Sunday, March 30, 2014

Maps of Lorimyr

I got the bug to draw a map over the last couple days. I have a trace of my original C&S campaign map that later was used for TFT and GURPS as well. It's been up on my Weird Realm site for 20 years.

*

I've decided that there just aren't enough islands to make this an archipelago. So I traced this map onto my new pad of tracing paper from Michaels. Then I started adding to the map. Here's where I am so far.


This is an area about 1000 miles on a side. Think an area bounded by Minneapolis MN, Bozeman MT, Phoenix AZ, and Dallas TX.

Is it too much?

Monday, March 24, 2014

Drug Trance Mages for Labyrinth Lord and OSR

Drug trance mages are part of the Natural mode of magic from Chivalry & Sorcery. Most natural mages do not have masters that they learn spells from, nor can they learn from books or scrolls, since this style of magic is intuitive and not an academic form.

Here is my Drug Trance Mage class for use with Labyrinth Lord and other OSR games.

Drug Trance Mage 

Requirements: INT 12, CON 9
Prime Requisite: add INT to the PR of base class

This form of magic allows the mage to make magical drugs in the form of potions or powders. By taking the drug, they gain the ability to cast a spell for a period of time. Drug trance magic is a part-time pursuit, so any character class can also pursue being a drug trance mage. Sometimes, drug trance mages form secret societies to share knowledge and protect their secrets. Visions from the drugs can lead the drug-trance mage to the leadership or meeting place of the local secret society.

The drug-making process is a form of enchantment of a simple magic item, comparable to writing scrolls. Each drug consists of either a powder or potion made from seven different ingredients, a unique recipe for each spell. The end result is a potion if three or more of the ingredients are liquids, or a powder if less than three are liquids. A list of possible ingredients is given at the end of this article. Potions are quaffed, and powders can either be smoked, snorted, or mixed with food or drink. Liquids are quicker to consume than powders, but liquids require fragile bottles or expensive metal flasks to carry. Many drug trance mages have a preferred delivery method. The drug mage chooses the level of the spell they are trying to enchant into the drug, but they don't know what spell will be in the drug until they test a dose. Thus drug trance magic is both experimental and dangerous. Mages should keep records of their recipes, because the same ingredients will produce the same spell effect. Each formulation will produce 2d6 doses. Also, drugs and recipes are specific to the mage who created them -- they cannot be shared with other drug trance mages.

A drug-trance mage has a maximum spell level of one-half their level rounded up. So, a 3rd level drug mage has a maximum spell level of 2. The ingredients must be worth a total of $500 per level of spell, plus $50 per level per dose produced. The process takes one week per level of the spell contained in the drug, though the drug mage only needs to spend two hours a day tending enchantment process. At the end of this period, the Labyrinth Lord should make a saving throw for spells secretly. On a normal failure, impurities have been unknowingly been introduced and the drug is Tainted (see below). If a 1 is rolled, the mage must make a saving throw, or become Addicted (see below). On a success, the mage completes the enchantment and produces the number doses rolled at the beginning of the process. On rolling a 20, the mage should roll another saving throw -- on another success, the drug mage can specify the spell placed into the drug within the limits of the level of the recipe.

To test the drug, the mage consumes a dose. The Labyrinth Lord determines the spell by rolling randomly between all spells of the proper level that aren't already in the drug repertoire of the mage. The drug takes effect after d4 rounds and lasts 2d6 turns (the Labyrinth Lord makes the duration rolls secretly). As soon as the drug takes effect, the mage gets a vision of what spell is in the drug. For the duration of the drug, the mage can cast the spell once. If drugs are mixed or taken while under the influence of another magical drug, treat as if Tainted, but at a -2 penalty. Mages can use these drugs safely once a day per level of the drug mage, plus the CON Hit Point Modifer. If this limit is exceeded, the mage has ‘overdosed’ -- treat as per Tainted (below) but with a -2 penalty for each dose over the maximum. For instance, Jill is a 3rd level drug mage with a CON Hit Point Modifer of +1. She can take level + 1 = 4 drugs per day. Also, the mage must make a saving throw against poison (add CON Hit Point Modifer to saving throw) to avoid becoming Addicted.

Side Effects

Using magical drugs can have side effects. Each time a drug is used, check the Side Effects Table to see what happens on this trip. These side effects do not affect the mage's spellcasting ability.

Side Effects Table

d20Side Effect
1-8No side effects
9-10Drunk (-2 on all skills)
11-12Mellow and friendly (-2 on taking violent actions)
13-14Lecherous (distracted by preferred gender)
15-16Sleepy (-2 on all skills)
17Hallucinations (distracted by things that don't exist)
18Paranoid (distracted by constant enemies)
19Angry and violent (-2 on taking non-violent actions)
20Roll twice

Modifiers: (cumulative)
Tainted:+2
Overdose:+2
Mixing drugs:+2 and roll for each dose
CON 16+:-2

Tainted Drugs

If the drug is Tainted (or the mage mixed drugs or overdosed), the mage must make a saving throw vs. poison (plus CON Hit Point Modifer) to avoid a 'bad trip'. On a success, the mage can cast the spell in the drug. On a failure, the caster passes out for 2d6 rounds. On a 2-3, the caster loses consciousness for 2d6 turns. On an 1, the caster falls into a coma for 2d6 days. At the end of this period, the mage must recuperate for an equal amount of time to regain their strength. Tainted drugs are still usable, just more risky. After two weeks of research, the mage can make another batch from the same recipe, trying to tweak the formula using the same ingredients, and avoiding contamination of the new batch. Reroll the drug creation saving throw at +1 for each successive tweaked formulation.

Drug Addiction

If a mage fails their Addiction save, they become addicted to the drug. Each day the caster must make a saving throw against spells (plus WIS Saving Throw Modifier) or they must take a dose of the drug. If the caster already has an Addiction, the roll is -5. If they take the drug, the mage will lose consciousness for a period determined by rolling a d12: 1-8=2d6 minutes, 9-11=2d6 hours, 12=2d6 days. 24 hours after regaining consciousness, they will crave the drug again and need to make another poison save. If the mage rolls a 20 followed by another save vs. poisons, they have broken the addiction.

Conclusion

This add-on class adds 750 points to the required experience points for 2nd level of whatever the character's main class is. For example, a Fighter who used drug trance magic would need 2750 points to reach level 2, and the experience points double each level beyond that. The drug-trance mage is limited to five spells per level.

Example Magical Drug Ingredient List 

Plants (leaf, root, flower, seed, fruit)

Aloe
Belladona
Boneset
Cherry
Cloves
Frankincense
Gardenia
Jasmine
Lavendar
Lotus
Mace
Mistletoe
Mushroom
Musk
Myrrh
Narcissus
Nightshade
Nutmeg
Opium
Orchid
Peony
Pepper
Poppy
Rose
Saffron
Sage
Sandalwood
Sunflower

Liquids 

Beer
Blood
Brandy
Oil
Enchanted pool water
Holy water
Hot spring water
Mead
Water
Wine

Animals (bone, horn, teeth, hide, organs)

Ape
Basilisk
Bat
Boar
Bull
Chimera
Crocodile
Dog
Dove
Dragon
Eagle
Eel
Elephant
Elf
Fish
Frog
Ghoul
Giant
Hawk
Hippogriff
Horse
Human
Imp
Leviathan
Lion
Lycanthrope
Manticore
Minotaur
Ogre
Reptile
Rhinoceros
Sea Mammal
Shark
Sparrow
Squid
Stag
Swallow
Tiger
Toad
Troll
Unicorn
Wolf

Sunday, March 23, 2014

Sir Trevor of Cumbria, Knight

I played online in an online one-on-one GrailQuest TFT campaign. Here is my character.

ST:
adjST:
DX:
adjDX:
IQ:
MA:
adjMA:
12
14
15
11, 12 (sword, dagger), 14 (crossbow)
11
10
6
Armor Stops: 8

Talents:

Sword/Knife
Shield
Crossbow
Horsemanship
Charisma
Courtly Graces
Swimming
Alertness
Literacy
Tactics

Learning: Running, New Followers, and Expert Horsemanship.

Companions

NameTypePlayer
Squire HalstenHuman squireNPC
Frunobulax, nicknamed "Frux"Human wizardNPC
Phillip of Northumbria (deceased)Human man-at-armsNPC

Heraldry


Trevor's Coat of Arms

Shield Blazon: Escutcheon Per Bend Wavy Or and Azure a Carbunkle Gules
Possessions: Fine Two-handed Sword (+1 DX)
Fine Dagger (+1 DX) from Black Knight
Magic Crossbow (+3 DX)
Fine Plate Armor
Upper-class clothing
Magic Amulet (gives +2 ST and +2 Armor)
Belt pouch containing: $53
5 torches
Warhorse (ST: 30, DX: 13, IQ: 6, MA: 24, Damage: 2d+1)
Saddle/Bridle
Saddle bags containing:
Fine Large Shield (no DX penalty)
Broadsword
Labyrinth Kit
Bedroll
Blankets
7 days rations
2 waterskins
Lantern
2 oil skins

The Fantasy Trip Collection

This is a collection of my characters and various house rules I use. I also have a few links at the end. The internal links go to my weirdrealm.com site for now. I will soon have them transferred over.

TFT Resources

TFT Tekumel

TFT Characters

Fighters

Mages

Links

Wednesday, March 5, 2014

Tékumel Nonhumans

I've completed my initial nonhuman race designs for the new game. I thought I'd share these with you and see what you think. These are character races and playable. Comments?

Ahoggya
The swamp-dwelling Ahoggyá look almost like a furry barrel that has sprouted four arms and legs. They live in the wet, low-lying coastal plains across a narrow part of the southern ocean and in their extremely distant enclave, Ónmu Tlé Hléktis, beyond the most distant province of Salarvyá.
Ahoggya have a face in each direction, and can strike up to four times a turn. They are fearless. Ahoggya are gruff, smelly, and rude.
Ahoggya character modifiers:
STR: +20% CON: +20% DEX: -20% PSY: -20% INT: -10% HD: 3 AC: 15 Morale: 10


Hlaka
In their mountaintop aeries east of Tsolyánu are the skittish Hláka, flying mammalians of roughly human size. They are cowardly, yet curious, and their usefulness as military scouts is unsurpassed. Their tails end in a bony blade, which they can use as a weapon. They wear no armor and will only use Hlaka weapons.
Hlaka characteristics:
DEX: +15% STR: -10%
HD: 1
AC: 14
Morale: 5


Pachi Lei
The Páchi Léi, four-legged forest dwellers, live in the southern coastal area of the Cháka forests. They fit well into Tsolyáni society, being somewhat passive and friendly. Pachi Lei can see 60 feet in the dark. Páchi Léi have excellent hearing, and they detect ambushes and secret doors 50% of the time if searching, and at 30% even when not searching.  Their jungle life gives them the Survival (Jungle) and Climbing skills.
Pachi Lei character modifiers:
HD: 1
AC: 15
Survival (jungle)
Climbing
Infravision
Excellent Hearing
Find Hidden (50/30)


Pe Choi
To the north of the Páchi Léi live the Pé Chói, beautiful insectoids with considerable magic talents. They also easily join human society, rising nearly as high as humans within the bureaucratic, military, and temple hierarchies. They have four arms and can strike twice per round. Pe Choi have excellent hearing, and they detect ambushes and secret doors 90% of the time if searching, and at 80% even when not searching. They are slow healers, only recovering 1 HP every other day, instead of every day. Pe Choi have a primitive telepathy that allows them to sense life within 10 feet, and they can sense the death of their own kind within 3 miles. Because they breathe through spicules in their abdomen, they can drown in a couple feet of water and cannot swim. Pe Choi greatly fear water and oceans.


Pe Choi character modifiers:
DEX: +10%
PSY: +15%
APP: +5%
CON: -10%
HD: 1+2
AC: 17
Excellent Hearing
Sense Life
Sense Pe Choi Death
Find Hidden (90/80)


Pygmy Folk
In mountain enclaves within Yán Kór live the Pygmy Folk in their subterranean tunnels. These short, furred creatures are never completely trusted for they have a reputation for being sly, devious, cruel, and greedy. They can be very dangerous if cornered. They can see in the dark for 60 feet. They have excellent hearing, and their subterranean life gives them Miner skill. They also innately know Swimming and Climbing.
Pygmy Folk character modifiers:
DEX: +20%
STR: -10%
HD: d2-2
AC: 13
Infravision
Excellent Hearing
Miner
Swimming

Morale: 5 if no other Pygmy Folk, 9 at least one other Pygmy Folk
Shen
The Shén, a powerful reptilian race, live on the southernmost tip of the continent, south of Livyánu. They work as mercenaries or ply the oceans as merchants. They make poor sorcerers and Shen disdain magic. Their club-like tail can be used as weapon behind them and to the side. Shen are clumsy, gruff, and harsh.
Shen character modifier:
STR: +20%
DEX: -20%
INT: -5%
PSY: -10%
HD: 3
AC: 17
Morale: 10
Swamp Folk
Living in the low-lying swamps of Mu'ugalavyá, the Swamp Folk (their name for themselves is unpronounceable by humans) are natural sailors. They ply the sea lanes, selling their wares. They are not at all psychic and cannot cast magic. They an innate sense of place and orientation and they can detect changes in elevation, direction, spacial orientation, and nexus points. The Swamp Folk maritime life gives them Swimming and Sailor skills. They have no combat penalty onboard ship. Their water needs in arid areas is double human normal.
Swamp Folk character modifiers:
CON: +10%
HD: 1
AC: 14
Swimming
Sailor
Spacial Sense



Tinaliya
The Tinalíya are a tiny four-legged race of scholars and mages, who live in the mountainous area in the north of Livyánu. They are totally literal-minded, not understanding human idioms and humor. They are very curious. They make excellent engineers and magicians. They are decent fighters for their size.
Tinaliya character modifiers:
DEX: +10%
INT: +5%
PSY: +15%
STR: -15%
HD: d6-1
AC:  12