Saturday, July 13, 2019

Lost Magic

Much is lost to history. The fey kingdoms are no more. The Shadow Realm has sundered from the Material Realm taking with it demon knowledge. What’s left of giants is more animal than man. The Ancients abandoned their ship in the sky and are now buried in their adopted home. The nomadic tribes of man and their old traditions survive in fables only. The Nobles have faded from the living world and their cousins the Thegn have withdrawn to areas unknown. Died with them, each and all, is their spellcraft. Yet the magic still lingers.
Rune Magic
Rune magic was once the spellcraft of trolls. Long ago, the civilization of troll-kind spanned west Greywood and lasted over a thousand years. Not until The Great Sundering and The Change did the old troll cities disappear under fairy mounds.
Rune magic survives in the script of the Ýr. Though they don’t remember its true meanings, the Ýr still use it for good luck charms and customs. This script is called Gramword. If one can learn the secrets of Gramword, these runes can be used to cast spells.
To use this magic, touch the inscribed rune and spend at least 1 Power. The rune produces a singular effect. For example, a rune that says Push will push the inscribed thing a number of feet. The amount of power spent affects the size of the thing; the spell dice result determines numerical effects such as a resistance value or feet traveled. The effects must be instantaneous. The rune can only translate to one word, such as Open, Hide, Light, Strengthen, Break, and the like. Spellcasters may forgo their spells chosen from their archetype’s spell pool to learn Rune Magic or can spend one point from their spell pool to learn one specific rune.

Sunday, March 31, 2019

Newest version of The Northern Realm Gamebook: 
The Northern Realm part 1

Newest version of The Northern Realm Worldbook: 
The Northern Realm part 2

Download to use hyperlinks

Change log:

This is a major update.
CR and AR (effectively the Difficulty Class and Armor Class of D&D) are no more. Checks are broken down into two types:

1. Opposing checks. Attacks, battling Wills, hiding and the like are measured against an opposing roll. For example, a warrior attacks another warrior with an arming sword. He rolls 2d6 + bonuses (usually Dex) versus the defender 1d6 + bonuses (usually Dex + armor). If his number exceeds the defenders', the attack succeeds.

2. Roll under checks (short for roll equal to or under). Skills and anything that required a CR or DC before are generally now what is called a roll under check. A roll under check is a single d6 roll measured against one ability. For example, a magician with 3 Intellect wants to make a roll under check to recall information about a certain spell. The magician rolls one d6. If the result is 3 or less, she can recall the information, otherwise she does not.

Attributes have been changed to skills and were updated. This is a bit of a subtle change, but it's to enforce the idea that what's listed under the example classes is interchangeable with the general skills.

Actions cannot be repeated, but characters can do two actions per round or two immediate actions out of turn, or one of each every round. Some skills let you repeat specific actions.

Combat is broken into three options: attacking, grappling, and called shots. Called shots are simply another way of attacking but with specific results.

Armor bonuses are updated to reflect more fair odds but also reinforce the idea that tactics in combat are more important than hacking away at opponents. 

Plate armor protects the wearer from critical damage.

Armor is no longer categorized into light and heavy. Armor penalties scale up as the bonus increases and fatigue the wearer. 

Ranged attacks are updated. Effective range is shorter, but hits lodge missiles into targets.

Scrolls and tomes let spellcasters cast spells they can't memorize.

Spellcasters can only memorize spells with levels less than their Intellect.

Identical dice effect is rearranged, slightly less brutal. Some skills let you bypass it if you cast certain spells. Idea being you don't fuck up stuff you're good at or are used to casting. Fuck ups are relogated to when you dump an insane amount of power into things.

Injuries reduce rolls by 1d6 or lower ability scores by 1 for roll under checks. 

Conditions are Injuries but can have additional or more specific effects.

Knockouts are gone, but characters can still be knocked unconscious only can't guarantee they wont die (choking out is most effective way to violently neutralize opponents without killing them).

Major change to death scenario. Characters can now stay in the fight when reduced to 0 Life, but make shock checks to stay conscious and gain Injuries.

Many minor changes to descriptions and wording in item abilities, etc. to reflect updated rules (in particular roll under checks, armor bonuses, and changes to the nature of injuries and conditions).

Book 2 is updated. Creature statistics are updated.

An ongoing theme with creatures is weaknesses. Most monsters have a weakness that can be exploited.  

Wizard specialization skill benefits and drawbacks have been balanced.