Showing posts with label updates. Show all posts
Showing posts with label updates. Show all posts

Friday, December 8, 2017

Scars

Arthur Rackham


Oh, man, it feels good to be thinking about tabletop again. It's been crunch time for the past few months as my wife and I get ready to open up our new restaurant (and later bar!), so tabletop's been on the backburner for a bit.

I have managed, however, to keep the Bone King adventure running every other week (will update soon) and as the campaign played out we noticed some trends. Since the Northern Realm went level-less there are fewer tangible means of 'progressing' outside of accumulating special items or becoming cursed, etc. And yet in the campaign, I couldn't really deny the players the opportunity to learn new things. It seemed only reasonable to add a soft rule for learning new skills and spells, so it was added. But we noticed there were still some big changes in the characters. As they interacted with powerful artifacts, other planes, and alien creatures they became physically changed by the experience. This isn't a new concept at many tables, but since there are no levels and it was such a poignant thing in our current campaign, I thought I'd codify it. So here it is, the Scar mechanic:

Taking part in a story as it unfolds is a reward in and of itself, but for an adventure to be truly immersive, players need to feel like their characters are developing along with it. Scars are tools for adding tangible character and plot development.

Scars are dramatic changes in the makeup of a character. They are also permanent or at least made to feel permanent. When developing story arcs GMs should include moments or things that can radically alter a character. This change should have a real impact and unexpected consequences. For example, while across the veil in the Shadow Realm, Ravenna found a dull silver cup. When she returned to the Material Realm the cup underwent a transformation into a brilliant gold and jewel-encrusted goblet. Now, the GM intends this goblet to play an important role in the story but also to present an opportunity for the characters. If used to drink, Ravenna will become closer to the Shadow Realm, granting her the ability to see invisible things and to randomly slip through dark cracks to spaces beyond. This effect can aid Ravenna as much as it can get her into trouble, as she could randomly slip into a dungeon with no reliable way of coming back and there are also the invisible things that once stole past unnoticed, now visible and very much aware that she can see them.

This illustrates the first aspect of all scars:

1.     Radical change brought on by the story, leading to the second:

2.     A scar is brought on by a character’s actions. A scar should never be forced on a character. That doesn’t mean that players can refuse one when it happens, it just means that a scar must be bought with a measure of known risk. Ravenna drinking from the cup, for example, it’s a strange cup with obvious magical properties. If Ravenna chooses to drink from it then she must accept the consequences. The same goes for entering battle, consulting beings with powers greater than her own, or putting on a ring once worn by a powerful undead king.

3.     Last, a scar should cut both ways. If it would aid more than hinder, then it should have some small aspect with a drawback. Likewise, one that most often hinders should have an aspect that sometimes aids. There are of course exceptions, namely afflictions such as curses and injuries, but keep in mind there should be some avenue to overcoming them (even if it’s just temporary).

As a good rule of thumb, every story arc should include one scar. GMs should prepare an item, creature, place, or moment that could scar at least one character in addition to the random chance characters will become scarred from an injury or encounter.

Monday, August 14, 2017

The Cursed

“Please.”

“I’m sorry, I cannot help you.”

“I have journeyed two weeks–


“I cannot help you.”

“I have gold.”

There was silence for a few moments then the light of dawn filled the room as a woman pushed aside the door curtain and left the shop. She paused for a moment just outside. The winter sun is cold comfort but taking time to enjoy its warmth, as little as it is, has become an important ritual.

What number was this? The fourth, no, fifth time she’d been refused? That was the last master healer in the city. Her grimace cut long lines through the scars on her face as she sighed, “No point in staying here any longer.”

Making her way to the city gates, she rounded the corner and was met with smashing pots and shouting. Riding at her, a man on a cart was yelling, “Out of the way!” as two men with a symbol of sun embroidered on their tunics gave chase.

Anna threw herself towards the nearest wall but in doing so her foot slipped on the muddy road and instead of diving from the path, went face down in the wet earth. The wagon narrowly missed her but one of the two men giving chase nearly tripped over her, instead stepping on Anna's leg.

Her yelp of pain was muffled in a spurt of muddy bubbles as the man ran over her and the cart continued plowing through the streets, finally disappearing down an alley. 


Wet earth caked her mouth, Anna slowly picked herself, spitting. Half covered in mud, she sat up gingerly. Not to be defeated she finally picked herself up and again made her way to the city gates, this time limping.

If asked why she did not take a rest or stop to properly to clean herself or why she had a look of complete determination like a trapped wolverine, she would reply, “That old bitch won’t kill me yet.”

It’s become a bit of a personal mantra.



Arthur Rackham


Curses
A true curse is a formidable and enigmatic spell. Few understand the precise workings of a curse or how exactly it interacts with those afflicted, only that is a feared and seldom used avenue of power. Many learned in magic do not accept the existence of curses, believing them to be mere myth. And yet, even doubters are wary of them.
A true curse is different from normal spells in that they can be cast by even the most mundane of Rhen’s inhabitants. True curses are evoked with dread, fury, and pain. One does not premeditate uttering a curse. It cannot be fabricated. It must be cast with genuine and powerful emotions. Curses are screamed or spoken in cold, precise words with eyes like piercing daggers, mouth frothing like a rabid wolf, and fingers clenched so tight that nails draw blood. Spend 1 to 4 Power to speak a curse. You have a 1 in 6 per Power chance of successfully cursing the target (or targets), however, curses are fickle; in attempting a curse there is also a 1 in 6 per Power chance that you become cursed as well, unless you are able to name your target (it must be their true name). If you can name your target there’s only a 1 in 6 chance that you curse yourself. Cursed targets henceforth cannot spend Luck and what’s more, 1 in 6 checks automatically fail.
Unlike a broken oath, a true curse can be removed, but it is dangerous. As a result, wise healers are wary to help. A Remove Curse spell will remove a true curse, but to determine its success or failure, the healer must also make a Will check versus the strength of the curse (1d6 times Power spent on the curse). A successful check removes the curse. However, if the check fails, the curse is not removed and it results in the healer suffering one of the following conditions: 1. blinded, 2. muted, 3. unfeeling (numbed), 4. deafened, 5. exhausted, 6. paralyzed.
This and other additions/changes to the Northern Realm have come with plenty of playtesting. I think I'm getting closer to the mark with it. It's almost ready if you want to give it a try: The Northern Realm Handbook

Thursday, February 9, 2017

Wilders


Wilder
Wilders have an instinctive relationship with magic. They are fundamentally connected to it. Magic is as much a part of a wilder as emotions. However, without any formal training or apprenticeship, they must create spells by trial and error requiring incredible perseverance and keen intuition. As a result, wilders can be a danger to themselves and others. There is a strong stigma against wilders and many are forced to hide their talents, while others are driven from their respective communities. Many do not survive to adulthood, but those who do, learn to control their powers and are stronger for it.


Intuitive: A wilder’s Intuition score changes to 4d6.

Spells: A wilder casts spells from any of the four magic types, Demon Magic, Primeval, Sorcery, and Theurgy. Choose only one (it cannot be changed later).
At level 1, a wilder begins knowing 4 + Intellect modifier spells and learns Intellect modifier spells each level thereafter.  She knows only level 1 spells at level one, but then gains access to level 2 spells at level three, and level 3 spells at level six, and last, level 4 spells at level ten. 

Wild Magic (M): Wilders do not use magic the same way as other spellcasters. To cast a spell spend Power equal to the spell’s level and then choose how many Spell Dice to roll regardless of how much Power was spent. In exchange, she activates an identical dice effect based on how many Spell Dice were rolled. If she rolled 1 Spell Dice, no identical dice effect is triggered. If she rolled 2 Spell Dice, trigger one of six identical dice effects for pairs. If she rolled 3 Spell Dice, she triggers one of six effects for triples, and on 4 Spell Dice, trigger one of six effects for quadruples. Roll a single d6 to determine which effect is triggered. Conversely, spells that become cantrips are treated as if she had rolled one less Spell Die (therefore she may roll up to 2 Spell Dice and not trigger an identical dice effect). 

Gifted (M): At level 3, a wilder can spend an immediate action to reroll the identical dice effect from the Wild Magic attribute. 

Perilous (M): At level 6, a wilder can spend Power to change Spell Dice to d8s. Each Power spent changes one Spell Dice from a d6 to a d8. She may spend up to 4 Power in addition to Power spent casting the spell. If a spellcaster attempts to counter a perilous spell, the counterspeller becomes fatigued. 

Strange (M): At level 9, when a wilder casts spells she causes the world around her to change. Depending on her chosen magic type, her spells produce an environmental effect. The environmental effects produced have the following associations: demon magic and shadow, primeval and fae, theurgy and chaos, and last sorcery, a combination of shadow and fae (see Chapter 5: Magic under Magic and the Environment for descriptions). The potency of the spell determines the strength of the environmental effects. The change in the environment lingers for as many hours afterward as spell dice spent casting it. (archetype table)
Leanna the Wilder
Leanna pinched the ring between her thumb and index finger. Rubbing away the dust and grime revealed a plain band, unremarkable except for the fact that it was gold. There was something else, however, not about the ring necessarily, but about how it made her feel. Leanna was keenly aware of it. She’d been living in the woods all her life; you learn to trust your instincts when you have no one else to rely on.
Leanna squatted back down, dipping the ring into the stream to remove the rest of the grime. Once cleaned, she examined it again– even bit it to check the softness of the gold. No teeth marks. Unremarkable indeed. But, gold is gold. It’ll be worth something to the traders on the King’s Road.
Before slipping it into her pocket, Leanna decided to try one more thing. This time she’d use her ‘talent’ to examine it. She placed the ring on a nearby stump and concentrated. Reaching out with her mind, Leanna tapped into her secret power. Suddenly she felt the world around her like never before. She wasn’t just reaching out and touching the ring, she was reaching out and touching everything– the dead leaves, the caterpillars in the trees, the unhatched eggs in the branches above her. Normally when she used her ‘talent’ it felt like standing waste deep in water, she could feel the force of it, but she could keep her feet. This felt like a flood, a torrent of water sweeping her away to wherever it was going.
Only with great effort did she let go. The sudden onset of it was surprisingly taxing. Her hands were on her knees and she was bent over and breathing hard. After a few moments, she regained her breath, but then noticed something strange– the cold metal on her finger. She looked down at her left hand and there was the ring. How...
Leanna’s lived in the woods all her life. Her mother raised her in the small cottage until Leanna was ten when she came down with a fever and died. Ever since Leanna has cared for herself. She doesn’t know if her mother had the ‘talent,’ but her mother knew she did and never feared it.
Leanna found the old ring while wandering the woods gathering firewood. She doesn’t often visit the town nearby, but the experience with the ring and her ‘talent’ scared her. Unsure of what to do, she realized how long it’d been since she thought about her mother. Hours went by sitting in her little cottage, the wood still piled in the fireplace unlit. Staring at the ring on her finger, Leanna had one question running through her mind over and over again, “Get rid of the ring or try again?”

 

__________________________
Updates
 
After some feedback I've added a little bit more differentiation between the three archetypes. The change is in regards to Power. It's subtle, but it could also amount to a lot. Basically, every character used to begin with 5 + Will modifier Power. Now the default is WIll modifier Power, then based on your archetype choice, you may gain a bonus at level 1. The breakdown is as follows:

-Specialists do not gain a bonus 
-Mixed Bag characters gain +1d6 Power at level 1
-Magic Users gain +2d6.