Mostrando postagens com marcador Rambling. Mostrar todas as postagens
Mostrando postagens com marcador Rambling. Mostrar todas as postagens

segunda-feira, 15 de julho de 2019

Transforming one of my favorite bands into a spell Patron/Encounter


*Content Warning: Suicide, Melancholy*

Velho is one of the greatest bands you (probably) never heard. They're a Brazillian Black Metal band that sings about occultism, misanthropy and satanism and the best part, it's all in Portuguese!



But this here isn't a blog about bands from my local scene, and I've had this idea in the back of my mind since I read Esoteric Enterprises. For those that haven't had the chance of taking a look at this game Instead of a cleric class you can Play as a mystic, who's basically a cultist for a minor/occult being from saints to the blackness of space. On top of that the system for creation new patrons is fairly simple and interesting. Basically you have a list of 8 spells, the first one is always the same and you later unlock random spells from the list per level.

In this article I'll create a new patron that can be added to your games as well as some spells based on the bands' lyrics.

New Patron: O Velho na Soleira (The Old man on the porch)
The Lord of decrepitude and dementia. The creaking floorboards discolored by dust and lost time. You hear his voice as the rambling of the mad war veteran whose taken to begging on the streets. You can find his messages scribed in the slurry behind the family diner that has fallen to disrepair. He is the rage of the old man whose body can't help but buck under the weight of the years while his mind is still sharp. The despair that doesn't allow you to get of bed before noon. The Old man is there, his dead skin dry and dusty, his hair ever growing the mirror that reminds us all that time is the apex predator and time itself will be devoured by entropy.

Walk to his porch, kneel by his feet and listen to what he whispers.

Spells:

1. Mais um ano esfria (Another year gets colder)
Range: Touch
Duration: forever
When the target is touched he must save vs. Spells or age 1d6 years/caster level. usually when a character ages he gets to take a save and see if they mitigate attribute loss, when targeted by this spell count those saves as failures or critical failures if your system uses them. This spell can also be cast against inanimate and non-living objects.

2. Vida Longa ao Primitivo (long live the primitve)
R: Touch
D: 1 turn/ caster level
Many spells are created to "uplift" creatures, this one throws the target into the opposite end of this spectrum. For the duration of the spell the target becomes a bestial version of themselves, ruled by desire filtered by rage for everything that reminds them that this is not what they are. They now attack as a fighter of the same level while also adding their strength modifier and level to their damage and attack rolls. After the spell is done the target is usually taken over by fits of sobbing and shivering as they are still able to remember all that they have done and said while under the old man's grasp.

3. Decrepitude e Sabedoria  (Decrepitude and knowledge)
R: Caster
D: 1 turn/Caster level
The caster becomes a Wretched little old thing. Their body twists into a shape so pathetic that they are usually ignored by those around them (add their level to their stealth score, but their movement becomes the slowest possible.) but with age also comes Wisdom. While under this spell they gain a bonus to any test they'd make to gleam forbidden/forgotten knowledge  about their current location.

4. Uma trilha sem pegadas (Unmarked Trail)
R: 20 feet
D: 1 day/ Level
Grind the bones of an undead creature and spread it while walking through a secondary path (so no main roads or avenues) those under the spell's radius won't leave tracks until the spell wears off.

5. Perto dos portais da loucura  (Near the gates of madness)
R: 30 feet
D: Instant
Take an old key that you've forgotten what it opens and take it to any surface, there will be a lock there. Turn the key and now all that are inside the spell's area of effect will see in the edge of their sight and hear at the edge of their hearing the things that lie beyond the threshold of sanity. All Save Vs. Magic every round if failed the character is stunned and can't make sense of what is happening around them fro the duration of the round. critical failure the character goes stark-raving mad as they manage to see that which lies beyond. Success the character may act and have a bonus to their rolls as they can glean insight from the maddening whispers. A critical success the character may ask a Question to the mad choir. after one character is able to ask a question the madness will not answer any other question with coherence. The spell lasts while the key is held by the caster.

6. Funeral Magiko (Magick Funeral)
R: Touch
D: Instant
This spell must be cast on a fresh corpse or on someone who's about to die. After a proper burial ritual that body is physically taken to hell. It is a way of bringing someone back to life, but they must find a way out of hell. If the target had sold their soul o a Demon/Devil the caster just made a powerful enemy. Targets to this spell need at least their torso and head intact, the rest of the body can be found after the plunge into hell as the extremities don't hold much of the soul.

7. Coma Induzido (Induced Coma)
R: Caster or Touch
D: 1 week/ Level
When cast the target fall into a deep and dreamless coma, they don't require food and also minimal air. If not thoroughly inspected they seem to be dead. Unless dispelled the coma only ends after the spell's duration is over.

8. Sob o maldito verão do Sul  (Under the Damned Summer of the South)
R: 100 feet
D: 1 round / Level + level
the target must save vs. breath weapon every round as they are taken over by a dank and creeping heat. If they fail their save every round is spent getting rid of their layers of clothing and equipment, characters in plate always fail their first save. After getting naked, if the spell is still going on the characters are overcome in grief and melancholy as they are powerless against the heat, they keep on saving or else they begin to strip their bodies to the bone.

Notes/ Thoughts:

-If you are using a miscast table for your magic system members of this cult age the amount rolled on the dice as well as the miscast.

-These are the spells that the old man teach to those that come to him, characters should be able to use more spells from other sources so to allow for interesting combinations

-Always remember to check with your players if they are okay with you tackling themes of mental illness in your games.

-More things on the old man coming soon...

sábado, 29 de dezembro de 2018

Setting building through Grammar - Collective nouns and Taxonomy I guess?

I have no idea how useful this can be but it has gotten itself stuck on my brain and now I'll write it down.

SO One of the way I think a world can get really tied together is through descriptions you give to your players. Expressions, common knowledge, etc. can help you as a GM create immersion on your players as well as setting the tone to your world. The way your players interact with your characters/setting depends a lot on how you describe it to them as well as enriching the cultural experience of the game.

That said, on to collective nouns:

I also HAD to use this image

A collective noun is not only a useful tool do describe a bunch of something in a more eloquent manner it also reveals the cultural lens in which that something is seen. For instance, describing a group of owls as a Parliament not only tells what you assume, culturally of owls, but also of parliaments.  So I'll go over a couple of nouns used to describe certain types of creatures and what that may mean in my current campaign world:

Ghouls (Court of) Cursed by hunger, but not by a lack of mind, ghouls have, or at least try to maintain, some sort of composure and humanity. This ended up with ghouls giving themselves or maintaining titles they held while human, usually tinted by their form of gallows humor, so it's not uncommon t have ghouls calling themselves Baron, Countess, Queens, etc. but different from human nobility titles ghouls tend to "rule" over more abstract concepts related to their current situation i.e.: The Countess of vermin, The Baron of kidneys, Duchess of offal. And courts don't necessarily mean that ghouls live in huge agglomerations or keeps, a ghoul "castle" and court could describe the 5 ghouls that are currently haunting the ruined manor nearby town. But don't take them as as savages, because even though their clothes and decoration are decayed and destroyed they will still entertain you as nobles would a visitor, especially if they have eaten recently.

Giants (Clan) while mostly solitary giants have social structures and hierarchies. Their bonds, however, are not formed exclusively by familial connections. Giant societies are formed by oaths, which can be inherited down generations. These structures also bleed out to giants relations with other beings. At least that's what most scholars agree to the reason of why giants tend to protect seemingly worthless or abandoned constructions.

Trolls (Family) Different from giants trolls usually spend most of their lives inside their birth family, being fiercely loyal to their siblings and parents. Of course incest is rampant on most troll families which also tend to make trolls very distinct from region to region. 

Zombies (Wave, Horde, Storm) Given their brainlessness and relentlessness the mindless dead are seen mostly as a natural occurrence. Waves are described to crash, or pass over a village/town/city/country.

Golems (Company) Golems are beings born out of pragmatism, automation and function, they exist for a work and they act as such. If they could speak they'd describe themselves as such as well.

Kobolds (with a dragon: Brood, Without a dragon: Nuisance) Without a being to worship and bathe on the magical radiation kobold are little more than leathery hairless evil dogs. Tying knots on horse's manes, destroying kitchens, basically being a nuisance. Now, when they find something bigger than themselves they change, they get smarter, start planning and stop being a nuisance, start calling themselves after their living deity and get as proud as the dragons that they serve.

Harpies (Parliament) A Scholar once wrote: "After the kings went back to their thrones a purge of what they called 'peasant works' happened and new bestiaries were commissioned to the universities that were still standing, usually the author was of noble birth, or the writing was supervised by a noble. I shouldn't surprise anyone that they decided to use the government type most common in the large free cities to describe a group of screeching carrion feeders."

Puddings (Bloat) Nobody can be sure, but most thinkers believe that all puddings are part of the same pudding that broke off into smaller chunks. So when you get two puddings together they form a bigger pudding (their color doesn't affect this). After getting large enough a bloat will start making it's way around the world, eating everything in sight and finding other bloats, sometime smaller pudding break off along the way and the cycle continues.

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I guess this will be the last post of the year! Have a Great passage and I hope you are enjoying whatever it is that I am doing here ! :) 





terça-feira, 18 de dezembro de 2018

Ramblings on Hitpoints and thinking the other atributes of the character sheet as modifiers


"Combat is messy."
                      -James Young, 2018


After reading the linked article I got myself thinking on combat, more importantly: Hitpoints.
When I run my games I go to the "Don't get hit points" line of thinking, that is: getting to zero HP doesn't mean death, uncounciouness or whatever, it means your character has become open to FUN and JOY.

See? Character development!
Source: LotFP



So HP ends up being an abstraction of your character's readiness in combat, how they react and deal with the chaos of violence, in other words HP is a measure of the character's attetion/adrenaline/fight-or-flight response. If so, then why only the CON modifier is added to your total hitpoints?

Combat is a messy ordeal, so are other adventuring hazards and they change your character's reactions to the world. That's why catching a breather is so vital and also that's why PC's are willing to break out a fire and eat something in the middle of an expedition to some forgotten hole. They need to get their shit together. And ny getting their shit together I mean their whole shit not only their physical hardiness.


Enough rambling, on with the crunch:
The system:

When rolling your HP instead of adding only your CON modifier add ALL your abilities modifiers and then roll the character's HD.
Now the hit points act as a clearer translation of the character's abilities, maybe the fighter is a hardy fellow and has litle problem chugging massives quantities of booze and even some poisons, but the light upstairs is a little dim and he ends up not being so good at getting out of harm's way. Meanwhile the scrawny magic-user has a domeneering presence which makes her enemies flinch ever so sightly when aiming at her, and so on and so forth.