Showing posts with label Creepy Crawlies. Show all posts
Showing posts with label Creepy Crawlies. Show all posts

Saturday, January 9, 2016

My next project...

I'm entering the home stretch on the writing of Great & Small's extended rules.  I should be finishing the final draft in a couple of weeks, then moving into laying it out.  After that, I will go forward with some kind of crowd-funding effort to pay some artists and get it available for sale in hard-copy and PDF (with art), but with an art-free PDF version always available at no charge.

Anyway, since my brain feels like the end is in sight with this project (which it's not; I'm gonna maintain this blog indefinitely, adding support material, reviews, etc.), it's starting to let some of the other ideas down in my creative dungeon scratch at the door, demanding to be the Next Big Thing.

The one that's scratching loudest is one I've wanted to try for a long time, but just seemed too... niche, I guess: a musical horror fantasy setting inspired by vintage monster rock songs. 

To scratch that itch, I wrote up a little ditty and started a second blog, so I could have a foundation in  place if the idea proves popular.  You can read about here: Tales from the Haunted Jukebox.

Hope you like it.  If it grows some legs, I'll add more over there intermittently, but Great & Small remains my top priority.

Wednesday, December 30, 2015

The Foundling -- A Niche For Longpaw PCs

A majority of longpaw children lost or abandoned in the wild can expect little but a horrible death unless they are rescued by their kin or species-mates.  But sometimes -- just sometimes -- an orphaned human or demi-human child gets adopted by a community of beasts and reared as one of their own.

This niche is optional, but can be a great way to bring in players who simply aren't sold on the idea of animal PCs.  Let them play Mowgli or Tarzan instead!

The Foundling
On rare occasions, animals will adopt an orphaned human (or other longpaw) child as one of their own.  Such unique individuals will grow up to prefer the company of their animal family and its species, and have a great deal of trouble interacting with members of their own... especially if they have witnessed longpaw crimes against their adoptive animal family.  Nonetheless, they can become ambassadors of sorts between their parent species and their adoptive species.  Indeed, such Foundlings often become legendary heroes among longpaws, thanks to their unique abilities.

Niche Ability:  Select a Species Trait of your adoptive animal family. This ability is now an inherent trait for you, but comes at the expense of a normal longpaw trait, such as the Versatility of Men, the Tunnel Sense of dwarfs, the Fey Magic of elves, or the Halfling attack bonus with missile weapons.  The longpaw trait you lose and the animal trait you gain are both your choice, but remain permanent throughout your adventuring career.  

In most circumstances, you can use this new Species Trait as effectively as any actual member of your adoptive species.  You can also acquire spandrels based on this adoptive Species Trait, but otherwise must gain rewards and treasure in the standard longpaw ways.

Some Species Traits, such as natural flight or water breathing abilities, are only available in classic fantasy or other high-magic settings. 

Other Abilities:  Add your Foundling level (plus your Foundling niche die result, if any) to all lore checks involving communication between longpaws and your adoptive species, to attempts to communicate with animals other than longpaws and your adoptive species, to find food or water in your adoptive species' preferred habitat, and to applied knowledge about the the geography and other features of the wilderness where you grew up.

Saving Throw: Fear

Threat: Average (+6). This increases to Tough (+3) at 2nd total level, Challenging (+0) at 5th total level, and Formidable (–3) at 8th total level.

Thursday, November 12, 2015

Belated Halloween Post -- Featured Creature (Crocodilian) and An Animal Darklord

So, there's been a delay in my posting schedule, because meatspace reasons.

But not to worry: Halloween season at my house runs right up til Christmas, so I can still legitimately post my promised game stats for crocodile (and alligator) PCs, along with Great & Small stats for Death Bringer, the animal darklord of Ravenloft's Wildlands.

Crocodilian
Other than the great cats, crocodilians are perhaps the most feared predators on land, for they will eat anything or anyone they can catch in their powerful jaws.  They specialize in striking suddenly from a well-hidden position; so suddenly, in fact, that potential allies have little time to notice them, let alone establish parley, and so often become victims.  Despite their prowess, though, crocodilians rarely leave their habitat, and thus have limited knowledge of the world beyond their swamps and wetlands.  Like lizards and snakes, they are deliberative and ponderous, but swift and deadly when finally taking action.

There are three main kinds of crocodilians: alligators (which includes caimans), crocodiles, and gharials.  In a reality-lite setting, they will occupy separate continents but have very similar habits, while in a fantasy setting, they can mingle more or less freely.  The listed game stats cover all three types.

     AC: 5
     AT (Dam): Bite 1d7 [1d8], Tail slap 1d5 [1d6]
     Beginning HP: 7 [8]
     Habitat: Semitropical, tropical swamps & wetlands
     MV: 5, swim 6
     SZ: Small

Species Traits:
  • Death Roll
  • Fast Swimmer:  Crocodilians can use the run action while swimming, provided they only move in a straight line.
  • Growth Spurt: Crocodilians become Medium at 2nd Total Level
  • Hold Breath: Crocodilians can hold their breath for 10 minutes + 1 minute per Total Level/Hit Dice.
  • Low-Light Vision
  • Surprise Attack:  If successfully hidden at the beginning of a combat round, crocodilians surprise their foes on a roll of 1-3.
  • +4 bonus on all lore checks that involve swimming.
  • +2 bonus on checks to hide or move silently in the water.  This bonus becomes +5  if the character lies under the water with only her eyes and nostrils above the surface.
  • Suitable Niches: Any
Death Bringer, King Crocodile, Darklord of Ravenloft's Wildlands
This great monster began life as a typical crocodile in a distant land that closely resembled sub-Saharan Africa.  When longpaws first arrived in this land, the other animals lived in fear of their weapons and mastery of fire, finding themselves driven further and further from their original home habitats.  It was then that Death Bringer seized his opportunity.  He visited all the other animals of his land, and made a pact with them: in exchange for a bit of their power, he would slay all the longpaws.  The other animals quickly agreed to this pact, for none of them had been able to defeat the longpaws on their own.

With each ritual infusion of other animals' power, Death Bringer grew larger in size and more versatile in his capabilities.  After the last longpaw was slain, he declared himself King Crocodile, and refused to return any of the other animals' power to them.  Instead, he began to prey upon his fellows, and became a horrible tyrant.  It was then that the Mists claimed him, and created the Wildlands as his domain.

The following stats use the Rules Cyclopedia entry for a giant crocodile as their base, with spandrels added on from each of the other species in the Wildlands, representing the powers Death Bringer claimed from them.

Death Bringer possesses all the standard crocodilian traits, except as noted below.

Death Bringer, 15th-level giant crocodile (Warrior)
     AC: 1
     AT (Dam): Bite 3d7 [3d8], tail slap 3d5 [3d6]
     HP: 98
     SZ: Huge

Spandrels:  In addition to the standard crocodilian traits, Death Bringer possess the following traits claimed from other species of animals through dark pacts born of fear and vengeance.
  • Brachiation (claimed from the apes)
  • Prehensile Tail (claimed from the monkeys)
  • MV 8 on land (claimed from the elephants)
  • Nine Lives (claimed from the lions) 
  • Scent (claimed from the herdbeasts)
  • Venom Resistance (claimed from the boars)

Thursday, October 22, 2015

Halloween Setting Spotlight -- Ravenloft's Wildlands

Who says animal fantasy can’t be dark and gloomy with the best of them?

Islands Of Terror, the old AD&D 2nd supplement for the Ravenloft campaign setting, contained a fascinating domain called the Wildlands, which was populated entirely by talking animals, and ruled by a crocodile darklord.

The main problem with the domain is that it provided few Gothic horror role-playing opportunities for standard longpaw characters, and seemed designed to serve mostly as a meat-grinder where every creature you meet is out to kill you.

But the Wildlands can make an excellent Gothic horror-fantasy setting for animal player characters, whether native to the domain, or drawn in by the Mists.

The darklord -- Death Bringer, King Crocodile -- is actually pretty good, as throw-away one-shot villains go.  His backstory is a classic tale of greed and power-lust:  the other animals of the wilderness realm from which the Wildlands was formed made a pact with the Crocodile.  He vowed to slay all the "hairless apes" in the land, if each of the animals there would give him some of their power.  This, they did eagerly... and of course, when the slaughter was done, Crocodile refused to return the borrowed powers. Instead, he began hunting the other beasts. He was now the greatest animal in the realm, but his hubris and ambition doomed him to be claimed by the Mists.  Though not before a python prophesied that Death Bringer would die either by the hand of a "hairless ape," or from something he felt was beneath his notice.

Death Bringer can be greatly fleshed-out using Great & Small's spandrels system.  I'd start him as a standard crocodile Warrior (I'll post game stats for crocs in the next couple of days), then advance him by granting him a signature Species Trait from each of the animal types listed in his back story.  Say, Nine Lives from the lions, an increased SZ from the elephants, Brachiation from the monkeys, Scent from the apes, and so forth.  This makes him a much more versatile villain, something more like the monster from The Relic in terms of his capabilities, rather than just being the "smarty pants giant croc" he was in the original supplement. 

The land itself is full of potential adventure seeds, too, including:
  • An elephant graveyard where elephant skeletons and ghosts walk at night, and the bones of the dead are rumored to turn into silver and gold
  • A war for supremacy between lions and tigers (who weren't originally part of the land, but were apparently brought in by Ravenloft's Dark Powers for... reasons) that is consuming the savannah
  • Colonies of gorillas who relish combat (especially with "hairless apes"), and try to enslave chimpanzees and monkeys
  • A whole society of young crocodiles scheming to replace Death Bringer, the King Crocodile who serves as darklord of the realm
  • The python's prophecy, and a total absence of snakes in the land (imagine the repercussions if a snake -- say, a snake player character -- arrived from beyond the Mists)
As a whole, the Wildlands exudes a "dark Africa" feel, a sort of Lion-King-gone-sideways ambiance where longpaws would come to dread an encounter with even the lowly monkeys.

But the Gothic horror elements -- especially the sense of foreboding, of isolation, of being trapped in a doomed realm, of looming curses and twisted fates -- can be ramped up even better with animal PCs.  Longpaws would be walking targets everywhere they went, and Death Bringer's agents would inform their master of the presence of any humans in the realm long before those humans became aware of their ultimate enemy's nature.

Animals, however, would have more freedom to roam, to interact with NPCs, to pursue side-quests unrelated to the Crocodile metaplot.  Their time in the Wildlands wouldn't (necessarily) turn into a gauntlet-running race against the clock, as it probably would with longpaws in the mix.

African animals would be most appropriate to the setting, of course, but any species -- especially prey species -- would find the place terrifying and alienating in all the classic Gothic horror ways that Ravenloft sought to evoke with longpaw characters. 

So, if you're in the mood for some old-school fantasy horror this Halloween, I challenge you to put away I6 for a while, and treat your players to a session or two of Great & Small set in the Wildlands.  You could adapt any of the short adventures from Ravenloft supplements like the Book of Crypts or Chilling Tales -- plot and all -- simply by replacing the human NPCs with animal ones.

In fact, I might try this myself...

Tuesday, September 15, 2015

A First Look At The Longpaws

I've received several private inquiries as to how I plan to stat out humans and demihumans in Great & Small.  Here's a preliminary look.  These are only first drafts, and don't necessarily reflect what will end up in the final version of the rules.

Longpaws 
“Longpaw” is a slang term for humanoid, believed to have been coined by the first dogs.  It is used when referring to any bipedal, mostly hairless, tool-using creature that does things like hunt with weapons, construct and live in buildings, wear clothing, practice agriculture, domesticate other species, and so on.  In some settings, humans will be the only species of longpaw.  In others, typically ones inspired by classic fantasy, the term will also refer to dwarfs, elves, halflings, orcs, goblins, and any number of other humanoid creatures.

Aside from dogs, farm creatures, horses, and small cats, most animals see few relevant distinctions between the different kinds of longpaws.  Nearly all of them are disruptive invaders or upstarts from animals’ point of view, best avoided or driven off when possible.  However, some smaller species – like mice, raccoons, rats, pigeons, and squirrels – have managed to make homes for themselves on the fringes of longpaw settlements, living off of the scraps that longpaws foolishly cast aside as waste.

Although Great & Small is not a game about longpaws, it can be useful to know their game stats anyway, as they make excellent antagonists. Also, some groups may prefer mixed games in the style of Russian fairy tales, Mercedes Lackey’s Valdemar stories, or C.S. Lewis’ Chronicles Of Narnia, which often feature humans and talking animals adventuring alongside each other.

To that end, the four main longpaw races of the classic fantasy game – man, dwarf, elf, and halfling – are detailed below.

Unless otherwise noted, all longpaws have the following default game stats.

     AC: 9 or by armor type
     AT: Unarmed (1d2), or by weapon type
     Beginning HP: 7
     Habitat: Any
     MV: 8
     SZ: Medium 

Species Traits:
  • Bipedal:  Longpaws walk on their hind legs at all times, making them especially susceptible to trip attacks.  They receive no bonuses to resist such assaults.
  • Encumbered: Lacking naturally tough hides, longpaws have invented armor to protect themselves.  However, this slows them down in a fight.  Longpaws add their AC rather than their MV to Initiative rolls.
  • Tool Users:  Longpaws never have to make lore checks to understand or properly use levers, latches, doors, springs, or any other simple tools.  They automatically succeed at such tasks.
Men
Humans like to think themselves the measure of all things, and the masters of all they survey.  Rarely considering other species, they will move into an area and struggle epically to master it by establishing settlements and farms.  This activity drives out some animals, but creates opportunities for others.  In some settings, animals are divided over the question of Man’s existence; those who travel and live alongside Men – notably, dogs, their most loyal companions – are set against those who are driven out by them.  Nearly all animals marvel that individual men are able to survive at all, lacking as they do any claws, teeth, or tough hides.  Weak though they may be compared to some other animals, though, men are nearly unstoppable in large numbers, as many great beasts have learned to their detriment.

Species Traits:
In addition to the standard longpaw traits above, men also possess the following abilities.
  • +2 on all lore checks to interact with dogs, even feral ones.
  • +1 on all lore checks to interact with small cats, even feral ones.
  • +1 on all lore checks to interact with horses and farm creatures.
  • Versatility: Men have a permanent +2 bonus on all lore checks with a single lore of their choice outside their niche, chosen at 1st level and remaining the same throughout their life.
  • Suitable Niches: Any.  
Dwarf
Dwarfs are a longpaw race only found in fantasy worlds where magic and monsters are real.  In such worlds, they are a race of miners who prefer to live underground, and value gold, gems, and mineral wealth above almost all other things (such is their reputation among fellow longpaws, anyway).  They are gruff, surly, and stocky of build, average about 4 ft. tall, and weigh about 150 lbs. as adults.  Their males prefer to grow and decorate their beards.  They tend to have hostile relations, often unintentionally, with subterranean animals, but are not especially cruel towards them when encountered. 

Species Traits:
In addition to the standard longpaw traits above, dwarfs also possess the following abilities.
  • Darkvision:  Dwarfs can see without the aid of any light at all, out to a range of 60 ft.  This vision is black & white only.
  • Tunnel sense: Thanks to their long experience living underground, dwarfs get a +2 bonus on all lore checks to notice unusual earthenworks, such as traps, recent mining, unsafe tunnels, and so forth.
  • +4 bonus on all saves vs. magical effects.
  • +1 bonus on all lore checks to interact with burrowing animals.
  • Suitable Niches:  All dwarfs are trained as Warriors at 1st level.  They make take levels in other lores after this, but Warrior remains their niche.
Elf 
Like dwarfs and halflings, elves are a longpaw race usually only found in settings where magic and monsters are real.  They fancy themselves a people of the forests and woodlands, self-appointed “protectors” of such realms.  And to be fair, many animals feel that elves are less bad than other longpaws when it comes to respecting other species’s territory… but not by much.  Like all longpaws, elves have certain animal species they like more than others, and will alter their forest homes to favor such species.  They are nearly as tall as men, on average, and have long, pointed ears and slender, graceful frames.

Species Traits:
In addition to the standard longpaw traits above, elves also possess the following abilities.
  • Darkvision:  Elves can see without the aid of any light at all, out to a range of 60 ft.  This vision is black & white only.
  • Fey Magic:  Every elf knows one 1st level magic-user spell of her choice.
  • Ghoulbane:  Elves are immune to the touch attacks of ghouls.
  • +2 bonus on Scout lore checks to spot secret doors; merely passing near such a door entitles an elf to an unmodified Scout lore check to spot it, as though she had been looking the entire time.  The bonus applies if she is actually actively searching.
  • +1 on attack rolls made with long bows or swords
  • +1 on all lore checks to interact with forest or woodland animals
  • Suitable Niches: Familiar, Magic-User, Scout, Trickster, Warrior.
Halfling
This race of small longpaws is usually only found in classic fantasy settings, where magic and monsters are real.  They resemble men in their proportions, but are notably shorter as adults, average about 3 ft tall in maturity.  They are known for their love of fine food and drink, their gentle disposition, and their adeptness with slight-of-hand tricks.  Notably for longpaws, they often do not cover their feet in shoes or boots, unless it is exceptionally cold.  They normally burrow their homes into the sides of hills, which sometimes causes them to disrupt communities of burrowing animals.

     AC 7 (or by armor type)
     Beginning HP: 5
     MV: 6
     SZ: Small

Species Traits:
In addition to the longpaw traits above, halflings also possess the following abilities.
  •  Darkvision:  Halflings can see without the aid of any light at all, out to a range of 60 ft.  This vision is black & white only.
  • +4 bonus to saves vs. magical effects
  • +2 bonus on Trickster lore checks to climb walls, hide in shadows, and move silently
  • +1 on all attack rolls using missile weapons
  • +1 on all lore checks to interact with burrowing mammals
  • Suitable Niches: Herbalist, Scout, Storyteller, Trickster, Warrior.

Tuesday, September 8, 2015

Some rules revisions & housekeeping

Here's a link (which I'll also share on the Quick Start page) to some revised rules that came about as a result of my alpha-test run of Great & Small.  I have a feeling that most of these will be in the final draft of the game.

The big changes are:

1) Hit Dice are now tied directly to Size rating.  Species determines 0-level starting hit points; adding a niche at character creation takes you to 1st level and gives an additional HD roll to add to this total.  Each time you level up afterwards, you gain a new HD of the appropriate type and re-roll all your hp using the new pool of HD, and only change hp total if the new result is greater than the old.

2) Initiative now uses a Move (MV) score determined by your species. I'll be going through the Featured Creatures to revise them, but in the meantime, MV scores can be converted from the old system by dividing the combat movement rate (the number in parentheses) by 5.  This number is added to a 1d10 roll during combat to derive your initiative. Runner characters add their niche die result as a further bonus to this roll.  This will eliminate the system using Speed ratings for declared actions.

3) I've diversified the saving throws so that each core niche now has its own unique save bonus.  The new categories are Blast (Runner), Charm (Storyteller), Deception (Seer), Device (Scout), Fear (Warrior), Paralysis (Trickster), Poison (Herbalist), and Trauma (Healer).  Discerning readers should be able to tell which old-school save category each of these was derived from.

Next week, I will be diving headlong into arranging, re-writing, and compiling the final draft of the full product, including systems for Scent Battles over territory (based on turning undead mechanics!) and hazards of the wilderness, a re-working of OSR treasure rules to accommodate Resources and spandrels, and hopefully expanding the Herbalism list.  Also, creating more tables, including randomized scenario generation ideas.

Meantime, on the blog, I'll continue statting up Featured Creatures -- which will also all be in the final product -- adding 5e-compatible material, more sample PCs of various levels, more setting details for the three campaign schemes, and reviews of some of the inspirational reading.

Thanks to all my readers for the support and encouragement.  This project really feels like it is starting to take on a life of its own.

Wednesday, August 26, 2015

The Familiar Niche

The concept of the magic-user's familiar has a long pedigree in fantasy tales and games.  In an animal fantasy campaign, the Familiar can become a protagonist in her own right.  While she largely plays a support role for a Magic-User, the Familiar is endowed with certain unique abilites of her own that make her a viable character option... especially if the Magic-User in question is an NPC.

This niche is optional, and intended for use in campaigns that feature "real"magic, such as a standard classic fantasy setting, or a modern fantasy setting.  It has no place in "reality-lite" campaigns where the supernatural is a subtle influence if it exists at all.  

The Familiar
Magic-Users are notoriously vulnerable at the starts of their adventuring careers, and often call upon arcane forces to protect themselves.  Some spells or rituals allow Magic-Users to call an animal into their service, with whom they share a magical bond that benefits both parties.  These animals, called Familiars, then embark on a life of adventure with their Magic-User partner.  And some learn from their "master," then go on to earn their independence.

Niche Ability:  When you take Familiar as your niche, you benefit from a handful of special abilities rooted in your bond to the Magic-User who summoned you. 

Your mystical bond with a Magic-User allows you to add her maximum possible hit points to your own total, giving you both a better chance at survival.  However, if your Magic-User is ever killed, you must permanently subtract these hit points from your own maximum possible total, which may lead to your own death.

Second, you share an empathic link with your Magic-User, and are always aware of her general location within 200 feet.  You may share your perceptions with her, and she with you, giving each of you a form of remote sensing, and you may speak to each other in your native tongues with perfect understanding.  You also benefit from any spells your Magic-User casts on herself.

Third, you gain a bonus Species Trait from your bond: a +1 bonus to any single lore outside your own (reflecting the fact that most Magic-Users are human, and you are thus sharing in their versatility).  If you become the Familiar of an Elf, you instead gain immunity to the touch of ghouls.  If the Magic-User who called you is a member of some other species, you gain a bonus Species Trait from them based on the BM's judgment.  (NOTE: In some settings, such as the Trucewood Vale, it is possible for animal Magic-Users to have longpaw familiars!) 

Finally, you receive a +1 bonus on all saving throws so long as you are in service to your Magic-User.

Beyond 0 level, this bond grants you further advantages.

At 1st level, a you become an arcane dabbler.  With a successful lore check, you can activate magical items normally only usable by Magic-Users as though you were a Magic-User of equivalent level.

At 2nd level, you become capable of delivering touch spells from your Magic-User to targets normally beyond her reach, as though you are an extension of her body.  And with a successful Familiar lore check on your part, the activation of this spell no longer depends on the will of your Magic-User.  She can cast another spell before you deliver the one you are carrying, and you are capable of changing the intended target to one of your own choosing.

And at 6th level, you become capable of storing extra spells within your mind, that your Magic-User can call upon as though she had remembered or prepared them for the day. The choice of which spells are stored in this way belongs to your Magic-User.  However, you're also able to activate these spells yourself, with a successful Familiar lore check!  You can store a number of spell levels equal to your Familiar level.  Thus, at 6th level, you could hold six 1st-level spells, three 2nd-level spells, two 3rd-level spells, or any other combination of levels that adds up to your total Familiar level (for instance, four 1st-level spells and one 2nd-level spell).

At 10th level or any time following, after years of loyal service, you have the option of gaining your independence from your Magic-User.  If you part ways amicably, you lose all of the above abilities except the extra hit points, bonus on saves, and arcane dabbling, and gain the spell-casting abilities of a Magic-User equal to half your level.  You may then continue to advance in spell-casting abilities by level as though you were a Magic-User yourself... even being able to summon a Familiar of your very own!

Other Abilities:  Add your Familiar level (plus your Familiar niche die result, if applicable) to all lore checks when attempting to intuit the function of magical items, recall or remember ancient mysteries, magic traditions, or cryptic phrases, or to deduce what kind of spell a Magic-User is about to cast by observing her gestures.

Saving Throw: Spells

Threat: Easy (+9). This increases to Average (+6) at 2nd total level, Tough (+3) at 5th total level, and Challenging (+0) at 8th total level.

Friday, August 21, 2015

Featured Creature: Raven

NOTE: These stats have been edited to conform to the rules revisions posted on 9/8/15.

At a reader's request!

Raven
Ravens feed on carrion and gather in isolated, abandoned places.  For this reason, they are often seen as dreary or spooky by other beings, despite their great aptitude for play.  They also have a reputation for pointless thievery, often taking great risks to collect meaningless shiny objects from the places they visit. Nonetheless, ravens are highly intelligent and social beings, and the best tool-users among all of bird-kind.

A raven's favorite food is the eyes of the dead.   They feel it honors the fallen by passing their dying sight onto another, becoming the basis of stories that will perpetuate memories of the dead long after they are gone.  Many ravens claim to experience visions or prophetic dreams after eating the eyes of the dead, though whether these visions are genuine or just mad rantings is any non-raven's guess.

     AC 7
     AT (Dam): Bite (1d3); talons (1d2; this is a single attack with both feet at once)
     Beginning HP: 3 
     Habitat: Temperate
     MV: 3; 20 flying
     SZ: Tiny   

Species Traits:
  • Bauble-Snatcher's Curse: All ravens carry their mythical hero's curse, and find shiny trinkets of any or no value almost irresistible.  Whenever you encounter such a trinket -- be it well-guarded or not -- you must succeed at a Challenging Charm save, or be compelled to try and steal the object from whoever possesses it.  Luckily, you  get a +2 bonus on your Trickster lore check when attempting this larceny. This bonus does not apply in circumstances where you succeeded on your saving throw.
  • Eye Peck: On any unmodified attack roll of 19 or 20, you can pluck out or otherwise damage one of your enemy's eyes (provided the enemy has eyes, that is).  This attack blinds her in that eye, imposing a -2 penalty on all further attack rolls, or lore checks that rely on paw-eye coordination.  If you manage a second such attack against the same opponent, she is permanently blinded, a condition that can only be healed through magical means.
  • Flyby Attack
  • Low-Light Vision
  • Tool-Use: You gain a +2 bonus on all Scout lore checks to use tools or decipher the function of simple longpaw devices.
  • Ultravision
  • -4 penalty on all lore checks involving feats of strength.
  • +3 bonus on Runner or Trickster lore checks that involve flying stunts
  • Suitable Niches: Familiar, Guardian, Herbalist, Magic-User, Runner, Scout, Seer, Trickster.

Monday, August 17, 2015

The Magic-User Niche

Preparing a playtest session for "Secret Of The Spooky Old Warren," and I will be using pre-generated PCs.  One of the players wants to revive an old snake character of hers from a previous animal campaign I ran, who was a sorcerer  (using 3.5 edition rules).  To facilitate that, I'm introducing the Magic-User as an optional niche for campaigns with a classic fantasy (like the Trucewood Vale setting) or other supernatural angle (like Creepy Crawlies).  I've designed it to be "plug-&-play" with whatever OSR iteration the BM prefers, rather than trying to re-invent the wheel.

The Magic-User

Masters of the arcane, Magic-Users channel both the creative and destructive energies of nature to their own ends. Unlike Healers, who tend to be motivated by community support & defense, harmony with nature, and preservation of life, Magic-Users are typically self-interested, relishing the pursuit of knowledge and power for their own sake. This is not to say that Magic-Users are inherently evil, or that Healers are inherently good, only that they use the spiritual forces of nature in different ways.
Source

Niche Ability: When you select Magic-User as your niche, you gain two special abilities: the power to read the magical writings of longpaws, and the ability to cast spells. 
  • Read Magic: With a successful Magic-User lore check, you can decipher magical inscriptions on objects – such as books, scrolls, weapons, tools, and so on – that have been crafted by humans or other longpaws (such as elves), even if you are otherwise incapable of reading at all. This is the main way you find and learn new spells. Reading the magic script does not normally activate the magic itself, though cursed scrolls may be an exception. 
  • Spells:  You learn, cast, and gain spells in a fashion identical to longpaws, according to whatever set of rules your BM has adapted for the purpose.
Other Abilities: Add your Magic-User level (and your Magic-User niche die result, if applicable) to all lore checks when attempting to research, understand, decipher, or recall ancient mysteries, magic traditions, arcane symbols, cryptic phrases, and so on.

Saving Throw: Spells

Threat: Easy (+9). This increases to Average (+6) at 2nd total level, Tough (+3) at 5th total level, and Challenging (+0) at 8th total level. 
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When it comes to OSR magic, I much prefer the way it's handled in Flatland Games' Beyond The Wall and Other Adventures, and that is the system I'm assuming in the further design of Trucewood Vale.  But, I'm keeping things vague enough in the rules themselves that players and BMs can use a more traditional system if they choose.