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

I have been recreating the Chivalry & Sorcery magic user classes for the OSR. Here is my Drug Trance Mage class for use with Labyrinth Lord and other OSR games.

Drug Trance Mage

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

Drug Trance Mages 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. All drug trance mages advance as Magic Users. Referees may decided to treat it as a skill similar to Alchemy.

Drug-trance 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. Sometimes, drug trance mages form secret societies to share knowledge and protect their members. Visions from the drugs can lead the drug-trance mage to the leadership or meeting place of the local secret society.

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. Drugs they create will contain spells of that difficulty or less.

Formulating Magical Drugs

The drug-making process is a form of enchantment, 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 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. Mages should keep records of their recipes, because the same ingredients will produce the same spell effect. These drugs and recipes are specific to the mage who created them -- they cannot be shared with other drug trance mages.

The ingredients must be worth a total of 100 gp per level of spell, plus 50 gp per dose produced. The mage can make up to ten doses at a time. The process takes one week, though the drug-trance mage only needs to spend two hours a day tending the enchantment process. For example, it costs 750 gp (300 + 450 gp) to make 10 doses of a 3rd level drug.

The end result is a potion if three or more of the ingredients are liquids, or a powder otherwise. Use the sample ingredients lists supplied or create your own. 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 drug form.

The Drug Creation Roll

At the end of this period, the Referee should secretly make a spell saving throw. On a success, the mage completes the enchantment and produces the number doses specified at the beginning of the process. On a critical success, the drug mage can choose the spell placed into the drug within the limits of the level of the recipe. On a normal failure, impurities have been unknowingly been introduced and the drug is Tainted (see below). If a critical failure is rolled, the drug is Addictive (see below).

Drug Testing

To test the drug, the mage consumes a dose. The Referee 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 the high lasts 2d6 turns (the Referee makes the duration rolls secretly). As soon as the drug takes effect, the mage gets a vision of what spell is in the drug and whether it is tainted. Any Side Effects also begin once the drug is active.

For the duration of the drug high, the mage can cast the spell once. Mages can use these drugs safely once a day per level of the drug mage plus the CON Modifier. If this limit is exceeded, the mage has Overdosed (see below). For instance, Jill is a 3rd level drug mage with a CON Modifier of +1. She can take level + 1 = 4 drugs per day. If she takes five drugs in a day, she has Overdosed. If a drug trance mage takes a drug while still under the influence of another drug (duration of first drug has not expired), treat the magic user as if they have Overdosed. If the drug is Addictive, the mage must make a saving throw against poison (add CON Modifier to saving throw) to avoid becoming Addicted.

Tainted Drugs and Overdoses

Tainted drugs are still usable, just more risky. Overdose magic users may still be able to cast. If the drug is Tainted or the drug-trance mage has Overdosed, the mage must make a saving throw vs. poison (plus CON Modifier) to avoid a 'bad trip'. On a success, the mage can cast the spell in the drug normally. On a failure, the caster passes out for 2d6 rounds. On a critical failure, the caster loses consciousness for 2d6 turns. At the end of this period, the mage must recuperate for an equal amount of time to regain their strength.

After two weeks of research, the mage can make another batch of a Tainted drug from the same recipe, trying to tweak the formula using the same ingredients, and avoiding contamination of the new batch. Reroll the Drug Creation roll at +2 for each successive formulation.

Drug Addiction

If a mage consumes an Addictive drug, they must make a poison save (plus CON modifier). If they fail their Addiction save, they become Addicted to the drug. Each day thereafter, the caster must make a saving throw against spells (plus WIS 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, it works normally, subject to Tainted and Overdose rolls. If the mage rolls a critical success, they have broken the addiction. A character can be addicted to more than one drug at a time.

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

d20 Side Effect
1-5 No side effects
6-7 Intoxicated (-2 on all rolls)
8-9 Mellow and friendly (-2 on taking violent actions)
10-11 Lecherous (distracted by preferred gender)
12-13 Sleepy (-2 on all skills)
14-15 Hallucinations (distracted by things that don't exist)
16-17 Paranoid (distracted by constant enemies)
18-19 Angry and violent (-2 on taking non-violent actions)
20 Roll twice

Modifiers: (cumulative)
Tainted +2
Overdose +2
Mixing drugs +2 for each additional dose
CON 13+ subtract CON Modifier

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

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

Monday, March 3, 2014

My First Tekumel Art

I'm not a visual artist. But I tried my hand at a little construction. Let me know what you think.


Unknown manuscript from period of the Fishermen Kings, depicting either an ancient aspect of Lord Ksárul or Hó Etéhltu, the son of Gámulu