Couple returns me to Shaintar: Rangers Riding Out the Storm. Where not one but two PCs were involved with NPCs. First there was DruKarra and Grundy, two orcs who were very much in love and bloodlust for most of the campaign, who split up in a wild session late in the campaign after she accused him of sleeping around on her. Then there was Camille, a dwarf whose curiosity made her want to learn to become an Arcmaster. So she kidnapped an Arcmancer Builder named Phelos Smythe and forced him to teach her the craft. Somewhere along the way they fell in love. He left her for a time for another woman, but he came back to her near the end of the campaign. To me what is funny is that Grundy didn't really cheat on DruKarra, and Phelos did cheat on Camille yet things didn't turn out the way you would think in either case.
DramaScape Assistant Director's Recaps of his RPG Games and RPG musings.
Friday, August 7, 2020
RPGaDay Day 7 2020: Couple
Thursday, August 6, 2020
RPGaDay Day 6 2020: Forest
A couple of the most famous and unique forests are in Barsaive in Earthdawn. The Blood Wood is the result of elves altering the nature of the forest and themselves, bringing pain to all who dwelt within the Wyrm Wood to make them unpalatable to the Horrors after their wooden kaers failed. The Blood Wood has creatures, plants, and elves pierced by thorns and blood and sap everywhere. The Poison Forest is a unique forest where the cycle of life and death have ended in decay for all that dwell within the forest with creatures trapped between the states of life and death.
One of the more interesting forests lately is the Great Forest in Saga of the Goblin Horde in Savage Worlds. The home of the forest humans, it has an interesting mechanic brought about by Forest cards. The Forest cards are small encounters that accentuate the daily dangers of walking through the Great Forest. These twelve cards add hazards and enemies to the journey within the forest while not taking up too much game time. Since Saga is free I recommend checking it out and investigating its Ambush and Forest card mechanics at the very least.
One of the more interesting forests lately is the Great Forest in Saga of the Goblin Horde in Savage Worlds. The home of the forest humans, it has an interesting mechanic brought about by Forest cards. The Forest cards are small encounters that accentuate the daily dangers of walking through the Great Forest. These twelve cards add hazards and enemies to the journey within the forest while not taking up too much game time. Since Saga is free I recommend checking it out and investigating its Ambush and Forest card mechanics at the very least.
Wednesday, August 5, 2020
RPGaDay Day 5 2020: Tribute
The word Tribute takes me back to Earthdawn. A flatulent dragon by the name of Windbreaker landed and demanded tribute from the group. Did we bow to the dragon's demands? Yes, we totally did. A Named dragon versus Novice adepts? It would have been a slaughter. Lost about half a hoard's worth of treasure, mostly magical items. And Evok Nor swore that he would have revenge one day...
Tuesday, August 4, 2020
RPGaDay Day 4 2020: Vision
The word Vision brings me back to StarCraft 2. Back to Char.
Zagara: If we surprise the terrans, we can make it through with acceptable losses.
Kerrigan: And if we don't,the Swarm dies. You need to learn vision, Zagara. Planning,calculation, cunning.
Zagara: Your strategy against the terrans was strange. But I understand it now.
Kerrigan: Abathur's changes are bearing fruit. Do you remember what I told you on the battlefield?
Zagara: Vision, Is this like cunning?
Kerrigan: Partly
Zagara: Viciousness?
Kerrigan: Abathur. Go to him.
Zagara: His work is painful.
Kerrigan: He work will make you understand vision
Zagara: I will go.
I am currently on hiatus with Saga of the Goblin Horde and Return to 50 Fathoms. But a GameMaster is always like this:
So what future campaign visions are floating around in my head? I own the Blackwood book so it is definitely an option on the table, probably more geared towards the family/new group then the experienced crew. For the experienced crew, there is an option of Solomon Kane with the slight change of Tellah and Captain Kirel having been thrown into that time period following their escape from Caribdus at the end of the original 50 Fathoms campaign.
I have the Hellfrost Player's Guide and it might make for an interesting crossover with Game of Thrones. A Suzerain campaign where they have to go to many other settings to solve problems throughout the Savage Worlds. An Interface Zero 2.0 Shadowun cyberpunk campaign.
Zagara: If we surprise the terrans, we can make it through with acceptable losses.
Kerrigan: And if we don't,the Swarm dies. You need to learn vision, Zagara. Planning,calculation, cunning.
Zagara: Your strategy against the terrans was strange. But I understand it now.
Kerrigan: Abathur's changes are bearing fruit. Do you remember what I told you on the battlefield?
Zagara: Vision, Is this like cunning?
Kerrigan: Partly
Zagara: Viciousness?
Kerrigan: Abathur. Go to him.
Zagara: His work is painful.
Kerrigan: He work will make you understand vision
Zagara: I will go.
I am currently on hiatus with Saga of the Goblin Horde and Return to 50 Fathoms. But a GameMaster is always like this:
So what future campaign visions are floating around in my head? I own the Blackwood book so it is definitely an option on the table, probably more geared towards the family/new group then the experienced crew. For the experienced crew, there is an option of Solomon Kane with the slight change of Tellah and Captain Kirel having been thrown into that time period following their escape from Caribdus at the end of the original 50 Fathoms campaign.
I have the Hellfrost Player's Guide and it might make for an interesting crossover with Game of Thrones. A Suzerain campaign where they have to go to many other settings to solve problems throughout the Savage Worlds. An Interface Zero 2.0 Shadowun cyberpunk campaign.
Monday, August 3, 2020
RPGaDay Day 3 2020: Thread
Earthdawn Savage Worlds Magic
Arcane Background [Magician]: [Choose One Elementalist, Illusionist,
Nethermancer, Sorcerer or Wizard]
Requirements: Novice, Special
Arcane Skill: Spellcasting (Smarts)
Starting Power Points: 10
Starting Powers: 2 from their spell list
Starting Spell Matrix: 1
All Magicians need a hand free to cast and thread spells.
Arcane Background [Shaman]
Requirements: Novice, Special
Arcane Skill: Nature (Spirit)
Starting Power Points: 10
Starting Powers: 2 from their spell list
Each spell is contained in a spell fetish.
Shamans do not need a hand free to cast spells. Instead they
need to hold a spell fetish in their hand that represents the spell they are
casting.
Shamans are protectors of the untamed, wild lands of
Barsaive. They may find themselves suddenly without their powers if they
knowingly harm nature (such as a blast spell they wielded burning a forest
down) and needing to perform a Ritual of Atonement or Deed in order to regain
their powers.
Special Advancement Rule:
For every 2 New Powers Edges obtained, characters with a Magician Arcane Background gain 1 Spell Matrix.
For every New Power Edge obtained, characters with the Shaman Arcane Background get 1 Spell Fetish to contain the spell. Each spell
fetish weighs at least 1 lb.
Additional Edges:
Enhanced Fetish
Requirements: Seasoned, Arcane Background Nature
Upgrades one Spell Fetish to hold one additional spell
characteristic.
Enhanced Matrix
Requirements: Seasoned, Arcane Background Spellcasting
Holds one additional spell characteristic.
Armored Fetish
Requirements: Veteran, Arcane Background Nature
Upgrades one Spell Fetish to hold one additional spell
characteristic. The Fetish gains a +4 bonus to Toughness to resist all Damage
Types for the purpose of Breaking Things (see p.71 Savage Worlds Deluxe hereafter SWD). In addition, the
Armored Fetish grants the character a +1 Parry bonus when targeted by a Disarm
Called Shot attempt (see p.72 SWD) on the Armored Fetish.
Armored Matrix:
Requirements: Veteran, Arcane Background Spellcasting
Holds one additional spell characteristic. The Matrix gains
a +4 bonus to Toughness to resist all Damage Types for the purpose of Breaking
Things (see p.71 SWD).
Share Fetish
Requirements: Heroic, Arcane Background Nature
Upgrades one Spell Fetish to hold one additional spell.
Share Matrix
Requirements: Heroic, Arcane Background Spellcasting
Can hold 2 spells.
Concept: Characters use their Nature/Spellcasting to thread.
Flow of Casting.
A character can only have one spell in a spell matrix at any
one time (with the exception of Share Fetish/Matrices).
Placing a spell in a Spell Matrix requires a Spellcasting
(4) Test. Shaman spells are already contained in their Spell Fetish, however
they need to grab the spell fetish to cast (which costs them a –2 draw
multi-action penalty unless they have the Quickdraw Edge)
A spell in a Spell Matrix or Spell Fetish requires 0 Power
Points to cast the basic ability. For example, they can cast a 2D6 bolt every
round. A magician can either thread the additional spell characteristics of the
spell costing them time and increasing the difficulty of casting or they can
spend their Power Points to quick cast spells.
Spellcasting (4) Test
Spell Characteristics:
Can be done once:
Adds a D6 to a Damage Spell
Add 25% to the Range Increments of a Spell
Add 1 round to the Spell’s Duration (not available on
Instant Duration).
Add the Heavy Weapon characteristic to a Damage Spell.
Improve a Burst template from Small to Medium or Medium to
Large.
A raise on a thread weaving attempt allows the magician to
add two burst categories if available.
Can be done twice:
Add an additional target to a single target spell.
A raise on a thread weaving attempt allows the magician to
add two spell characteristics of their choosing if available.
The best example of this is the Bolt Spell
0 PP: 2D6 damage, all the time instead of the usual 1 PP as
long as it is in a Spell Matrix.
Spellcasting (4) to thread once or 2 PP: 3D6 bolt
Spellcasting (4) to thread once or 2 PP: Range 16/32/64
Spellcasting (4) to thread once or 2 PP: Heavy Weapon
Spellcasting (4) to thread once or 2 PP: 2 Bolts
Spellcasting (4) to thread twice (Or a single (8) Raise for
one thread weaving) or 3 PP: 3 Bolts
Or a combination such as:
Spellcasting (4) to thread twice (Or a single (8) Raise for one thread
weaving) or 4 PP: 3D6 Heavy Weapon bolt
Restriction: Cannot combine D6 damage with multiple target
bolt options.
Unlike Earthdawn, where magicians cannot thread and cast in
the same round, it is possible in Savage Worlds to do so with the multi-action penalty.
They can also use their small pool of Power Points to quickly cast spells when
needed without threading.
So most Spellcasters will be dealing with MA penalties for
Spell Matrix attunement to switch spells or for Spellcasting Characteristics.
Shamans will deal with MA penalties for switching spell fetishes out for
grabbing different spells.
Spells not in a Spell Matrix can be cast from the magician’s
Grimoire. Spells not in Spell Matrix cost their normal amount of power points
to cast. A 1 on the Spellcasting or Wild Die when doing so causes 2D6 astral
backlash to the grimoire. If the grimoire takes a wound
(Toughness 8), the spell is wiped from the grimoire and the character can not
use the spell again until he can copy the spell from another magician’s
grimoire (this doesn’t cost an advancement)
A character can also cast any spell they do not know as long
as they have access to another magician’s grimoire, as long as they have the
Rank requirements to cast it (Novice spells for Novice magicians, etc.). This
extremely dangerous method of casting is called Raw Magic, and uses the wielder
of the spell as a conduit for the corrupt magical energy. Raw Magic spells
always cost power points. A 1 on the
Spellcasting or Wild Die when doing so causes 3D6 astral backlash to the
caster. Double 1s usually catches the attention of a Horror through a Horror
Mark as well.
Shamans do not have grimoires so cannot grimoire cast. They
can attempt raw magic casting of any spell normally available to them at their
rank using themselves as a conduit for nature’s magic. They make their Nature
skill roll at –2 when doing so however since they have no spell fetish to act as
a focus and must have a hand free to cast in this manner unlike their normal
casting method.
Sunday, August 2, 2020
RPGaDay Day 2 2020: Change
Saturday, August 1, 2020
RPGaDay Day 1 2020: Beginning
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