Showing posts with label planetary romance. Show all posts
Showing posts with label planetary romance. Show all posts

Friday, August 09, 2013

Words of Samardan: An Extensive Lexicon of Linguistic Roots...

Good Afternoon, All:

As mentioned early on, the use of a constructed language is very common in planetary romance novels. For the creation of various elements for the World of Samardan Campaign Setting, I created a basic naming language, using basic language roots and concatenation. It didn't happen all at once, but chunks at a time, as I needed various aspects of the naming language. All in all, I created almost three hundred core roots, which I have listed below in the following table:

Table: Full Name Format
SamardanEnglish
bakbat
ballance, spear
balemvalley
bamflower
banbird
barbigger, greater, more
barikrain
bekbeak, bill
bencome
bergreen
bladblade, sword
blenhighlands
boltree
burbear (animal)
burbrown
dafanshell
damblood
danearth, ground, land
dantfang, tooth
darbpath, trail
darmjustice, righteousness
dasanslave
dek(number) 10, ten
delchasm, rift
devgod
devadivine, holy
dismallest, least
digarhill, hillock
diksavage, wild
dilshadow
dimsmoke
dinmineral, stone
doganunoble (high)
donthunder
dormouse, rat, rodent
drakserpentine, snake
drenlumber, wood
drosestate, manor
dudworm
dukfirearm, gun
duldark
dusgray, grey
fakjaw
fammouth
faraberration, alien
fascompetition, contest, game
febamphibian
felbarrens, desert, wasteland
fortstrength (inner), willpower
gadliver
gakcreek, stream, river, water (flowing)
ganwar
gandodor, skunk, stink badger
garmountain
gasisland
gatcat, feline
gencloud
gonfire
gongooze, slime
gongarvolcano
gormount (to ride a creature)
granbiggest, greatest
grattownship (walled)
gumcurve
gumbaddome, vault (curved structure)
gupsponge
gusorange (color)
hadyouth
hadayoung
hakraccoon
hamhomestead, residence
hanpride
harrun
hatline, stripe, strip
helblack
henoffspring, son/daughter
hiklaugh
himslow
hudbeaver, badger, otter, weasel
huncolor
hurfreedom
hushyena
kadarrow, bolt, projectile
kalhair, pelt
kamgrasslands, plains, savannah
kamarmoon (general)
kancanine, dog, wolf
karhorn
karmear
kassuccess, victory, win
kasaaxe, hatchet
katcarnivore
kertake care of
keshodd-toed ungulate (horse, donkey, zebra, tapir, rhino)
kifcliff, precipice
kinasharp
koddig
kolmine, quarry
komomnivore
koranunoble (medium)
koshbeach, shore
kostbone
kraklightning
kregbelieve, dogma
krelwing
kriscrystal
kudisablessed, sacred
kunclaw
kusdiplomacy, negotiation
kusandiplomat, negotiator
lalnight
lanlazy
langtail
lat(number) 3, three
lathherbivore
lek(number) 1,000, thousand
lenparasite
lephare, rabbit
lisanlanguage
liyumspire, tower
loblove
logcure, heal
lon(number) 1,000,000 million
luslight, brightness
maI (first person, singular)
madbuild, forge, make
madanbuilder, creator, smith
maderforest, woods
makplace, site
malsmaller, lesser, less
manhand
mandanteater, armadillo, glyptodont, sloth
mangmongoose
maniwe (first person, plural)
mermarsh, moor, swamp
milsalt
mincommand, direct, lead
mirdetritivore, scavenger
mithammer
mordead, death, die
motpearl
mudinsight, wisdom
murbitterness
nadarcave, cavern
nakserve
nakanservant (personal, non-slave)
nan(number) 2, two
narnose
narantwin
natfarm, plantation
nen(number) 9, nine
nethfeather
nobnew
nol(number) 0, zero
orkfork, split
padfather
pakmarsupial, pouch
palhalf
panbread
pandlake, pond, water (still body)
pansanunoble (low)
parchokepoint, gate, pass
pekmuscle, strength
pekastrong
penk(number) 5, five
peshfish
pesunhoof
pifskin
pilyellow
pitdrink
plemclan, family, tribe
podinfluence, power
polfield
poraerie, port
pulbridge
ragnoble, royal
raganuemperor, king, sovereign
rahansurvive
rakarthropod (crab, insect, spider)
ramtemple
ranperson, sentient
ranipeople (sentient species)
rapafast, quick, rapid, swift
rarstrange
raranenemy, stranger
rasakacademy, school
rasokamarimoon (dancing twins)
rekrich, wealth
rivspin, weave
rughedgehog, mole, shrew
rukknee
runred
runkamarmoon (red)
sabcivet
sadhappy
safpurity
sagdungeon, jail, prison
samfight, skirmish
samansky
samarfighter, mercenary, warrior
sandefend, protect
sanadarflying ship
sanardefender, guardian, protector
sardinosaur
sarkshark
sat(number) 7, seven
selseal, walrus
sem(number) 1, one
sen(title) mystic, scholar, teacher
sest(number) 6, six
setdolphin, porpoise, whale
shandrod, stave
sharroad, street
shenname
shet(number) 4, four
shinknight
shunreptile
sirhead
smarbear-dog
sohe, she, it (third person, singular)
sokheight
solcitadel, fort (civilized)
sonithey, them (third person, plural)
sorsun
soratgold
sudape, babboon, gorilla, monkey, primate
sukmarket
sulblue
sumdevotion, honor, loyalty
sumadevout, loyal, patriotic
sumarfight (honorable), duel
sungive
suvelwhite
suvelkamarmoon (white)
tadmammal
tallake
tamvalue
tantongue
tangastinger
tarradially symmetrical aquatic (starfish)
tarstar
tathbreast
thorhamlet, shire
thulpurple
tinhear
torrock
tratancient, archaic, obsolete, old
tuyou (second person, singular)
tuniy'all (second person, plural)
turcastle, palace
tutbroken
valvillage
valkfort (frontier/border), watch tower
vanbay
varleaf
vesbeer
vidpoison, venom
virbravery, valor
vistsee
volflight
vos(number) 8, eight
yamocean, sea
yaneye
yaradvise, counsel, recommend, suggest
yatjourney, travel
yen(number) 100, hundred; also, full
yevbear, carry
yunstorm
yureven-toed ungulate (antelope, camel, cattle, deer, goat, hippo, pig, sheep)
yurlathlivestock

Please let me know if I've forgotten any of the roots that I may have published earlier. If I need to include additional entries, please feel free to suggest them in the comments of this post. This was one of my favorite aspects of generating this material. If nothing else, it gave a sense of internal consistency to all of my names. I hope you, too, find it useful going forward.

With Regards,
Flynn

Friday, March 08, 2013

World of Samardan: Common Races, Part One...

Good Afternoon, Everyone:

Based on comments made earlier this week, I suppose I should take a moment to address the concept of races for the World of Samardan campaign setting. As we are looking at Planetary Romance for our inspiration, I suppose I should take a moment to list some examples of the various races common to a few series in the genre:

  • Barsoom (Edgar Rice Burroughs): Black Martians, Green Martians, Hormad (Synthetic Men), Kaldane, Red Martians, Yellow Martians and White Martians.
  • Gor (John Norman): Humans, Kurii and Swamp Spiders.
  • Green Star (Lin Carter): Humans.
  • Kregen (Kenneth Bulmer under pseudonym Alan Burt Akers): Kregen is home to well over 120 diffs, or distinct races. Among the most common in the stories are Apim (humans), Brokelsh, Chuliks (yellow orcs), Djangs (four-armed humans), Fristles (cat men), Gons, Hobolings (halfling pirates), Kataki (devil men), Mezhtas (gnomes), Ochs, Undurkers (dog men) and Womoxes (minotaurs).
  • Mars (Leigh Brackett): Anthropoids (ape men), Dhuvians (reptilians), Humans, and Sky Folk (winged men).
  • Mars (Michael Moorcock): Humans and Argzoon (blue giants).

The only consistent race are the human variants, so that the Earthling hero has someone to rescue, fall in love with and eventually marry. A multi-limbed race is usually common, as are a race that is larger than normal humans. (In some cases, such as the Green Martians, they are the same race.) My original version of the World of Samardan setting used a somewhat limited selection of Kregen-inspired races, including Humans (umani), Devil Men (kelshani), Four-Armed Men (chardirani), Minotaurs (volkani), Orcs (piljanani) and Tiger Men (nemani). Now I've got a chance to do things differently, and I think I should.

The various races in a Planetary Romance series are typically (but not always) used as the embodiment of a specific personality type or cultural archetype, so that the author can express an opinion about that human trait under the guise of story. In the case of a roleplaying setting, there's still an element of that, as the players choose a character race that reflect a specific mindset, which in turn informs their character portrayal. As I don't have a solid list of story archetypes I want to comment on, as a Referee, I think I'll look at the game system itself. Since I'm creating this for my free Sword and Planet ruleset, I note that there are three primary classes: the Warrior, the Expert and the Mystic. It seems to me that I should be fine creating races that represent each of those as their best-suited archetype, leaving Humans for the more open-ended option.

The Warrior Race

My initial thought is that the Warrior race should probably encompass the larger multi-limbed race concept that is often found in these stories. In the core rules, I've already created the Green Martians to fit this role, but I don't want my work to be wholly derivative of Barsoom. Inspirations from the sources I've listed above include the argzoon (blue giants), djangs (four-armed humans), green martians, kurii and womoxes (minotaurs). Looking also to my larger D&D minis, I have a lot of gnolls and ogres that could be useful in representing a larger race when running a game, so I want to consider that as a factor as well.

Looking at the Warrior professions, I feel comfortable describing the Warrior race as tribal, and are great riders often hired as mercenaries, particularly cavalry. That covers half of the Warrior professions, leaving the other half for exceptional members of the race, as well as the more civilized humans of the setting. Culturally, I'm getting an impression growing in my mind of a cross between native American Indian tribes and Mongol raiders. I can work with that easily enough, and it's a fairly common trope in Planetary Romance settings.

The Expert Race

When I consider the Expert race, I picture something on the smaller side, agile and nimble, with an almost insatiable curiosity. This isn't a common archetype for the Warrior-centric story lines of Planetary Romance, to be certain, but a few examples exist. Inspirations from the sources I've listed above include the dhuvians (reptilians), the swamp spiders (spider men), the mezhtas (gnomes) and ochs. The ochs are multi-limbed, as are the swamp spiders. Hmm.... perhaps I can make the Expert race multi-limbed, and leave the Warrior race as the large race option. This thought intrigues me. Of course, I look over my D&D minis for other options, and come up with halflings, elves and even dwarves as possibilities, in terms of representing this race on the table.

Looking at the Expert professions, I immediately notice that the diplomat, healer and sage professions lend themselves to a strong academic mindset. With that in mind, I'm picturing the Expert race as observers, academics and seekers of lore. Culturally, I'd want to write this race up as having a strong Renaissance flavor, with an emphasis on the Age of Reason. Sadly, on a dying world with civilization in collapse, they will be fighting an uphill battle, trying to recover and preserve knowledge that almost seems destined to vanish. In this way, the Expert race helps draw attention to another fairly common trope in Planetary Romance settings.

The Mystic Race

The Mystic race may be the hardest to contemplate, simply because it isn't as common an option for races in the Planetary Romance genre. This is a very spiritual species, capable of unusual psychic gifts and similar abilities. Inspirations from the sources I've listed above include the yellow martians and white martians. For some reason, I want this race to be blue, maroon or crimson, and I picture them as having oversized craniums, perhaps similar in appearance to classic grey aliens. I don't have many miniatures I can use for such a bold color choice, but that's okay. I'm not going to limit this concept or others by the minis I have available.

Looking at the Mystic professions, I am drawn to the thoughts of a society that supports the Adept, the Doxologist and the Pretender, because of their specifically mental abilities. I immediately picture a culture that focuses on the concept of transcendence, moving the mind out of the body and shedding the mortal shell without experiencing death. While the Warrior race accepts the dying of the world and the Expert race is attempting to forestall the dying of the world through science and knowledge, the Mystic race is attempting to preserve itself beyond the dying of the world. The general focus of the Mystic race on psychic abilities and out-of-body experiences brings attention to these classic elements of Planetary Romance stories.

So far, I know we're going to have four major races in the setting, humans and the three I've started describing above. I'm going to continue to think about what I want out of these races, and post my finalized thoughts in my next entry. In the meantime, if you have any thoughts you'd like to share on the subject, I'm open to your suggestions.

With Regards,
Flynn

Wednesday, March 06, 2013

World of Samardan: Random "Planetary Romance" Place Name Chart...

Good Afternoon, Everyone:

As I start to put together the map, I realize that I will need to name all of these places. As befits locations set on a far off world, I don't want to use fantasy classics like "Oxbridge" or "Oakdale", that kind of thing. Instead, I really feel like I should aim for names that sound more like those from Planetary Romance source material. Here are some examples:

  • Barsoom (Edgar Rice Burroughs): Aaanothor, Amhor, Bantoom, Duhor, Gathol, Hastor, Helium, Jahar, Kadabra, Kamtol, Kaol, Kobol, Korvas, Lothar, Manator, Marentina, Morbus, Okar, Ombra, Panar, Pankor, Phundahl, Ptarth, Raxar, Thark, Thurd, Tjanath, Toonol, Torquas, U-Gor, Xanator, Zodonga, Zor.
  • Gor (John Norman): Anango, Ar, Cardonicus, Kassau, Ko-ro-ba, Laurius, Port Kar, Sardar, Schendi, Turmus, Tabor, Teletus, Thassa.
  • Green Star (Lin Carter): Ardha, Calidar, Kamadhong, Komar, Phaolon.
  • Kregen (Kenneth Bulmer under pseudonym Alan Burt Akers): Aduimbrev, Arkasson, Askinard, Benga Deste, Bormark, Can-thirda, Chem, Chersonang, Cherwangtung, Cyphren Sea, Delka Dwa, Delphond, Donengil, Erthyrdrin, Evir, Falinur, Felteraz, Flahi, Gansk, Havilfar, Hiclantung, Isteria, Jholaix, Klackadrin, Loh, Lome, Magdag, Mehzta, Memis, Menaham, Ng'groga, Pandahem, Panderk, Pattelonia, Pa Weinob, Perithia, Plicla, Pomdermam, Proconia, Rahartdrin, Sanurkazz, Segesthes, Thadelm, Therminsax, Tomboram, Turismond, Ullardrin, Undurkor, Valka, Valkanium, Vallia, Vandayha, Vindelka, Vulheim, Walfarg, Wyndhai, Xuntal, Yumapan, Zenicce, Zond, Zulfiria, Zullia, Zy.

These are not the only cities or countries mentioned in these series, nor are these the only series in the genre. These are simply the first ones I could grab from a quick online search. Looking them over, I can see a few trends that will impact the creation of place names.

Suffixes: You can see that some of the authors trended toward certain suffixes in the names of places in their settings. On Barsoom, the following appear common: -ar, -ator, -bra, -ol, -or, -thor and -tor. Gor only supports a trend for -us, while the few options from the Green Star series supports an -ar suffix. Kregen, the largest series with the largest selection of place names, shows a great range of diversity, and in terms of trends only offers us: -ahem, -an(g)tung, -drin, -lka, -ia and -ond. Reaching across authors, the following seems universally reinforced: -ahem, -an(g)tung, -ar, -ator, -bra, -dar, -drin, -ia, -ium, -kor, -lka, -ol, -ond, -or, -thor , -tor and -us.

Prefixes: Common prefixes are a little rarer. Barsoom offer Ka-, Pan- and maybe Th- and Z-. Neither Gor nor the Green Star series offers me any suggestions, while Kregen suggests the following common prefixes: Cher-, Pand-, Val- and maybe Zul-. Again, reaching across authors creates a slightly more comprehensive list: Ar-, Cher-, Del-, Kam-, Ka-, Ko-, Lo-, Pan-, Pand-, Tha-, Tur-, Valk-, Val-, Zo- and Zul-.

I imagine that I could easily mix and match common prefixes and suffixes, along with some random syllable in the middle, to come up with some appropriate place names that have a strong Planetary Romance feel to them. However, one of the goals here is to use a naming language to create a greater sense of consistency throughout the campaign setting. Toward that end, I've looked at articles on creating naming languages, particularly rassaku's series that starts with the observation "Why names in fantasy often suck", and continues through two more posts. These are a very good read, and I highly recommend them. My favorite article on the subject, though, is the one that started me on the concept of using naming languages. The original site to host it is temporarily unavailable, but the article itself is reproduced here in PDF: A Naming Language.

So, from the analysis I did before, I can create a table of root words that can be useful in creating Place Names. So long as the roots I choose have a feel that seems to fit the pattern, I should have a relatively easy go of creating appropriate Place Names. Toward that end, I've created the following table of place name roots and their meanings. These can be combined in sets of two or three, and then perhaps modified as needed, to create place names for the World of Samardan setting:

Table: Random Planetary Romance Place Names
d66Place Name Root
11balem ("valley")
12bar ("upper, greater")
13blen ("highland")
14del ("chasm, rift")
15digar ("hill")
16din ("mineral, stone")
21dren ("lumber, wood")
22dros ("estate, manor")
23gar ("mountain")
24grat ("township (walled)")
25ham ("homestead, residence")
26kam ("grasslands, meadow")
31kol ("mine, quarry")
32lium ("spire, tower")
33mader ("forest, woods")
34mak ("place, site")
35mal ("lower, lesser")
36mer ("moor, swamp")
41nat ("farm, plantation")
42nob ("new")
43pand ("water")
44par ("chokepoint, pass")
45pol ("field")
46por ("aerie, port")
51pul ("bridge")
52ram ("temple")
53rek ("rich, wealthy")
54sag ("dungeon, jail, prison")
55san ("defend, protect")
56sok ("height")
61sol ("citadel, fort (civilized)")
62thor ("hamlet, shire")
63tor ("rock")
64tur ("castle, palace")
65val ("village")
66valk ("fort (frontier/border), watch tower")

To use the table, I simply roll d66 twice, once for a prefix and once for a suffix, or three times (prefix-middle-suffix), if I feel like a longer name. If they don't sound good together, then I can always throw a random vowel or syllable between them, until it sounds right to me. Remember, this is intended to spark my imagination, not replace it.

So, here are some examples of place names I've created using this table:

  • Deval: Rolling a 14, followed by 65, I get Del + val ("chasm/rift" + "village"). Delval doesn't roll off the tongue when I repeat it to myself five times quickly, so I shorten it to Deval, which works better for me. Deval was once a small village overlooking a chasm, but has grown as its role and importance has increased over the years.
  • Nobium: Rolling d66 twice, I came up with 42, followed by a second roll of 32. This leads to Nob + liyum ("new" + "spire/tower"). Noblium is a little clunky on the tongue, so after saying it to myself five times fast, I decide to drop the "l" to get a more pronounceable result of Nobium. Lying on the outskirts of ancient ruins, Nobium ("new tower") is the settlement of the only major structure to have survived from days long ago, that of a tall arcology.
  • Pordel: I rolled 46, followed by 14, to come up with Por + del ("aerie/port" + "chasm/rift"). Pordel is a city known for the quality of its flying mounts, many of which roost along the chasm walls against which the city was built.
  • Thornat: I first generated a 62, followed by 41, to come up with Thor + nat ("hamlet/shire" + "farm/plantation"). Thornat was originally a small township that sprang up around a heavy agrarian locale, but has since grown into a large market city.
  • Torkobalem: This city derives from a roll of 63, followed by 11, to come up with Tor + balem ("rock" + "valley"). On a whim, I roll a third d66, and come up with kol ("mine/quarry). Putting it together in an what I think is an interesting way, I get Torkolbalem. Using the "repeat this to myself five times quickly" test, I find that the first "l" tends to drop out, so I rewrite it as Torkobalem. (Linguistic Note: I'm beginning to notice that phonemes that end in an "l" tend to lose the trailing "l" if they are not the last syllable of a word. That might need to become a rule somewhere.) Torkobalem is a city located in a region rich with valuable minerals. This sounds like a good candidate for the city that controls, or seeks to control, power crystals. (Power crystals provide the pseudo-scientific technology that explains the ray guns, flying machines and other elements we'll be adding to the setting as we go along.)

I think I lucked out this time around with the random chart creation. Out of five tries, I got five decent results. For me, that makes this table a success in terms of naming places. That will help out a lot as we choose names for various locations on the map. What do you think?

With Regards,
Flynn

Monday, February 25, 2013

Next Project: World of Samardan...

Good Afternoon, Everyone:

On Friday, I asked people to vote on what my next blog project should be. Here are the results as they currently stand:
  • Sword & Planet Setting: 4
  • Traveller: 2
  • Other (MyD20 Lite GM's Guide): 1

I think it's safe to assume that the Sword And Planet setting wins by a 2:1 margin, unless a mad rush of voting comes in at the last minute, after I've written this but before it has been posted. I am actually pleased to hear that there's interest in the MyD20 Lite GM's Guide, and I'll put that on my to-do list for 2013. I have also slated at least two Traveller products for publication this year. This should be a very interesting year, I think, assuming I can get even half of my publication wishlist completed.

Over the next few posts, we'll discuss the development of a planetary romance campaign setting. I'll be developing it loosely on my first Sword and Planet campaign, but there will be some major revisions and I'll be creating a ton of new material along the way. I have to admit that I'm pretty excited about the prospects of sharing the World of Samardan with everyone, and using it as a vehicle for discussing planetary romance as a gaming experience.

For those of you that participated in the informal survey, thank you very much for making your opinion known. For everyone, I definitely hope that you guys enjoy the new development that will be unfolding here. I'm sure that there will be material you might be able to alter and use for your own games, even if you prefer a more standard fantasy or Traveller gaming experience. And if you use the final setting as a planetary romance campaign, that's even better.

Enjoy,
Flynn

Sunday, April 29, 2012

Free One Page Mini-Setting: Sell-Swords of Mars...

Good Afternoon, All:

For the last few years, I've always told myself that I would write up and submit an entry to the annual One Page Dungeon Contest. This month, I felt appropriately motivated, and finally took the plunge.

Sell-Swords of Mars is a mini-setting intended for Sword & Planet: A Roleplaying Game of Planetary Romance. As you can see, it's a snapshot of a small region of Barsoom, complete with encounter table, reaction table, map and location key. In true Old School deference, this setting is rather "bare bones", with a number of adventure hooks hinted at in the descriptions of each location. I welcome you to check it out and share your feedback with me on its contents.

Enjoy,
Flynn

Friday, March 09, 2012

Fantasy Friday: Sword & Planet RPG, First Draft...

Good Afternoon, All:

I've posted the first rough draft of the Sword & Planet RPG for your review. You can download the file at:
https://sites.google.com/site/flynnsfiles/my-gaming-files/SwordAndPlanetRPG.pdf?attredirects=0&d=1

Bear in mind that it is still a work in progress, and that there's a lot of data and layout work that is still missing. However, since I said I'd have it up today, I figured I should at least post what I have.

Please feel free to check it out, and give me any feedback you might have. I'll work on getting an updated version up next week.

Enjoy,
Flynn

Friday, March 02, 2012

Fantasy Friday: Free Sword & Planet Ruleset Coming Soon...

Good Afternoon, All:

For Fantasy Friday today, I thought I'd mention that I'm pulling together all the Sword & Planet material I've posted into a single document, along with material I hadn't posted previously. I will make this document available sometime next week (probably around my birthday on March 8th.) This document will be available for free, simply to share those creative efforts with others. I'm doing this in part to honor or celebrate the new movie "John Carter of Mars", but mostly because I just love Planetary Romance gaming. I hope that my contributions will help others enjoy more of it themselves.

The book itself will contain all the rules needed to play a game in this exciting genre, as well as a small bestiary of foes inspired by the Barsoom series of novels by Edgar Rice Burroughs. I will be releasing the entire thing under the Open Gaming License, so other publishers can use it as they see fit.

The list of character races will be simple, and will likely include one or two species from different planetary romance series. Obviously, human (Earthmen) will be the preferred race, but local humans of varying skin colors, as well as a large multi-limbed giant (ala the Green Martians), and one or two other options would be good to have in the rules for creativity purposes. Any suggestions on this particular point would be greatly appreciated.

Anyway, I just wanted to share the news of my intentions with you, and ask for your thoughts, concerns and feedback on the idea. I will likely have no artwork in the document unless I can find some good public domain art that inspires a Sword & Planet game. If any of you have any suggestions of where I might find something of that ilk, please feel free to let me know.

With Regards,
Flynn

Sunday, August 21, 2011

Sword & Planet Bestiary: The Kandor...

Good Morning, All:

One of the first beasts that I wanted to introduce to my Sword & Planet bestiary is the kandor, a creature that has been domesticated by the sentient races to assist with working and hunting, as well as provide general companionship. The monster entry follows:

Kandor
The kandor is a common creature that has been domesticated by the sentient races to assist with working, herding, hunting and protection, as well as providing general companionship. The kandor can be found in both pet and feral varieties, and are territorial pack hunters in the wild. Well-muscled, the kandor is a vicious predator with six legs, a dog-like body and a rat-like head, standing about four feet tall at the shoulder. The kandor's coat covers most of its body (save for the inside of its large circular ears and its long whip-like tail), with a color that varies from white through grays to black, and browns that range from light (tan) to dark ("red" or "chocolate") in a wide variation of patterns. The kandor is a very social creature, using hisses, barks and squeaks as well as body language to express a wide range of information to its packmates and/or owners.

Kandor: AC 6 [13]; HD 4; Atk: 1 bite (1d6); ST: 13; SP: None; MV: 18; CL/XP: 4/120.

In essence, the kandor are simply osquip on a larger scale, but should prove to be pretty fun as a replacement for dogs or wolves in a Planetary Romance setting. Just imagine a giant wolf-rat coiled beside its master when the party encounters a lone woodsman in their travels, or a pack of these predators tearing through the underbrush chasing them down as they flee from an enemy's stronghold. If your players are uncomfortable with rats, feel free to play up that aspect of their appearance. After creatures get to be of a certain size, a large group of them is no longer considered a swarm; instead, we tend to call such a group a pack. Despite that, though, you can describe their charge as having a swarm-like quality about it, particularly if the PCs observe them attacking a much larger creature such as a dinosaur.

Hope This Helps,
Flynn

Saturday, August 20, 2011

Sword & Planet: Some Thoughts On A Bestiary...

Good Morning, All:

In thinking about developing a Sword & Planet bestiary, I wanted to start with some basic concepts. As a GM, I've noticed that the more I touch on common or shared experiences between gamers, the less time I have to take explaining things and the easier it is for gamers to accept the details of the scene and immerse themselves in the world and the storyline that we are creating together. In terms of a bestiary, this is no different.

Looking at the Swadesh list, I can easily see that there are five animals that are identified. This means that these animals are part of the 200 concepts most commonly communicated in languages. These animals are:

bird
dog
fish
fly
louse

Of course, you can't really do a lot with that list. There's simply not enough options to explore. However, there's a Universal Language List project, that expands on the idea behind the Swadesh lists, which one can assume also includes creatures that are common enough that most people can use them and move on. Looking through the list, I found the following forty-six creatures identified in the list of animals as common concepts that cross cultural boundaries and thus lend themselves well to shared experiences and more immersive gaming:

ant (insect of family Formicidae)
caterpillar
cricket
grasshopper
mantis (insect of order Manteodea)
cockroach (insect of order Blattaria)
worm (broad category of insect larvae)
bee (member of genus Apis)
butterfly
firefly
fly (small winged insect)
mosquito
lizard
snake (reptile of suborder Serpentes or Ophidia)
turtle (reptile of order Testudinata)
dragon (winged serpent with crested head and large claws)
fish
lobster
whale (large marine mammal of order Cetacea)
frog (web-footed tailless leaping amphibian)
spider
cow/bull, cattle (bovine animal of either sex)
donkey, ass (Equus asinus)
elephant
goat (animal of genus Capra)
horse (Equus caballus)
pig (mammal of family Suidae)
sheep (Ovis aries)
bear (animal of Ursidae family)
deer (animal of family Cervidae)
lion (Felis leo)
tiger (Felis tigris)
fox (member of genus Vulpes)
wolf (Canis lupus)
monkey, small primate
rabbit (animal of family Leporidae)
squirrel (rodent of family Sciuridae)
mouse
dog (Canis familiaris)
cat (Felis catus)
bird (egg-laying feathered animal with wings)
chicken
duck
turkey (Meleagris gallopavo)
crow
sparrow

Therefore, when developing creature concepts for a Planetary Romance game, I am going to make an effort to describe the appearance and/or behavior of the beasts in terms of these common animals listed above. Sometimes, the inability of a player to visualize the world described by a GM gets in the way of enjoying a non-standard gaming experience, and as the Sword & Planet genre is not strictly Fantasy, we can safely say that we may need every bit of help we can get to help players enjoy the game.

What are your thoughts? Do you have any other suggestions to offer?

With Regards,
Flynn

Sunday, August 14, 2011

Sword & Planet: A Campaign Story Arc...

Good Morning, All:

Early on in my discussion of the Planetary Romance genre, I mentioned a quote from Wikipedia regarding the common conventions of the first book of a Sword and Planet series, which I'll repeat here for the sake of easy reference.

"Burroughs established a set of conventions that were followed fairly closely by most other entries in the Sword and Planet genre. The typical first book in a sword and planet series uses some or all of the following plot points:

A tough but chivalrous male protagonist, from Earth of a period not too distant from our own, finds himself transported to a distant world. The transportation may be via astral projection, teleportation, time travel, or any similar form of scientific magic, but should not imply that travel between worlds is either easy or common. The Earthman thus finds himself the sole representative of his own race on an alien planet. This planet is at a pre-modern, even barbaric stage of civilization, but may here and there have remarkable technologies that hint at a more advanced past. There is no obligation for the physical properties or biology of the alien planet to follow any scientific understanding of the potential conditions of habitable worlds; in general, the conditions will be earth-like, but with variations such as a different-colored sun or different numbers of moons. A lower gravity may be invoked to explain such things as large flying animals or people, or the superhuman strength of the hero, but will otherwise be ignored. (A Princess of Mars, however, when it was first written did loosely follow the most optimistic theories about Mars - e.g., those of Percival Lowell who imagined a dying, dried-up Mars watered by a network of artificial canals.)

Not long after discovering his predicament, the Earthman finds himself caught in a struggle between two or more factions, nations, or species. He sides, of course, with the nation with the prettiest woman, who will sometimes turn out to be a princess. Before he can set about seriously courting her, however, she is kidnapped by a fiendish villain or villains. The Earthman, taking up his sword (the local weapon of choice, which he has a talent with), sets out on a quest to recover the woman and wallop the kidnappers. On the way, he crosses wild and inhospitable terrain, confronts savage animals and monsters, discovers lost civilizations ruled by cruel tyrants or wicked priests, and will repeatedly engage in swashbuckling sword-fights, be imprisoned, daringly escape and rescue other prisoners, and kill any men or beasts who stand in his way. At the end of the story he will defeat the villain and free the captive princess, only to find another crisis emerging that will require all his wit and muscle, but will not be resolved until the next thrilling novel in the adventures of...!."

As I had mentioned in that earlier post, this gives us a nice blueprint to use for the first few adventures in a Planetary Romance setting. Using something like the screenwriter's Nine Act Plot Structure as the basis for a campaign story arc, it occurs to me that you could easily use something like the following to help launch a strong Sword & Planet campaign.

Act Zero
Over the course of the campaign, we reveal the background of the campaign arc through small scenes and insights. As this is not a formal scene within the screenwriter's plot structure, neither is this an actual adventure for the players.

Act One
The characters arrive via some mysterious means on a distant world, which will be the setting for the entire campaign. Just as they begin to familiarize themselves with their new environment, they find themselves caught in the middle of a struggle between two different factions, and must choose sides. Obviously, as a beautiful woman needs saving, they will side with the faction that rescues her.

Act Two
The party must prove themselves to their would-be compatriots, and protect the woman from the barbaric ways of the natives. This starts off with some political/social machinations, possibly with duels or combat to help establish the players in a new social position. As the party relaxes and begins to enjoy their newfound position, a jealous or vengeful second in command, displaced by the party due to their arrival and success, kidnaps the woman and flees with her into the night.

Act Three
Following the kidnapper, the party comes upon the enemy of the woman's people. These enemies happen to desire the woman as well, given that she is a Princess and the daughter of their enemy. Their first encounter with the enemy warlord defines his arrogant manner, and displays his position of power within the world, a position that the players will not be able to overcome at first, simply because they didn't grow up on this world. The enemy warlord and the kidnapper will leave the site of that first encounter, and the players will be left alive to lick their wounds and plan the next step in their quest to rescue the Princess.

Act Four
Following the enemy warlord, the party travels across wild and inhospitable terrain, confronting animals and monsters, before arriving at the capital city of the enemy's empire. Upon entering the city, they immediately hear that the enemy warlord will be marrying the Princess, and be elevated to the Right Hand of the enemy emperor as the governor of the Princess's homeland, to rule in the emperor's name. The party must stop the wedding.

Act Five
Having decided to stop the wedding and save the Princess, the party must identify the ways by which they can enter into the palace, execute their plan and rescue the woman. Every complication encountered as they proceed toward their goal is harder and harder, challenging them to be creative and action-oriented whenever possible. They barely succeed in fighting to save the Princess, only to have to flee into the subterranean dungeons beneath the enemy city. The Princess then demands to be taken back to her native city to warn her father of the impending attack on her homeland.

Act Six
In travelling through the underground ruins in search of an exit, the party risks being captured by cultists that have captured prisoners, including children, to sacrifice to the monster they worship as a god. One of the prisoners will offer to show them the way out, if they will free the prisoners and help them to escape as well. Upon leaving the dungeons, they will come upon the enemy warlord's flagship in the upcoming invasion, a small flying warship that they can use to escape.

Act Seven
The party makes for the Princess's homeland, the enemy close at their heels. There may be an encounter or two with advanced scouts, enough to slow down the party long enough for the enemy warlord to catch up. The prisoner that originally helped the party escape the dungeon offers to sacrifice himself by crashing the flagship into their enemy, leaving the party to cover the short remaining distance to the Princess's homeland and warn her people. As the party watches, though, the flagship is taken out by the enemy warlord's more powerful vessel, giving time for the party to barely make it to the city and raise the alarm.

Act Eight
The party escorts the Princess to her father, only to find that the kidnapper is in the Great Hall and is about to poison the greatest warriors of the land with bad wine. The party takes care of the kidnapper, explains the situation, and fights the good fight. The final fight scene should involve the party and a handful of warriors against the invading enemy warlord and his soldiers, in a final climactic battle atop the greatest towers of the city, where all can see the results of this battle. If the Princess can be in the clutches of the enemy warlord and be rescued as a result of the fight, so much the better.

Act Nine
There is much rejoicing. If a party member is interested and has played up the romance well all the way through, this is the point where he might become betrothed to the Princess, otherwise that honor goes to an NPC. Either way, there's a large celebration taking place at this point as honors and awards are laid upon the heroes for their part in all of this. Just as the wedding ceremony starts, the party is whisked away by some mysterious force, either to return to Earth or perhaps to be sent elsewhere on the world by powers beyond their ken...

It needs a lot of work, of course, but this should make for the start of a great campaign. I'll likely spend more time polishing the story arc up, adding some more elements here and there, and removing some of the railroady factor from parts of it as I continue to work on this concept. Of course, any thoughts or suggestions you might like to share would be greatly appreciated.

Enjoy,
Flynn

Saturday, August 13, 2011

Sword & Planet: An Equipment List...

Good Afternoon, All:

In regards to the Sword & Planet genre, equipment tends to be much less of a concern to the characters of the stories than most RPG characters hold it. In keeping with that tendency, we've already introduced the concept of Defense Bonuses to replace the need for armor. However, we can further emphasize the lack of importance for detailed equipment lists by simplifying the manner in which characters gain equipment. Toward that end, I propose the following rules suggestions. Bear in mind that these are only thoughts, not finalized rules, but should demonstrate the kind of approach one might use for characters in a Planetary Romance campaign.

Starting Equipment
All characters begin adventuring with the same basic list of starting equipment, plus a number of equipment "picks" equal to two plus their character level. A "pick" is simply a choice of equipment from one of the lists below. Some items are worth more than one pick, typically based on its relative importance, comparative rarity and general game impact compared to more common items on the list. The basic equipment common to all characters is:
  • Harness: Every character needs something to hang their other equipment on, and harnesses are the most common item for that purpose as described in Planetary Romance novels. With GM permission, this may be replaced with a belt.
  • Cape: Every character needs some manner to keep warm at night while adventuring. While sleeping furs are more common for settled characters, adventurers rarely stay one place long enough to make a collection of furs worthwhile, so a cape will have to do.
  • Dagger or Quarterstaff: The world that serves as the setting for a Planetary Romance story is often a dangerous place. Everyone needs some kind of protection, even if it is just a simple dagger or quarterstaff. More powerful weapons require the expenditure of one or more equipment "picks", as shown below.
  • Waterskin: It's important to stay hydrated when fighting the swordsmen and monsters common to a Planetary Romance adventure. Also, there always seems to be a need to give a dying man a sip of water so he can communicate that last piece of information he has before he dies in the arms of the hero.

Table: Mundane Equipment
Item"Picks"
Climbing equipment (rope, grappling hook, etc.)1
Craft tools (specific to a given craft)1
Glowstone or lantern (by setting)1
Healer's kit (acupuncture needles, mortar and pestle, poultice jars, etc.)1
Manacles1
Mystic focus1
Rations, one week's worth1
Reference tomes, per topic1

Table: Transportation
Item"Picks"
Mount, riding or draught1
Mount, war-trained2
Cart or wagon1
Flying mount2
Flying vehicle, 2-man3
Flying vehicle, 6-man4
Water vehicle, 2-man2
Water vehicle, 6-man3

Table: Weapons
WeaponDamage"Picks"SizeNotes
Axe, throwing1d41TRng 3/6/12
Axe, hand1d61S 
Axe, battle1d81M 
Axe, great2d62 (1 for Warriors)L 
Axe, huge2d62HReach
Bow, short1d61SRng 12/24/48; Requires two hands
Bow, long1d81MRng 12/24/48; Requires two hands
Bow, great2d62 (1 for Warriors)LRng 12/24/48; Requires two hands
Bow, huge2d82HRng 12/24/48; Requires two hands
Club1d61S 
Club, war1d81M 
Club, great2d62 (1 for Warriors)L 
Club, huge2d82HReach
Crossbow, light1d61SRng 12/24/48; Requires two hands; Reload 1
Crossbow, heavy1d81MRng 12/24/48; Requires two hands; Reload 1
Crossbow, great2d62 (1 for Warriors)LRng 12/24/48; Requires two hands; Reload 1
Crossbow, huge2d82HRng 12/24/48; Requires two hands; Reload 1
Dagger1d41SRng 3/6/12
Javelin or spear, half1d61SRng 3/6/12
Net*1MEntangles target; requires a Difficult (DC 20) Dexterity-based saving throw to avoid or escape; Reload 2
Polearm2d62 (1 for Warriors)LReach
Polearm, huge2d82HReach
Quarterstaff1d62 (1 for Warriors)L 
Radium or crystal pistol1d82SRng 12/24/48; Requires two hands; Shots 10; Reload 1
Radium or crystal pistol, heavy2d62MRng 12/24/48; Requires two hands; Shots 10; Reload 1
Radium or crystal rifle2d83 (2 for Warriors)LRng 12/24/48; Requires two hands; Shots 10; Reload 1
Radium or crystal rifle, heavy3d63HRng 12/24/48; Requires two hands; Shots 10; Reload 1
Spear, short1d81M 
Spear, long2d62 (1 for Warriors)LReach
Spear, huge2d82HReach
Sword, short1d61S 
Sword, long1d81M 
Sword, great2d62 (1 for Warriors)L 
Sword, huge2d82HReach

Table: Armor
ArmorDEF"Picks"Notes
Light+21 
Medium+523/4 movement; -4 to Strength- and Dexterity-based skill checks
Heavy+833/4 movement; -6 to Strength- and Dexterity-based skill checks
Shield+21-2 to Strength- and Dexterity-based skill checks

As you can see, armor is not generally a viable option in a Planetary Romance campaign, but I've offered it as an option here, just in case some might want to use it in their games. The Class Defense Bonus concept protects our heroes, while keeping more to the flavor of the settings described in this genre.

Hope This Helps,
Flynn

Thursday, August 11, 2011

Sword & Planet: The Mystic's Fifth Level Powers...

Good Morning, All:

The following eight Mystic powers comprise the list of 5th Level powers that Mystic characters may choose from. With this list, the Mystic powers are complete, and I can move on to other interesting topics. Please review them at your leisure and give me your thoughts.

Mystic 5th Level Powers
  • Dominate Person: Controls humanoid telepathically.
  • Fear: Subjects within cone flee for 1 minute.
  • Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage.
  • Raise Dead: Restores life to the recently deceased through the sacrifice of other creature(s).
  • Scrying: Spies on subject from a distance.
  • Telepathic Bond: Link lets allies communicate.
  • True Seeing: Lets you see all things as they really are.
  • Waves of Fatigue: Several targets become fatigued.

Power Descriptions

Dominate Person
Level: 5
Range: Close (30 ft)
Duration: 2 Weeks
Once per rest, the Mystic can attempt to establish telepathic control over a single humanoid target within range. If the target fails a Difficult (DC 20) Wisdom-based saving throw, the Mystic gains complete control over the target's actions. Any action against the target's nature, including self-destructive actions, grant the target another attempt at the Wisdom-based saving throw with a +2 bonus.

Fear
Level: 5
Range: Close (30 ft)
Duration: 1 Minute
Once per rest, the Mystic can instill panic into the minds of up to four targets within range. With a successful Difficult (DC 20) Wisdom-based saving throw, a target is shaken and suffers a -2 penalty on attack rolls, saving throws, skill checks and ability checks for one round. If the target fails the saving throw, however, they suffer the same penalties for one minute, and flee from the Mystic as quickly as possible for the duration of the power or until they are out of sight of the Mystic.

Phantasmal Killer
Level: 5
Range: Medium (150 ft)
Duration: Instant
Once per rest, the Mystic can create a mental illusion of the most fearsome creature imaginable to the target. The target may attempt to Difficult (DC 20) Wisdom-based saving throw to avoid the effects of extreme mental distress. If the target fails, then he must immediately attempt a Difficult (DC 20) Constitution-based saving throw. If this second save is successful, the target only suffers 3d6 damage from the mental distress of confronting one's greatest fears. If the saving throw fails, however, the target dies from a heart attack brought on by the intense fear.

Raise Dead
Level: 5
Range: Touch
Duration: Instant
Once per rest, the Mystic can restore life to a sentient being that has been dead less than one week. This requires the sacrifice of a sentient creature with more hit dice than the target of this power. If multiple sentient creatures are sacrificed, the number of hit dice from the sacrificed creatures must exceed one and a half times the hit dice of the target of this power. If the target's soul is unwilling or unable to return to its body, the power does not work. Creatures recently returned from death have only one hit point and are unable to move under their own power or function until they have been completely healed. Any creature that is raised from the dead loses one point of Constitution permanently. Any creature with 0 Constitution cannot be raised from the dead by this or any other means.

Scrying
Level: 5
Range: Close (30 ft)
Duration: 10 Minutes
Once per rest, the Mystic can extend his mental senses to spy on a specific target from any distance, unless the target succeeds in a Average (DC 20) Wisdom-based saving throw. If the Mystic knows the target personally, the difficulty of the saving throw increases to Very Difficult (DC 25), whereas someone the Mystic has never met before only has to succeed at an Average (DC 15) saving throw.

Telepathic Bond
Level: 5
Range: Close (30 ft)
Duration: 1 Hour
Once per rest, the Mystic can choose one creature per level within range, and establish a telepathic bond between these creatures that exists for the next hour, even if the creatures move beyond the initial range of the power. This bond exists between all of the creatures in this bond, so the Mystic does not have to relay messages from one target to another, unlike Lesser Telepathic Bond. In addition, this bond is not restricted by language barriers. A thin sheet of lead, a foot of stone or three feet of wood or dirt can block this connection.

True Seeing
Level: 5
Range: Touch
Duration: 10 Minutes
Once per rest, the Mystic can confer the ability to see all things as they actually are. The target sees through normal and supernatural darkness, notices secret doors hidden by mysticism, sees the exact locations of creatures or objects hidden by illusory effects, sees invisible creatures or objects normally, and sees through mental illusions. The range of true seeing conferred is 120 feet. Note that this ability does not penetrate solid objects, nor can it be used in conjunction with other Mystic powers.

Waves of Fatigue
Level: 5
Range: Close (30 ft)
Duration: Instant
Once per rest, the Mystic can create waves of mental energy that render all living creatures within range fatigued. This power has no effect on a creature that is already fatigued. This fatigue can be recovered normally.


Enjoy,
Flynn

Saturday, July 30, 2011

Sword & Planet: The Mystic's Fourth Level Powers...

Good Morning, All:

The following eight Mystic powers comprise the list of 4th Level powers that Mystic characters may choose from. Please review them at your leisure and give me your thoughts.

Mystic 4th Level Powers
  • Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.
  • Clairaudience/Clairvoyance: Hear or see at a distance for 10 minutes.
  • Heroism: Gives +2 bonus on attack rolls, saves, skill checks.
  • Rage: Subjects gains +10 temporary hit points, +2 to attack and melee damage rolls, +1 on Wisdom-based saving throws, –2 to DEF.
  • Ray of Exhaustion: Ray makes subject exhausted.
  • Remove Curse: Frees object or person from curse.
  • Suggestion: Compels subject to follow stated course of action.
  • Tongues: Speak any language.

Power Descriptions

Bestow Curse
Level: 4
Range: Touch
Duration: Permanent (or until removed)
Once per rest, the Mystic can curse a target, who may resist the curse with a Difficult (DC 20) Wisdom-based saving throw. The Mystic may choose to inflict one of the following effects on their target: –6 to an ability score; OR –4 on attack rolls, saves, and checks; OR 50% chance of losing each action. (Alternately, the Mystic can invent his own curse, in keeping with the general power level of these examples.) In addition, the Mystic must define the means by which the curse may be removed (with GM approval); in addition, the target is released from the curse when the Mystic dies.

Clairaudience/Clairvoyance
Level: 4
Range: Long (800 ft)
Duration: 10 Minutes
Once per rest, the Mystic can spy upon a distant location up to 800 feet away, for up to 10 minutes. The Mystic can either hear or see (his choice) as if he were standing in that location.

Heroism
Level: 4
Range: Touch
Duration: 1 Hour
Once per rest, the Mystic can imbue a single creature with great bravery and morale in battle. The target gains a +2 bonus on attack rolls, saving throws, and skill checks.

Rage
Level: 4
Range: Medium (150 ft)
Duration: 1 Minute
Once per rest, the Mystic can instill up to four subjects within thirty feet of each other with a blinding rage. Subjects gains +10 temporary hit points, a +2 bonus on attack and melee damage rolls, a +1 bonus on Wisdom-based saving throws, and –2 to DEF.

Ray of Exhaustion
Level: 4
Range: Close (30 ft)
Duration: 10 Minutes
Once per round, the Mystic can draw physical energy from a single target within range, rendering them exhausted (-3 penalty to all attack rolls, Dexterity-based saving throws and any Strength-based or Dexterity-based skill checks) for the duration of this power. If the target is already exhausted, this power has no effect. If the target succeeds in a Difficult (DC 20) Constitution-based saving throw, then the target is only fatigued (-1 penalty to all attack rolls, Dexterity-based saving throws and any Strength-based or Dexterity-based skill checks).

Remove Curse
Level: 4
Range: Touch
Duration: Instantaneous
Once per rest, the Mystic instantaneously removes all curses on an object or a creature.

Suggestion
Level: 4
Range: Close (30 ft)
Duration: 12 Hours (or until completed)
Once per rest, the Mystic can influence the actions of the target creature by suggesting a course of activity (limited to a sentence or two), which must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do some obviously harmful act automatically negates the effect of the power. The suggested course of activity can continue for the entire duration of the power; if the suggested activity can be completed in a shorter time, the power ends when the subject finishes what it was asked to do. The Mystic can instead specify conditions that will trigger a special activity during the duration. If the condition is not met before the power's duration expires, the activity is not performed.

Tongues
Level: 4
Range: Touch
Duration: 1 Hour
Once per rest, the Mystic can grant the subject the ability to speak and understand the language of any intelligent creature, including unusual dialects, for the duration of the power.


Enjoy,
Flynn

Friday, July 29, 2011

Sword & Planet: The Mystic's Third Level Powers...

Good Morning, All:

The following eight Mystic powers comprise the list of 3rd Level powers that Mystic characters may choose from. Please review them at your leisure and give me your thoughts.

Mystic 3rd Level Powers
  • Aura of Unnoticeability: Target goes unnoticed for 10 minutes or until they attack, rendering them effectively invisible.
  • Calm Emotions: Calms creatures, negating emotion effects.
  • Detect Thoughts: Allows "listening" to surface thoughts.
  • Dousing: Detects desired object within 300 ft.
  • Hold Person: Paralyzes one humanoid for one minute.
  • Location Reading: Discern information about the location you are in.
  • Vampiric Healing: Transfers vitality from one or more unwilling donors to your target (1:1 from a single target, or 3:2 from multiple targets), save halves.
  • Whispering Wind: Sends a short message to a group up to 10 miles away.
Power Descriptions

Aura of Unnoticeability
Level: 3
Range: Touch
Duration: 10 Minutes
Once per rest, the Mystic can render someone unnoticeable for ten minutes or until they attack, effectively making them invisible. If the target makes any significant noise or acts in such a way as to draw attention to themselves, others will know that the person is nearby, but be unable to see them unless they succeed at a Difficult (DC 20) Wisdom-based saving throw.

Calm Emotions
Level: 3
Range: Medium (150 ft)
Duration: 1 Minute
Once per rest, the Mystic can calm all creatures within a 20ft radius, negating all emotion-based effects (such as rage or fear) for the next minute. Targets may not make any violent actions or do anything destructive, unless they are attacked or otherwise harmed, or if they succeed in a Difficult (DC 20) Wisdom-based saving throw.

Detect Thoughts
Level: 3
Range: Close (30 ft)
Duration: 10 Minutes
Once per rest, the Mystic can extend his mental awareness and detect the surface thoughts of others within close range, unless the target succeeds in a Difficult (DC 20) Wisdom-based saving throw. This power can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Dousing
Level: 3
Range: Long (800 ft)
Duration: 10 minutes
Once per rest, the Mystic can concentrate on a specific object (or the nearest example of a general item), and determine the direction to that object if it lies within 800 feet. The Mystic's mental image of the item must be clear and accurate; unique items require firsthand experience with the item before they can be located. A thin sheet of lead can block mystical detection.

Hold Person
Level: 3
Range: Medium (150 ft)
Duration: 1 Minute
Once per rest, the Mystic can mentally paralyze one humanoid within range, freezing them in place. Every round, the target may attempt a Difficult (DC 20) Wisdom-based saving throw to break free of the mystical hold placed on them.

Location Reading
Level: 3
Range: Touch
Duration: Instantaneous
Once per rest, the Mystic can learn something significant about an area in which he stands. Go through this list, in order; the first bit of lore the Mystic does not know, he learns through the use of this power:
  1. When the location was created (if man-made, otherwise skip).
  2. Name of last creature to pass through location, if any (other than the Mystic).
  3. Race of last creature to pass through location, if any (other than the Mystic).
  4. Name of the location’s creator (a natural location, like a glen, was created by nature).
  5. Race of the location’s creator, if any.
  6. Name of the location’s longest occupant, if any.
  7. Race of the location’s longest occupant, if any.
  8. Name and race of the current owner or master of the location, if any.
  9. Brief description of the most significant event to happen in the location.
  10. Mystical or supernatural property of the location, if any (random if more than one).
Multiple uses of this ability allow the Mystic to gain multiple bits of information. If the Mystic know all of the above information, this ability reveals nothing to the Mystic.

Vampiric Healing
Level: 3
Range: Touch
Duration: Instantaneous
Once per rest, the Mystic can mystically transfer vitality from one or more adjacent "donors" (willing or unwilling) to a touched target, healing one hit point for every hit point donated by a single donor or healing two hit points for every three hit points given by multiple donors. Donors do not have to be willing, but if they do not wish to give up their vitality, they may attempt a Difficult (DC 20) Wisdom-based saving throw to suffer only half the number of hit points taken (with an appropriate reduction in the amount of hit points healed by the target as a result).

Whispering Wind
Level: 3
Range: 10 Miles
Duration: 1 Round
Once per rest, the Mystic can send a short message of twenty-five words or less to all creatures within a small 10-ft radius area located up to ten miles away.


Enjoy,
Flynn

Saturday, July 23, 2011

Sword & Planet: The Mystic's Remaining Power Lists...

Good Morning, All:

Before I continue with describing the Mystic Powers, let me provide the list of powers for the last three levels. Please take a moment and give comment on them if you are so motivated. The actual descriptions will come up in the next few posts.

Mystic 3rd Level Powers
  • Aura of Unnoticability: You go unnoticed for 10 minutes or until you attack, rendering you effectively invisible.
  • Calm Emotions: Calms creatures, negating emotion effects.
  • Detect Thoughts: Allows "listening" to surface thoughts.
  • Dousing: Detects desired object within 300 ft.
  • Hold Person: Paralyzes one humanoid for 1 minute.
  • Location Reading: Discern information about the location you are in.
  • Vampiric Healing: You transfer vitality from one or more unwilling donors to your target (1:1 from a single target, or 3:2 from multiple targets), save halves.
  • Whispering Wind: Sends a short message up to 10 miles.
Mystic 4th Level Powers
  • Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.
  • Clairaudience/Clairvoyance: Hear or see at a distance for 10 minutes.
  • Heroism: Gives +2 bonus on attack rolls, saves, skill checks.
  • Rage: Subjects gains +2 to Str and Con, +1 on Will saves, –2 to DEF.
  • Ray of Exhaustion: Ray makes subject exhausted.
  • Remove Curse: Frees object or person from curse.
  • Suggestion: Compels subject to follow stated course of action.
  • Tongues: Speak any language.
Mystic 5th Level Powers
  • Dominate Person: Controls humanoid telepathically.
  • Fear: Subjects within cone flee for 1 minute.
  • Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage.
  • Raise Dead: Restores life to the recently deceased through the sacrifice of other creature(s).
  • Scrying: Spies on subject from a distance.
  • Telepathic Bond: Link lets allies communicate.
  • True Seeing: Lets you see all things as they really are.
  • Waves of Fatigue: Several targets become fatigued.

Enjoy,
Flynn

Tuesday, July 19, 2011

Sword & Planet: The Mystic's Second Level Powers...

Good Morning, All:

The following eight Mystic powers comprise the list of 2nd Level powers that Mystic characters may choose from. Again, these were selected to create that "pulp mysticism/mentalism" flavor so prominent in the Planetary Romance genre. Feel free to review them at your leisure and share your thoughts as you are so moved.

Unlike the 1st level powers, which were "per round" powers, these are "per rest" powers. In other words, once you use one of these powers, you can't recover the power and use it again until you have rested for one hour (which involves nothing more than conversation and light activity.)

Mystic 2nd Level Powers
  • Cause Fear: One creature flees for 1d4 rounds.
  • Charm Person: Makes one person your friend.
  • Command: One subject obeys selected command for 1 round.
  • Disguise Self: Changes your appearance.
  • Doom: One subject takes –2 on attack rolls, saving throws, skill checks and ability checks.
  • Empathic Healing: You transfer hit points from one or more willing donors to your target (1:1 from a single target, or 3:2 from multiple targets).
  • Hypnotism: Fascinates 2d4 HD of creatures.
  • Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.

Power Descriptions

Cause Fear
Level: 2
Range: Close (30 ft)
Duration: 1d4 Rounds
Once per rest, the Mystic can make a single creature frightened. With a successful Difficult (DC 20) Wisdom-based saving throw, the target is shaken and suffers a -2 penalty on attack rolls, saving throws, skill checks and ability checks for one round. If the target fails the saving throw, however, they suffer the same penalties for 1d4 rounds, and flee from the Mystic as quickly as possible for those rounds or until they are out of sight of the Mystic.

Charm Person
Level: 2
Range: Close (30 ft)
Duration: 6 Hours
Once per rest, the Mystic can make one person regard him as a trusted friend and ally (treat their reaction as Friendly toward the Mystic.) The target may attempt a Difficult (DC 20) Wisdom-based saving throw to overcome this compulsion, with a +5 bonus if they are attacked by the Mystic or his allies.

Command
Level: 2
Range: Close (30 ft)
Duration: 1 Round
Once per rest, the Mystic can mentally force its target to obey a single word command on its next action. The most common examples of such as "approach", "drop", "fall", "flee", and "halt". The target may attempt a Difficult (DC 20) Wisdom-based saving throw to overcome this compulsion.

Disguise Self
Level: 2
Range: Personal
Duration: 1 Hour
Once per rest, the Mystic can craft a mental illusion that changes his outward appearance. Should someone interact physically with the illusion, they may attempt a Difficult (DC 20) Wisdom-based saving throw to recognize it as such.

Doom
Level: 2
Range: Medium (150 ft)
Duration: 10 Minutes
Once per rest, the Mystic can curse a single target, imposing a -2 penalty on attack rolls, saving throws, skill checks and ability checks for the duration of this ability. The target may attempt a Difficult (DC 20) Wisdom-based saving throw to overcome the curse.

Empathic Healing
Level: 2
Range: Touch
Duration: Instantaneous
Once per rest, the Mystic can mystically transfer vitality from one or more willing adjacent donors (including himself, if so desired) to a touched target, healing one hit point for every hit point donated by a single donor or healing two hit points for every three hit points given by multiple donors. As this requires willing donors, there is no saving throw for this ability.

Hypnotism
Level: 2
Range: Close (30 ft)
Duration: 1 Minute
Once per rest, the Mystic can fascinate up to 2d4 HD of creatures. Targets stop and stare blankly for the duration of the power, during which the Mystic may make one reasonable request of the target(s). While the target is fascinated by this power, it reacts as though it were two steps more friendly in attitude. This allows the Mystic to make a single request of the affected creature (provided he can communicate with it). The request must be brief and reasonable. Even after the power ends, the creature retains its new attitude toward the Mystic, but only with respect to that particular request. The target may attempt a Difficult (DC 20) Wisdom-based saving throw to overcome this compulsion, with a +2 bonus if this is attempted in combat. Failure on the saving throw indicates that the target does not remember being hypnotized.

Remove Fear
Level: 2
Range: Close (30 ft)
Duration: 10 Minutes
Once per rest, the Mystic instills courage in one subject, plus one additional subject per four levels. This power suppresses any currently existing fear effects and grants a +4 bonus on saving throws against fear for the duration of the power. The target may attempt a Difficult (DC 20) Wisdom-based saving throw to overcome this effect, if for some reason the target may so desire.

Enjoy,
Flynn

Friday, July 15, 2011

Sword & Planet: The Mystic's First Level Powers...

Good Morning, All:

I presented the Mystic character class in an earlier post, but did not define any of his special powers. This is the first of several posts to provide that information to you. As you can see, the powers are defined in such a way as to emphasize the "pulp mentalism/mysticism" flavor of the Planetary Romance genre.

The following eight Mystic powers comprise the list of 1st Level powers that Mystic characters may choose from. Please review them at your leisure and give me your thoughts. Bearing in mind that most encounters only last three to four rounds, on the average, allowing unlimited use of these powers should not create any complications in terms of the game experience. If that proves to be a problem, then feel free to limit "per round" powers to a maximum number of uses (in total, not individually) equal to 4 + the Mystic's CLM + the Mystic's Wisdom Modifier. These are reset at the end of each period of rest. (As an aside, this is the only level at which "per round" powers are granted. All Mystic powers above 1st level are "per rest" powers.)

Mystic 1st Level Powers

  • Daze: Humanoid creature loses next action.
  • Distract: Target is distracted for next round.
  • Dousing, Lesser: Detects desired object within 30 ft.
  • Guidance: +1 on one attack roll, saving throw, or skill check.
  • Object Reading: Discern information about an object by touch.
  • Telepathic Bond, Lesser: Telepathic conversation at a moderate distance.
  • Tongues, Lesser: You understand one spoken language of a touched creature.
  • Touch of Fatigue: Touch attack fatigues target.

Power Descriptions

Daze
Level: 1
Range: Close (30 ft)
Duration: 1 Round
Once per round, the Mystic clouds the mind of a humanoid creature so that it takes no action and thus loses its next round. The target may attempt a Difficult (DC 20) Wisdom-based saving throw to negate the effect.

Distract
Level: 1
Range: Close (30 ft)
Duration: 1 Round
Once per round, the Mystic can mentally distract a creature, causing it to suffer a -5 penalty to Perception skill checks for the next round. The target may attempt a Difficult (DC 20) Wisdom-based saving throw to negate the effect.

Dousing, Lesser
Level: 1
Range: Close (30 ft)
Duration: 1 Minute
Once per round, the Mystic can concentrate on a specific object (or the nearest example of a general item), and determine the direction to that object if it lies within thirty feet. The Mystic's mental image of the item must be clear and accurate; unique items require firsthand experience with the item before they can be located. A thin sheet of lead can block mystical detection.

Guidance
Level: 1
Range: Touch
Duration: 1 Minute or until discharged
Once per round, the Mystic can bestow minor insight on a subject, granting them a +1 bonus to a single attack roll, saving throw or skill check made within the next minute.

Object Reading
Level: 1
Range: Touch
Duration: Instant
Once per round, the Mystic can learn something significant about an object he is handling. Using the list below, the first piece of information the Mystic does not know is learned through the use of this power:

  1. Age of object.
  2. Name of last creature to touch the object, if any (other than the Mystic).
  3. Race of last creature to touch the object, if any (other than the Mystic).
  4. Name of the object’s creator (a natural object, like a rock, was created by nature).
  5. Race of the object’s creator, if any.
  6. Object’s purpose.
  7. Material(s) that makes up the object.
  8. Location of the object’s creation.
  9. Name of the most recent owner of the object, if any.
  10. Mystical/unusual property of the object, if any (random if more than one).

Multiple uses of this ability allow the Mystic to gain multiple bits of information. If the Mystic know all of the above information, this ability reveals nothing to the Mystic.

Telepathic Bond, Lesser
Level: 1
Range: Medium (150 ft)
Duration: 1 Hour
Once per round, the Mystic can choose one creature per level within range, and establish a limited telepathic bond with these creatures while within range. This bond only exists between the Mystic and the creature, so one target cannot communicate with another target directly. This limited bond communicates words only, and thus does not circumvent language barriers. A thin sheet of lead, a foot of stone or three feet of wood or dirt can block this limited connection.

Tongues, Lesser
Level: 1
Range: Close (30 ft)
Duration: 1 Hour
Once per round, the Mystic can touch a target and understand its spoken language due to a subconscious telepathic connection. So long as the Mystic remains within thirty feet of the target, he can continue to understand that language for the duration of this ability. This ability does not grant knowledge of written languages.

Touch of Fatigue
Level: 1
Range: Touch
Duration: 1 Minute
Once per round, the Mystic can draw physical energy from a touched target, rendering them fatigued (-1 penalty to all attack rolls, Dexterity-based saving throws and any Strength-based or Dexterity-based skill checks). If the target is already fatigued, or if the target succeeds in a Difficult (DC 20) Constitution-based saving throw, then this use has no further effect.

You will note that there's some superficial similarity to the 4E concept of class powers. However, I would like to remind my readers of the Ritualist character class I proposed many months ago. That class was based in a 2nd Edition AD&D concept from Mayfair Games' old Role-Aids product line, the Demon Campaign Setting, and the Mystic is based on the Ritualist.

Enjoy,
Flynn

Wednesday, July 13, 2011

Sword & Planet: The Mystic...

Good Morning, All:

This is the third of three posts that describe the basics of the character classes I'm proposing for a Planetary Romance campaign. This particular post describes the Mystic, this being a character who resolves challenges through the use of mentalism, mysticism and applied willpower. The rarest of the character concepts, there are still a good number of Mystics present in various Planetary Romance series, particularly the Dray Prescot of Antares/Kregen series by Ken Bulmer.

The Mystic
As a Mystic, you dabble in strange and unusual powers, harnessing forces of the mind that others cannot or dare not pursue. You may hold any of a number of positions in or along the fringe of society, but your mystic powers set you apart from your fellow man.

Prime Attribute: Charisma, Wisdom
Starting Hit Dice: 3d6, +(3x Con modifier)
Hit Dice/Level: 1d6/level (gains 1 hp/level after 7th)
Armor/Weapons Permitted: None/Any one weapon group (see Warrior for details).
Saving Throw Bonus: Mystics gain a +2 bonus on Wisdom-based saving throws.
Skills: 2 + Int modifier

Table: The Mystic
LevelHDBABDEFSpecial
13d6+1+3Profession, Mystic powers
24d6+2+3 
35d6+2+3 
46d6+3+4 
57d6+3+4 
68d6+4+4 
79d6+4+5 
89d6+1+5+5 
99d6+2+5+5 
109d6+3+6+6 

Table: Mystic Powers Known
Level1st2nd3rd4th5th
12
22
33
431
542
6421
7532
85321
95432
1054321

Special
The Mystic's core special ability is Mystic Powers.

Mystic Powers: A Mystic gains mystic powers which are selected from the Mystic power list. Each power defines how often it can be used, and these powers are not forgotten by the Mystic once they have been used. A Mystic’s selection of powers is extremely limited. A Mystic begins play knowing two 1st-level powers of your choice. At each new Mystic level, he potentially gains one or more new powers, as indicated on Table: Mystic Powers Known. These new powers can be common powers chosen from the Mystic power list, or they can be unusual powers that the Mystic has gained some understanding of by study. The Mystic can’t use this method of power acquisition to learn powers at a faster rate, however.

Upon reaching 2nd level, and at every even-numbered Mystic level after that (4th, 6th, and so on), a Mystic can choose to learn a new power in place of one he already knows. In effect, the Mystic “loses” the old power in exchange for the new one. The new power’s level must be the same as that of the power being exchanged, and it must be at least one level lower than the highest-level Mystic power the Mystic can use. A Mystic may swap only a single power at any given level, and must choose whether or not to swap the power at the same time that he gains new powers known for the level.

Profession: At 1st level, the Mystic selects one of the following professions. He immediately gains the profession's special ability, as weill as the profession's skill as a bonus skill.

  • Adept: The Adept is a mystic whose mastery of mysticism derives from the efforts of his own mind and body as they work in harmony.
  • Cultist: The Cultist is a student of long-lost lore which might best be left unknown.
  • Doxologist: The Doxologist derives his mystical power from the inner peace he derives from his religious practices.
  • Oracle: The Oracle is gifted with incredible insight into the future.
  • Pretender: The Pretender disguises his true mystic talents behind the banter and pageantry of a carnival act or side show.

Table: Mystic Professions
ProfessionSkillSpecial
AdeptAthleticsBody Mastery: Once per rest, the Adept can spend an action to heal himself for 1d6 hitpoints, plus his CLM and his Wisdom modifier.
CultistLorePsychic Vampirism: Once per rest, the Cultist may spend action to "steal" the vitality of someone whom he touches to regain another use of an expended power. The target must succeed in a Difficult (DC 20) Constitution ability check or suffer 1d4 hitpoints of damage per level of the Mystic power that is being renewed. This drain counts as a non-lethal or subdual attack. If the target succeeds, he loses no hitpoints and the Cultist does not regain another use of the expended power.
DoxologistPersuasionCalm Single Creature: Once per rest, the Doxologist may spend an action to mystically calm a single agitated creature within thirty feet, suppressing any extreme emotion such as rage, fear or joy for three rounds. The affected creature cannot take violent action or be destructive until attacked, although the creature is allowed to attempt a Difficult (DC 20) Wisdom ability check to resist this effect.
OraclePerceptionMinor Divination: Once per rest, the Oracle may take one minute to consult a divinatory tool (runes, cards, dice, bones, entrails, clouds, etc.) for some hint as to the outcome of a particular action that will be performed within the next half hour. If he succeeds in a Difficult (DC 20) Wisdom ability check, the Oracle knows whether that act will bring good, bad, both good and bad, or neutral results.
PretenderBluffMental Illusion: Once per rest, the Pretender may spend an action to create an illusory image within the mind of a single target within thirty feet. The mental illusion lasts only three rounds, is silent, and cannot exceed ten feet long in any direction. If the target succeeds in a Difficult (DC 20) Wisdom ability check, they can see through the illusion and are not affected.

Once again, I've chosen the professions based on iconic character concepts from Planetary Romance novels. These are not intended to reflect common character options from a fantasy setting, but you always have the freedom to expand the list in that direction if you so desired. Please let me know what you think.

With Regards,
Flynn

Monday, July 11, 2011

Sword & Planet: The Expert...

Good Morning, All:

This is the second of three posts that describe the basics of the character classes I'm proposing for a Planetary Romance campaign. This particular post describes the Expert, this being a character who resolves challenges through the use of agility and intellect. On those occasions when a protagonist of a Planetary Romance series has a companion for a time, that companion is often an Expert.

The Expert
As an Expert, you are the master of your craft, a truly skilled individual against whom few can compare. You may come from a number of professions, but when push comes to shove, your skill mastery is your saving grace.

Prime Attribute: Dexterity, Intelligence
Starting Hit Dice: 3d8, +(3x Con modifier)
Hit Dice/Level: 1d8/level (gains 2 hp/level after 7th)
Armor/Weapons Permitted: Light/Any two weapon groups (see Warrior for details).
Saving Throw Bonus: Experts gain a +2 bonus on Dexterity-based saving throws.
Skills: 4 + Int modifier

Table: The Expert




LevelHDBABDEFSpecial
13d8+2+4Profession, Skill Mastery (1/rest)
24d8+3+4 
35d8+3+4 
46d8+4+5Skill Mastery (2/rest)
57d8+5+5 
68d8+6+5 
79d8+6+6Skill Mastery (3/rest)
89d8+2+7+6 
99d8+4+8+6 
109d8+6+9+7Skill Mastery (4/rest)

Special
The Expert's core special ability is Skill Mastery.

Skill Mastery: At 1st level, the Expert selects one skill from among those he knows. Once per rest, when attempting a skill check with their skill of mastery, the Expert can elect to roll two d20s at the same time and take the better of the two rolls. This increases to twice per rest at 4th level, three times per rest at 7th level and four times per rest at 10th level.

Profession: At 1st level, the Expert selects one of the following professions. He immediately gains the profession's special ability, as weill as the profession's skill as a bonus skill.

  • Assassin: The Assassin is an Expert at killing without being seen, be it for money, duty or honor.
  • Diplomat: The Diplomat is highly skilled at negotiations, particularly with the aristocracy.
  • Healer: The Healer is an Expert at tending to the wounds of others.
  • Sage: The Sage is reknowned for their expertise on a single given subject.
  • Warden: The Warden is an Expert at surviving in a specific terrain, and is trained in combating creatures from that area.

Table: Expert Professions
ProfessionSkillSpecial
AssassinStealthSneak Attack: When attacking a flat-footed opponent, the Assassin gains an additional +2 attack bonus, and his damage is doubled.
DiplomatPersuasionHigh Society: The Diplomat gains a +3 bonus on Bluff and Persuasion skill checks when interacting with members of the highest levels of society.
HealerHealingImproved First Aid: A Healer can apply First Aid up to an hour after combat, rather than be limited to immediately after combat.
SageLoreDefining Interest: The Sage selects a defining interest, and all Lore skill checks related to this interest gain a +3 bonus.
WardenSurvivalTerrain Mastery: The Warden selects a specific terrain type: Aquatic, Desert, Forest, Hills, Mountains, Plains or Underground. He gains a +1 bonus on attack and damage rolls against creatures native to that terrain type, and gains a +2 bonus on Survival skill checks made in that terrain.

As before, I've chosen the professions based on iconic character concepts from Planetary Romance novels. These are not intended to reflect common character options from a fantasy setting, although you could expand the list in that direction if you so desired. It's important to me that I could identify at least one character in a Planetary Romance novel as fitting a given profession before I included it on the list. As always, please let me know what you think.

With Regards,
Flynn