></o:p></span></div>
<br />
<div class="MsoNormal" style="margin: 0in 0in 8pt;">
<span style="font-family: Calibri;"><b style="mso-bidi-font-weight: normal;">BIRD DOG<br />
</b>Setters, pointers, retrievers, even early poodles. Loyal, energetic, but
disciplined.</span><b style="mso-bidi-font-weight: normal;"><br /><span style="font-family: Calibri;">
</span></b><span style="font-family: Calibri;">Price (per HP): 4sp<br />
HP: 2d4<br />
Attack: 1@1d6<br />
Defense: 13<br />
Morale: 7<br />
Special: Swimming 60’<br />
Leveling: +30’ Swimming, +1 HP, Morale<o:p></o:p></span></div>
<b style="mso-bidi-font-weight: normal;"><span style="font-family: "Calibri","sans-serif"; font-size: 11pt; line-height: 107%; mso-ansi-language: EN-US; mso-ascii-theme-font: minor-latin; mso-bidi-font-family: "Times New Roman"; mso-bidi-language: AR-SA; mso-bidi-theme-font: minor-bidi; mso-fareast-font-family: Calibri; mso-fareast-language: EN-US; mso-fareast-theme-font: minor-latin; mso-hansi-theme-font: minor-latin;"><br clear="all" style="mso-column-break-before: always;" />
</span></b>
<br />
<div class="MsoNormal" style="margin: 0in 0in 8pt;">
<span style="font-family: Calibri;"><b style="mso-bidi-font-weight: normal;">HOUND<br />
</b>Hunting and tracking dog, for flushing out game. Best sense of smell.</span><b style="mso-bidi-font-weight: normal;"><br /><span style="font-family: Calibri;">
</span></b><span style="font-family: Calibri;">Price (per HP): 4sp<br />
HP: 2d6<br />
Attack: 1@1d6<br />
Defense: 12<br />
Morale: 7<br />
Special: <i style="mso-bidi-font-style: normal;">Examination</i>, per the skill<br />
Leveling: +1 HP, AB, Examination<o:p></o:p></span></div>
<br />
<div class="MsoNormal" style="margin: 0in 0in 8pt;">
<span style="font-family: Calibri;"><b style="mso-bidi-font-weight: normal;">GREYHOUND<br />
</b>Includes Whippets and other racing/sight hunting dogs. </span><b style="mso-bidi-font-weight: normal;"><br /><span style="font-family: Calibri;">
</span></b><span style="font-family: Calibri;">Price (per HP): 5sp<br />
HP: 2d6<br />
Attack: 1@1d6<br />
Defense: 13<br />
Morale: 7<br />
Special: <i style="mso-bidi-font-style: normal;">Run/Sprint </i>60’ <br />
Leveling: +1 HP, AB, & +2’ Run Speed<o:p></o:p></span></div>
<br />
<div class="MsoNormal" style="margin: 0in 0in 8pt;">
<span style="font-family: Calibri;"><b style="mso-bidi-font-weight: normal;">TERRIER<br />
</b>Small but stubborn. Vermin hunters.</span><b style="mso-bidi-font-weight: normal;"><br /><span style="font-family: Calibri;">
</span></b><span style="font-family: Calibri;">Price (per HP): 3sp<br />
HP: 2d4<br />
Attack: 1@1d6<br />
Defense: 12, Missile 13, Light Armor<br />
Morale: 7<br />
Leveling: +1 HP, Melee Defense, Attack Bonus<o:p></o:p></span></div>
<br />
<div class="MsoNormal" style="margin: 0in 0in 8pt;">
<span style="font-family: Calibri;"><b style="mso-bidi-font-weight: normal;">LAPDOG<br />
</b>Luxury, toy dogs for rich people.</span><b style="mso-bidi-font-weight: normal;"><br /><span style="font-family: Calibri;">
</span></b><span style="font-family: Calibri;">Price (per HP): 5gp<br />
HP: 1d4<br />
Attack: 1@1<br />
Defense: 12<br />
Morale: 7<br />
Special: Very fancy, weigh 1 stone<br />
Leveling: +1 HP & triple value</span></div>
</div>
Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-218810875587624750.post-54606855429758591122013-12-02T18:34:00.001-08:002013-12-03T07:31:53.819-08:00Augmenting AgeCharacter age is at once an actually pretty important attribute and also one that gets pretty half-assed. Who doesn't usually glance at the field and pick a random number between twenty and thirty? <div><br></div><div>Obviously, nobody thinks about the choice because the choice isn't made to matter very much, except in the extreme long-term of avoiding the aging penalties you receive at 50. For this reason, there's no mechanical sense in choosing any age other than the minimum the GM lets you get away with. But I don't think it's worth figuring out some sort of life events table that scales with your age and you have to make an excel spreadsheet just to calculate.</div><div><br></div><div>So, money. How about one extra copper at character generation for each of your first twenty years? And, one silver piece for each year after, till you're 50, then you get 1 GP per year. Age becomes a little bit of a Faustian bargain - more immediate power right now, during character generation, in return for bringing dementia and incontinence just a little bit closer. </div><div><br></div><div>Is it balanced? Using my 1:10:40 GP:SP:CP standard, a 55 year old character would effectively get 85+3d6x10 silvers at character generation. Probably not enough to balance out the chance of losing five points of attributes. But maybe enough to merit some thought about it.</div>Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-218810875587624750.post-45150127149052882522013-12-01T23:38:00.000-08:002013-12-01T23:38:21.138-08:00Calibrating This Shit<div dir="ltr" style="text-align: left;" trbidi="on">
As <a href="http://spellsandsteel.blogspot.com/2013/08/on-realism-realistic-vs-detailed.html" target="_blank">Charles Taylor</a> says, realism in the game provides a vital frame of reference for the player to be able to predict the effects of their actions, and, more importantly, put the <em>unrealistic </em>elements in their proper context. I'd rather have a few rules, tightly webbed and absolutely realistic, than a whole lot of quasi-fantastical and independent systems.<br />
Finally, I have an hour and a half commute every morning, so I have little else to do but sit on the bus and consider the internal consistency of my system. So I calibrate shit.<br />
<br />
<strong>Walking</strong><br />
<br />
Let's start with walking. In a combat round of six seconds, the average character can take four actions. Walking 5 feet is one action. Walking is, of course, something every player will be familiar with, so it had better work the way we expect it to. <br />
<br />
So, you'll walk 20' in six seconds, or 200' per minute. This gets you to 5,280', a full mile, in 26.4 minutes - or about 2.3 miles per hour. This is a tad on the slow end - average human walking speed is 3 mph - but it comports with <em>marching </em>speed, which is a bit over 2 miles per hour over varied terrain. It's a nice, leisurely stroll - or an aware, steady advance. Realistic.<br />
<br />
My marching speeds for unencumbered/encumbered/overencumbered people are currently 4/2/1 miles per hour, respectively - putting combat walking in the "encumbered" category. To be fair, 2 miles per hour versus 2.3 miles per hour adds up to a loss of about two and a half miles over the course of a day - but cross-country marching isn't a completely continuous slog. Internally consistent.<br />
<br />
<strong>Running and Sprinting</strong><br />
<br />
Time to take it up a notch. The average human can run at 5-8 miles per hour, and sprint at around twelve to fourteen. Originally, I had running take 1d4 actions for 25' of movement, but that put "running" speed at a measly 4.5 miles per hour. I'll have to balance running speeds (1d4 actions), sprinting speeds (2d4 take lowest), and top speed (which is when every roll comes up 1). <br />
<br />
Before we begin, I'd like to mention the rationale for a roll-to-sprint system: The uncertainty it introduces really allows me to run chases and pursuits using the combat system, pretty much unchanged, and I think it does a good job of reflecting the importance of reflexes, momentum, balance, and footing in short-distance running. <br />
<br />
The average "run" will use up 2.5 actions, which allows for 16 runs per minute. At 40' per run, we get 640' run per minute, netting you a mile in eight minutes, fifteen seconds. This gets you 7.27 miles per hour - close to the upper average! Ideally I'd want it a bit closer to the 6 MPH mark, but it's not really a big deal. <br />
<br />
The average of 2d4, take lowest, is 1.875 (about a 25% action cost reduction). That's 21 and 1/3 "sprints" per minute, or a 33% speed increase, for 9.7 MPH. Admittedly, this isn't a huge leap ahead of running speed, but you'll be getting top speed 80% of the time, rather than 25% of the time, which is a big advantage over short distances - exactly the balance I'd want to have.<br />
<br />
Top speed means that you get four moves of 40', or 160' a round, 1600' per minute. That's a 3.3 minute mile! You're running at 18 miles an hour, mate. Of course, to run even a third of a mile at top speed, you'll need to roll 1 on 1d4 at least 40 times. The percentage chance of that happening on a normal run has twenty-five zeroes in it. Even while sprinting, with an 80% chance of reaching top speed each sprint, you only have a 0.0001% of getting any significant distance out of it. Which, of course, is how it should be. <br />
<br />
<strong>The Fast Runner</strong><br />
<br />
You get bonus actions based on your Dexterity modifier in my system, which means a maximum of 7 actions per Round, or 75% faster movement. I'm not so concerned about the effects that a negative DEX modifier will have - crippled characters are going to be crippled, after all - but obviously we don't want a few extra points of DEX turning your character into some kind of freakish superhuman. <br />
<br />
Which, luckily, it doesn't seem to. Walking speed, with 7 actions, is 4.03 MPH. Running speed is 12.7 MPH. Sprinting is 16.7 MPH. Pretty much all of this is in line with what I'd expect. Walking speed does tend to imply a significantly faster marching speed, but remember that long-distance marching is more an issue of endurance than speed, <br />
<br />
Finally, the Fast Runner's top speed clocks at 31.5 MPH - faster than Usain Bolt, though not by much. This is actually a lot less realistic - modern sprinters have access to technology and training techniques that allow them to greatly increase fast-twitch muscle mass, and can thus attain significantly faster speeds than any pre-industrial sprinter. Of course, I'd rather err on the side of letting lucky player characters outstrip Usain Bolt for a few rounds, so I'll accept this quirk of the system. <br />
<br />
<strong>Endurance</strong><br />
<strong></strong><br />
I account for fatigue and exhaustion by folding it into an encumbrance-by-stone system. Both fatigue and exhaustion are treated as a "phantom" stone of carried weight, which you can only rid yourself of by resting for a Turn or sleeping for two hours, respectively. Regular encumbrance is at 5 stones, with the max at 10 stones. <br />
<br />
Walking (and even running) have no associated endurance or fatigue penalties, since I want each to be as simple and straightforward as possible. Over long distances, each fits easily into normal march rules, and long-distance running is easily accounted for as forced marching, which I handle by allowing the players to move into a faster march speed level than their encumbrance would normally allow, by quadrupling the rate of exhaustion. <br />
<br />
I require sprinters to pass a STR check every sprint, or else lose any defensive bonuses and get reduced to AC6. Fumbling is possible (1 in 20 chance normally, goes up to 4 in 20 when overencumbered), which in my system usually just adds a stone of fatigue. The character can expect 21.33 sprints per minute, and 6 minutes, 11.25 seconds per mile, gaining 1.07 stones of fatigue each minute. <br />
<br />
However, by the end of the third minute, she'll have 3 stones of fatigue and will move from "unencumbered" to "encumbered," fumbling 2 out of 10 times. (From here on out I'm going to let my precision slide a bit.) During the fourth minute of sprinting, she'll gain two stones of fatigue, making her "overencumbered" for the fifth minute. At the end of the fifth minute, she'll have gained four more stones of fatigue (fumbling 4 in 20 times!) putting her at 9 stones. This means that, fifteen seconds into the final stretch, she'll need to roll Might saves every Round to even continue sprinting - otherwise she'll be forced to the ground, resting for at least an hour and a half in order to return to zero fatigue, never having even reached the mile mark. <br />
<br />
Someone with 18 CON (which puts base encumbrance to 8 stone) would be able to do it - she could sprint for four minutes before becoming encumbered, and would only gain her eighth stone in the sixth minute - finishing the mile on time. with enough wind for two more minutes of continuous sprinting. <br />
<br />
I don't <em>know </em>that this is absolutely realistic, but there's definitely a reason why sprint races cap off at 400 meters! Anyway, a good long-distance sprint in this system would be a half-mile in about three minutes, which would require a half hour of resting to get back to tip-top shape. That sounds good enough for me. <br />
<br />
<strong>Running a Marathon</strong><br />
<br />
Marathons are 26 miles, and the world records are all a few minutes under two hours - which comports with the Fast Runner's running speed of 12.7 MPH. Of course, these are extraordinary cases - marathons are better handled with marching speeds.<br />
<br />
Most competent marathon runners aim to run a four-hour marathon, and 2% of them breach three hours. Unencumbered marching speed is 4 MPH, which is a six-and-a-half hour marathon - clearly, we have to kick it up a notch. A 6 MPH forced march - at 1 stone of exhaustion per hour - gets you across the finish line in 4 hours, 20 minutes, and an 8 MPH double-time (1 stone per turn) will be 3 hours, 15 minutes, at 7 stones. Good enough - it provides enough of a baseline to estimate exhaustion and times if someone wants to <em>actually </em>race in a marathon, it's easy to remember (+2 MPH when forced-marching), and it's consistent, with 6 MPH being just under running speed and 8 MPH just over.<br />
<br />
<strong>Fighting</strong><br />
You can fumble in combat! Surprise surprise! You'll be rolling 10 attacks per minute, with a 1 in 20 chance of fumbling - giving you a stone of fatigue every two minutes. At six minutes, on average, you'll cross into "encumbered" territory, averaging one new stone per minute. At eight minutes, you'll be "overencumbered" and gain, on average, a stone of fatigue every 30 seconds. You'll start to collapse from exhaustion after 10 minutes, 30 seconds of continuous fighting - 105 rounds. Not having done fencing or medieval reenactment (only paintball), I couldn't tell you exactly how accurate it is, but it's on a similar scale to sprinting, and is easy to remember, and easily accommodates the effects of excess weight on your combat endurance. The idea that, after six minutes of continuous fighting, you're really starting to push your limits makes intuitive sense to me. <br />
<br />
<strong>Sneaking</strong><br />
Sneaking is the skill used to move without drawing attention to yourself, and I record it in feet per minute - this being how fast you can move before making a ruckus. As a Level 1 Trickster, you get 20' per minute, going up by 20' each time you level up and decide to improve Sneaking. <br />
20' per minute is two feet per round, or four inches per Action - the slowest flat crawl. (Although, since it's notated as a per-minute speed, it also accounts for quick dashes between cover). By Level 10, however, said Trickster can Sneak at 200' per minute, which means their normal walking is completely silent. And at level 20, she'll Sneak at 400' per minute, or about 4.6 MPH - a brisk jog! <br />
<br />
Since you can double-time with a DEX check, you can effectively attempt to Sneak at normal speed by level 5, while a 20th-level Trickster can basically <em>Sprint </em>silently, with up to 800' per minute/9.2 MPH Sneaking, which is obviously pretty fantastical. This meshes perfectly with my intended level scaling, where 10th level is intended to comport with the best that heroes could have accomplished in the real world, and all the levels beyond that representing states of increasing mystical perfection. Since double-timing a skill like this adds 1d4 guaranteed stones of fatigue, it remains a poor substitute for normal sprinting when simply looking at speed. <br />
<br />
<strong>Swimming</strong><br />
Base swim speed is 30' per minute, or 3' per round, increasing in those same increments. This starts you at about 0.3 MPH, whereas the fastest swimmers can reach 5-6 MPH - which, of course, comports exactly with the swim skill in my system. A 10th level Trickster fully trained in Swimming moves at 3 MPH in the water, and at 20th level she'll reach 6 MPH. <br />
<br />
Sprinting, of course, doubles these speeds - a 10th level swimmer can sprint at similar speeds to Michael Phelps, while the 20th level will actually be a bit faster in the water than she is on land.<br />
<br />
<strong>Climbing</strong><br />
I'm the least familiar with climbing techniques, so I'll use some speed climbing records as a reference point. The 2007 record (since broken) on El Capitan, a 2900 foot climb, took about 165 minutes - about 17 feet per minute on average, though the climbers were reported to do most of the climb at 20 feet per minute. Half Dome, at 2,000 feet, has been done in 82 minutes - nearly 25 feet per minute. However, the tree climbing world record is about 50' in 13.65 seconds, or a bit over 250' per minute, and the Climb skill is intended to cover both of those bases. <br />
<br />
Of course, tree climbs are clearly sprints, moving at double time, while thousand-foot plus climbs include numerous rest breaks. We can bridge much of the gap by working backwards from my system's "skill sprint" mechanic - cutting a 250' per minute sprint in half to get a "normalized" climb speed of 125' per minute. As for the rock climbing records, we can probably assign CON scores of 18 to the climbers, which gives them the ability to simply 'take' 4 stone of fatigue before things start getting dangerous. Climbing adds 1 stone per minute, and resting removes 1 every 10 minutes. So for every 4 minutes of continuous climbing, you'd need 40 minutes of continuous resting to return to zero.<br />
<br />
Let's apply this to the El Capitan climb. 4 minutes 'on,' then 40 off, is 44 minutes. The second stretch puts us at 88 minutes total, 8 minutes active climbing. Third, 12 minutes climbing and 132 total. A half-stretch, 14 minutes climbing and 154 total, and a quarter stretch gives us 165 total minutes, with 15 minutes of continuous climbing, at 193' per minute. As this is a world record climb, we can assume a fair amount of sprinting, as well as simply accepting extra weight, and modern climbing technology to boot. I'll call it a normal climbing speed of 100' per minute, at Level 10 - or 10' per minute, at level 1.<br />
<br />
The "catching" mechanic (you get a chance to catch yourself while falling every 10' up to your Climbing skill distance) is definitely less realistic, as even an experienced professional climber would not be able to simply "catch a ledge" after a 50 foot fall, but it does keep things interesting and allow for additional granularity when failing to climb something. <br />
<br />
<strong>Conclusions</strong><br />
Since I use an action-point system, I realize I have a level of granularity below most people's systems. However, most of this translates well, I think - see this summary of my per-Round movement speeds:<br />
<em>Walking</em>: 20'<br />
<em>Running</em>: 64' (or just simplify to 60')<br />
<em>Sprinting</em>: 85' <br />
<em>Top Speed</em>: 160'<br />
<em>Climbing</em>: 1' per level<br />
<em>Sneaking</em>: 2' per level<br />
<em>Swimming</em>: 3' per level</div>
Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-218810875587624750.post-2785552682909632132013-11-15T13:43:00.000-08:002013-11-15T14:06:34.674-08:00Addictions of the Flame Princess<div dir="ltr" style="text-align: left;" trbidi="on">
I really like LotFP's presentation of diseases, as it provides a simple statblock that easily differentiates between diseases, but makes it easy to handle them on the fly. Since drugs tend to be extraordinarily popular among my players (for some reason they are considerably less excited by diseases) I decided to try to apply the same approach for drugs. (EDIT: I just remembered that I got the threefold addiction model from <a href="http://recedingrules.blogspot.com/" target="_blank">Telecanter's Receding Rules</a>. That blog's awesome.) I universalized the rules for dependency and withdrawal, which admittedly makes some drugs considerably more dangerous than their real-life models, but that's why you Just Say No. <br />
<br />
The saves are specific to my homebrew - Might maps to Fortitude, or to Poison, while Will maps to Paralyzation.<br />
<span style="font-family: Calibri;"></span><br />
<span style="font-family: inherit;">Drugs are basically poisons with enough positive effects
that some people <i style="mso-bidi-font-style: normal;">want </i>to ingest them.
Like poisons, drugs take 2d6 rounds, modified by CON, to take effect. Drugs
have two effects: Dose and Overdose. Dose effects are cumulative – but each
time you take an extra Dose, you have to throw a Might save or suffer an
Overdose. Dose effects last for the listed Duration, but Overdose effects are
permanent. Recovery is how long you must abstain from the drug in order to try
and quit it – at the end of each recovery period, you may reduce your addiction
level by passing a Will save.<o:p></o:p></span><br />
<div class="WordSection1">
<div class="MsoNormal" style="margin: 0in 0in 8pt;">
<span style="font-family: inherit;">Additionally, each time you take a drug, you must pass a
Might save or start becoming addicted to the drug, The first failure makes you
Habituated, forcing you to take that drug once a week or suffer withdrawal. The
second failure is Addiction, and you have to take the drug once a day. The
third failure is Dependency, where withdrawal kicks in an hour after the drug wears
off - though on the plus side, you can’t get any worse. <o:p></o:p></span></div>
<div class="MsoNormal" style="margin: 0in 0in 8pt;">
<span style="font-family: inherit;">During withdrawal, you require double the normal amount of
food and water, and must sleep 12 hours per night. If Addicted or Dependent,
you also wake up each morning with a random ability score reduced – by -1 if
Addicted, by half if Dependent. Also, since drugs are BAD, no drug-related
Might saves can increase your Might score.<o:p></o:p></span></div>
</div>
<span style="font-family: inherit;"><b style="mso-bidi-font-weight: normal;"><span style="font-size: 11pt; line-height: 107%; mso-ansi-language: EN-US; mso-ascii-theme-font: minor-latin; mso-bidi-font-family: "Times New Roman"; mso-bidi-language: AR-SA; mso-bidi-theme-font: minor-bidi; mso-fareast-font-family: Calibri; mso-fareast-language: EN-US; mso-fareast-theme-font: minor-latin; mso-hansi-theme-font: minor-latin;">
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<div class="MsoNormal" style="margin: 0in 0in 8pt;">
<span style="font-family: inherit;"><b style="mso-bidi-font-weight: normal;">ALCOHOL </b>(1)<br />
Duration: 1 hour<br />
Dose: +½ CHA & CON, -½<span style="mso-spacerun: yes;"> </span>DEX<br />
Overdose: Lose memory, -1 WIS & CON<br />
Recovery: 2 months<o:p></o:p></span></div>
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<span style="font-family: inherit;"><b style="mso-bidi-font-weight: normal;">PIPEWEED </b>(5)<br />
Duration: 2 hours<br />
Dose: +½ WIS, -½ Wile<br />
Overdose: -1 INT, -1 CHA<br />
Recovery: 1 month<o:p></o:p></span></div>
<div class="MsoNormal" style="margin: 0in 0in 8pt;">
<span style="font-family: inherit;"><b style="mso-bidi-font-weight: normal;">OPIUM </b>(15)<br />
Duration: 2 hours<br />
Dose: +1d6 HP, 1 stone exhaustion<br />
Overdose: Suffocation<br />
Recovery: 2 months<o:p></o:p></span></div>
<div class="MsoNormal" style="margin: 0in 0in 8pt;">
<span style="font-family: inherit;"><b style="mso-bidi-font-weight: normal;">PEYOTE </b>(30)<br />
Duration: 6 hours<br />
Dose: Hallucinations, +1 INT<br />
Overdose: -1 Might & Will<br />
Recovery: 1 week<o:p></o:p></span></div>
<div class="MsoNormal" style="margin: 0in 0in 8pt;">
<span style="font-family: inherit;"><b style="mso-bidi-font-weight: normal;">SOMA </b>(7)<br />
Duration: 1 day<br />
Dose: +1 DEX, - ½ CHA<br />
Overdose: double water needs<br />
Recovery: 2 weeks<o:p></o:p></span></div>
<div class="MsoNormal" style="margin: 0in 0in 8pt;">
<span style="font-family: inherit;"><b style="mso-bidi-font-weight: normal;">KHAT </b>(2)<br />
Duration: 2 hours<br />
Dose: +1 CHA, constipation<br />
Overdose: -1 CON, diminished sex drive<br />
Recovery: 1 week<o:p></o:p></span></div>
</div>
<span style="font-size: 11pt; line-height: 107%; mso-ansi-language: EN-US; mso-ascii-theme-font: minor-latin; mso-bidi-font-family: "Times New Roman"; mso-bidi-language: AR-SA; mso-bidi-theme-font: minor-bidi; mso-fareast-font-family: Calibri; mso-fareast-language: EN-US; mso-fareast-theme-font: minor-latin; mso-hansi-theme-font: minor-latin;"><br clear="all" style="mso-break-type: section-break; page-break-before: always;" /><span style="font-family: inherit;">
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</span><br />
<div class="MsoNormal" style="margin: 0in 0in 8pt;">
<span style="font-family: inherit;">Other drugs may be discovered in the game world or can be
modeled as combinations of the above – for example, <b style="mso-bidi-font-weight: normal;">Bhang </b>(15) is soma and pipeweed, <b style="mso-bidi-font-weight: normal;">Mezcal </b>(30) is alcohol and peyote, and <b style="mso-bidi-font-weight: normal;">Absinthe </b>(10) is alcohol and pipeweed.<o:p></o:p></span></div>
<span style="font-family: inherit;"></span><br />
<div class="MsoNormal" style="margin: 0in 0in 8pt;">
<span style="font-family: inherit;">The parenthetical to the right of each drug’s name is its
cost in coins. Spending each type of coin obtains different quality drugs –
‘vanilla,’ average quality versions are priced in silvers, and high-purity
drugs must be bought with gold, while spending coppers will net you
‘street-grade’ versions. High-purity versions apply a +2 bonus to save vs.
overdose, but a -2 penalty when saving vs. addiction. Street-grade drugs aren’t
always what they’re claimed to be – roll on the following table.<o:p></o:p></span></div>
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<table border="1" cellpadding="0" cellspacing="0" class="MsoTable15Grid2Accent4" style="border-collapse: collapse; border: currentColor; mso-border-bottom-alt: solid #FFD966 .25pt; mso-border-bottom-themecolor: accent4; mso-border-bottom-themetint: 153; mso-border-top-alt: solid #FFD966 .25pt; mso-border-top-themecolor: accent4; mso-border-top-themetint: 153; mso-padding-alt: 0in 5.4pt 0in 5.4pt; mso-yfti-tbllook: 1184;"><tbody>
<tr style="mso-yfti-firstrow: yes; mso-yfti-irow: -1; mso-yfti-lastfirstrow: yes;"><td colspan="2" style="background: white; border-color: rgb(0, 0, 0) rgb(0, 0, 0) rgb(255, 217, 102); border-style: none none solid; border-width: 0px 0px 1.5pt; mso-background-themecolor: background1; mso-border-bottom-themecolor: accent4; mso-border-bottom-themetint: 153; padding: 0in 5.4pt; width: 467.5pt;" valign="top" width="623"><div align="center" class="MsoNormal" style="line-height: normal; margin: 0in 0in 0pt; mso-yfti-cnfc: 5; text-align: center;">
<b><span style="font-family: inherit;">Street Drugs (1d6)<o:p></o:p></span></b></div>
</td></tr>
<tr style="mso-yfti-irow: 0;"><td style="background: rgb(255, 242, 204); border-color: rgb(0, 0, 0) rgb(255, 217, 102) rgb(255, 217, 102) rgb(0, 0, 0); border-style: none solid solid none; border-width: 0px 1pt 1pt 0px; mso-background-themecolor: accent4; mso-background-themetint: 51; mso-border-bottom-alt: solid #FFD966 .25pt; mso-border-bottom-themecolor: accent4; mso-border-bottom-themetint: 153; mso-border-right-alt: solid #FFD966 .25pt; mso-border-right-themecolor: accent4; mso-border-right-themetint: 153; mso-border-top-alt: solid #FFD966 .25pt; mso-border-top-themecolor: accent4; mso-border-top-themetint: 153; padding: 0in 5.4pt; width: 0.25in;" valign="top" width="24"><div class="MsoNormal" style="line-height: normal; margin: 0in 0in 0pt; mso-yfti-cnfc: 68;">
<b><span style="font-family: inherit;">1<o:p></o:p></span></b></div>
</td><td style="background: rgb(255, 242, 204); border-color: rgb(0, 0, 0) rgb(0, 0, 0) rgb(255, 217, 102); border-style: none none solid; border-width: 0px 0px 1pt; mso-background-themecolor: accent4; mso-background-themetint: 51; mso-border-bottom-alt: solid #FFD966 .25pt; mso-border-bottom-themecolor: accent4; mso-border-bottom-themetint: 153; mso-border-left-alt: solid #FFD966 .25pt; mso-border-left-themecolor: accent4; mso-border-left-themetint: 153; mso-border-top-alt: solid #FFD966 .25pt; mso-border-top-themecolor: accent4; mso-border-top-themetint: 153; padding: 0in 5.4pt; width: 449.5pt;" valign="top" width="599"><div class="MsoNormal" style="line-height: normal; margin: 0in 0in 0pt; mso-yfti-cnfc: 64;">
<span style="font-family: inherit;">Snake oil – it’s worthless!<o:p></o:p></span></div>
</td></tr>
<tr style="mso-yfti-irow: 1;"><td style="background-color: transparent; border-color: rgb(0, 0, 0) rgb(255, 217, 102) rgb(255, 217, 102) rgb(0, 0, 0); border-style: none solid solid none; border-width: 0px 1pt 1pt 0px; mso-border-bottom-alt: solid #FFD966 .25pt; mso-border-bottom-themecolor: accent4; mso-border-bottom-themetint: 153; mso-border-right-alt: solid #FFD966 .25pt; mso-border-right-themecolor: accent4; mso-border-right-themetint: 153; mso-border-top-alt: solid #FFD966 .25pt; mso-border-top-themecolor: accent4; mso-border-top-themetint: 153; padding: 0in 5.4pt; width: 0.25in;" valign="top" width="24"><div class="MsoNormal" style="line-height: normal; margin: 0in 0in 0pt; mso-yfti-cnfc: 4;">
<b><span style="font-family: inherit;">2<o:p></o:p></span></b></div>
</td><td style="background-color: transparent; border-color: rgb(0, 0, 0) rgb(0, 0, 0) rgb(255, 217, 102); border-style: none none solid; border-width: 0px 0px 1pt; mso-border-bottom-alt: solid #FFD966 .25pt; mso-border-bottom-themecolor: accent4; mso-border-bottom-themetint: 153; mso-border-left-alt: solid #FFD966 .25pt; mso-border-left-themecolor: accent4; mso-border-left-themetint: 153; mso-border-top-alt: solid #FFD966 .25pt; mso-border-top-themecolor: accent4; mso-border-top-themetint: 153; padding: 0in 5.4pt; width: 449.5pt;" valign="top" width="599"><div class="MsoNormal" style="line-height: normal; margin: 0in 0in 0pt;">
<span style="font-family: inherit;">What did they put in this thing? Might save vs. immediate overdose!<o:p></o:p></span></div>
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<tr style="mso-yfti-irow: 2;"><td style="background: rgb(255, 242, 204); border-color: rgb(0, 0, 0) rgb(255, 217, 102) rgb(255, 217, 102) rgb(0, 0, 0); border-style: none solid solid none; border-width: 0px 1pt 1pt 0px; mso-background-themecolor: accent4; mso-background-themetint: 51; mso-border-bottom-alt: solid #FFD966 .25pt; mso-border-bottom-themecolor: accent4; mso-border-bottom-themetint: 153; mso-border-right-alt: solid #FFD966 .25pt; mso-border-right-themecolor: accent4; mso-border-right-themetint: 153; mso-border-top-alt: solid #FFD966 .25pt; mso-border-top-themecolor: accent4; mso-border-top-themetint: 153; padding: 0in 5.4pt; width: 0.25in;" valign="top" width="24"><div class="MsoNormal" style="line-height: normal; margin: 0in 0in 0pt; mso-yfti-cnfc: 68;">
<b><span style="font-family: inherit;">3<o:p></o:p></span></b></div>
</td><td style="background: rgb(255, 242, 204); border-color: rgb(0, 0, 0) rgb(0, 0, 0) rgb(255, 217, 102); border-style: none none solid; border-width: 0px 0px 1pt; mso-background-themecolor: accent4; mso-background-themetint: 51; mso-border-bottom-alt: solid #FFD966 .25pt; mso-border-bottom-themecolor: accent4; mso-border-bottom-themetint: 153; mso-border-left-alt: solid #FFD966 .25pt; mso-border-left-themecolor: accent4; mso-border-left-themetint: 153; mso-border-top-alt: solid #FFD966 .25pt; mso-border-top-themecolor: accent4; mso-border-top-themetint: 153; padding: 0in 5.4pt; width: 449.5pt;" valign="top" width="599"><div class="MsoNormal" style="line-height: normal; margin: 0in 0in 0pt; mso-yfti-cnfc: 64;">
<span style="font-family: inherit;">Recycled – drug works fine, but its infected with a
random disease (ignore if alcoholic)<o:p></o:p></span></div>
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<tr style="mso-yfti-irow: 3;"><td style="background-color: transparent; border-color: rgb(0, 0, 0) rgb(255, 217, 102) rgb(255, 217, 102) rgb(0, 0, 0); border-style: none solid solid none; border-width: 0px 1pt 1pt 0px; mso-border-bottom-alt: solid #FFD966 .25pt; mso-border-bottom-themecolor: accent4; mso-border-bottom-themetint: 153; mso-border-right-alt: solid #FFD966 .25pt; mso-border-right-themecolor: accent4; mso-border-right-themetint: 153; mso-border-top-alt: solid #FFD966 .25pt; mso-border-top-themecolor: accent4; mso-border-top-themetint: 153; padding: 0in 5.4pt; width: 0.25in;" valign="top" width="24"><div class="MsoNormal" style="line-height: normal; margin: 0in 0in 0pt; mso-yfti-cnfc: 4;">
<b><span style="font-family: inherit;">4<o:p></o:p></span></b></div>
</td><td style="background-color: transparent; border-color: rgb(0, 0, 0) rgb(0, 0, 0) rgb(255, 217, 102); border-style: none none solid; border-width: 0px 0px 1pt; mso-border-bottom-alt: solid #FFD966 .25pt; mso-border-bottom-themecolor: accent4; mso-border-bottom-themetint: 153; mso-border-left-alt: solid #FFD966 .25pt; mso-border-left-themecolor: accent4; mso-border-left-themetint: 153; mso-border-top-alt: solid #FFD966 .25pt; mso-border-top-themecolor: accent4; mso-border-top-themetint: 153; padding: 0in 5.4pt; width: 449.5pt;" valign="top" width="599"><div class="MsoNormal" style="line-height: normal; margin: 0in 0in 0pt;">
<span style="font-family: inherit;">Something similar – acts as normal, but doesn’t count as a dose for
addiction or withdrawal<o:p></o:p></span></div>
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<tr style="mso-yfti-irow: 4;"><td style="background: rgb(255, 242, 204); border-color: rgb(0, 0, 0) rgb(255, 217, 102) rgb(255, 217, 102) rgb(0, 0, 0); border-style: none solid solid none; border-width: 0px 1pt 1pt 0px; mso-background-themecolor: accent4; mso-background-themetint: 51; mso-border-bottom-alt: solid #FFD966 .25pt; mso-border-bottom-themecolor: accent4; mso-border-bottom-themetint: 153; mso-border-right-alt: solid #FFD966 .25pt; mso-border-right-themecolor: accent4; mso-border-right-themetint: 153; mso-border-top-alt: solid #FFD966 .25pt; mso-border-top-themecolor: accent4; mso-border-top-themetint: 153; padding: 0in 5.4pt; width: 0.25in;" valign="top" width="24"><div class="MsoNormal" style="line-height: normal; margin: 0in 0in 0pt; mso-yfti-cnfc: 68;">
<b><span style="font-family: inherit;">5<o:p></o:p></span></b></div>
</td><td style="background: rgb(255, 242, 204); border-color: rgb(0, 0, 0) rgb(0, 0, 0) rgb(255, 217, 102); border-style: none none solid; border-width: 0px 0px 1pt; mso-background-themecolor: accent4; mso-background-themetint: 51; mso-border-bottom-alt: solid #FFD966 .25pt; mso-border-bottom-themecolor: accent4; mso-border-bottom-themetint: 153; mso-border-left-alt: solid #FFD966 .25pt; mso-border-left-themecolor: accent4; mso-border-left-themetint: 153; mso-border-top-alt: solid #FFD966 .25pt; mso-border-top-themecolor: accent4; mso-border-top-themetint: 153; padding: 0in 5.4pt; width: 449.5pt;" valign="top" width="599"><div class="MsoNormal" style="line-height: normal; margin: 0in 0in 0pt; mso-yfti-cnfc: 64;">
<span style="font-family: inherit;">Not quite right – hung over with -1 to a random
ability score<o:p></o:p></span></div>
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<tr style="mso-yfti-irow: 5; mso-yfti-lastrow: yes;"><td style="background-color: transparent; border-color: rgb(0, 0, 0) rgb(255, 217, 102) rgb(255, 217, 102) rgb(0, 0, 0); border-style: none solid solid none; border-width: 0px 1pt 1pt 0px; mso-border-bottom-alt: solid #FFD966 .25pt; mso-border-bottom-themecolor: accent4; mso-border-bottom-themetint: 153; mso-border-right-alt: solid #FFD966 .25pt; mso-border-right-themecolor: accent4; mso-border-right-themetint: 153; mso-border-top-alt: solid #FFD966 .25pt; mso-border-top-themecolor: accent4; mso-border-top-themetint: 153; padding: 0in 5.4pt; width: 0.25in;" valign="top" width="24"><div class="MsoNormal" style="line-height: normal; margin: 0in 0in 0pt; mso-yfti-cnfc: 4;">
<b><span style="font-family: inherit;">6<o:p></o:p></span></b></div>
</td><td style="background-color: transparent; border-color: rgb(0, 0, 0) rgb(0, 0, 0) rgb(255, 217, 102); border-style: none none solid; border-width: 0px 0px 1pt; mso-border-bottom-alt: solid #FFD966 .25pt; mso-border-bottom-themecolor: accent4; mso-border-bottom-themetint: 153; mso-border-left-alt: solid #FFD966 .25pt; mso-border-left-themecolor: accent4; mso-border-left-themetint: 153; mso-border-top-alt: solid #FFD966 .25pt; mso-border-top-themecolor: accent4; mso-border-top-themetint: 153; padding: 0in 5.4pt; width: 449.5pt;" valign="top" width="599"><div class="MsoNormal" style="line-height: normal; margin: 0in 0in 0pt;">
<span style="font-family: inherit;">The real deal! No ill effects.<o:p></o:p></span></div>
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</tbody></table>
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Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-218810875587624750.post-13095961641878087992013-11-05T21:16:00.000-08:002013-12-29T10:14:28.628-08:00Veil, a Cubic Dystopia<div dir="ltr" style="text-align: left;" trbidi="on">
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<a href="http://apworldrhs12.wikispaces.com/file/view/Yantra.jpg/262740830/Yantra.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="200" src="http://apworldrhs12.wikispaces.com/file/view/Yantra.jpg/262740830/Yantra.jpg" width="200" /></a></div>
Once upon a time, there were many deities.<br />
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All were equal, though some, of course, were more equal than others. As with any power structure, the weak soon aligned with the strong, or with each other, creating alliances and pantheons in competition for the souls and riches of the world below. They warred.<br />
<br />
Constantly.<br />
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Eventually, when the sky was filled with fire and smoke, the land smashed and broken, and the seas choked with holy power, the war met its end. Few mortal creatures survived, and those that did were irrevocably scarred with the terror and pain of generations of divine battle. It was plain to see that the world was in its death throes, and such constant hostilities might soon cause even gods to perish. Without an end to the war, there would be nothing but blood, and dust, and Void. <br />
<br />
So the gods convened. A truce was formed, and the task of rebuilding the world begun. The gods called into existence a great Veil, one that no sight nor sense could pierce. The Veil concealed all knowledge of each god's ultimate whereabouts in the new world, hiding from them nothing except their own ultimate place in the world's foundation. With the Veil in place, there could be no hierarchy, no intrigue, no sabotage - every god, save the insane ones, would naturally desire a world where none among them would risk annihilation, or deprivation, or injustice.<br />
<br />
So, in the final phases of the world's construction, they decided to merge. There would be but one God, they said, intrinsic to the structure of this new existence, and there would be no rivalries, no contention, nothing but an eternal Peace. And as the dissenters felt their powers drawn inexorably into this <em>thing</em>, this singularity of energy, they broke the agreement.<br />
<br />
There was a <em>pop</em>, and a tear, and the Veil tore, and the new earth wrapped itself around the old, and all the old idols crumbled with the shock of rebirth. Dissenters, malformed and shrunken, fled to deep and hidden places. A new Humanity rose up and began slaughtering all the creatures from Before. <a href="http://www.youtube.com/watch?v=9kxHeixRhog" target="_blank">And there God stood, and saw it was good, and said, "Ashes to ashes, dust to dust."</a><br />
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The new Deity could be called the Primarch, they decided. He - she - it - had dominion over all the beasts of the land and air, the strange creatures of river and sea, and the weather, and the rocks, and everything between and beyond. It could be prayed to, but would not respond except in whispers, or subtle signs. And it wished nothing more than the killing of those "traitors," hidden everywhere in Veil. These demons, it said, were weak and atrophied, wanting nothing more than the plunging of the world into brutal Chaos, or to enslave it a grip of iron, or imprison it in soulless Order.<br />
<br />
It was nothing if not vague.<br />
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As the Faith spread, adopting nonhumans and barbarians under its wing, it changed, then flexed, then split entirely. Now there are three Faiths, each with their own great city, and client kingdoms, and millions of worshippers. <br />
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The <strong>Western Faith </strong>believes that the forces of evil will bide their time, gathering strength and plotting a single, crippling blow against all holy order in a coming Armageddon. In the fires of the Last War and among the tsunamis of gore will be born an Anti-God, an avatar of nihilism, and the cosmos will return to the hell that was Before. So followers of this Faith hone their blades, building tall fortresses of stone and faith, stockpiling food and gold, all to serve as bulwarks against the Reckoning.<br />
<br />
The <strong>Eastern Faith </strong>instead wishes to fight fire with fire, and use the tools of the Enemy against it. Their great Prophet, Aloysius the Tall, was even an accomplished diabolist, who habitually summed great Terrors only to bind and destroy them, so as to always be practiced at the art. Eastern priests are well-known evangelists, everywhere using the power of negotiation and commerce to bring new lands into the fold. Many Eastern holy sites are built atop known ruins of the old order.<br />
<br />
The <strong>Southern Faith </strong>is composed of the Primarch's Chosen, every one of them, in the flesh. People of other faiths are, of course, welcome to their doubts, and welcome also to live and work in southern lands. Of course, they are obviously unqualified to hold office, or lead armies, or cross any borders or travel long distances. Southerners believe that their souls, Chosen as they are, can never leave the world - usually, they are recycled as newborns in families of loyal Chosen, but sometimes they appear far afield, in foreign lands known not to the men of Faith.<br />
<br />
There are, of course, a few things all three Faiths agree upon: <br />
That there is but one true God.<br />
That It has a Plan. <br />
That It hates the traitor Demons.<br />
That those Demons have many tricks and many disguises. <br />
And They could well appear to be Prophets of the Faith.</div>
</div>
Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-218810875587624750.post-79855247456333080402013-10-19T22:14:00.001-07:002013-10-19T22:14:52.439-07:00Gravity, and Disaster Gameplay<div dir="ltr" style="text-align: left;" trbidi="on">
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<a href="http://www.movielicious.it/wordpress/wp-content/uploads/2013/05/gravity.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="168" src="http://www.movielicious.it/wordpress/wp-content/uploads/2013/05/gravity.jpg" width="320" /></a></div>
Gravity is, in the words of Zak S, good and shit. It's an amazing disaster movie, that squeezes everything out of its setting. The dangers are so confoundingly simple, (the principles of momentum, and the clockwork orbits of the debris field, for example) and so much more dangerous because of it. Alfonso Cuaron's signature long takes (probably eased by the fact that 90% of the film is insanely photorealistic CGI) draw you directly into the action. The subtext is also hauntingly profound - the characters are utterly powerless, despite commanding what is arguably mankind's most powerful tools, and the images of disintegrating space hardware, and a drifting, derelict Space Shuttle were especially evocative. And it was excellent to see a female lead who really succeeds on her own terms. Also, everything from here on out will be <span style="color: red;">SPOILERS</span> if you haven't seen the film.<br />
<br />
So of course we want to figure out how to put this stuff in the game.<br />
<br />
Obviously not directly (though I do sometimes run <a href="http://eclipsephase.com/" target="_blank">Eclipse Phase)</a> but thematically. Disasters, and the struggle to survive them, crops up a ton in fiction, and can be just as exciting (or more, in Gravity's case) than combat. Arguably, some forms of combat (like battling a titan) have more in common with surviving a disaster than swinging a sword. Of more immediate interest, to me, is the possibility of inflicting monsoons and tsunamis on hapless river travelers in Qelong.<br />
<br />
<h3>
So what do we do?</h3>
Surviving a disaster, as opposed to just weathering it, is a complex process dependent on both physical and intellectual skills, as well as the more esoteric quality of <em>grit.</em> Disasters are differentiated from simply difficult conditions by the fact that they represent an <em>existential threat</em> to the character, rather than simply some difficulty or penalty. In this way, they are like combat - if nothing is done, the ork will <em>kill </em>you, just like that oncoming avalanche will.<br />
<br />
Luckily, ability scores already suggest a system for handling disaster. Wisdom and Intelligence speak to a character's ability to accurately perceive a situation, and plan or improvise from there, respectively. Strength and Dexterity speak to a character's capacity for manipulating objects. Constitution represents the physical endurance needed to withstand trauma. I have always interpreted Charisma to be much more about self-control and emotional intentionality than physical beauty, and under this interpretation is easily read as a character's mental endurance. <br />
<br />
The basic mechanic would be "endurance" style checks, which isn't my idea, but rather something I picked up from somewhere I can't remember along the blogosphere. The idea is, each round that your character faces a hazard, you roll 1d6. You do that the next round, too, if you're still facing the hazard, adding it to the total of all the previous rounds, and so on and so forth. So if I have STR 10, and I'm holding up a portcullis from closing, I can do that for as long as my total is under 10 - and if I roll a 1, a 6, and a 4, I drop it at the end of the third round.<br />
<br />
Much hay can also be made of the amount you end up exceeding your ability score by (though, not every roll requires this). The third roll in that example put the total 1 higher than my STR score - so that could mean, either 1 HP of damage as the portcullis slams down on me, or perhaps 1 round of being stunned for the same reason. Reset the counter whenever this happens. <br />
<br />
The "endurance" mechanic is really well suited to disaster gameplay because it emphasizes the idea that a disaster is about <em>managing </em>hazards, rather than <em>avoiding </em>them - your characters WILL take damage or lose other things, and it's just a question of <em>how much </em>they lose. <br />
<br />
So, using a Gravity example, Dr. Stone has to roll a d6 every round she's clambering outside of a space station, and once the total exceeds her STR score, she has to rest for a number of rounds equal to the difference. Every time she navigates between orbital points, she rolls a d6 - once that total exceeds her INT, she's spent too much time calculating, or she's moved too slowly, and now the debris field hits. Running out of oxygen? Dr. Stone can stave off panic as long as her endurance total is below her CHA. Once she's out of luck there, she starts a new endurance track, this time rolling against CON - and once she exceeds it, she passes out for a number of rounds equal to the difference.<br />
<br />
For a more D&D-style example, we can use a party sailing along the Qelong river during a storm. The steersman will navigate into a rock or other minor obstacle each time he fails an endurance roll against WIS - and the difference counts as damage to the ship. The fighter can keep bailing water until she fails an endurance roll vs STR, and then must rest out the difference. The thief can lash down loose cargo until she runs out of DEX - and each failure means something else has been swept into the waters.. And each time a deckhand goes overboard, everyone adds to their CHA counter - failure means you're paralyzed by grief or despair. The system is pretty versatile - maybe you're channeling magic to close an alien demon gate, which requires rolls against WIS - and each time you fail, something breaks free and the rest of the party has to go deal with it.<br />
<br />
Basically, the party survives for as long as they can manage the little losses that are bound to happen. Plan poorly, and these small failures add up and eventually the party is left without the tools and strength to face down the next challenge - plan well, and emerge scarred but unbowed. </div>
Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-218810875587624750.post-2738275072546287142013-10-13T15:48:00.001-07:002013-10-13T15:48:06.405-07:00Resource Management and Aakom Poisoning<div dir="ltr" style="text-align: left;" trbidi="on">
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<a href="http://clatl.com/binary/a76b/1353689206-food-poisoning2.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="133" src="http://clatl.com/binary/a76b/1353689206-food-poisoning2.jpg" width="200" /></a></div>
The most complicated part of Qelong - as many have pointed out - is the system for handling aakom poisoning. The system handles poisoning in 1-2 point increments, but the symptomatic doses will be in the dozens, and differ for each character. This means that, until characters start reaching symptomatic thresholds, there will be be a lot of slow, detailed record-keeping, without tangible effects.<br />
<br />
The point of this design choice is, of course, to evoke a feeling of Qelong's hostility - a slow corruption of the characters' bodies that might take a while to build up, but nevertheless inexorably forces them out of the province. Aakom will affect the player characters in basically the same way that it has affected the setting - nothing apparent at first, but with catastrophic effects and no way to easily recover. It forces the players to really integrate themselves into their environment, and experience the war and devastation as inmates, and not tourists. It turns Qelong into a <a href="http://rottenpulp.blogspot.com/2013/09/some-negadungeons.html" target="_blank">negadungeon</a>. For these reasons, it's taken me a while to figure out the best way to simplify the aakom poisoning rules, because their complexity is so important to their purpose in the module.<br />
<br />
Part of the solution is in slightly realigning the module's structure. Qelong assumes a seasoned party, having had some adventures under its belt, traveling across the world and arriving here. The players will have established their own baseline, and they are strong and tough enough to weather the River's hardships for a week or two and come out unscathed. Of course, aakom should have started making things go awry by that point, and then the module sinks in its teeth. But even then, a way out is consistently within reach - just a plundered stupa, or a cardamom caravan, or a midnight raid on Sajra Amvoel away.<br />
<br />
I'm going to run Qelong for a first-level party, and that means a lot of those assumptions won't be true. There's much less gear, magic, and hit points for the players to fall back on, making it commensurately more difficult for them to pull off a big treasure load to pay for a ticket home, or for a well-executed plan to actually allow them to capture the lich-garuda and fly to safety. There isn't technically even a home to return to, or at least a "home" that the players have tangibly experienced. Qelong's primary objective becomes survival, not escape and profit. And in a survival story, the main antagonist is resource management.<br />
<br />
In the module, aakom poisoning is inflicted in these five ways: breathing air, eating food, drinking water, and taking damage. The last one is even more granular - there are four different ways of taking damage that lead to varying levels of aakom poisoning. Fighting the Naga faction is the most dangerous - every wound they inflict causes an equal amount of aakom contamination.<br />
<br />
Most of these are easily conceived of as effects on resource management. Breathing air makes time spent in Qelong its own resource. Consuming food and water do this as well, though there are some ways to mitigate this. The damage effects are an additional cost to the existing resource trade-offs that occur in combat. Since a 1st-level party can be expected to be spending a lot of time in Qelong already, and mundane damage and disease are inherently more significant costs to the characters, I'd change the poisoning conditions to this:<br />
<br />
<ul style="text-align: left;">
<li>1 point per water ration consumed (as normal) and 3 in 6 chance per food ration consumed, ignored for mountaintop springs or alpine plants</li>
<li>Points equal to damage from Naga faction</li>
<li>Snake poison adds 1d4 aakom for three rounds, rather than inflicting 1d4 HP damage</li>
</ul>
<div>
Now, time (measured by meals consumed) is a trade-off. The party can either move freely, at the cost of aakom from the natural environment, or it can stay put in a mountain hex, avoiding aakom accumulation but not taking any actions. Since I'm running the four factions as active and dynamic groups, "staying put" can incur significant costs on Qelong's power situation. Survival in Qelong is thus about balancing food needs, water needs, and aakom contamination, with encounters and combat positioned as the opportunity cost of engaging in exploration or treasure-hunting.</div>
<div>
<br /></div>
<div>
The rest of the aakom rules stay the same, though with significantly less granularity due to a 1st-level party's lower HP totals.</div>
</div>
Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-218810875587624750.post-60988191907092561842013-10-12T18:02:00.001-07:002013-10-12T18:02:40.182-07:00Ley Magic<div dir="ltr" style="text-align: left;" trbidi="on">
Why do wizards lair in isolated valleys or remote mountains? Why do they build homes so far from the industrial towns where bookbinders, tanners, inkmakers and the other skilled artisans upon which they depend can be found? Why don't the royal courts keep hordes of low-level magicians running around at all times, armies of them ready to jump up at their call? And why are the lairs of wizards so impenetrable, filled with arcane traps and strange mazes, yet a military fortress restricted to the age-old use of portcullises and blind corners? Why, moreover, do the orcs not come pouring over the hilltops, forcing timid village-people to undertake the works of industry of which they are incapable? Why are we not ruled by dragons, or subjugated by cloud giants, greater than us in both strength of body and strength of mind?<br />
<br />
In a phrase, it is because of ley lines. <br />
<br />
Magic, like water and light, is not intrinsic to every part of the world. It flows, in great ethereal rivers, pooling in some places and running dry in others. Like flame, it can burst up suddenly in new places, and like sandstone, great weights of it can compress and push unmovingly into the soil. And, like water and light, it changes the nature of the land that it permeates. Long ago, when life was new, mana had its own subtle pull on the forms that it took. Some men grew to be larger and hungrier. Some dogs learned how to swim through magic the way other dogs learned how to swim through the seas. Most learned nothing, for they lived in areas where mana flowed too fast to take root, or was too scarce. A rarer few gorged themselves on it, and drank some of the wells dry.<br />
<br />
Now, these magical creatures require ley energies in the same way they require air and food. A satyr could no more live in town than a hawk could roost beneath the oceans. As mundane humans began to learn the arts of society and technology, they also learned that neither art was much use against a frog that could breathe fire, or a wolf whose teeth pierced the very soul. Like the satyr and the hawk, humanity found its niche.<br />
<br />
Of course, every artist has dreams, and seeks constantly to improve upon her works. It was only a matter of time before humanity learned to drink magic for itself, or systematically bind it and then burn it off in massive rituals. The former have come to be called, variously, mystics, wizards, mages, warlocks, witches, and druids. The latter, of course, is 'worship,' and it allowed humanity to clear out new, safe regions where it could build farms and cities, unmolested by arcane beasts.<br />
<span class="Apple-style-span" style="font-weight: bold;"><br /></span>
<span class="Apple-style-span" style="font-weight: bold;">Spellcasting</span><br />
<br />
The mystic may bind one mana die (a d6) to herself per level. Spells are <a href="http://www.necropraxis.com/2013/09/22/spells-without-levels/" target="_blank">without level</a>, and may be cast by throwing any number of available mana die and scoring higher than a 5. The "level" of the spell is determined by the number if dice thrown, and the spell takes two actions to prepare per die thrown, plus one more action to release. (In other systems, consider each die to take half a round to prepare, so a sixth level spell requires three rounds to cast.)<br />
<br />
Each die that comes up equal to or lower than the number of dice thrown is lost. Each duplicated roll causes one point of lethal damage, as the expulsion of mystical energy stresses and damages the mystic's body. (So, a double would cause 2HP damage, triples 3HP, two doubles 4HP, etc.) None of these conditions affect the actual casting of the spell.<br />
<br />
Additionally, any casting rolls of 15 or higher lubricate the flow of energy, allowing the mystic to instantly prepare another spell at any power level. Rolls of 30 or more actually attract energy to the spell's location, replenishing one spent mana die. Every multiple of 30 after that replenishes an additional mana die.<br />
<h4 style="text-align: left;">
Limits to Spellcasting</h4>
<div>
Replenishing lost mana dice requires sleeping within a strong ley line or ley circle. A full eight hours of sleep replenishes 1d6 lost mana dice (apply WIS modifier). Stronger wells may replenish 1d8 or 1d10, while weaker ones might only return 1d4. These places are uncommon and likely to be guarded by jealous mages, or homes to dangerous magical creatures - the specifics, of course, will greatly determine the availability and power of magic in your campaign. Rarer, weaker, and more dangerous ley circles will restrict the mystic's power, and more common or stronger ones will commensurately increase it. </div>
<div>
<br /></div>
<div>
A mystic can retain 1 spell per point of intelligence she has. Moreover, the retention of a spell necessitates the presence of some form of mana reserve - the mystic must have one mana dice per retained spell, or lose 1 HP per day, per excess spell. </div>
<div>
<br /></div>
<div>
Learning a new spell - even one previously known - is an expensive and time-consuming process, requiring access ley energy the expenditure of 2d10x100 GP and 4d6 consecutive weeks of research and practice. If interrupted, the procedure must be started from scratch. Before rolling, a mystic can choose to rush the process, or work with more rudimentary materials - one can halve the total of one roll, at the cost of doubling the other. </div>
</div>
Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-218810875587624750.post-4261607910091363462013-10-08T11:11:00.000-07:002013-10-08T11:11:36.682-07:00Vornlong, The Complete City Kit<div dir="ltr" style="text-align: left;" trbidi="on">
Qampong - the player character's embark point in <a href="http://rpg.drivethrustuff.com/product/117257/Qelong" target="_blank">Qelong</a> is one of the smaller entries in the book (and rightly so, considering what the interior of the river valley contains). Swollen by refugees and foreign opportunists, it's now a misshapen port city at the mouth of a dying land. Because Qelong is intended for levels 4-7, and I'm using it as a campaign kickoff, I've decided I'm going to flesh Qampong out a bit, enough to provide fleeting interest for the rookie party. Part of the strength of Qelong as written, though, is that the concision of its entry for Qampong really prevents players from getting bogged down in the city - it forces you out, and into the interior.<br />
<br />
So, nothing too detailed. The impression I get of Qampong is that it's dangerous and ungovernable - the book frequently mentions the anonymous 'warlords' endemic to the River Valley, but perhaps none rules here. Perhaps the influx of refugees and war profiteers has rendered the city ungovernable. Somewhat like <a href="http://rpg.drivethrustuff.com/product/91110/Vornheim-The-Complete-City-Kit?term=vornheim" target="_blank">Vornheim,</a> except due to anarchy, rather than sprawl. <br />
<br />
Most of Qampong - which has doubled in size as refugees have flooded in - is now rotting slum. Mapping is fruitless, as the alleys are constantly reshaped by fires, collapses, and new arrivals. The population is poor, famished, angry, and mostly male. There are 12 informal slum gangs, named for the signs of the Zodiac, though this is the only constant among their fluctuating membership and territory. Any slum-dwelling contact the players make has a 1 in 20 chance of simply disappearing each week.<br />
<br />
There are only two districts worth mentioning - the Seaside, which is where the merchants' Factory is and where the boats are kept, and the Hilltop, which once held the wealthiest households, and whose ruined husks now shelter the most bloodthirsty and powerful gang (roll a d12). Behind the hill is an aboveground cemetery. Both districts are actually kept relatively clear of typhus and plague, and are the only stable places where "establishments" of any sort can be found.<br />
<div dir="ltr" style="text-align: left;" trbidi="on">
<br /></div>
<div dir="ltr" style="text-align: left;" trbidi="on">
Every hour the players spend in the slums has a 1 in 6 chance of an encounter. And it takes at least an hour to get anywhere in the slums (including out of the city.) 1d20.</div>
<div dir="ltr" style="text-align: left;" trbidi="on">
<br /></div>
<div dir="ltr" style="text-align: left;" trbidi="on">
1. Desolate alley. Person lies apparently injured in street. Actually in league with the 1d6 cannibals waiting in the shadows.</div>
<div dir="ltr" style="text-align: left;" trbidi="on">
2-3. Desolate alley. 2d4 dholes gnaw on something in a doorway.</div>
<div dir="ltr" style="text-align: left;" trbidi="on">
4. Desolate alley. Person lies injured in street (d6 - 1-3 member of random gang 4-5 foreigner 6 - adventurer, level d4). Good chance of recovering unassisted, but will remember the players and how they treated her.</div>
<div dir="ltr" style="text-align: left;" trbidi="on">
5. Crowd, minding its own business. Except for the pickpocket (Thief 1d4). Party <i>will</i> notice any theft, it's just a matter of before or after. Roll 1d20 for possible gang affiliation, results higher than 12 indicate no affiliation.</div>
<div dir="ltr" style="text-align: left;" trbidi="on">
6. 2d6 members of a random gang (Fighter 1) stumble around drunk and looking for a fight.</div>
<div dir="ltr" style="text-align: left;" trbidi="on">
7-8. Seasonal weather - intense heat doubles the effective weight of worn armor, or driving rain halves visibility and modifies balance and missile fire by -4.</div>
<div dir="ltr" style="text-align: left;" trbidi="on">
9. Monsoon. If rolled on the first or last day of any month, it also carries fish or frogs. Chance of doing 1HP damage on hit, and slums will go crazy trying to gather the fallen food.</div>
<div dir="ltr" style="text-align: left;" trbidi="on">
10-11. Street fight or drunken brawl between (roll 1d6 twice) - 1-2 members of random gang 3 foreign guardsmen 4 cannibals 5 strange beast 6 unarmed, helpless refugees. </div>
<div dir="ltr" style="text-align: left;" trbidi="on">
12-13. Abandoned shack (roll on table)</div>
<div dir="ltr" style="text-align: left;" trbidi="on">
14. Lunatic standing on rooftop harangues small crowd about the evilness of dwarves and one other random rumor.</div>
<div dir="ltr" style="text-align: left;" trbidi="on">
15. Aakom-cursed woman holding aakom-cursed baby. Tries to press baby into the arms of most charismatic adventurer.</div>
<div dir="ltr" style="text-align: left;" trbidi="on">
16. Foreign guardsmen conducting deals with members of a random gang. Roll reaction with 2d4. </div>
<div dir="ltr" style="text-align: left;" trbidi="on">
17. Members of two random gangs conducting deals with each other. Roll each reaction with 2d4. </div>
<div dir="ltr" style="text-align: left;" trbidi="on">
18. Elephant experiencing <i>musth.</i> Morale 12. Everyone else flees. Owned by most powerful gang.</div>
<div dir="ltr" style="text-align: left;" trbidi="on">
19. Guardsmen searching for waylaid shipment of cardamom or pepper. Will suspect or press-gang anyone well armed.</div>
<div dir="ltr" style="text-align: left;" trbidi="on">
20. Shifty foreign merchant offers to sell the party "a great treasure" for only 200 sp. Wants 100 sp just to let them see it.</div>
<div dir="ltr" style="text-align: left;" trbidi="on">
It is (1d6):</div>
<div dir="ltr" style="text-align: left;" trbidi="on">
1-A boarded-up shack (roll on table). The merchant slips away at first opportunity.</div>
<div dir="ltr" style="text-align: left;" trbidi="on">
2-A cannon with 8 granite cannonballs. No carriage, no powder.</div>
<div dir="ltr" style="text-align: left;" trbidi="on">
3-A jar of Hagen's fake anti-aakom tincture</div>
<div dir="ltr" style="text-align: left;" trbidi="on">
4-A jar of Hagen's real anti-aakom tincture</div>
<div dir="ltr" style="text-align: left;" trbidi="on">
5-A hidden group of 2d6 cannibals. The merchant slips away after they attack.</div>
<div dir="ltr" style="text-align: left;" trbidi="on">
6-A dozen jars of cardamom or pepper. False bottoms conceal aakom-laced livers soaked in wine.</div>
<div dir="ltr" style="text-align: left;" trbidi="on">
<br /></div>
<div dir="ltr" style="text-align: left;" trbidi="on">
What's in that boarded-up shack? (Roll a d8)</div>
<div dir="ltr" style="text-align: left;" trbidi="on">
1. A pair of aakom zombie hands.</div>
<div dir="ltr" style="text-align: left;" trbidi="on">
2. A pair of aakom zombie hands, and 2d100 sp buried in the floor.</div>
<div dir="ltr" style="text-align: left;" trbidi="on">
3. A massive pile of shit. No joke. There are some holes in the ceiling people use to relieve themselves. 50% chance of typhus infection.</div>
<div dir="ltr" style="text-align: left;" trbidi="on">
4. Nothing but a single word scratched into one wall: "Leave"</div>
<div dir="ltr" style="text-align: left;" trbidi="on">
5. A pile of bones. An araq demands you bring them to the cemetary. </div>
<div dir="ltr" style="text-align: left;" trbidi="on">
6. A child's skull with the top sawn off. Filled with dozens of teeth. Eight gold coins placed in a circle around it. If anything is disturbed, a qmoc praj will emerge from this spot in three days and hunt down the desecrator.</div>
<div dir="ltr" style="text-align: left;" trbidi="on">
7. A solid gold pendant in the shape of the lotus. Renders the wearer invisible to undead, but any monk will attack on sight.</div>
<div dir="ltr" style="text-align: left;" trbidi="on">
8. The shack is bedecked in the worship livery of the Naga Qelong. The family of 1d4 cultists have become hungry nagakin in the weeks since they were trapped here.</div>
<div dir="ltr" style="text-align: left;" trbidi="on">
</div>
<div dir="ltr" style="text-align: left;" trbidi="on">
EDIT: Two things I forgot to add.</div>
<div dir="ltr" style="text-align: left;" trbidi="on">
For the most part, the "What's in that dead guy's pockets?" table is not going to apply here, since most people have very little in their pockets and even less in their bellies. The exceptions:</div>
<div dir="ltr" style="text-align: left;" trbidi="on">
<ul>
<li>Gang members have daggers and 1d20 copper pieces each. Every fourth or fifth has a mace or sword.</li>
<li>Foreign guardsmen are the mercenaries defending the Factory and escorting most merchants through the city. They have leather armor, a dagger, a sword, and a light crossbow. 20 are stationed at the Factory at all times. They carry no coin, as there is nothing for them to buy.</li>
</ul>
</div>
</div>
Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-218810875587624750.post-47685874017657780762013-09-26T22:01:00.003-07:002013-09-26T22:08:10.559-07:00The Sajavedran Calendar<div dir="ltr" style="text-align: left;" trbidi="on">
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left; margin-right: 1em; text-align: left;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhYavNZc1f_B-ZitTPmgNgsrgghcGWAL5reD_upFs8vX4whsfHn3QjOgKBk-Q6cEwT2AO_Hsjm6mn-uBExOqNmque6w9SLMarGMw7VCD8ZWxhO1F_H4WevPxcSY1Yq0yjgrwo3NfSK-VQQ/s1600/season+chart.png" imageanchor="1" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhYavNZc1f_B-ZitTPmgNgsrgghcGWAL5reD_upFs8vX4whsfHn3QjOgKBk-Q6cEwT2AO_Hsjm6mn-uBExOqNmque6w9SLMarGMw7VCD8ZWxhO1F_H4WevPxcSY1Yq0yjgrwo3NfSK-VQQ/s400/season+chart.png" width="281" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Click to embiggen. </td></tr>
</tbody></table>
I'm preparing to run a <a href="http://rpg.drivethrustuff.com/product/117257/Qelong" target="_blank">Qelong</a> campaign - if you don't know, it's a horrific Southeast Asia setting being poisoned by a misfired magic bomb - and so I'm putting the ol' tools to work.<br />
<br />
Here is my Qelong calendar. I based the months off of the <a href="http://www.cam-cc.org/calendar/chhankitek.php" target="_blank">Khmer lunar calendar</a>, with Qelong-style syllable replacements. There are ten months for the reasons explained <a href="http://gophersandgoblins.blogspot.com/2013/08/10-month-seasons.html" target="_blank">in this post</a> - but in short, it's easier to <i>not </i>have to remember different numbers of days for different months. The yellow is, of course, the dry season, and the green is wet - changing around what would be November and April. Meqasay is the "new year."<br />
<br />
Basically, use it to keep track of major events, past and future. At least three of the four factions in Qelong are actively attempting to increase their power, and while you can certainly have that be a foggy, unresolved background, having them dynamically clash and maneuver is, I think, much more interesting. With the calendar, you can simply jot down future clashes and some notes on them, for the party to interfere with (or ignore.)<br />
<br />
As for the year itself, the Khmer calendar marks years with zodiac signs in the way the Chinese calendar does, but also respects a multi-year cycle, where each animal also advances in number - resetting every 60 years.<br />
<br />
For Qelong, I decided to modify the cycle so that each <i>decade</i> is marked by a single zodiac sign, creating a 120-year cycle. However, changing to the next sign is usually accompanied by some sort of portent, determining the mood of the next few years, and the lack of portents can sometimes extend the "decade" well past its normal expiration date. Therefore, the dying land of Sajavedra is still in the Years of the Dog - with no end in sight.<br />
<br />
To reflect this, add two rumors to the rumor table - they can be included normally, or you can use them in lieu of the first two duplicate rolls.<br />
<br />
<i>The Mage War began in the Years of the Rooster, and it will end in the Years of the Pig. After that, we'll face the long Years of the Rat...</i><br />
<i>The sign of the zodiac usually changes every ten years. But we've seen twelve Years of the Dog, and I hear there will be many more...</i></div>
Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-218810875587624750.post-27096904096194099952013-09-18T19:52:00.003-07:002013-09-18T19:52:51.319-07:00Descriptive Skills<div dir="ltr" style="text-align: left;" trbidi="on">
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left;"><tbody>
<tr><td style="text-align: center;"><a href="http://upload.wikimedia.org/wikipedia/commons/thumb/0/05/Barter-Chickens_for_Subscription.jpg/310px-Barter-Chickens_for_Subscription.jpg" imageanchor="1" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" src="http://upload.wikimedia.org/wikipedia/commons/thumb/0/05/Barter-Chickens_for_Subscription.jpg/310px-Barter-Chickens_for_Subscription.jpg" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Skills in action?</td></tr>
</tbody></table>
To my mind, the regular kind of numeral skills are needlessly dissociated and kind of confusing. Usually, they need some sort of second-order transformation in order to be useful - so, "Climb 5" becomes "Can climb 30 feet in under a minute 75% of the time" or else "Can climb any wall any distance 83% of the time."<br />
<br />
Instead, I'd like to notate skill levels in ways that are inherently meaningful. Here, I'm drawing from Alexis' writing about <a href="http://tao-dnd.blogspot.ca/search/label/Thieves" target="_blank">thief skills that don't suck,</a> and Charles Angus' writing about <a href="http://spellsandsteel.blogspot.com/" target="_blank">descriptive damage.</a><br />
<br />
<strong><u></u></strong><br />
<strong><u></u></strong><br />
<strong><u>Movement Skills</u></strong><br />
<br />
The movement skills have a base time frame of one minute - your "score" is the number of feet you can move per minute. The first minute is always successful, but every minute after that requires you to check against the linked ability score. All movement skills divide their speeds by the DR of any worn armor. (So, no penalty for leather, half speed for chain, quarter speed for plate.) You can "sprint" with any of these, moving at double speed but taking 1d4 extra stones of fatigue each time.<br />
<br />
<em><u>Climb (STR)</u> - </em>Climbing skill advances in intervals of ten feet. Each successful check, after the first, adds an extra stone's weight in fatigue. Failure means falling, but you can make Might checks (-1 penalty per failure, cumulative) to try to catch yourself every ten feet, until you've fallen farther than your Climbing skill. <br />
So, if you have Climb 30', you can climb 30' free, 90' with two checks, and you get three chances to stop yourself if you fall. Falling damage is 1d10 per 10 feet, to a max of 10d10.<br />
<br />
<em><u>Swim (CON)</u></em> - Swimming skill advances in intervals of thirty feet. Each successful check, after the first, adds an extra stone's weight in fatigue (and remember that waterlogged fabric can double or triple in weight). Failure means you begin to drown - roll Will checks every minute. Once you fail, you lose 1d4 INT, WIS, and CHA per minute until rescue or death. Diving uses the same mechanics, but the diving interval is 1/3 of your swimming interval, and you have to get back up!<br />
<br />
<em><u>Stalking (DEX)</u> - </em>Hiding, I think, is better implemented as direct player interaction with the environment and any NPCs searching for people. Stalking is the active element - how far you can move between "hides" without drawing attention to yourself. It's judged more as a defense against being heard, or noticed out of the corner of the NPC's eye - there's no such thing as "stalking" someone by walking directly towards them in their field of vision. Stalking is like being a <a href="http://en.wikipedia.org/wiki/Weeping_Angel" target="_blank">Weeping Angel</a> - you can only move when they can't see you. <br />
<br />
So: intervals of twenty feet. Stalking accrues no penalties for extended time - but the first check isn't automatically successful, and you can't "sprint." Failure doesn't immediately mean detection - rather, it means you've snapped a twig, knocked down a glass, stepped on a weak floorboard, etc. The results are, of course, dependent on the situation. Snapping a twig 100' away from a sentry might not necessarily draw <em>any </em>attention, but doing the same thing from 10' away will certainly get you caught. Wile saves are used to duck into cover if a guard suddenly turns around, or for simple distractions (the old rock throw, etc.)<br />
<strong><u></u></strong><br />
<strong><u>Non-Movement Skills</u></strong><br />
<strong><u></u></strong><br />
The other skills are given a direct time frame, which is the time needed for automatic success. You can try to complete at half-time, rolling against the linked ability score. Each additional halving applies a -5 penalty. <br />
<br />
<em><u>Tinkering (INT)</u> - </em>Tinkering starts at 6 turns, and reduces by 1 turn each "skill level," until it takes 1 turn. Then it reduces by 1 minute, then by the round, etc. Therefore, three Spies of levels 6, 8, and 17, will automatically pick a lock in 1 turn, 7 minutes, and 8 rounds, respectively. If you fail the INT roll when rushing, you jam the lock.<br />
For trapped locks, detecting and disarming the trap is its own separate task and they'll automatically activate if you don't try to find it first, but you get a Wile save to dodge its activation, in addition to the Might save to resist its poison. Failing a rushed trap detection activates the trap.<br />
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<em><u>Tracking (WIS)</u> - </em>Tracking starts at 6 turns, reducing by the turn, then by the minute, then by the round. This is the time it takes to get a pretty good look at a patch of ground - say, 20' square, or 400' in a line (like, along a fence.). You have to re-check the track every four hours, or if it's disrupted by something like a stream, or a fallen tree, or mud. Tracks remain for about a week, by default, but again that's modified by the specifics of the situation. For things half the size of a man, you have to re-check twice as often, half that is twice as often again, etc. For things larger, the time multiplies in the opposite direction - tracking a bear means you re-check every eight hours, twice that is sixteen hours. If you rush it, and you fail, well, obviously you didn't find any traps.<br />
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<em><u>Procurement (CHA)</u> - </em>Procurement is the process of locating things. Things like henchman recruits, uncommon items, or even information - such as rumors and gossip. Procurement doesn't include the purchase itself - though information can sometimes be had for free, or for just a few too many coppers for mead - it only covers the process of finding it. And, of course, it doesn't allow you to find things that aren't there.<br />
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Procurement starts at 56 hours - or one whole week, assuming 8 hours of work per day, and a population of about 1,000-3,000 people. Decrease the time proportionally for smaller towns, but for larger cities, the work only covers a single neighborhood. This decreases by four hours per "skill level." If you rush it, and fail, you create a bit of bad blood in town - by stepping on some toes, ignoring some customs, or going to the "wrong people." Obviously, town politics are pretty situational, but "three strikes" is probably a pretty good rule of thumb. <br />
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To determine what specialized/rare items are available, you can't go wrong with the <a href="http://www.paperspencils.com/2013/05/28/vendor-saving-throw/" target="_blank">vendor saving throw</a> - applying, say, a -2 for items with triple-digit costs, -4 for items with quadruple-digits, and assuming anything more expensive is not going to be hanging out in some pawnshop. A successful Procurement tells you everything that's there and what it costs. <br />
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For hirelings, assuming a town of 1,000, you'll find 1d4 capable mercenaries (or other professionals) are found, and 4d6 base laborers. -1 mercenary and -4 laborers each time you halve the town size. So, a village of 250 people has 1d4-2 mercenaries and 4d6-8 laborers. Yes, there can be zero hirelings.<br />
Rumors and secrets have to be Procured by subject, if you want anything more specific than the gossip spouted by every drunkard. Obviously, not all secrets are so easily found - since Procurement involves nothing more than asking around, crawling the pubs, and being generally alert, it will never discover information guarded with any amount of competence. The best you can get in these cases are tips to where the information might be found. <br />
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Yes, exactly, a plot hook.<br />
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<strong><u>Notes</u></strong><br />
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A lot of other skills don't make it in - for the most part, because I think those can best be resolved with simple ability checks and some planning. Sleight of Hand counts for this (and has the added bonus of preventing people from looking at their sheet, seeing "Pickpocketing" and going $$__$$). Hunting is basically Tracking that leads to an encounter (or, like modern duck hunting, sitting on your ass until an encounter finds <em>you</em>).<br />
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I moved Tinkering from DEX to INT in order to support different "styles" of thievery, and because picking a lock is to my mind much more about <em>thinking</em> about the manner in which the lock is constructed, and how to circumvent its elements, than simply sticking your pick in the right spot.</div>
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