Showing posts with label C&S. Show all posts
Showing posts with label C&S. Show all posts

Friday, February 5, 2016

A Human Sub-Race for LL and AEC: The Seventh-Born

A while ago I started converting magic users from Chivalry and Sorcery to OSR D&D. I created the Primitive Talent magic user, a kind of add-on class that combined with other classes. I really didn't like the design, so I've rewritten it as a human sub-race for Labyrinth Lord and AEC. This allows it to operate without complicating class. The Seventh-Born is a reference to the magical abilities that folk tales give the seventh son of a seventh son, etc.

Human Sub-Race: The Seventh-Born

Requirements: WIS 12

At the dawn of mankind, life was a struggle to survive. Humans had several natural advantages, including intelligence, community, and tools. Magic was one of those tools. Often the seventh child and their descendants could do things others couldn't. In the mists of time, there were no teachers nor books from which to learn spellcraft. These persons gained talents from life experience, not because someone told them how to do it. These are the Seventh-Born. Their heritage remains in humans through the present.

The seventh-born can cast spells, but they cannot learn spells from teachers or books, nor can they create magic items nor research new spells. They do not memorize, but must sleep and meditate to regain spells. They can cast up to their level in spells per day. They can use magic items made by other magic users. A seventh-born does not spend long hours studying spells, so they can be any character class. The initial list of spells a character knows is based on social class:

Yeoman or Serf
Animal Invisibility
Detect Magic
Divine Weather
Protection from Evil
Charm Person (if CHA = 16+)

Townsman
Detect Magic
Hold Portal
Protection from Evil
Read Languages
Charm Person (if CHA = 16+)

Guildsman
Detect Magic
Protection from Evil
Read Languages
Read Magic
Charm Person (if CHA = 16+)

Nobleman
Detect Magic
Locate Creature
Protection from Evil
Read Magic
Charm Person (if CHA = 16+)

The GM picks (or randomly rolls) an additional spell for every 10,000 XP the character gains. Magic User and Cleric spell lists (and Druid, if using AEC) are eligible. Spells are limited to level equal to half the character's level, rounded up. For example, a level 3 seventh-born fighter can have 2nd level spells.

Sunday, March 29, 2015

Gaming Bucket List -- sort of

Someone asked about what setting you wanted to play or run. I expanded the question to what setting and what rules system, and gave a long list. And here's my list. Some of these would be one shots, some a series of sessions, and some full-fledged campaigns. Think of it as a gaming bucket list. Not necessarily in order.

Games/Settings I Want to Run:

  • Beyond the Wall + Midkemia (campaign)
  • Warriors of the Red Planet + Jungle Venus (campaign)
  • Labyrinth Lord + #Narcosa and all magic users are Drug Trance Mages (campaign)
  • Swords & Wizardry White Box/Delving Deeper + DNA Apocalypse (series)
  • Heroes and Other Worlds + Morgansfort/Haven/Citybooks (campaign)
  • Lamentations of the Flame Princess + Isle of the Unknown
  • DCC + Well of Souls/Treasure Vaults (series)
  • Flashing Blades/Lace and Steel/Swashbucklers of the 7 Skies + Renaissance Fantasy (campaign)
  • D6 Star Wars (campaign)
  • WaRP/OTE + Time Travel Troubleshooters (series)
  • Ruins and Ronin, Bushido, or Land of the Rising Sun (campaign)
  • Mazes and Minotaurs (series)
  • HOW+ B-series on this guy's map (one-shot)
  • Chivalry and Sorcery (1st or 2nd Edition) + Arden or mythic Europe (series)
  • Other Dust/Mutant Future + Metamorphosis Alpha Complex (series)

Games I Want to Play:

  • Space: 1889
  • Runequest
  • The Red and Pleasant Land
  • ACKS
  • Paranoia
  • Skyrealms of Jorune
  • Legend of Five Rings
  • Ars Magica
  • Seven Seas
  • Sorcerer's Crusade
  • Carcosa
  • Thieves world
  • Lankhmar
  • Pendragon







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



Tuesday, January 21, 2014

Carangil, High Elf

5'8", 150 lbs.
9th Level (181,800 XP)

Strength:12
Dexterity:18
Constitution:15
Appearance:13
Bardic Voice:19
Intelligence:12
Wisdom:18
Charisma:19
Bravery:13
Alignment:1/20
Body:28
Fatigue32
Carrying Capacity:225 lbs.
Military Ability:8.4
Command Level:4.2
PCF:20.95

Red hair
Green eyes
Left handed

Primitive Talent Magic

MKL: 10
Concentration: 102.6
PMF: 20.5

Circle of Protection

Detection Spells

Detect Alignment
Detect Altitude
Detect Magic
Detect Secret Door
Detect Tracks
Detect Small Traps
Detect Old Tracks
Detect Traps
Find Direction
Measure Distance
Detect Enemies
Detect Invisible
Detect Poison
Detect Observation
Find the Hidden

Communication and Transportation Spells

Fly
Telepathy
Teleportation
Animal Messenger
Levitate
Teleportal

Command Spells

Charm Person
Hold Small Animals
Hold Large Animals
Command Large Animals
Awaken
Sleep
Summon Animals
Hold Person
Demoralization

Basic Magic Spells

Create Fire, Detach,Amplify, Accelerate, Remove
Create Flame, Detach, Amplify
Create Light/Dark, Affix, Remove
Create Smoke, Intensify, Remove
Create Magic Fire, Detach, Accelerate, Remove
Create Ice, Detach, Accelerate, Decelerate, Remove
Create Water, Detach, Accelerate, Concentrate
Create Rain/Spray, Detach, Affix, Concentrate, Remove
Create Fog/Mist, Detach, Affix, Remove
Create Sand, Detach, Accelerate, Concentrate, Remove
Create Dust, Detach, Affix, Amplify, Concentrate
Create Porous Rock, Detach
Detach Dense Rock
Detach Air
Remove Poison Gas

Illusion Spells

Blurred Images
Dispel Illusion I
Detect Illusion I
Hallucinatory Landscape
Dispel Fatigue
Dispel Illusion II
Delusion
Shadow Monsters
Dispel lllusion IV

Ancient Lore Spells

Knock
Healing
Legend Lore
Command Plants
Far Sight
Noise
Passwall
Silence
Strength
Speed
Water Breathing
Interdimensional Labyrinth


Weapons:BlowsxWDF% Parry% HitCrit
Light+34-33+33
Heavy+24-25+30
Dodge bonus:
Active shield parry:
-45
-35



Weapon Bonuses

Elvish Longbow: +22%
Long sword: +22%
Dagger: +10%

Equipment   

+3 Elvish Longbow
20 +3 arrows
Dagger
Long sword
Chainmail suit
Clothes
Horse

Friday, January 17, 2014

Primitive Talent Magic for the OSR

In the continuing effort to model the Chivalry and Sorcery magic system in the OSR (specifically LL), I return to another Natural magic user, the Primitive Talent. The first effort was the Mechanical Artificer class. (I have already translated Primitive Talent magic to GURPS.)

Primitive Talent Magic

At the dawn of mankind, life was a struggle to survive. Humans had several natural advantages, intelligence, tools, and the ability to organize. They also had magic as one of those tools. But in the mists of time, there were no teachers nor books from which to learn spellcraft -- a magically gifted person might be the only one in the tribe. Those who could manipulate mana gained new talents because of their interactions with the world, not because someone told them how to do it. These were the Primitive Talent Mages. Their heritage remains in the human population.

Primitive Talent Magic gives a character the ability to cast spells, but they cannot learn spells from teachers or books, nor can they create magic items. Primitive mages use no focus, but they can use magic items made by other magic users. Primitive mages gain spells as they gain experience. A primitive talent mage does spend long hours studying spells, so any character class can be a primitive talent. The initial list of spells a character knows is based on survival instincts and social class -- starting spells are different, depending on where in society the character was born. 

Yeoman or Serf: 

Locate Animals 
Predict Weather
Protection from Evil
Detect Magic
Charm Person (if CHA >= 16) 

Townsman: 

Hold Portal
Read Languages
Protection from Evil
Detect Magic
Charm Person (if CHA >= 16) 

Guildsman: 

Hold Portal
Read Languages
Read Magic
Protection from Evil
Charm Person (if CHA >= 16) 

Nobleman: 

Detect Magic 
Detect Evil
Protection from Evil 
Read Magic
Charm Person (if CHA >= 16) 

As the character gains experience, they will learn new spells. The player can pick an additional spell for every 10,000 XP their character gains. Spells from Magic User, Cleric, and Druid spell lists can be taken. They can take spells with level equal to half their level, rounded up. For example, a level 3 primitive talent fighter can choose level 2 spells. 

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 was a Primitive Talent would need 2750 points to reach level 2, and the experience points double each level beyond that.

Limitations:

GM’s Choice: The GM selects the spells to add to the character’s spell list, instead of the player (-250 XP).

Enhancements:

Enchantment Allowed (+150 XP): the Primitive Talent mage can make magic items.
Book Learning (+200 XP): the Primitive mage can learn from books, scrolls, and teachers.

An alternative to multiclassing for elves is to use Primitive Talent magic for their innate magical abilities. In this case, Elves could choose to be fighters or thieves without dividing their XP between the classes.

Wood Elves are primitive mages with the Enchantment Allowed enhancements. Wood Elves can make a +2 bow and +2 arrows for their personal use, as well as other items. The starting spell list for elves begins with the Yeoman or Serf list above, plus Detect Magic, Find Traps, Read Magic, and Locate Animals. 

High Elves/Great Fey are primitive mages, too. Treat as Wood Elves, plus they have the Book Learning enhancement. Their can make a +3 bow and +3 arrows for their personal use, as well as other items. 

Thursday, January 16, 2014

Taran of Flyster Wood, Yeoman Forester

Human yeoman forester
6' 2" tall, 200 lbs., age: 20
4th Level (16,250 XP) +5%
Well-aspected Sagittarius
Father is Yeoman forester
   FMM*

Strength:13
Dexterity:14
Constitution:11
Appearance:12
Bardic Voice:10
Intelligence:19
Wisdom:16
Charisma:12.4
Bravery:12
Alignment:12
Body:18
Fatigue16
Carrying Capacity:320 lbs.
Military Ability:7.1
Command Level:3.6
PCF:13.1

Primitive Talent Magic

MKL: 1
Concentration: 4.9
PMF: 2.1

Spells
Detect Tracks
Find Direction
Hold Small Animals
Hold Large Animals
Charm Person
Circle of Protection
Create Fire

Weapons:BlowsxWDF% Parry% HitCrit
Light+23-20+20
Heavy+14-12+18
Dodge bonus:
Active shield parry:
-22
-18



Weapon Bonuses

Longbow: +15%
Spear: +8%
Hand axe: +8%
Long sword: +9%

Equipment   

Clothes
Longbow
Spear
Hand axe
Long sword

Tuesday, January 14, 2014

Marcon Ethring, King

Earl Marcon Ethring's Coat of Arms

Background

Marcon Ethring was the 3rd son of the 23rd Duke and Duchess of Galbowdran. His father was the brother of the king and Marcon was an Earl. The king had 3 sons and a grandson, Marcon was 8th in line to the throne.

On the day of the king's only daughter's wedding, a grand occasion and national holiday, Marcon lay ill in bed, having caught the last puke-thrall of the spring. He watched the festivities from his room in the north tower. All we gathered and the ceremony was begun, when a flash and a thunderclap interrupted the proceedings. There stood Felonius the Sorcerer, who had long sought to destroy the king and control the country for his own evil ends. The powerful sorcerer quickly killed the court wizards by summoning a demon from the pits of Hell, and then killed the entire royal family with vast explosions of fire.

Marcon knew that he was in danger, so with the aide of a faithful servant, he stumbled down into the dungeons to find the secret escape out of the castle. They found the captain of the guard in a dank cell, put there by the king for a drunken slight the night before. Marcon released him and told of what had transpired. The three of them fled the castle.

After two months of hiding in the Shadow Forest, word arrived that Felonius had been put to flight by the last dying act of the chief wizard, who summoned a holy guardian who expelled the demon and threatened the sorcerer.

Marcon's coronation as king was a somber affair, and he quickly began to rebuild the country. Once things were in order, he began his search for the sorcerer Felonius.


Human fighter
10th Level (237,000 XP)
6' 2" tall, 190 lbs., age: 35
Cancer (neutrally-aspected)
Born the nephew to the king
   3rd son of king's 2nd brother
   8th in line to the throne
Father is Duke (23rd),
   parents are dead, MMMFF

Brown eyes
Black hair, medium length
Normal complexion
Neutral expression
Deep voice
Heavy drinker
Heavy smoker
Long temper, but
spectacular


Strength:20 (16)
Dexterity:19
Constitution:13
Appearance:20
Bardic Voice:20
Intelligence:19
Wisdom:8
Charisma:32 / 30
Bravery:20 (16)
Alignment:7
Body:47
Fatigue40
Carrying Capacity:703 lbs.
Military Ability:12.87
Command Level:7.435
PCF:33.67
Honor points:766
Status:70
Basic Influence Factor:103
Romance Factor:132


Light WeaponsHeavy Weapons
Blows+7+6
Damagex6x6
To-Hit+38%+32%
Parry-38%-28%
Shield parry-40%
Dodge-45%

Weapon Bonuses

Cavalry Lance: +11%
Knight's broadsword: +15%
War hammer: +12%
Heavy crossbow: +12%
Sword: +10%

Equipment   
Coat of Arms of King Marcon I

-2 full plate suit (gift of the Dwarf King):
    -2 plate cuirass
    -2 chain mail undercoat
    -2 visored helm
    Armored gauntlets
    -2 Kite shield
+7 Long sword, "Banegil" (part of Royal Regalia),
    Brightness enchantment, 22 + d10 damage, 17 blows,
    +45%, star of iron, alchemetical ruby on the pommel
+3 Knight's broadsword, damage: 18, 10 blows
Arctorius Stone ring (Royal Regalia)
Crown (Royal Regalia)
War hammer, damage: 15, 7 blows
Heavy crossbow (20 +2 bolts)
Rapier
Lance
Superb heavy war horse, chestnut, "Relayer"
Saddle, blanket, saddlebags
Bridle and bit
Pouch: pipe weed, pipe, flint, steel, and tinder



(The illustrations on this page are the originals I drew in the early 1980s. I'm still working on getting scanned versions I like.)

Sunday, January 12, 2014

Morin Stoneheart, Dwarf Crossbowman


Dwarvish crossbowman
8th Level
4' tall, 75 lbs., age: 65
Leader of crossbow company (50)
Armorer
Languages: Common, Dwarvish, Goblin,
Gnollish, Kobold
Grey eyes
Black hair, medium length
Tan complexion
Chest-length beard
Narrow nose
Large eyes
Excellent sense of smell
Excellent sense of hearing
Conceited
Heavy drinker
Arachnaphobia

Strength:13
Dexterity:20
Constitution:13
Appearance:18
Bardic Voice:10
Intelligence:16
Wisdom:15
Charisma:18
Bravery:16
Alignment:12
Body:24
Fatigue18
Carrying Capacity:200 lbs.
Military Ability:9.2
Command Level:5
PCF:17.6


Light WeaponsHeavy Weapons
Blows+3+2
Damagex4x4
To-Hit+25%+22%
Parry-25%-17%
Shield parry-25%
Dodge-28%

Dwarvish Abilities

Dark vision
Open Locks: 35%
Detect traps: 65%
Disarm Traps: 30%
Hide in shadows (underground): 30%
Move silently (underground): -15%
Dodge: -5%
No morale checks underground
Magically resistant: save 4 levels higher
Tunneling speed: x6

Weapon Bonuses

2-handed mattock: +16%
Dwarf war hammer: +10%
Shield: -18%
Heavy crossbow: +13%
Hand axe: +13%

Equipment

+5 Two-handed mattock
Dwarf war hammer
Medium shield
Heavy crossbow
Hand axe
-2 plate and chain
pony

Sunday, January 5, 2014

Erin Phyler, Young Necromancer

Human female
5'4" 100 lbs., age: 17, Neutrally-aspected Cancer
Only child of an architect, credit to the family
Level: 3
XP: 5500

One night, Erin awoke after midnight. She lit a candle on her beside, and saw an apparition before her. The image of an old man stood before her bed. The spirit spoke to her, telling of her destiny to pursue the ultimate intellectual journey: to discover the meanings of life and death. If she so chose, the spirit said he would teach her in the pursuit of this goal.

Erin, who had been discovering that the world was not as simple as her parents and teachers had been telling her, agreed to begin her training as a necromancer, and the spirit secretly began to instruct her. He started with teaching her which end of a sword to swing. Just the basics of weapon play -- enough to defend herself and little more. She applied herself and picked it up well. Once he taught her the Command Undead and Create Skeleton spells, her spirit guide led her on a journey to one of his hidden caches. She convinced her father, an architect of some skill, to take her on a business trip that traveled past the location in the wilderness. After everyone was in bed in the inn, she stole away into the night, following her master's shade, to find the abandoned woodcutter's house in the woods that her mentor indicated to her. It was guarded by a skeleton. He showed her where a warrior had died at the skeleton's hands outside the house. She raised the skeleton of the warrior as her servant, and attacked the guardian undead with him. Once she and her servant had killed the guarding skeleton, the spirit guide showed her where he had hidden some gold and jewelry, including a black pearl necklace with a Protection vs. Command Spells enchantment.

Erin took a small amount of coin and the necklace. She left her skeleton to guard the house and the remaining treasure, exchanging one skeleton for another. It was now her secret hideaway and laboratory for her upcoming training. She returned to the inn and slept for a few hours before her father left for the remainder of the trip.

She is now 2nd MKL, and knows a few spells. She has since found another skeleton and raised it as an undead servant, so two skeletons guard her master's legacy and her hideout.

Strength:9
Dexterity:19
Constitution:12
Appearance:16
Bardic Voice:14
Intelligence:19
Wisdom:17
Bravery:7
Charisma:16
Alignment:20
Body:12
Fatigue:11
Carrying Capacity:100 lbs.
Military Ability:6.9
Command Level:3.45
PCF:8.35

Steel grey eyes
Short, wavy brown hair
Fair complexion
Serious expression
Right handed
Dimples
Full lips
High cheekbones
Thin nose
Sharp features
Husky voice
Tone deaf
Taciturn

Weapon Bonuses

Short sword +3%
Dagger +3%
Short composite bow +3%

Necromancer

MKL: 2
Concentration Level: 5.6
PMF: 6.5

Spirit Guide: 225 year dead necromancer's ghost, Conc. Level: 300, MKL: 15

Spells

Reveal
Reveal Secret Door
Measure Volume

Communications/Transportation
Fly

Water
Detach, Affix, Accelerate, Concentrate Rain and Spray
Accelerate Fog and Mist

Fire
Create, Remove Smoke

Necromantic
Command Undead
Create Skeleton

Ancient Lore
Voice

Equipment

Dagger
Short sword
Short composite bow


Belt pouch: 19 gp, 103 sp
Long-sleeved linen tunic, light blue, good quality
Riding breeches, light brown, good quality
Riding boots, good quality leather
Cloak, dark blue, good quality
Wardrobe of well-to-do clothing
Light warhorse, "Mist", dapple grey, comes when called
Saddle and gear
50' rope
Mixture of jewelry: rings. armbands, necklaces, bracelets, gems
   (worth 5,000 gp)
Black pearl necklace (amulet of protection vs. commands), saves as MKL 8

Sunday, December 29, 2013

Brellan Silversong, Royal Forester (C&S)

Since I'm focusing on C&S, here's another character of mine:

Brellan Silversong, Forester


6' tall, 180 lbs., Age: 20
Forester, 4th level (24,000)
Son of a forester, 5th out of 6 children (MMMFM*M)
Good son, 1/64 elvish
Well-aspected Pisces

Dexterity:12
Strength:14
Constitution:13
Appearance:13
Bardic Voice:19
Intelligence:20
Wisdom:10
Bravery:11
Charisma:20
Alignment:8
Body:20
Fatigue:17
Carrying Capacity:324 lbs.
Military Ability:9.6
Command Level:6
PCF:13.14

Brown eyes
Short brown hair
Pale skin
Serious expression
Right handed
High cheekbones
High forehead
Slightly-pointed ears
Fear of pain

Primitive Talent Magic

MKL: 1
Concentration Level: 3.2
PMF: 1.6

Detect Tracks
Find Direction
Hold Small Animals
Hold Large Animals
Charm Person
Circle of Protection

Equipment

Long sword
Short sword
Elvish bow
Dagger

The Mechanical Artificer class for OSR Games

Chivalry and Sorcery has three types of magical artificers that create magical devices: the Weaponsmith, the Jewelsmith, and the Mechanician. Here I present my translation of the Mechanician to the OSR, specifically Labyrinth Lord, but usable for OD&D, S&W, and other OSR games.

Mechanical Artificer



Requirements: None
Prime Requisite: INT
Hit Dice: 1d6
Maximum Level: None


Mechanical Artificers are a branch of magic users that combine the skills of a military and mechanical engineer, a fighting man, and a mage.
A mechanical artificer designs and builds temporary and permanent fortifications, conducts sapping operations during sieges, and can detect enemy sapping. They construct siege engines and towers and supervises their operation. Traps, secret doors, mechanisms, and automatons can also be built by the mechanical artificer. Because of their knowledge of the construction of traps, they can detect and remove them like a thief.

Mechanical Artificers often organize into a Mechanician's Guild. The Guild has a library of trap, fortress, and automaton designs, and assigns apprentices to master mechanical artificers. Details of the guild are up to the GM.

This form of magic is popular among dwarves.


Class Abilities
  1. The mechanical artificer has the skill of a military engineer, which includes building temporary and permanent fortifications and dungeons, building and operating siege engines, knowledge of performing and detecting sapping operations during sieges. If the campaign setting has gunpowder weapons, the mechanical artificer can build those, as well. Because of this skill, they can detect traps, false walls, hidden construction, and sloping passages like a Dwarf.
  2. They are also talented mechanical engineers, capable of building traps, secret doors, mechanisms, and automatons. Traps and secret doors take a week to design, build, and install, unless they are particularly complicated or difficult to install. It takes two days to move an existing trap from one location to another. Automatons are covered below.
  3. The mechanical artificer can learn 4 spells per level, but these can only be placed in a artificer's creations: fortresses, siege engines, traps, mechanisms, and automatons. Spells can be chosen from spell levels equal to half the artificer's level (rounded up).
  4. Since mechanical artificers are military mages, their abilities lay halfway between Magic User and Fighting Man. They use the Hit Dice and combat progressions of a Cleric, they are able to use any weapon, but are restricted to chainmail armor or less because of the requirements to see and move when conducting siege operations and operating catapults. They save as Magic Users.
  5. Build Automatons: The mechanical artificer can build automatons, if they have access to a workshop. The artificer is limited to creating automatons with HD no more than twice his level (e.g. a 5th level artificers can create automatons of up to 10 HD). The caster must have a formula or sample of the type of automaton he wishes to create. Formula can be found as treasure in rare manuals, or developed by the artificer (see below). The remains of a automaton destroyed in battle can serve as a sample.
  6. Design Automatons: At level 5, the artificer can create automaton formulas of new forms. The artificer is limited to designing automatons with HD no more than twice his level.

Max.
HitSpellNo. ofFind and
LevelXPDiceLevelSpellsRemove Traps
101d61414%
225002d61817%
350003d621220%
4100004d621623%
5200005d632033%
6400006d632443%
7800007d642853%
81600008d643263%
93200009d653673%
104700009d6+154083%
116200009d6+264493%
127700009d6+364895%


Automatons

Mechanical Artificers may build magical automatons to serve specific purposes -- anything from a hand-sized surveillance spider to a golden fighting man to an animated 40-foot statue of an eight-armed death goddess.


Building Automatons
Building an automaton requires 2,000 gp per Hit Die of the automaton, plus 1,000 gp per spell level of spells enchanted into the automaton, plus an additional 5,000 gp for each special ability not covered by spells the automaton possesses. The construction takes one week, plus one day per 1,000 gp of cost. Creating a automaton requires a magic research throw. The target value for this throw is increased by +1 for every 5,000 gp of automaton cost. To build a automaton, the artificer must have access to a workshop at least equal in value to the cost of the automaton throughout the construction. For every 10,000 gp of value above the minimum required for the automaton, the artificer receives a +1 bonus on his magic research throw. By using precious materials, the artificer can gain a bonus on his magic research throw, as described above.

Automatons follow the orders of their owners. The artificer who creates an automaton becomes the first owner. They can then transfer ownership to another person by ordering the automaton to accept a new owner. If the owner dies without transferring ownership, the automaton will follow its last orders. In some cases, an unowned automaton will go crazy and attack anything in sight.


Designing Automatons
Automatons must have a minimum of 1 HD. Automatons have a default Ascending Armor Class equal to ½ their Hit Dice + 10. Most automatons are immune to poison, gas, charm, hold, and sleep spells. These collectively count as one special ability. The automaton can be given additional immunities, such as immunity to non-magical weapons, with each extra immunity counting as another special ability. Automatons may have from one to four attacks per round. Their attacks may inflict up to three times their HD in maximum damage per round (a maximum damage of 10 translates into a d10 damage die). This damage may be divided among all their attacks as desired. Any special attacks or powers count as special abilities. Designing an automaton requires 2,000 gp per Hit Die of the automaton, plus 1,000 gp per level of spells placed in the automaton, plus an additional 5,000 gp for each special ability beyond the spells the automaton possesses. The design process takes one week, plus one day per 1,000 gp of cost. Designing a automaton requires a magic research throw. The target value for this throw is increased by +1 for every 5,000 gp of automaton cost. To design an automaton, the artificer must have access to a library at least equal in value to the cost of the automaton throughout the construction. For every 10,000 gp of value above the minimum required for the automaton, the artificer receives a +1 bonus on his magic research throw. A successful design creates a formula that the artificer can use to create the automaton.


Special Abilities
Below are detailed some specific special abilities for Automatons. The GM may create more to suit their campaign world. These special abilities may be known and part of an artificer's library, or they may require additional research to discover.


Standard Immunity: Most automatons are immune to poison, gas, charm, hold, and sleep spells. These collectively count as one special ability. All mechanical artificers know to design with this ability when they can start designing automatons at 7th level.


Immunity to Non-Magical Attacks: This immunity means that only magical weapons and spells can harm the device.


Anatomically Correct and Fully Functioning: Automatons with this special ability may be able to pass as a natural version of whatever creature they are formed to emulate. A bipedal, man-sized automaton could be made to pass as a human, even naked, and a mechanical horse would appear as a natural horse, at least until it breathed fire or flew. They can eat food and drink liquids, they have skin, though it may be of an outlandish color or texture, they can perform all the functions that a real human or horse or whatever could perform.


EXAMPLE: Quintus, an 11th level mechanical artificer with 16 INT, is designing a clockwork guardian. He chooses to design it with 10 HD. This gives the automaton a base cost of 2,000 gp x 10 or 20,000 gp. He wants it to be immune to fire in addition to its standard automaton immunities. This means his automaton has 2 special abilities, costing an additional 10,000 gp, making its total price 30,000 gp. At 10 HD, it has a default AC of 5. The automaton can inflict a maximum of 30 damage per round, so Quintus decides to give his automaton 3 attacks, each doing 1d10 points of damage (3x10 = 30). It will take 37 days to design the automaton (1 week + 30,000/1,000). He is using a guild library with a value of 40,000 gp. The magic research throw value to design the automaton is 12+ (base 6+ plus 30,000/5,000) but Quintus gets a bonus of +2 for his INT bonus and +1 for the library quality [(40,000-30,000)/(10,000)]. Quintus will therefore need to throw 9+ to succeed.
                                                                                                                                   
(These automaton rules are modifed from the Construct rules from Adventurer Conqueror King. Their Dwarven Machinist class from the ACKS Player's Companion helped a little.)

Obsolete Simulations Roundup: Chivalry and Sorcery, Part II -- Sorcery

Tim Snider over at The Savage Afterworld blog started the Obsolete Simulations Roundup as a way of giving love to those games from days of old that aren't played much nowadays.

I chose Chivalry and Sorcery by Ed Simbalist and Wilf Backhaus, published by Fantasy Games Unlimited in 1977. This is Part II. Part I is here.


One of the best things about C&S to me is the magic system.

Whereas most old school RPGs give you only one or maybe three or four types of mages, C&S gives you 17 distinct magic using classes. These run from historical types of magic users, such as shamans, mediums, alchemists, and astrologers, to the tropes of fantasy literature, such as necromancers, enchanters, Kabbalists, conjurors, and weaponsmith-artificers. This is the treasure trove of wonderful ideas for all sorts of magic users.

The C&S magic system is based on the idea that everything has an innate resistance to magic. The process of enchantment of a material is the process of lowering the magic resistance of a substance. Spells also have a magic resistance, which determines how difficult they are to learn. Tables of ingredients for magic items and potions list the Basic Magic Resistance (BMR) of many substances. So, gold has a BMR of 2, but gold from a dragon's hoard has a BMR of 0, because of being in proximity to the magical dragon for a long period of time. Lead has a BMR of 9, making it difficult to enchant. The process of making a magic item involves first determining what materials are needed. This process requires one to know the astrological sign of the magic item, which determines which materials are needed.

The C&S character system was one of the first I tried translating to GURPS. The complexities of the C&S magic system, as well as the generic nature of the GURPS system made this very difficult, and I still haven't finished. I've made Drug Trance Magery and the Primitive Talent.

GURPS Translations

Primitive Talent Magery
Drug Trance Magicians


Now that I'm firmly ensconced in the OSR, I've shifted my project from translating to GURPS to translating to OSR D&D.

OSR Translation

Chivalry and Sorcery has three types of magical artificers that create magical devices: the Weaponsmith, the Jewelsmith, and the Mechanician. Here I present my translation of the Mechanician to the OSR, specifically Labyrinth Lord, but usable for OD&D, S&W, and other OSR games.

Mechanical Artificer



Requirements: None
Prime Requisite: INT
Hit Dice: 1d6
Maximum Level: None


Mechanical Artificers are a branch of magic users that combine the skills of a military and mechanical engineer, a fighting man, and a mage.
A mechanical artificer designs and builds temporary and permanent fortifications, conducts sapping operations during sieges, and can detect enemy sapping. They construct siege engines and towers and supervises their operation. Traps, secret doors, mechanisms, and automatons can also be built by the mechanical artificer. Because of their knowledge of the construction of traps, they can detect and remove them like a thief.

Mechanical Artificers often organize into a Mechanician's Guild. The Guild has a library of trap, fortress, and automaton designs, and assigns apprentices to master mechanical artificers. Details of the guild are up to the GM.

This form of magic is popular among dwarves.


Class Abilities
  1. The mechanical artificer has the skill of a military engineer, which includes building temporary and permanent fortifications and dungeons, building and operating siege engines, knowledge of performing and detecting sapping operations during sieges. If the campaign setting has gunpowder weapons, the mechanical artificer can build those, as well. Because of this skill, they can detect traps, false walls, hidden construction, and sloping passages like a Dwarf.
  2. They are also talented mechanical engineers, capable of building traps, secret doors, mechanisms, and automatons. Traps and secret doors take a week to design, build, and install, unless they are particularly complicated or difficult to install. It takes two days to move an existing trap from one location to another. Automatons are covered below.
  3. The mechanical artificer can learn 4 spells per level, but these can only be placed in a artificer's creations: fortresses, siege engines, traps, mechanisms, and automatons. Spells can be chosen from spell levels equal to half the artificer's level (rounded up).
  4. Since mechanical artificers are military mages, their abilities lay halfway between Magic User and Fighting Man. They use the Hit Dice and combat progressions of a Cleric, they are able to use any weapon, but are restricted to chainmail armor or less because of the requirements to see and move when conducting siege operations and operating catapults. They save as Magic Users.
  5. Build Automatons: The mechanical artificer can build automatons, if they have access to a workshop. The artificer is limited to creating automatons with HD no more than twice his level (e.g. a 5th level artificers can create automatons of up to 10 HD). The caster must have a formula or sample of the type of automaton he wishes to create. Formula can be found as treasure in rare manuals, or developed by the artificer (see below). The remains of a automaton destroyed in battle can serve as a sample.
  6. Design Automatons: At level 5, the artificer can create automaton formulas of new forms. The artificer is limited to designing automatons with HD no more than twice his level.

Max.
HitSpellNo. ofFind and
LevelXPDiceLevelSpellsRemove Traps
101d61414%
225002d61817%
350003d621220%
4100004d621623%
5200005d632033%
6400006d632443%
7800007d642853%
81600008d643263%
93200009d653673%
104700009d6+154083%
116200009d6+264493%
127700009d6+364895%


Automatons

Mechanical Artificers may build magical automatons to serve specific purposes -- anything from a hand-sized surveillance spider to a golden fighting man to an animated 40-foot statue of an eight-armed death goddess.


Building Automatons
Building an automaton requires 2,000 gp per Hit Die of the automaton, plus 1,000 gp per spell level of spells enchanted into the automaton, plus an additional 5,000 gp for each special ability not covered by spells the automaton possesses. The construction takes one week, plus one day per 1,000 gp of cost. Creating a automaton requires a magic research throw. The target value for this throw is increased by +1 for every 5,000 gp of automaton cost. To build a automaton, the artificer must have access to a workshop at least equal in value to the cost of the automaton throughout the construction. For every 10,000 gp of value above the minimum required for the automaton, the artificer receives a +1 bonus on his magic research throw. By using precious materials, the artificer can gain a bonus on his magic research throw, as described above.

Automatons follow the orders of their owners. The artificer who creates an automaton becomes the first owner. They can then transfer ownership to another person by ordering the automaton to accept a new owner. If the owner dies without transferring ownership, the automaton will follow its last orders. In some cases, an unowned automaton will go crazy and attack anything in sight.


Designing Automatons
Automatons must have a minimum of 1 HD. Automatons have a default Ascending Armor Class equal to ½ their Hit Dice + 10. Most automatons are immune to poison, gas, charm, hold, and sleep spells. These collectively count as one special ability. The automaton can be given additional immunities, such as immunity to non-magical weapons, with each extra immunity counting as another special ability. Automatons may have from one to four attacks per round. Their attacks may inflict up to three times their HD in maximum damage per round (a maximum damage of 10 translates into a d10 damage die). This damage may be divided among all their attacks as desired. Any special attacks or powers count as special abilities. Designing an automaton requires 2,000 gp per Hit Die of the automaton, plus 1,000 gp per level of spells placed in the automaton, plus an additional 5,000 gp for each special ability beyond the spells the automaton possesses. The design process takes one week, plus one day per 1,000 gp of cost. Designing a automaton requires a magic research throw. The target value for this throw is increased by +1 for every 5,000 gp of automaton cost. To design an automaton, the artificer must have access to a library at least equal in value to the cost of the automaton throughout the construction. For every 10,000 gp of value above the minimum required for the automaton, the artificer receives a +1 bonus on his magic research throw. A successful design creates a formula that the artificer can use to create the automaton.


Special Abilities
Below are detailed some specific special abilities for Automatons. The GM may create more to suit their campaign world. These special abilities may be known and part of an artificer's library, or they may require additional research to discover.


Standard Immunity: Most automatons are immune to poison, gas, charm, hold, and sleep spells. These collectively count as one special ability. All mechanical artificers know to design with this ability when they can start designing automatons at 7th level.


Immunity to Non-Magical Attacks: This immunity means that only magical weapons and spells can harm the device.


Anatomically Correct and Fully Functioning: Automatons with this special ability may be able to pass as a natural version of whatever creature they are formed to emulate. A bipedal, man-sized automaton could be made to pass as a human, even naked, and a mechanical horse would appear as a natural horse, at least until it breathed fire or flew. They can eat food and drink liquids, they have skin, though it may be of an outlandish color or texture, they can perform all the functions that a real human or horse or whatever could perform.


EXAMPLE: Quintus, an 11th level mechanical artificer with 16 INT, is designing a clockwork guardian. He chooses to design it with 10 HD. This gives the automaton a base cost of 2,000 gp x 10 or 20,000 gp. He wants it to be immune to fire in addition to its standard automaton immunities. This means his automaton has 2 special abilities, costing an additional 10,000 gp, making its total price 30,000 gp. At 10 HD, it has a default AC of 5. The automaton can inflict a maximum of 30 damage per round, so Quintus decides to give his automaton 3 attacks, each doing 1d10 points of damage (3x10 = 30). It will take 37 days to design the automaton (1 week + 30,000/1,000). He is using a guild library with a value of 40,000 gp. The magic research throw value to design the automaton is 12+ (base 6+ plus 30,000/5,000) but Quintus gets a bonus of +2 for his INT bonus and +1 for the library quality [(40,000-30,000)/(10,000)]. Quintus will therefore need to throw 9+ to succeed.
                                                                                                                                   
(These automaton rules are modifed from the Construct rules from Adventurer Conqueror King. Their Dwarven Machinist class from the ACKS Player's Companion helped a little.)

I've put up a collection of my Chivalry and Sorcery content in the left navbar and below: