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

Wednesday, July 27, 2011

Public Service Announcement: 25% Off At Lulu.com...

Good Evening, All:

My apologies for the recent lack of posts, but my end of the Internet has been down for the last few days, or at the very least, the part that touches my house. ;)

However, today I found a free app called HTC Wifi Router, which turns my Windows Mobile phone into a wifi hotspot. With that, I'm back online, at least in short, limited bursts.

Tonight's important announcement: If you want to order something from Lulu.com, such as print or electronic copies of anything from the Samardan Press webstore, as an example, you can get a great discount. Simply enter coupon code TIME305 at checkout and receive 25% off your order. This only lasts until midnight on July 29th, so don't spend too long thinking about it.

More Later,
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

Friday, July 22, 2011

Random Chart: Quick Slavic Name Generator...

Good Morning, All:

My apologies for being non-responsive of late. I am being hit by a heavier than usual workload, accompanied by the fact that I just got a new Android tablet PC that I'm trying to set up for use at Gen Con. The first sucks, and the second rocks, but together, they've eaten up my time, leaving me without a few regular posts this week. I still need to make one more post tomorrow to bring myself up to three for the week, and then I'll be back in the saddle again. Gen Con in a few weeks will be my next major challenge, but I don't imagine it will be any worse than this week has been.

With that in mind, I apologize for not continuing the Mystic power posts on a regular basis, and I'll get back to that ASAP. In the meantime, please accept the following Random Chart as a peace offering.

This chart allows for quick Slavic Name generation, which should work well for anyone playing in the Kingmaker adventure path, as the locale has a somewhat Slavic feel to it. Using this chart is pretty easy. You simply roll once on the Prefix table and once on the Suffix table, putting the results together to make the character's name. The Prefix and Suffix tables are both d66 tables. Those familiar with this blog already know how to create a d66 roll. For those that aren't, roll two d6s and read them similar to percentile dice. The first d6 represents the tens digit, and the second d6 represents the ones digit. For example, rolling a 2 on the first d6 and a 6 on the second d6 would create a result of 26.

So, by way of demonstration, let's create a random Slavic Name. I make two d66 rolls, which are, in this example, 26 followed by 21. That gives us a prefix of "Fed" and a suffix of "ava", or the name Fedava. That could work.

This table was generated by parsing a list of Slavic baby names pulled from the web, and stripping down the resulting list of prefixes and suffixes by frequency and by flavor to arrive at the 36 best choices for each.

Table: Slavic Name Prefix
d66Prefix

11

Al

12

Aleks

13

Alex

14

Anast

15

Andr

16

Bor

21

Dal

22

Dan

23

Dobr

24

Dor

25

Dus

26

Fed

31

Gabr

32

Jul

33

Kaj

34

Kat

35

Kol

36

Kryst

41

Luk

42

Mar

43

Mik

44

Mil

45

Mir

46

Nad

51

Nast

52

Nik

53

Rad

54

Rost

55

Svetl

56

Ter

61

Val

62

Vas

63

Vit

64

Vlad

65

Yul

66

Zor

Table: Slavic Name Suffix
d66Suffix

11

a

12

an

13

ana

14

ar

15

as

16

av

21

ava

22

aw

23

awa

24

ei

25

ek

26

el

31

ena

32

eta

33

i

34

ia

35

ian

36

iana

41

ich

42

ik

43

ika

44

il

45

ila

46

im

51

in

52

ina

53

ita

54

iy

55

iya

56

o

61

omir

62

on

63

or

64

y

65

ya

66

yna

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

Friday, July 08, 2011

Sword & Planet: The Warrior...

Good Morning, All:

This is the first of three posts that describe the basics of the character classes I'm proposing for a Planetary Romance campaign. This particular post describes the Warrior, this being a character who resolves challenges through the use of physical force and endurance. In the end, almost every protagonist of a Planetary Romance series is a Warrior.

The Warrior
As a Warrior, you are a true combatant, a force to be reckoned with on the field of battle. You may come from a number of professions, but when push comes to shove, your skill at arms saves the day.

Prime Attribute: Constitution, Strength
Starting Hit Dice: 3d10, +(3x Con modifier)
Hit Dice/Level: 1d10/level (gains 3 hp/level after 7th)
Armor/Weapons Permitted: All/All.
Saving Throw Bonus: Warriors gain a +2 bonus on Constitution-based saving throws.
Skills: 2 + Int modifier

Table: The Warrior
LevelHDBABDEFSpecial
13d10+3+7Profession, Weapon Mastery (+1 atk, +0 dmg)
24d10+4+7 
35d10+5+7 
46d10+6+8Weapon Mastery (+1 atk, +2 dmg)
57d10+7+8 
68d10+8+8 
79d10+9+9Weapon Mastery (+2 atk, +2 dmg)
89d10+3+10+9 
99d10+6+11+9 
109d10+9+12+10Weapon Mastery (+2 atk, +4 dmg)

Special
The Warrior's core special ability is Weapon Mastery.

Weapon Mastery: At 1st level, the Warrior selects one weapon group from the following list: Axes, Bows, Claw Weapons, Crossbows, Flails and Chains, Heavy Blades, Light Blades, Maces and Clubs, Personal Firearms, Picks and Hammers, Polearms, Slings and Thrown Weapons, or Spears and Lances. When using a weapon that belongs to this group, the Warrior gains a +1 bonus to attack rolls. This bonus increases to +2 at 7th level. At 4th level, the Warrior gains a +2 bonus to damage with a successful attack from a weapon of his chosen group. This bonus increases to +4 at 10th level.

Profession: At 1st level, the Warrior 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.

  • Equestrian: The Equestrian is a skilled rider most at home in the saddle. Despite the name, the Equestrian's mounts are not necessarily horses or even horse-like, depending on the setting.
  • Martial Artist: The Martial Artist is skilled at unarmed combat, and continuously hones his body to its peak physical condition.
  • Mercenary: The Mercenary sells his weapon talents to those willing and able to pay for them, and is skilled at holding the line against attackers.
  • Outlander: The Outlander is typically a tribal or nomadic warrior more comfortable with the wilds than the confines of civilization. Most Outlanders are accomplished hunters.
  • Pilot: The Pilot is a master of his ship, whether the setting uses airships, sailing ships or dune ships (that "sail" across the surface of a silt-like desert on skids and/or runners.)
  • Tactician: The Tactician is highly skilled at massive battles, and inspires courage to those around him.

Table: Warrior Professions
ProfessionSkillSpecial
EquestrianRidingMounted Combat: Once per round, the Equestrian can negate an attack against his mount by making a Riding check against the attack roll.
Martial ArtistAthleticsUnarmed Combat: The Martial Artist can use his body as a weapon, inflicting 1d6 with a successful unarmed melee attack.
MercenaryStreetwiseFirst Strike: Once per round, the Mercenary receives a free melee attack against an opponent that moves into the range of his melee weapon. This attack is resolved immediately, before the opponent finishes his action.
OutlanderSurvivalHunter: On a successful melee attack against a non-humanoid creature more than twice the size of the Outlander, he gains an amount of bonus damage equal to his level.
PilotPilotingShipborn: The Pilot gains a +1 DEF when fighting on a ship, and ignores any movement penalties for fighting on a slippery or pitching deck.
TacticianTacticsInspire Courage: Once per rest, the Tactician can spend an action to inspire his comrades. For the next five rounds, all characters within thirty feet of the Tactician gain a +1 bonus to saving throws, attacks and melee damage.

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. For me, however, I wanted to stick with concepts that were closer to the source of inspiration. Please let me know what you think.

With Regards,
Flynn

Wednesday, July 06, 2011

Planetary Romance: Some Short Word Lists...

Good Morning, All:

As an example of Planetary Romance world development, I have decided to follow my basic advice from my previous post and construct some words for the updated World of Samardan mini-setting I'm developing as an example of this genre. The following small word lists will prove useful in naming places, creatures and people, as well as add flavor and consistency to the setting.

Note On Pronunciation
Consonants are pronounced as they are in English. Vowels are pronounced as they are in Spanish, and are never doubled. (The words in parentheses below refer to the general shape/position of the mouth, tongue and lips, if it helps.)

a: as in "father" (open, central, not rounded)
e: as in "ten men" (open-mid, front, not rounded)
i: as in "ski" (close, front, not rounded)
o: as in "note" (close-mid, back, rounded or semi-rounded)
u: as in "truth" (close, back, rounded)

Body Parts, Monstrous
EnglishSamardan
claw, talonkun
fang, toothdant
featherresh
hair (pelt)kal
hoofpesun
hornkar
shelldafan
stingertanga
taillang
wingkrel

Creature Classes
EnglishSamardan
amphibianbarma
birdoneth
fishpesh
insectkit
mammalburun
reptilepacha

Colors
EnglishSamardan
colorhu
blackhel
bluesul
brownbur
gray, greydusar
greenaber
orange (color)jus
purplethul
redarun
whitezuwel
yellowpil

Natural World
EnglishSamardan
baywan
beach, shorekosh
cavenadra
cliffkif
cloudgayen
desertserer
earth (land, ground)dan
grasslands, plains, savannahkampos
fireagon
forestmader
hilldigara
islandjazira
laketal
lightningchana
moon (dancing twins)rasakamari
moon (general term)kamar
moon (red)arunkamar
moon (white)zuwelkamar
mountaingara
rainbarich
rivergwach
sea, oceanyam
skysama
snowhim
startar
stormjayu
sunsor
swamp, marshmer
thunderdon
valleybalem
volcanoagongara

Quantity/Size, Relative
EnglishSamardan
biggest, greatestgran
bigger, greaterbar
smaller, lessermal
smallest, leastdi
halfpal

Titles, Common
EnglishSamardan
low noblePansanu
medium nobleKoranu
high nobleDoganu
sovereignRajanu
member of martial peerage, knightJen
member of mystical peerage, sageSen

Whew! I suppose that looks like a lot of nonsense. Well, it does, until you use it. Here are some examples of how we can put these simple lists to use:

Place Names
Suppose I need to name a small fishing village known for the brilliant blue fish they catch off their coast. Instead of calling the village Bluefish, I can now name it Sulpesh. Because I know the root words, I have a clue as to something about the location, and once the players learn enough of the setting, they could, as well.

People Names
The name Cornelius means "horn sun," deriving from Latin cornu "horn" and Greek helios "sun". The same name in the World of Samardan would be Karsor.

Creature Names
Let's say that you wanted to use a wooly mammoth against your PCs, but didn't want to call it a wooly mammoth. Instead, we could use "greatest"+"pelt"+"fang"+"mammal" to get Grankaldantburun. Optionally, we could look up the meaning of the word mammoth, which apparently comes from Russian roots meaning "earth horn", and go with Dankar. Personally, I'm good with either Kaldant or Dankar, myself.

You can also use the "environment" descriptors to distinguish between two similar beasts that occupy different regions. The dankar of the plains, which is the smaller and less aggressive of the two (although that isn't saying much), would be the Kamposdankar, while the larger and more ferocious mountainous dankar would be better classified as the Garadankar.

All we need is a few more short word lists for some specific adjectives and such, and we'd have a pretty solid naming language (and no real need to move much beyond that.)

With Regards,
Flynn

Monday, July 04, 2011

Planetary Romance: On the Use of a Conlang...

Good Afternoon, All:

One of the defining elements of early Planetary Romance series is the introduction of small glossaries of unusual words, purportedly in the native tongue of the planet. Avid readers of the genre might recall items liked those mentioned in this Barsoomian Glossary, this Glossary of Persons, Places and Things in the Sage of Prescot of Antares, or this Glossary of Gorean Terms. It seems to me that any true Planetary Romance setting should follow in these popular examples, and come up with at least a minimal constructed language glossary for their setting. In a previous post on constructed languages from last year, I mentioned that I had begun the creation of a constructed language for my old World of Samardan setting. Personally, I enjoy creating conlangs (constructed languages), but given the depth that you can take such efforts, you could easily lose your world-building development time as you focus on your conlang development. Toward that end, I'd like to offer the following information for those who wish to pursue such a task and still keep their sanity (and that of their players).

First, there are only a few areas you really need to invented words in order to create the illusion of another world. Taking from the experts, we can see that those areas pretty much focus on:
  • titles of nobility,
  • animals/creatures,
  • basic numbers,
  • measurements of time and distance, and finally
  • place names,
  • people names,
  • the occasional oath.
You don't need to be able to recite the Tower of Babel text or the Lord's Prayer in your newly invented tongue. That's going a little overboard, in my opinion (although I've done enough work on Samardan's trade tongue to get close in some regards, so I speak from experience.)

In closing this particular post, I'll leave you with an example of the work I did for World of Samardan, the most commonly used titles of nobility.

Common Titles (Original Version - World of Samardan)
  • Sen: One who is a mentor, teacher, sage or a member of mystic peerage.
  • Pansanu: One who holds the noble title of Lord.
  • Jun: One who is a member of a martial order or peerage; a knight.
  • Kulin: One who holds the noble title of Baron.
  • Korin: One who holds the noble title of Marquis.
  • Stran: One who holds the noble title of Count.
  • Razha: One who holds the noble title of Duke.
  • Nabil: One who holds the position of a Minister for a kingdom.
  • Balidin: One who holds the noble title of King.
  • Amandin: One who holds the noble title of Emperor.

Note: The feminine form of these titles is derived by applying the feminine -ba suffix to the end of the title. Example, a woman belonging to an exclusively-female martial order of peerage would be addressed by the title of Junba, while a Queen of Pain would bear the title of Balidinba.

Yes, it was confusing at first, and I'd recommend dropping your titles of nobility to three (low, medium and high) or four (low, medium, high, king/emperor) to avoid that in your own settings. However, once the players picked up on it, we were able to use the more common examples they encountered very easily, and it added a lot of flavor to the setting. It also removed much of the standard European cultural bias that went with the more traditional titles.

This is just something to think about.

With Regards,
Flynn

Happy Independence Day!

Good Morning, All:

I'd just like to take a moment to honor my nation's Independence Day celebration. Given that Americans enjoy their motion pictures, and I am no exception, I will likely honor the holiday with one of my nation's many great movies centered on our Fourth of July holiday. I'm inclined to watch Independence Day, Die Hard 3 or Live Free Or Die Hard. (We all have our own little traditions.) Ordinarily, I'd also plan to watch the fireworks tonight, but the drought here in Central Texas has been so bad that we have a burn ban that is causing most of the local cities and towns to cancel their public fireworks display.

But that's beside the point, which is to honor the efforts of veterans over two centuries ago who fought for freedom so that they and their descendants could live in a country free of tyranny, where we hold to the self-evident truth that all men are created equal under the eyes of the law, that we are endowed by our Creator (who or whatever that might be) with certain unalienable Rights, among these being Life, Liberty and the pursuit of Happiness. So, please join me in toasting those veterans of two centuries ago whose efforts created this country and forever impacted the history of our world through their heroic actions and deeds. Salute!

Happy Independence Day,
Flynn

Friday, July 01, 2011

Sword & Planet: First Thoughts on Skills...

Good Morning, All:

In my overview of the character creation process, I indicated that I would be using skills in these suggestions. In essence, a skill check is simply an ability check, with a bonus for being trained in the use of the skill. It's the same system as I currently use in MyD20 Lite, which is:

Skill Check: d20 + CLM + Stat Mod + 5 (for being trained) >= Difficulty

CLM (Class Level Modifier) is equal to half your character level, rounded down. Since I'm effectively making 3rd level characters into 1st level, that translates the CLM for Sword & Planet games to equal one plus half your character level, rounded down. I'll put that on the chart next to XP for easy reference.

The Difficult ratings for MyD20 allow for a lot of variety, but I think it can be simplified a little more for a Sword & Planet game.

Table: Skill Difficulties By Task Description
DescriptionDifficulty
Simple10 (or Auto)
Average15
Difficult20
Very Difficult25
Nigh Impossible30

Of course, we will need to consolidate the skill list to only those things that a "man of action" should need. Any skill that requires downtime without leading to potential adventure needs to go, and such can be assumed by the GM based on character background and ability checks. Let's focus on stuff we can use that makes adventures move forward. With that in mind, I present the following short list of skills to choose from.

Acrobatics (DEX)
Athletics (STR)
Bluff (CHA)
Craft (INT)
Healing (WIS)
Legerdemain (DEX)
Lore (INT)
Perception (WIS)
Persuasion (CHA)
Piloting (DEX)
Riding (DEX)
Stealth (DEX)
Streetwise (CHA)
Survival (CON)
Tactics (INT)

Some of these could be collapsed even further, but I think I'm good with the list above. One of the biggest changes I've made, as you can see, is to move Survival from a Wisdom-based skill to a Constitution-based skill. Most Survival situations tend to deal more with endurance than insight, and I wanted to have at least one skill that was based on Constitution.

I've also shrunk all of the knowledge-type skills into one overriding skill called Lore. In most of the Planetary Romance novels I've read, those that had a lot of knowledge tended to be well-educated in many things, not just one topic in particular. In other words, if the author needed someone to provide information, it was the same character each time, even if the topics weren't really related except that they required extensive book-learning to pick up.

I've combined flying, sailing and land-based vehicle control into the single skill of Piloting, because most settings tend to emphasize one over the other two, and so one skill killed three birds, so to speak. Again, if a character (such as the hero of the tales) were talented in one, he was often talented in them all. Alternately, you could combine land-based vehicles such as wagons and chariots with Riding, and keep Piloting for water and air-based craft, since both typically use similar navigation techniques.

Intimidation, taunting and diplomacy all fall under the general category of Persuasion. Streetwise is kept separate to reflect the general ability to carouse and gather information, as well as "street smarts", which I think is distinctive enough in terms of character concepts to deserve its own skill. You could always combine the two if you feel differently, though.

I figure that I'm going to give skills out as follows:

Table: Number of Skills by Character Class
ClassSkills
Expert4 + INT modifier
Mystic2 + INT modifier
Warrior2 + INT modifier

Bear in mind that, at the moment, I'm looking at having one of the skills being selected when a character takes a Profession. Alternately, I can allow the Profession to give a bonus skill and still allow more customization for characters with an extra skill option. So long as it doesn't take forever to build a character. It always seems that the more choices a player has, the longer it takes to create a character. I think every group has that one guy who agonizes over every choice and takes forever. I hate to aim such that I take that guy into account, but I think it's a good goal to keep in mind if I want this to be quick and easy, so we can get to gaming that much more quickly.

At any rate, this is the Skills section, briefly covered. Next up, I should probably go over the classes in a little detail, as well as the Professions I envision adding to them as options. Then I'll cover some basics regarding Equipment (including firearms of various sorts), cover Powers for Mystics and then jump in with some World of Samardan background pieces to cover the races as a lead-in to the mini-setting. At least, that's my intentions regarding rules.

Or should I just jump into the world, and cover the rules as I need them?

With Regards,
Flynn

Wednesday, June 29, 2011

Sword & Planet: First Thoughts On Combat...

Good Morning, All:

The combat system of D&D works well enough for most things, and having used it before in my World of Samardan campaign of years past, I know it is functional. However, there are ways you can tinker with the system to better reflect the Planetary Romance genre. Below are a list of some common problems in a Sword & Planet style game, and my proposed solutions for addressing them.

Problem: I'm Too Brittle At First Level
It's hard to be a hero at first level, when a single shot, lucky or otherwise, could potentially knock your character down and out of the game. If your character's hit point total lies within the conventional damage of most weapons, then your hero could easily fall. At that point, it depends on who hits first.

Solution: Who said Sword & Planet first level had to be D&D's first level? Nobody. When I started my World of Samardan campaign, all characters began play at third level. Since I can write the rules for this one, I'd probably record character levels such that the benefits of third level (hit dice, attack bonuses, etc.) are given at first level, and increments each level as the character advances. In other words, characters at first level would have three hit dice, and they'd max out at nine hit dice at seventh level.

Problem: Unnamed NPCs Won't Go Down Quickly
Part of the genre involves wading through mooks (goons, Extras, cannon fodder, meat shields, commoners, etc.) to get to the big fight scenes against the champion of the evil decadent monarch and save the princess. Sadly, that's often hard to do in D&D. The higher level the character, even NPCs, the longer it takes to wade through them, because they have a ton of hitpoints.

Solution: Use the Vitality and Wound Points system outlined in WOTC's 3E Unearthed Arcana. This has been demonstrated to be quite effective in WOTC's original D20 Star Wars system, Spycraft, and Traveller T20. Since we'll likely be using Old School monster stats (with a few modifications here and there), we'll have to come up with an alternative for Constitution scores for monsters (probably will either assume a base 10 modified by size or use some kind of simple calculation such as 8+HD.)

Problem: No One Wears Any Armor
Many Planetary Romance novels describe the locals as either naked or wearing little more than a translucent veil or a harness to carry things. Armor is often unknown and thus unworn, despite the fact that people seemingly get into sword fights all the time. In D&D, though, going without armor makes it very easy for you to be hit as characters advance in levels.

Solution: Use the Defense Bonus system outlined in WOTC's 3E Unearthed Arcana. We've seen this implemented in D20 Modern and True20, and works very well for covering settings where armor is not common. As a house rule, I suggest that characters get the best of either their armor bonus (if they wear any) or their class defense bonus, instead of letting them stack. It just works out better, in my experience.

Finally, I really enjoy the option known as Players Roll All The Dice, in which players always roll the dice to avoid being hit in combat, etc. In other words, any time I would normally roll a D20 against them, such as saving throws, attacks or spell resistance, they get to roll it instead. I like it because it keeps the players focused on the game when it isn't their turn, and gives them a sense of control over what is happening to their characters. (Oh, and it makes big combats go faster since there are multiple people rolling to resolve large group actions instead of just myself processing the attacks.) The jury is still out on that particular option, though.

What do you think? What would you do differently?

With Regards,
Flynn

Monday, June 27, 2011

Sword & Planet: Thoughts on Classes...

Good Morning, All:

When regarding character classes for a Planetary Romance setting, it quickly becomes obvious that the usual Fighter/Cleric/Magic-User/Thief selections detract from the setting and generally do not make sense when considering the source material and common characteristics of the genre. This puts us in the position of having to come at character classes from a different perspective. My personal favorite, in regards to character archetypes, are those espoused by the Generic Classes from WOTC's Unearthed Arcana. For purposes of discussion here, I'm going to call them Warrior, Expert and Mystic.

The Warrior
The Warrior is essentially the basic combatant of the trio of generic classes. Based on his selection of skills and profession, he can represent any of a number of diverse character concepts such as a crusader, a duelist, a hunter, a soldier or a tribesman. He prefers to address challenges through physical confrontation. His Prime Requisites are Constitution and Strength.

The Expert
The Expert can be a jack-of-all-trades or a master of a limited area of expertise. Based on his selection of skills and profession, he can focus on diplomatic matters, stealth, combat, wilderness survival, thievery, or any of a number of critical tasks. He prefers to address challenges through the application of skill and agility. His Prime Requisites are Dexterity and Intelligence.

The Mystic
The Mystic is a practitioner of mentalism and mysticism, and has an array of magical powers at her beck and call. Based on his selection of skills and profession, he can be a healer or an enchanter, a shaman or a cultist. He prefers to address challenges through magical means. His Prime Requisites are Charisma and Wisdom.

Before I go into any great depth regarding these three classes, I wanted to capture some of my thoughts on the character creation process, and the rules system in general.

At its core, the system that I would propose using is heavily inspired by various retro-clones, with a number of innovations as required to meet the needs of the genre. Many of the underlying suggestions for changes and such that I'm going to present may appear fairly radical. That's simply because they are. Very little of what I'm going to suggest will be new. However, these suggestions will often be fairly common variants in terms of rules or approaches that may lead people into areas they are not comfortable with, rules-wise. Let me state up front that I understand discomfort may happen, and there's no compelling reason that you have to do things the way I'm going to present them. You can always take what you like from the suggestions I am offering, and leave the rest behind. After all, for this mini-project, that's what I'm doing. Now, with that said, it's time to delve into character creation a little.

My overall concept of character creation is simple:

Character Creation Steps
  1. Generate Ability Scores: Roll 3d6 six times and record them in order: Charisma, Constitution, Dexterity, Intelligence, Strength, Wisdom. (Or whatever order you want to arrange the stats in; I just went alphabetical for a change of pace.)
  2. Choose Race: Select your character's race from those offered by the setting.
  3. Choose Character Class: Decide if you are playing a Warrior, an Expert or a Mystic.
  4. Choose Profession: Choose your character's profession. (This was inspired by FantasyCraft and Stars Without Number.)
  5. Choose Skills: Choose your character's skills.
  6. Choose Powers (Mystics only): Choose your character's starting powers from the Mystic power list.
  7. Choose Equipment: Choose your character's equipment.
  8. Determine Basic Stats: Determine your character's basic stats, like height, weight, personality, saves, etc.
  9. Choose A Name: Name your character something appropriate to the setting.
  10. Begin Play: Go forth, save a princess, adventure and earn some experience.

The concept of Professions was intended to replace subclasses, character kits, variant class features, 3E feats, prestige classes, paragon paths, what-have-you. In essence, you choose a Profession, which determines one of your skill selections and grants you a special class feature. That way, characters of the same class could still have slightly different abilities, but you don't have to spend a lot of time during character creation making a ton of different choices for your character (unless, of course, you have to choose powers as a Mystic.) I really don't want more than five or six different Professions per class, and will likely take my cue from the characters in various Planetary Romance novels I've read. The goal here is to give some diversity without burdening the player with too many options, thus avoiding "option paralysis" and spending an entire gaming session building a character.

So, what do you think of what you've heard so far? Do you have any thoughts, comments or suggestions you'd like to offer at this time? Before we can get too much further in character creation, though, I do want to take a few minutes to go over some combat system changes first. That, however, can wait until my next post.

Enjoy,
Flynn

Friday, June 24, 2011

Sword & Planet: An Overview...

Good Morning, All:

I'd like to spend some time talking about Planetary Romance or Sword & Planet gaming, as it is a favorite genre of mine. (Indeed, I once wrote a 72,000 word novel in this genre, but alas, I never went back to edit and publish it.) To begin our discussions here, I thought it best to start by defining the genre and identifying some common characteristics that would have to be addressed in a setting designed for this genre.

"Planetary Romance is a type of science fiction or science fantasy story in which the bulk of the action consists of adventures on one or more exotic alien planets, characterized by distinctive physical and cultural backgrounds. Some Planetary Romances take place against the background of a future culture where travel between worlds by spaceship is commonplace; others, particularly the earliest examples of the genre, do not, and invoke flying carpets, astral projection, or other methods of getting between planets. In either case, it is the planetside adventures which are the focus of the story, not the mode of travel." - From the Planetary Romance entry in Wikipedia.

The following are classic tropes or characteristics of the Planetary Romance genre. Within these trappings, however, adventures are typically of those formats already familiar to most gamers' experience: urban, wilderness, dungeons, ruins, political intrigue, mystery, etc.

  • Space Princesses. Although Planetary Romance is based on the concept of Chivalric Romance, a vast majority of novels in the genre revolve around saving a space princess, the most beautiful woman on two worlds, from whatever dire straights in which she has managed to find herself trapped. She is often gorgeous, alluring, independent, intelligent and, all in all, the ideal woman, except that she keeps getting into trouble and requires saving. Most PCs have trouble with exploring romance within a roleplaying environment, but if this element can be captured in a game, it is well worth it.
  • Pulp Action. Growing out of the adventure novels and pulp romances of the turn of the 20th century, Planetary Romance are filled with pulp action, such as swashbuckling adventure, imprisonment, forced gladiatorial combat, daring escapes, monster-killings, and duels with villains.
  • Exotic Locales. Most often filled with untamed wilderness, Planetary Romance features exotic locations on another world.
  • Alien Interactions. The cultures of the planet are often varied, and much of the literature explores cultural clashes between two distinct groups, or between the hero and a specific culture.
  • Hostile Savages. A significant amount of the planet's common population are typically hostile savages living a tribal or nomadic existence, making the wilderness between "civilized lands" very dangerous for the average man. Despite this, the women are often highly attractive, and the men are fiercesome warriors.
  • Decadent Monarchies. Pockets of civilization, often decaying, exist as isolated city-states ruled by despotic monarchs.
  • Mysticism & Mentalism. The pulp concept of magic, centering around mysticism and mentalism, often makes an appearance in Planetary Romance. While telepathy, divination, enchantment and even illusions make their appearance in some Sword & Planet series, you will rarely (if ever) see examples of evocation, transmutation, necromancy and conjuration magic. (Necromancy and conjuration, in particular, tend to pull you into a Sword & Sorcery mode, which can happen in some PR series, but isn't a strong representation of the genre as a whole.)
  • Lost Technology. In some examples of the genre, the remnants of some lost technology from a prior civilization still remains in use among the decadent pockets of civilization. These range from "radium pistols" and "crystal ray guns" to flying ships and anachronistic power supplies.
  • Medieval Weaponry. Despite the possible presence of firearms or other high-tech weapons, most disputes among common men are settled by swords and occasionally other medieval weaponry. This is the tie-in that allows most fantasy players to more quickly adjust to a Planetary Romance setting, because it is in many ways similar to a Low Fantasy setting.
  • Alien Interactions. The cultures of the planet are often varied, and much of the literature explores cultural clashes between two distinct groups, or between the hero and a specific culture.
  • Action Heroes. While the main characters do not have to be heroes per se (and in some cases were criminals or anti-heroes intentionally), they do undertake heroic actions. When given a choice between acting in haste or acting with deliberation, success often goes to the one that acts quickly and decisively.
  • Compentent Characters. Heroes are just plain better than the average Joe on the street, as are the major villains they face. The main villains are generally competent, and thus a challenge. Their minions, though, are often pretty easy to take down one-on-one.
  • Individual Focus. Planetary Romance settings tend to focus on the trials and tribulations of individuals instead of those of the world. Villains don't want to destroy or take over the world; instead, they want much more personal and localized goals.
  • Weird Monsters. Most of the monsters encountered in a Planetary Romance setting are unusual, having multiple pairs of limbs, large death-dealing natural weapons, and similar characteristics. They are almost always larger, meaner and stranger than anything commonly seen on Earth, but without the magical powers associated with many creatures of mythology.
  • Dinosaurs Live. Despite the unusual nature of the wildlife on the planet, creatures recognizable as dinosaurs exist and terrorize the countryside. Some are even likely to be domesticated and used as livestock or mounts.
  • Arena Combat. Gladiatorial games and arena combat often have a place in most Planetary Romance settings. Even major duels and challenges against leaders take on this kind of atmosphere.
  • Chess Variants. Almost every major Planetary Romance series introduces some local variant of Chess, a tactical simulation similar to but often more complex than the game we know here on Earth. At least once over the course of the series, the hero plays in a living version of this game, fighting opponents to the death.
  • Knocked Unconscious. Characters in this genre are rarely slain when fighting multiple humanoids. Often, they are simple beaten down and knocked unconscious rather than slaughtered out right, only to find themselves later in another situation from which they have to extricate themselves.

I found the following quote to be particularly descriptive of the initial stories set in such a campaign, and give us a good blueprint for the first few adventures to take place in such a setting:

"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...!."

My original Sword & Planet campaign was based in the World of Samardan, after which my personal publishing imprint is named. I imagine I'll use that world as the basis for the sandbox setting I'll develop as we discuss this genre in more exhausting detail. By the time I reach the end of this discussion, I hope to have some basic core rules for a gaming system established, as well as a region on Samardan for people to game in. We'll see how things go. If you have any questions or comments, please feel free to share them.

With Regards,
Flynn

Wednesday, June 22, 2011

Caverns of Lakoma: A Dungeon Diagram...

Good Morning, All:

To conclude my series of posts on Caverns of Lakoma dungeon design, I needed to produce a map for Level One. As I may have mentioned, I suck at dungeon maps, and so I found myself in a quandary. In the end, I decided to utilize a principle described in a recent Gnome Stew article: Prep-Lite Maps. This is also similar to the diagram dungeon as presented in Sine Nomine Publishing's Red Tide. In essence, I built a flowchart of important rooms, and will simply make up any unimportant rooms as I have need. This is the result:


For those that would like to have all of the information on the Egyptian Great Plains gathered in one place, have no fear. I've created a simple PDF with the basics. Please review it and let me know if I need to add anything to it. You can find it here:
Egyptian Great Plains Minimalist Sandbox Campaign Setting

Thank you all for hanging in through this discussion, and I look forward to any additional input you might have on my quest for improving my minimalist campaign preparation process.

With Regards,
Flynn

Monday, June 20, 2011

Sword & Planet: After the Egyptian Great Plains is Complete...

Good Morning, All:

Sorry, I am going to make one more post to delay the final map update for the Caverns of Lakoma, and then I'll be able to wrap up the Egyptian Great Plains series of posts. I'm still trying to find time to work out the final map. I've got a simple flowchart done, and if push comes to shove, I'll post that on Wednesday. Hopefully, though, I have an actual map ready by then. And now, let's move on to the distraction for the day...

In the spirit of my favorite genre of science fiction, planetary romance, I've been contemplating doing a series of posts on the development of a Sword & Planet game/setting. We have a lot of people doing work on such a thing, but I haven't heard much in the last few months, save for Urutsk: World of Mystery (and the occasional rumblings elsewhere.) In my discussions, I'd like to talk about the rules of a system that might fit that kind of game (talking D&D/retro-inspired, instead of Savage Worlds, which could also work, but might not be as interesting to most of you). I'd also like to discuss basics behind a setting, and then do some prep work like I've done with the Egyptian Great Plains idea, with the intent of creating a nice Sword & Planet campaign for the future.

Anyway, I am open to suggestions, of course, but this is what occupied my thoughts most of this last weekend.

With Regards,
Flynn

Friday, June 17, 2011

Inspired by Red Tide: The Shadow Syndicate Encounters...

Good Morning, All:

I suck at maps, particularly dungeon maps. That's why I don't have Level One of the Caverns of Lakoma ready for posting today. Instead, I'm going to touch on another topic related to fantasy world-building and sandbox preparation. Sine Nomine Publishing, creator of the wonderful Stars Without Number, also published a fantasy setting called Red Tide, which offers a lot of resources for minimal prep work in running a sandbox fantasy campaign.

One of the resources I particularly enjoyed in Red Tide was the section that described twenty different NPC groups. Each group's description was a single page, on which was enough information to cover what you would need to use that particular group in your sandbox campaign with minimal effort. Each entry was formatted as follows:

  1. Illustration. A small eighth-of-a-page illustration of a typical member of the group appears in the upper left-hand corner of the page.
  2. Brief description. Under the illustration, there's a paragraph describing the NPC group in a nutshell.
  3. Three groups. In the final section on the first column, Mr Crawford provides three different groups of escalating power levels: Weak (levels 1-3), Average (levels 4-6) and Strong (levels 7-9). Each simply lists the members of such a group, and provides some basic treasure for the group.
  4. Stat Blocks. The top third to half of the second column contains a simplified list of monster stats for the different members of the groups defined previously.
  5. Complications Table. The bottom of the second column on the page is filled with a chart of 6 up to 12 different complications that add flavor to a given encounter (or series of encounters) with this NPC group.

In terms of group strength, I did a relatively quick analysis, and determined the following:

  • Weak: Weak parties tend to cover a range of 5-13 HD (average of 7, median of 7), and possess 2d6x10 gp in coin and/or goods. (This assumes a gold standard.)
  • Average: Average parties typically cover a range of 21-45 HD (average of 33, median of 34). Their treasure troves seem to average around 2d4x1000 gp, 1d3 Gems, 1d3 Jewelry, two consumable items (50% chance each), and one magic item (50% chance). Treasure may vary, but that seems to work well overall.
  • Strong: Strong parties fill a range of 31-96 HD (average of 72, median of 74). Their treasure includes 2d6x1000 gp, 2d4 Gems, 1d4+1 Jewelry, one magic weapon (50% chance), one magic armor (50% chance), two magic items (50% chance each), and two consumables (50% chance each).

This is such an easy format to use, I'm surprised no one came up with this idea before. I could easily see putting together a selection of these encounters for my own campaigns, one for each group or organization in the setting. It reminds me in some ways of one of the Forgotten Realms books, Lords of Darkness, in which stats for members of an organization were given for levels 1 through 10, except Red Tide's approach works better from the perspective of minimalist prep. It's a lot less work to achieve what would effectively be the same gaming experience at the table.

For example, let's say I wanted to create a One-Pager for an organization in the Hammersong’s Legacy Campaign Setting. Looking through the book, I easily see that I'm going to need to define some encounters for the Shadow Syndicate. Here's what I came up with...

Illustration
Since this is a personal project, I don't feel the need to add an illustration to my One-Pager. If I did, though, it would probably be that of a highly tattooed vagabond skulking in an alleyway with a dagger in hand.

Brief Description
New to the city of Fellgorge, the Shadow Syndicate is a brotherhood of thieves that is moving in on the territories formerly controlled by Fellgorge's native rogues’ guilds. Little is known of these mysterious intruders, although rumors run rampant with speculation. Whatever their origins, the Shadow Syndicate is well funded and operating with purpose and direction. Members of the Shadow Syndicate are organized in Pacts, who are led by Overseers. Pacts are grouped under a specific Lord of the Syndicate as Families, and Overseers form small councils that advice the Lord of the Family. The Lords form the governing body of the Shadow Syndicate called the Court of Shadows, who make policy decisions and settle disputes between various members. All that is known of the Syndicate's goals is that the Shadow Syndicate seeks to control all illicit activity in Fellgorge, and is not above intimidation, coercion, assault and even assassination to accomplish their goals. Their efforts are opposed by the local law enforcement as well as the local rogues’ guilds that are being displaced from their neighborhoods.

Three Groups
  • Weak: 5 Common Thugs, 1 Overseer. 2d6x10 silver in coin and/or goods. (I use a silver standard in my campaigns.)
  • Average: 15 Common Thugs, 5 Overseers, 1 Master Overseer. 2d4x1000 gp, 1d3 Gems, 1d3 Jewelry, two consumable items (50% chance each), and one magic item (50% chance).
  • Strong: 30 Common Thugs, 10 Overseers, 2 Master Overseers, 1 Lord's Man. 2d6x1000 gp, 2d4 Gems, 1d4+1 Jewelry, one magic weapon (50% chance), one magic armor (50% chance), two magic items (50% chance each), and two consumables (50% chance each).

Stat Blocks
  • Common Thug: AC 8 [11]; HD 1d6 hp; Atk: by weapon (1d6); ST: 18; SP: double damage with surprise; MV: 12; CL/XP: 1/15.
  • Overseer: AC 7 [12]; HD 2; Atk: by weapon (1d6); ST: 16; SP: double damage with surprise; MV: 12; CL/XP: 3/60.
  • Master Overseer: AC 6 [13]; HD 5; Atk: by weapon (1d6); ST: 12; SP: triple damage with surprise; MV: 12; CL/XP: 6/400.
  • Lord's Man: AC 4 [15]; HD 8; Atk: by weapon (1d6); ST: 8; SP: triple damage with surprise; MV: 12; CL/XP: 9/1,100.

Complications Table
1d6Complication
1This band of Syndicate members is seeking to capture potential slaves to sell in distant markets. They already have 1d6 (Weak), 2d6 (Average) or 3d6 (Strong) prisoners.
2This band of Syndicate members are pushing a protection racket, and looking for people to turn into examples.
3This band of Syndicate members are smuggling items of great importance, and don’t want to leave behind any witnesses.
4The Master Overseer of this group is actually a Manasan infiltrator (use the stats from the Hammersong’s Legacy Campaign Setting book.
5This band of Syndicate members has been acting against a local Rogues’ guild, and will appear in the encounter in some form or fashion.
6In the midst of an encounter with this band of Syndicate members, the local city guard will arrive and mistake the party for members of the Syndicate as well.

Hope This Helps,
Flynn