Showing posts with label spells. Show all posts
Showing posts with label spells. Show all posts

Tuesday, October 5, 2010

Three of us makes a conspiracy: the (current) traveller fantasy hacks. !

Thanks to Rob at Bat in the Attic for his unsolicited but very welcome progress report on my version of the Fantasy Traveller Hack : Adventurer.

Before I say more, it has reminded me that I've been remiss about posting the other site/people working on the same idea.  So, without further ado,

In addition to my own take on the subject (Book 9 : Adventurer) there are  two others  in current development: Wanderer: by GerallKahla of Strange Glyphs  and Adventurer: by Nathan at Platonic Solid . Check em out, we all have different approaches and are all in different stages of development; but all are cool . Well, the other two for sure are cool...mine ?  Check it out yerself. 

Mercator: by Paul Elliott and Aldreth  (direct to PDF link) by Nigel Hodge are finished versions, (WOOOT ! YAY ! )from pre Mongoose SRD days (1994 in one case). Both are excellent and both are inspirations for my current work.


Also, there are two more which I only have old versions of.: Glass and Gold , a partially filled outline, (author unclear), and Fantasy Traveller Careers by doc_mystery (actually, pretty much finished given it's title and remit).

We've all got different takes on what it should look like, and frankly, that's cool.     The above versions are just the ones I know of, and are well worth checking out. I almost certainly have missed some, so please shout out if I have !

Sunday, August 29, 2010

Update for Alchemy spells.


ALCHEMY



Alchemy is the science of binding magical energies into mundane substances, allowing anyone to use or benefit from the spell.  Alchemist spells are, in essence precast and carried around in the form of expensive potions and powders which must be consumed or thrown to activate the effects.  The materials vary in their volatility, but all eventually become inert if not used.
Cost to produce an alchemical item is either explicitly listed for purely alchemical spell, or, for items binding Standard (non-mystery) spells, the circle of the spell.  Most alchemy spells create a potion or powder that holds the desired spell until activated, or until it becomes stale.  In general, the caster chooses any options required or desired, and allocates effect point to several variables.  Generally, all compounds can have their duration of effect increased, as can the time before it becomes useless, and who can use it. Points added to duration extend the potion by one hour per point. Points allocated to life increase the life of the compound by a week.  Limitations are a set of words that limit who can use the compound. Each point allows one word.  Example:  “me”(1 point) “my friends”(two points)  “elves or dwarfs”(three points) “anybody but that tool, Bilbo” (5 points). If no points are allocated to these variables, the duration is one hour (or less, by spell), the shelf life one day, and usable by anyone.   Note that the downside of the convenience is the fact that, as required by genre conventions, an alchemetical failure causes an explosion proportional to the intended power.


Resistance of the elements
This spell allows the alchemist to create potions that protect the imbiber from harm.  The spell is effective against damage caused by the 4 classical elements plus mineral animal and vegetable.  As an example, weapon damage is generally protected against by mineral protection (iron/steel), but the classic pointy stick would require vegetable protection, and a simple stone would require earth.  Each element includes its opposite, where appropriate.  Thus, protection against fire includes both heat and cold.  When cast, choose one element from earth, Air, Fire, Water, Animal, Mineral, Vegetable.  Specify a number of damage points that will be ignored from any such source this is the difficulty for creating the compound.  If successful, note the final effect.  If the effect of the success is less than or equal to the protection chosen, the compound boosts the characteristic by only that If the final result exceeds the maximum, the caster may allocate effect points to duration, effective life and any limitations.  
Failure causes an explosion, doing damage equal to the maximum points chosen plus the negative effect (treated as positive for all you clever Nellies). With a blast radius of 1 yard per point of negative effect. Additionally, the cost of the casting is lost.

Pyrotechnics
This spell allows the alchemist to create a highly reactive substance that explodes with great noise, dazzling light, dense smoke and potentially great damage.   Three types exist: flash, smudge and blast.  Flash creates an exceedingly bright flash and deafening noise, which stuns and/or temporarily blinds viewers. Smudge is silent, but creates a dense dark smoke cloud, which obscures vision in a specific area. Blast causes noise and flash, although not to the level of flash, its main effect is a highly destructive explosion. All three can be created to activate when set afire or shocked by impact. The final effect roll can be allocated to its power, duration (for smudge), visibility (flash), or blast area (blast), as well as effective life.
Smudge; for each power point, smudge creates a dense obscuring cloud in a 10yd x 10 yd area. Each effect point allocated lets the charge continue smoking for an additional combat round, producing a larger cloud.
Flash.  All sighted and unprotected creatures within 10 yards must make an END with dice equal to the power of the charge failure results in being stunned and blinded for a number of rounds equal to the power. Each point added to visibility increases the effective visibility/hearing range by 10 yards,
Blast does 1d6 damage to all within the blast radius (5’), halved if a DEX test is successful on dice equal to half blast power. Each point added to the blast area increases the radius by 1 yard
To create these substances, the caster chooses the type, the activation method and the maximum power. If successful, note the final effect.  If the effect of the success is less than or equal to the protection chosen, the compound boosts the characteristic by only that If the final result exceeds the maximum, the caster may allocate effect points to duration, effective life and any limitations. 

 

Tuesday, August 24, 2010

Addition to summon animal spell. Comments ?

I'm liking the use of effect points to determine effect of a spell -however, is this making it too fiddly ? (ie giving the caster more options that he has to specify when casting slows things down, potentially).  Thoughts ?

Add to spell description for summon animal:

If desired, effect points may be spent to increase duration or numbers summoned. For both cases, square the number of points allocated (up to a maximum of 5) to determine the number of extra hours duration, or the number of creatures summoned in addition to the first one. All extra creatures will be duplicates of the first as regards Stats.

Monday, August 16, 2010

Adventurer: a request for comments to downloaders and readers

So, this weekend, i gave myself a birthday present, and worked on Adventurer without distraction (well, much distraction. See, I like my family.;) ), and two things came up.
1. The price list is done, and utterly self indulgent.
2. I would appreciate some input on a few topics.
Is the magic system too big ?
Is the section on flying ships and the associated fluff overkill ? How bout the superscience section ? If so, I'd make it a seperate document, aimed at barsoomian style S&S.
Does some kind of default campaign need to be included ? If so, how gonzo or generic.
Would art help the flavor ?
Is the combat too detailed for what this is ? (emulating a what-if D&D)
Is an actual monster manual type section needed or wanted (creatures other than intelligent races, I mean) this is one of the big traveller D&D departure points. Traveller gives construction tools and a few examples, D&D gives enumerated lists.

Answer any or none, particulalry if you have downloaded it. I'm about 1/2 done with beta version 2. Comment here or email to (edit) Ooops. Under construction. hang on.
Thanks in advance !

Friday, August 13, 2010

New Stuff: Alchemy Spells 2

Binding of the arcane essence.
Cost: See below table
Duration: instant/as per spell
Life: base 1 day+1 week per allocated effect point.
This allows the Alchemist to bind standard spells into alchemical compounds. The spell must be either known by the alchemist, or be provided during formulation by a capable spellcaster. The spell must be successfully cast, and the final effect recorded and allocated as appropriate to the spell description. Once the bound spell is cast, the alchemist must succeed in an Alchemy task check, modified by the difficulty of the bound spell.
Success indicates the compound and spell are successfully bound. Extra effect points may be allocated to effective life and limitations as per Enhancement of the material form. Otherwise, the default life of the compound is one day, with no limitations.
If the roll fails, the compound (and costs) are lost, and the bound spell immediately takes effect as if cast at the Alchemist and helpers. Assume that all working on the formulation are within 3’ of the spells point of effect, allow all but the casting Alchemist a DEX test to jump to cover and take ½ effect.

Cost of compounds are based on the school of the spell to be bound.
Cantrip/Chant2d6 gold coins or Solidii
Dweomer/Blessing 10 x 2d6 gold coins/Solidii
Sorcery/Prayer 100 x 2d6 gold coins/Solidii
Wizardry/Miracle 1000 x 2d6 gold coins/Solidii

In addition, any costs associated with the bound spell must be paid up front, and any physical effects upon the caster occur as listed to whoever provided the bound spell.

When consumed (or used –one could bind a spell into some odd ointment) the user may and must immediately cast the bound spell. The user of the compound does not suffer any effects related to casting the spell. Cool, huh ?

New stuff: Alchemy spells 1.

Enhancement of the material form
Cost: 100silver x 2d6 x maximum points chosen.
Difficulty: the chosen maximum Characteristic boost.
Time to prepare 1 day per point of maximum

This spell allows an alchemist to create potions or other medicines that temporarily increase the users natural characteristics. Choose a characteristic from STR, DEX, END,or INT. Specify a maximum number of points to add to the stat; this is the difficulty for creating the compound. If successful, note the final effect. If the effect of the success is less than or equal to the maximum chosen, the compound boosts the characteristic by that amount. The basic duration of a result that is less than or equal to the maximum chosen has a duration of one hour and an effective life of one day.
If the final result exceeds the maximum, the caster may allocate effect points to duration, effective life and any limitations.
Points added to duration extend the potion by one hour per point. Points allocated to life increase the life of the compound by a week. Limitations are a set of words that limit who can use the compound. Each point allows one word. Example: “Me”(1 point) “My friends”(two points) “elves or dwarfs”(three points) “Anybody but that tool, Bilbo” (5 points).
Failure causes an explosion, doing damage equal to the maximum points chosen plus the negative effect (treated as positive for all you clever Nellies). With a blast radius of 1 yard per point of negative effect. Additionally, the cost of the casting is lost.

Note: compounds increasing INT are often highly addictive for spellcasters*. When an INT boost compound expires, a spellcaster user must succeed in an INT test vs dice equal to the boost or immediately attempt to consume another INT compound within (2d6 – boost) hours if available. If after that time a compound was not available, the spellcaster suffers a minus to all spell rolls equal to half the boost (rounded down) for a number of days equal to half the boost (retain fractions). This effect is not directly ameliorated by INT potions , but is effected by magical cures.
*defined as anyone who learns or can inherently cast a spell.

Some spells for Alchemists.

Working on finishing up the rules, as suggested. (belated thanks for the suggestion )

ALCHEMY

Alchemy is the science of binding magical energies into mundane substances, allowing anyone to use or benefit from the spell. Alchemist spells are, in essence precast and carried around in the form of expensive potions and powders which must be consumed or thrown to activate the effects. The materials vary in their volatility, but all eventually become inert if not used.
Cost to produce an alchemical item is either explicitly listed for purely alchemical spell, or, for items binding Standard (non-mystery) spells, the circle of the spell. In general, a compound can be of any expendable material, traditionally a potion, but also powders, unguents and oils can be used, as could a candle, a box of powder or a chicken drumbone (if one is so inclined); the point is that the compound must be directly expended by the user, such used destroying the compound. generally, the user must do somthing with the compound involving their body -think medicinal compounds and snakeoil.

Sunday, July 11, 2010

Adventurer: Some initial comments

Okay, so far (other than copy editing, which I appreciate but don't need to ppost for discussion ...) The main comments have been regarding the areas that are marked as needing development. At present, the most commented on is the reputation mustering out benefit -like, what does it do and how does it work ? I'll be on that one next. Second up are the spells that aren't defined, including one whole mystery tradition. As regards the spells, I'm very tempted to just pull out the missing spells and ignore them. This is partly because, well, spell development and testing is hard hard work, and tedious. Honestly, RPGs would be way easier to write if the original RPG was written by someone who deeply believed that spells were something only the bad guys used, ever, and to be completely avoided. MUCH easier. And would we really miss them ? Ah, what a wonderful world it would be.....

Oh well. Ignore the fact that the majority of my characters in whatever FRPG are magic using fools....writing spells is much more of a pain than using them...and much less fun than "taking advantage" of them in a munchkiny way. So, yes, in this case, I am the problem I am warning myself about....or something.

More to come.