Showing posts with label rpg. Show all posts
Showing posts with label rpg. Show all posts

Monday, August 20, 2018

A Cracked Mirror

Magda Zwierzchowska
The Black Tower
The Black Tower has loomed over the barren rock of the cove for as many generations of Ýr
 as had lived in the north- and never had anyone entered or exited its doorless walls. Who built this solitary structure and for what purpose? Before the Ýr 
there was no one, just this featureless spire of black granite.
The Creature
At the top of the cove, Carrum and Wyn watched. A shadow crept between the crags of the rock shore and ocean spray. They wondered, even hoped the shadow was a simple trick of light and coastal fog, but there was no mistaking its irregular movements. As it made its way to the tower, the voices on the wind, a now familiar din that seemed to rise from the crashing waves, beckoned with the word, “Come.” It drew them to the Black Tower, that daunting monolith that had stood benignly for all the generations of Ýr. It was a simple ruin, nothing more than an ominous monument to the unknown had now become a familiar terror as if it had bubbled up from depths of Ýr memory. The shadow creature reached the tower foundations.
Despite their muted senses, the appearance of an archway on the belly of the tower elicited gasps from the near hypnotized Ýr on the cove top. The words from the crashing surf, “Come,” seemed to echo now from that darkened space beyond the archway. For mere moments, Carrum and Wyn hesitated but they could not resist the tower’s call.
The Facets
Inside the tower, there is a spiraling pathway that climbs the walls of the otherwise hollow tower. Once past the tower entrance, it disappears, so seemingly there is no way out. Up the spiral pathway, there appears as many ‘floors’ as there are characters, each with an open portal. Each leads to an alien place that leaves the characters with a growing sense of familiarity, which will become clear with time, especially once the third and last door is explored.
The First Door
Beyond the first door is a setting that best represents the primal personality and character traits of one character. This door is the past. Here you discover there are quadrants, each with a different society and environment, and at the center is a black tower, visible from all places within this strange place. At certain vantages, it seems miles tall. What’s more, there are as many quadrants as there are characters. Note, all this information isn’t revealed to the characters right away. Let on to these resemblances slowly. For example, a quadrant that represents a forest warden might be a vast woodland populated with a strange people that worship a savage god. The door exits in a place of significance in each quadrant. Exploring it will reveal many places and things that are extreme representations of the character, its memories, traits, and important possessions. There is only one outlier in each representative place, a story of Munin, a man or god that seems to play a role somehow.
The Second Door
Beyond the second door is a setting that best represents another character but in a much more civil, organized manner, for example, a sprawling capital city with many people and clear class structures.  This door is the present. Speaking with the inhabitants of this place will reveal the previously explored quadrant and its inhabitants are now merely remembered as a long-ago history or myth. In this quadrant, there is a growing tension between it and its neighbors, an impending war, which again Munin seems to have recorded or been involved somehow. The tower stands at the middle of this environment as well. If asked about the whereabouts of this Munin every quadrant has its own myth about his involvement and residence.
 The Third Door
Last, beyond the third door is again a setting that represents another character but this time-warped and strange. For example, a city lit with fireless lamps, abandoned except for one mind-bending inhabitant that is now more worm than man. This door is the future. Discover in this place that all other quadrants have been conquered. At this point, the world appears bleak as if breaking down. Tales of Munin now tell of an old decrepit man that’s death will bring about the rebirth of the world. It is said his lair is in the mountains above the door entrance to this place. Going there will reveal a strange temple with idols that resemble the characters and doors that open to dangerous creatures that once resided in previous iterations of other quadrants.
Escape
This perilous trip will eventually lead to yet another door, but this one is closed. If the characters die on their way, they will find themselves again inside the base of the tower as if they had just entered, open portals again waiting for them. If the characters survive, they find Munin, an aged creature with the semblance of a Noble, sharp features and teeth. He will present you with a dagger with which, he explains, you are meant to kill him or yourself to be released.
Should you kill him, the world shatters in a vortex of mind-bending replays of the many worlds of the tower, as if the cycle had repeated many hundreds of times, at which point you realize that during your exploration of the tower one of your previous selves had decided to stay and create your perfect world, until eternity eventually drove you mad. In the end, you and your companions stand there in the abandoned tower, now with the doorway open to you. Only a few days have passed since you entered. You are free to leave, but so is one of the long locked away Masters, Evroul.
Should you kill yourself instead, Munin frowns. You return to the cycle as if you’d died battling your way to his door, except you still hold in your hand the dagger. The portals and the spiral path are again there but you now hold a powerful tool. With this dagger you can cut away the wall where you first entered as if it were canvas and escape, leaving Evroul the Deceiver still trapped in his prison.

About Evroul: The 7 Masters were once the great leaders of the Noble Dominion. A millennium ago the 7 were overthrown and deposed in different ways. Few know their ultimate fate, but since they are not mortal, they cannot be wholly destroyed. Evroul is one of the 7 and a master of illusion. His domain was the most northern of the Dominion. 
Magda Zwierzchowska
Inspired by an adventure with Bruce David Burns.

Monday, November 28, 2016

Magic Types

My first approach to magic was to keep things familiar with arcane and divine magic but add special subcategories for magic like witch magic and Havren mental powers. Then I added a psionic-type system for demon magic but after weeks and weeks of work I realized, crap I don't like the vancian system. At the time I thought, oh no, should I change this and I decided, keep it. I want to release this thing, so I won't. Oh so much regret. 

There's so much about the original game now that I regret not making unique, so when it comes to magic in the second version it was important to get it right. I really want the magic aspect of the game to have a grounded (sometimes scifi) base, so how'd I do?

There are four basic magic types, demon or eldritch magic, primeval, sorcery, and theurgy. Each is derived from a distinct energy and interacts with the physical world in different ways. Spellcasters of each kind are generally familiar with each of the distinct energies, but few are able to manipulate more than one, and indeed few can even perceive the subtle strings of power required to manipulate its energy. 
 
Demon Magic
 
Demon magic or eldritch magic is derived from the Shadow Realm. It is named for the beings that wander its twisted province. These things of shadow manipulate reality with sheer force of will. With it, demon magic can corrupt reality and control essence. Demon magic has a strong affinity for primeval magic and the stuff of the material world. Likewise, if the two magics, primeval and eldritch, occupy the same space, they tend to coalesce with time, affecting each other equally, and eventually becoming one.  

There are few living creatures that use demon magic, as it is difficult without a direct connection to the Shadow Realm. Living creatures are, however, especially susceptible to it, particularly in their dreams. Because of this strong connection between demon magic and the Material Plane, wizard scholars have long postulated that before death, particularly if the creature dies slowly, it enters a dreaming state and becomes susceptible to the spirits of the underworld. Some even theorize that in this dreaming state the spirit begins slipping into shadow, creating a risk that a piece of its spirit remains in its material body and thus becomes undead. 

Primeval Magic 
 
Primeval energy radiates from the Material Plane. All living things have a strong connection to it. It is said that the fae are the manifestation of primeval energies and that is why they cast no shadows (and yet shadows seem to be drawn to them). Primeval magic was first of the magics to be mastered. Human beings and their witch covens understood it long before any others. Then came the Ancients and their tools, and then the aelfs formed great druid enclaves and their experiments later led to the study of sorcery. And then the Thegn developed new ways of mastering primeval magic, but now they are gone. Primeval magic is the best understood, but also the most feared especially amongst those that view the natural world as a threat. 

Sorcery 
 
Sorcery requires tremendous inner strength, rigorous study, and experimentation. It is derived from both shadow and primeval energies. Taken as a whole, these two energies seem to make up all life in materiality, body and spirit. Sorcery masters the sum of these two powers. It is shaped with the mental strength of the user and through innumerable contrivances and constructs made for it. Sorcery’s greatest strength is in the written word. 

Theurgy 

Theurgy is derived from the chaotic energies of the Aether. Practicing theurgy on the Material Plane usually requires a focus such as an object or place. Its energy is drawn from the Aether, then channeled through these things and shaped with incredible force of will and years of practice. 

     

Thursday, November 3, 2016

Rhen

Not confident in my digital mapping skills, I started mapping Rhen in pen and pencil. It went through a number of iterations before I bought a nice poster size piece of paper and started penciling. It took about one month before drawing the individual trees drove me crazy and I started looking for help digitizing it.

It didn't take long before I found it. Pretty soon it was outlined and colored, and then all I had to do was make a few adjustments. For version 2 of the Northern Realm, I plan on stylizing it and giving the individual regions more attention, but I'm pretty happy with how the first one turned out. Maybe someday I'll finish drawing those trees...

Pen First Sketches 




Pencil Full

Colored Full


Final Map


Tuesday, October 25, 2016

Hekran the Wizard



Wizard, also known as a mage and sorcerer, are students of magic. In a wizard’s lifetime, she may accumulate the knowledge of hundreds of spells. Her life is devoted to sorcery and understanding its inner workings. The greatest of wizard schools is found in the Free City. Wizards hailing from Kelet dream of visiting the Free City’s massive library, though few get the chance. In Crocáno wizards channel most their energy into researching new and creative uses for spells and methods of wielding them. Outside of human kingdoms, aelfen wizards make long studies of old tomes and have in their long lifetimes created many unique spells. Naerodians are known to pore over old spellbooks and create unique incantations of their own design as well.

Wizards sometimes adventure out of sheer curiosity. They are regularly held up in their study rooms for weeks at a time. Adventures offer a welcome respite. Other reasons include research, investigative work, and aiding settlements that lack magical solutions for a multitude of problems.

HEKRAN THE WIZARD

Hekran narrowed his eyes as the guttering candle feebly lit the small stone chamber around him. He rifled through the leaves of vellum, scanning over the spidery letters. He briefly lifted his eyes as a yell of alarm echoed from beyond the hallway outside. His companions had been discovered and would soon be staging a hopeless battle against the abandoned library's new occupants. He would only have a few more moments. It had to be here somewhere.

"Hekran!" The voice of Benjan was coming from directly in front of him. He hadn't heard the mercenary enter the room. How much time had passed since the fighting began? "We have to get out of here. Now! Helaen is hurt. We need your help to fight our way to escape." Hekran did not take his eyes from the illuminated manuscript that now held his attention. "Hekran!" The warrior's bloody gauntlet gripped the mage's robe. He looked up in annoyance. Hekran called to mind the binding thoughts that would force the stone around him to cloak his unseen slave in materiality. With the utterance of the True Words, a hulking figure led the disgruntled fighter down the hallway. Minutes passed. How many before Hekran fervently clutched his heart's desire and began rolling it up was beyond his guess. At that same moment, he heard the clack of toenails as the ghoul entered the room. So, his companions had perished. Before the creature could take another step, the young mage blew out the candle and walked through the shadows around him.

"You made it out! I had you marked for dead! What about the others? Did they...?" The mage gave only the briefest shake of his head as a reply to the cleric. He was too busy examining his new acquisition to respond verbally.

"Gods, what cursed luck. Poor souls. May the Three Ladies guide them home."

"Three dead and all we have to show for it is that crusty lamb skin." The thief spat on the ground in disgust. "This had better be worth the trouble."

"No, no trouble." Hekran whispered absently. He caressed the unnaturally black ink that seemed to have etched itself into the parchment's surface. An acid perhaps? "No trouble at all."


Hekran is a wizard from the Free City. The child of a noble family, it was beyond question that he would be educated at the Citadel. He was fortunate to come from sufficient wealth to afford such privileged training, and doubly so to have practiced in the Free Realm. Where else could he pursue the intellectually rigorous form of sorcery that would lay bear all of nature's secrets to him? Where else would he not only be safe from persecution for studying necromancy, but actively funded to embark on a mission to acquire lost tomes in the Free City's north quarter. People from Hekran's background often feel a sense of entitlement, even to the point of self-righteousness. For Hekran, issues of class or politics are immaterial. He cares little about the cleric’s motivations for being in the city, or for the thief's treachery, or for the lives of his fallen companions. For Hekran, the thirst for mastery overrides all concerns.



Thursday, October 20, 2016

Skills part 2, a marriage of feats and ability scores

I've had many a long discussion about the difference between feats and skills. In the end, I always ended up being the only defender of the system, arguing feats were a subset of specific skills, essentially a skill within a skill. But it's always bothered me that I kept it the same way as D&D for the first version of Northern Realm and the longer I thought about it the more I agreed with my friends, it doesn't really make sense to have two different ways of getting bonuses for skills.

For version 2 of the Northern Realm, I did away with feats, figuring that class abilities would make each character unique. But after some testing, it ended up making character creation less unique. For months my friends and I have been discussing what to do with skills. First I added an aspect to skills where players can distribute skill ranks in-game (rather than during creation). It made for some interesting results. Then I added a few skills that essentially granted feats if you put enough skill ranks into them. Ultimately, it was after looking at a new character sheet for Northern Realm that it  hit me, take away skill ranks. Make all checks ability score checks. Then create a list of skills for each ability score. Whenever something pertains to that skill, like Stealth, use that modifier instead. It doesn't seem that terribly different, but after looking at it written down, it was much easier to follow. And not only that, simpler and for each character more unique. Here it is as described in the book:

Skills
Skills represent your ability to perform actions that you have trained, practiced, or studied for. At level 1, choose 3 skills. At level 2 and on, you may choose 3 additional skills, which you may select at any time before your next level. Once a skill is chosen it cannot be changed later.

Dexterity
Armed Grapple: While grappling, you can make 1 extra attack per round with a light weapon. Make grapple checks in place of attack checks and roll for damage with each successful check.
Blind-Fight: In a melee, each time you miss because of concealment, reroll the miss chance to see if you hit. Further, you are not automatically caught Flat-Footed against unseen targets (you can still be caught Flat-Footed when flanked or taken from the rear)......

Intellect
Engineering: You know how to construct or disarm a trap, sabotage or build a mechanical device, pick locks, break lock combinations, and solve complex puzzles built into contraptions. With this skill, double your Intellect modifier on checks pertaining to engineering.
Heal: You've stitched wounds, you have knowledge of healing herbs, helped others recover from injuries and sickness, you can determine the cause of an affliction, antidotes, and create balms and remedies to treat patients. With this skill, double your Intellect modifier on checks pertaining to healing.
Incantations: Each time you choose incantations as a skill, select 2 from the following list: Arcane Mark, Clean Wound, Dancing Lights, Daybreak, Detect Magic, Divining Wand, Flare,... 


And so on.

Lastly, I made Knowledge and Perception their own metric.



Knowledge

Every character has knowledge that pertains to their skills. If a Knowledge check would relate to your class or background, roll 1d20 + Intellect modifier + class level; taken together is your Knowledge bonus).

Perception

Perception is your ability to notice objects, movements, sounds, or search for items. The GM should constantly roll secret Perception checks to notice things (we recommend rolling even when there is nothing to notice to keep players on their toes). A Perception check is 1d20 + Intuition modifier + Acumen; taken together is your Perception bonus).


So far it's worked out quite well. Thoughts? 

Sunday, October 16, 2016

Meriac the Bard

Sound, rhythm, music reacts powerfully with the stuff of magic. A few rightly played notes not only induce strong emotions in the listener, but also tap into the latent magic in all things. Bards are those gifted musicians, singers, performers that have become skilled in utilizing this conduit to harness supernatural power. In many cultures bards are simply magicians, in others druids, soothsayers, and mages. They are spellcasters in their own right, with their own methods and expertise.

Bards appear all across the Northern Realm. Traveling bards are the delight of Keleti nobles and a welcome respite from the hurts and wariness of constant conflict. There are many paying lords and taverns willing to hire a bard for his services. Still others travel from place to place aiding those in need. In Crocáno, they wander the cobbled streets of the huge city playing for guildhalls, taverns, and rich merchants, while others come in search of apprentices. In Gealdor there is a glut of talented musicians, the best of which travel between villages, some as far as the halls of House Norrum in Domov. Many bards in Gealdor fill the role of druids. In aelfen lands they are perhaps the most learned. Throughout the Northern Realm bards wander the lands. They are not relegated to storytellers and minstrels. They are the most versatile of classes. Many are champions, swashbucklers, enchanters, freedom fighters, advisors, and more. 

  MERIAC THE BARD  

“... and thus ends the tale of Ivrin, the Man Who Sold His Death!” Meriac flourished his traveling cloak in a grandiose bow. The patchwork of colors that lined his garment seemed to cascade all around him and the tavern patrons applauded him uproariously.

“Well, I’m sorry dear friends but the night is closing in and I must be on my way.” Meriac couldn’t help but smirk at the cacophony of boos and moans at this announcement. “But allow me to leave you with one memory you shant soon part with. For this, I’ll need a volunteer... Yes! You sir, step up here with me. Now I’d like you to assure these good people, you have never met me before.” At this there were scattered guffaws. As if a noble would keep company with a traveling entertainer. “I would like you to check my pockets carefully... and now my sleeves if you would be so kind. Satisfied? Now for the tricky part. Watch closely.” A hush fell over the crowd. With a wave of his hand and an incantation under his breath, Meriac found himself in an alley outside.

The rain was falling quite hard from the black sky, and he could hear no sound from beyond the tavern wall. The silence was soon broken by near-deafening cheers, applause, and laughter. Meriac shook his head disapprovingly. A serving maid had nearly seen him pocket the noble’ s purse. Thank the gods she was knocked over by that drunken patron. He whistled as he walked nimbly over the slick cobblestones. Next time, he would be more careful.

Meriac is a bard currently living in Crocáno. He hails from Gealdor, which instilled in him not only a love of adventure, but his acumen in storytelling. He has traveled through Rhen, picking up skills (and picking pockets) as he traveled south. Settling in Crocáno was the obvious choice for now. They knew the worth of a well-performed tale or song, and both poor and rich alike would pay in their measure. However, he is grateful for his stays in other parts of the realm. His brief stint as a thrall to a Vann chieftain gave him more words, stories, and honed his escape skills. And he wouldn’t have a quarter of his magic tricks had he not been an aide to that crotchety old wizard from Evleen Lake. His own purse is now heavy with gold and these lamp-lit streets have grown perhaps a bit too familiar. For Meriac, every location is a training ground, every person a teacher and every situation an opportunity. 


Thursday, October 13, 2016

Magic

Magic is the most powerful, world-altering thing in the game. It's clearly an advantage to be a spellcaster. But, it's not without its snags, there are do-or-die risks. Here are the basics (and note that ability scores and Life are static):

Power
Power is a measure of your character’s spirit and connectedness to the arcane. Every character begins with 5 + Will modifier Power. Every level after the first, you gain + Will modifier Power.

Resistance Dice 
 
Every character has a Resistance Die. Resistance Dice are the measure of a character’s ability to shake off the effects of magic. Resistance Dice begin at one d8, then changes to a d12 at level 3, and finally a d20 at level 6. Any time a spell or effect allows a resistance check, add the applicable ability score modifier and measure it against the specified DC, usually the Spell Dice result.

Spell Dice

Spell Dice determine the strength of a spell, how hard it is to resist, and how taxing it is on the spellcaster. Magic is a volatile energy that can produce unexpected results.


For each Power spent casting a spell, roll a Spell Die (d6). The resulting roll must meet or exceed the target’s Spell Resistance to affect it. If the total does overcome its Spell Resistance, it acts as the spell’s DC, which the target must meet or exceed to resist.

A spell that is a cantrip allows you to roll one extra Spell Die when cast. You may also choose to spend additional Power, or expend a Luck Die, when casting a spell to add additional Spell Dice. Keep in mind, however, that a spell may use no more than four Spell Dice in a single casting.


Identical Dice Effect: No matter the skill of the caster, magic is inherently unpredictable. Whenever you roll more than one Spell Die, there is a chance of producing an extra, unintended effect dependent on the combination of dice results. These combinations and their effects are detailed below. Some spells have their own casting effects, which are provided in their spell description. If more than one of these combinations appears (two 4s and two 6s, for example) both effects apply.    
_______________________________________________________


Two 1s: Time warps around you, your position in the initiative order drops by two. If you are already last, your position in the initiative order increases by two instead (temporal effect).
Two 2s: You become sluggish, your next Dexterity check this round or the next is a detriment.
Two 3s: Spell drains you of 1 Life.
Two 4s: Creatures within 10 ft. of the target are partially affected. If there is no partial effect in the spell description then an abstract residual effect permeates those around the target (must overcome SR).
Two 5s: Temporarily disrupt spells. Any ongoing or permanent spell effects within 10 ft. of the target cease to function for 1 round.
Two 6s: For an instant, you are filled with wracking pain, lose next move action.
Three 1s: Everything that’s happened this round is undone. Round restarts and characters reattempt their chosen actions (temporal effect).
Three 2s: This spell lowers your defenses. Your next resistance check this round or the next is a detriment.
Three 3s: Lose the benefit of your Strength modifier for the remainder of the day; do not apply it to any checks.
Three 4s:  Creatures within 30 ft. of the target or within the area of effect become mentally linked for the remainder of the day. If any of the affected targets fall under the influence of a mind-affecting spell or ability, all become affected as if they were the target (must overcome SR).
Three 5s: 1d6 mundane objects within 30 ft. of your target become animate and attack the nearest creature.
Three 6s: You are drained of energy. You become Fatigued.
Four 1s: The encounter restarts. Everything that’s happened this encounter is undone (temporal effect).
Four 2s: You are rendered defenseless. You fail your next save this or the next round.
Four 3s: You become weak. You cannot attempt any action that requires a Strength or Dexterity check for the remainder of the day.
Four 4s: All creatures within 30 ft. of the target and 30 ft. of you (including you) become Confused (must overcome SR)
Four 5s: The spell effect becomes permanent.
Four 6s: You are drained of spirit. Fall unconscious.

_______________________________________________________



Cantrips

Cantrips are talents, spells that magic users have either perfected or have an intrinsic connection to. For each new spell level, you may choose cantrips from among your spell known. You may choose as many cantrips as your Intuition modifier per spell level. Cantrips add one Spell Dice to cast spells. You may wish to roll a separate Cantrip Die or designate a different colored d6, as Cantrip Dice do not count towards the identical dice effect. A spell can only be selected as a cantrip once and it cannot exceed 4 Spell Dice (or 3 Spell Dice + 1 Cantrip Die), therefore level 4 spells cannot be cantrips.  

Casting Spells

To cast a spell spend Power equal to the spell's level. 

Life Drain vs. Damage (spells that deal damage are subject to Damage Reduction).


Spell Dice (refers to the number of Spell Dice 1-4) vs. Spell Dice result (refers to the result of the rolled dice 4-24).



Example Spells:

Avarice (Sorcery)
Level 2 Enchantment
Components: V
Range: 30 ft.
Duration: Permanent
Resistance Check: Will
This spell overwhelms the target with a lust for shiny things. The target is allowed a resistance check to shake off the effects of the spell. On a failed resistance check, the target is filled with a self-destructive need for riches. What the target values depends on its personality. Each time the target encounters something it considers valuable; the target must roll a resistance check. A failed check results in the target attempting to take the object. Alternatively, objects can be enchanted to produce the reverse effect; anything that sees the enchanted object must roll a resistance check or do anything to obtain it (a successful check renders the target immune to the desire for that one instance).
Partial Effect: With a successful resistance check the target is unwilling to part with valuables, including money (if it values it) for the remainder of the day.


Dragon Twine (Sorcery)
Level 2 Evocation
Components: V, S, M
Range: 30 ft.
Duration: Instantaneous
Resistance Check: Dexterity
Ribbons of fire fling from your hands wrapping about a foe unless it succeeds on its resistance check. The strings entangle target creature, requiring a difficult Strength check to break free. The target is immediately dealt 2d6 fire damage or damage equal to the highest result of 1 Spell Dice.
Partial Effect: With a successful resistance check the target falls Prone.
Identical Dice Effect
Two 1s: Open flames within 30 ft. flare up to twice their size (1 rnd).
Three 1s: The target of Dragon Twine is dealt 3d6 fire damage instead, but the string is burned up in the process (does not entangle).
Four 1s: Every creature within 30 ft. catches fire (including you).

Wink (Sorcery)
Level 2 Conjuration
(temporal effect)
Components: V, S
Range: 30 ft.
Duration: 1 rnd/Spell Dice result
Resistance Check: None
For moments at a time everything around the target seems to freeze, granting it an advantage during encounters. For the duration of the spell, its actions go first, as if it had made an unbeatable Initiative check. In the case of two targets becoming affected by Wink, their actions occur simultaneously.