Friday, 3 June 2011

If It Grows in the Ground, It'll Kill You.

Hazard: Bloodgrass
Organized around a mother-root, Bloodgrass tendrils hide amongst the normal grass in Verdant Belts and Forests—a Notice check at -4 is required to detect the difference between Bloodgrass and mundane grass.
--Bloodgrass can get The Drop on victims that are unaware of its presence.
--Bloodgrass hits automatically for 2d6 Damage, if this is enough to penetrate the armor on the victim’s legs, the victim must also succeed on a Vigor test or else he becomes paralyzed for 2d6 turns.
--When the victim suffers a Wound, this indicates the feeding process has begun and the mother-root begins to send out more Bloodgrass tendrils to drain the prey as quickly as possible. The damage caused by tendrils increases to 3d6 the following turn, growing by 1d6 with each Wound caused until the victim is dragged beneath the grass and pulled to the mother-root, which devours its flesh.
--Once one encounters a Bloodgrass patch and passes a common knowledge check to determine what he’s dealing with, it takes only a standard Notice test to find the mother-root; it typically rests raised knoll-like formation—d12” from where the attack takes place—which is made from the bones of the bodies it has devoured.
--Attacking Bloodgrass tendrils is a futile effort. Each attack automatically causes a Wound, reducing the damage on the next turn by 1d6, but should the tendrils cause the victim another wound, more will arrive.
--Should one move to attack the Bloodgrass mother-root, all attacks hit automatically (it has a Parry of 0) and it has a Toughness 8. A Wound is sufficient to destroy the mother-root.

Hazard: Rock Cactus
Round cacti that grow in clumps in places where water is scarce. They look benign, until someone gets to close and they extend foot-long spines that seek to impale victims and drain their life-giving fluids.
--Rock cacti are difficult to locate unless one is intentionally looking for them. Seeing a rock cactus on approach requires a Notice -2 check, -4 if the cactus is hiding in Stony Barrens or a Boulder field where it is almost indistinguishable from nearby stones.
--Victims failing to Notice the cactus suffer a -2 to the Agility check that is necessary once one approaches too close. Approaching a Rock Cactus aware still requires an Agility check to dodge the spines.
--A Rock cactus strikes a victim with for 2d6 damage (normally to the legs). If the victim is Shaken or Wounded, he must roll Vigor successfully or suffer a level of Fatigue due to dehydration.
--Should the damage suffered result in a Wound, the Rock Cactus has impaled the victim and it proceeds to dislodge itself from the ground and hang onto the victim until all its fluids are drained. A Strength roll at -2 is required to remove a Rock Cactus. Each round the cactus remains attached to the victim, another Vigor roll is required to avoid fatigue.

Hunting Cactus, Carnivorous Psionic Plant
Traits                        Secondary Statistics
Agility     d4              Charisma: N/A
Smarts    d6               Pace: 3”
Spirit      d4               Parry: 2
Strength d6               Toughness: 5
Vigor      d6

Skills: Notice d8, Stealth d10, Shooting d10
Languages: N/A

Psionic Powers (15pp): Darksight, Farsight, Inflict Pain (Stun)
Special Abilities:
--Concealment: A Hunting Cactus will conceal itself amidst a group of mundane cacti. An opposed Notice/Stealth roll is necessary to detect the dangerous plant being.
--Needle Pods: A Hunting Cactus is composed of 11 to 30 (d20+10) pods, each with d10 Damage worth of needles it can shoot up to 5” in any direction. Any victim that is Shaken or takes a Wound from the needles must make a Vigor check or suffer paralysis for d6 turns.
--Feeding Spine: Each Hunting Cactus has a single spine amidst its needles that is dedicated to feeding. Once a victim is paralyzed, the Cactus moves slowly toward it through the sand and inserts the feeding spine. The spine does Str+d10 damage automatically to a paralyzed victim.

Thursday, 2 June 2011

A Spell...

The idea for the Power below came to me when I was reading the AD&D Dark Sun description of Fire Clerics, and how they preferred to fight with a spell that created a burn blade in their naked hand. I figure the power below could be adapted to practically any elemental cleric (even a water-priest could fight with a sword made of steam) or to a "mind-knife" type-psionicist.

Magic Weapon
Rank: Seasoned
Range: Self
Power Points: 4
Duration: 3 (1/round)
Trappings: Telekinetic Blade, Sword of Flames, Earthen Hammer, Laser Cutlass
This spell conjures a one-handed melee weapon of energy the user can wield against enemies. The weapon does Str+d8 damage (or Str+d8 and +1 to Parry on a Raise). The caster must have a free hand available to wield the weapon. If the power-user is incapacitated, the blade ceases to exist. A caster cannot use the spell multiple times to create multiple weapons, however it can be acquired multiple times should this effect be desired. Different trappings can be applied to the spell.

Bardic Poisons as an Arcane Background

After some discussion on the subject of poisons in the Dark Sun setting over on the Pinnacle forums, it occurred to me that an Athasian Bard's assassin qualities might best be written as a tightly-controlled version of the AB: Alchemist Edge from the Fantasy Companion

Many Athasian Bards double as assassins by means of poison. These Bards employ the Arcane Background: Poisoner and the Arcane skill Poisons (Smarts). Like an Alchemist, a Poisoner’s Power Points are invested in doses of his wears and can only be recovered after the toxins are discharged.

AB: Poisoner
Starting Powers: 3
Power Points: 10
Power List: Blind, Bolt*, Confusion, Curse, Curse (from Deadlands)*, Drain Power Points, Draining Touch, Drain Life (Horror Toolkit), Fear, Lower Trait, Puppet, Sluggish Reflexes, Slumber, Strength of the Undead (Horror Toolkit as “Wight Poison”)*

Bolt
Rank: Novice
Power Points: 2-6
Range:
Duration: Instant
Trappings:
This is one of the handful of Powers a poisoner can use to create multiple doses of a poison. Each dose of the poison does 2d6 or 3d6 damage, depending on how many Power Points are put into it.

Greater Curse
Rank: Seasoned
Power Points: 5
Range: Touch
Duration: Permanent
Trappings:
As “Curse” in Deadlands: Reloaded.


The following Power is based on “Strength of the Undead” as written in the Horror Toolkit, only this spell resumes the user has acquired the poison of a Wight. The “Death Touch” is employed exactly like the Wight’s power. I bumped the Rank up to "Heroic" given that the Poisoner (or Necromancer) doesn't have to be touching a Wight in order to put the power into the poison.

*Death Touch (Strength of the Undead: Wight Poison)
Rank: Heroic
Power Points: 6
Range: Touch
Duration: Instant
Trappings: Hand of Death, Poisoned Claws
Arcane Skill vs. Vigor -2. On a success, the victim suffers “the shakes” for 24 hours and has a -1 penalty to all trait rolls. Failure means the victim is incapacitated and will die in 2d6 hours unless he receives a Healing -2 roll.

Poison Trapping:
Minor: A Raise with a detrimental power leads to gas that burns the eyes, nose, and throat. This distracting effect results in a -2 penalty to Parry (for the duration of the spell or until the victim’s next action).
Major: The victim must make a Vigor check (at -2 on a Raise) vs. Poison-based Fatigue. The downside is that the range of the spell is halved. For poisoners however, this is often meaningless as they deliver their wears with the use of a blade, needle, or some other subtle means.

Tuesday, 31 May 2011

Thri-Kreen, Revised

I've decided to make a handful of revisions to my Thri-Kreen racial template. I'm taken a handful of benefits/penalties off in favor of allowing players some more latitude in developing the mantis-men as characters. After all, its no fun if every Thri-Kreen is forced to follow the same set of behaviors. I've also turned a number of the D&D abilities listed for Thri-Kreen into Novice edges, allowing players to play either the Thri-Kreen side of the character heavily or play up the occupation with a character that just happens to be Thri-Kreen. These revisions have also made psionics more available to the mantis-men, which fits with the definition of their psionics-heavy culture in Thri-Kreen of Athas.

Thri-Kreen
--Insect Limbs: Thri-Kreen have 3 sets of limbs, yet requires only one of these to walk. They receive one additional non-movement action per round at no penalty. However, they have two dominant and two non-dominant arms, meaning that to incur no penalties for multiple attacks per round they must purchase the Ambidextrous and Two-Fisted Edge twice each.
--Chitin Shell: Thri-Kreen have a natural Armor +2 bonus. This is typically the only armor they receive, as Kreen culture does not make use of worn armor and few armorers can build suits capable of covering a Kreen’s bulk.
--Sleepless: Thri-Kreen require no sleep and are unaffected by magic that induces sleep.
Natural Weapons: Due to its mandibles, which do Str+d4 damage, a Thri-Kreen is never considered unarmed.
--Pack Loyalty: A Thri-Kreen must take the Hindrance Loyal (Minor) to reflect the affection they feel for those they come to see as members of their pack.
--Monstrous Reputation: The appearance and habits of the Kreen are favored by most humanoids. Thri-Kreen receive a -2 to Charisma when dealing with non-Kreen.
--Elf Hunters: The Thri-Kreen have a fondness for the taste of Elf meat. Elves rarely react with anything other than intense hostility toward Thri-Kreen, thus the later receive a -4 to Charisma when dealing with the former, even when they’re not looking for a meal.
--Isolated: The Thri-Kreen pack mentality and distance from most other civilization. To reflect this, Thri-Kreen must take the Hindrance Clueless (Major).

Thri-Kreen Edges
Paralytic Venom
Requirements: Thri-Kreen, Novice, Fighting d8
Benefits: Thri-Kreen warriors have been known to produce a stronger venom than the irritating—but minimally effective—variety produced by non-warriors. Anyone Shaken by a warrior’s natural weapon attack must make a Vigor check or suffer paralysis for 2d6 rounds.

Warrior’s Leap
Requirements: Thri-Kreen, Novice, Fighting d8, Strength d6
Benefits: Thri-Kreen warriors are often skilled at leaping. A Thri-Kreen gifted thusly has standing leap of 2” while her running leap is 4” and with a successful Strength check, she can leap 6”.

Thursday, 26 May 2011

The Spectacle of Blood

Here are some gladiatorial professional Edges I've been working on recently. The first represent any Gladiator, as they're about combat and attracting the attention of the crowd. The second two are the specialized role of the Jazst Dancer; colorful, whirling, and deadly entertainers that cut their opponents with tiny, razor-sharp knives.

Gladiator
Requirements: Novice, Fighting d8, Persuade d6
Benefits: Experience in the arena has taught the gladiator how to pick just the right place to strike an opponent. To reflect this, all melee attacks delivered by the gladiator are treated as AP 1. If the attack result is in a Raise, it is treated as AP 2.

Will of the Crowd
Requirements: Seasoned, Gladiator, Fighting d10, Persuade d8
Benefits: A gladiator who succeeds on an attack and a Persuade check in the same (both with the typical -2 penalty) has used his display to win the crowd to his side. He receives +1 to Parry until his next turn.

Jazst Dancer
Requirements: Seasoned, Acrobat, Agility d10, Fighting d10, Persuade d6
Benefits: May spend a turn performing, make a successful Persuade check, and then gain +2 damage on her next attack. If the attack hits with a Raise the Jazst is considered to have “The Drop” on her opponent.

Dance of Razors
Requirements: Veteran, Jazst Dancer
Benefit: A Jazst may spend a Benny to perform a Trick (always an Agility test) as a free action, allowing her to Trick and attack an opponent in the same round. The Dance of Razors is usually preceded by a Jazst Dancer’s performance, creating a devastating affect that does additional damage to an opponent with his guard down.

"Not Ready for Prime-Time" Sorcery

The title above reflects the fact that there's still some discussion going on related to just how one might convert the complex and integral magic system of AD&D's Athas to Savage Worlds. I'll confess from the beginning "my system" has prosaic skin-grafts from both the Blogotron and toadpooka conversions.


AB: Magic
Starting Powers: 3
Starting Power Points: 10
A wizard can choose the Path Dexter, the followers of which are called “Preservers” or the Path Sinister, followed by “Defilers”.

The Path Sinister
A highly addictive practice signified by the Hindrance Defiler (Major). Once one begins to Defile, only extreme measures can be taken to halt the practice (see “Redemption” below). The central benefit of the Path Sinister is the ability to drain the energy of the land in the form of Power Points. A Defiler can use his own store of Power Points, the Power Points drained from the land, or some combination thereof.

Land Razed (Power Points Available)
Abundant: Forests, oceans, gardens, swamps (+8)
Fertile: Verdant plains, savannahs, mud flats (+4)
Infertile: Rocky badlands, stony barrens, scrubland (+2)
Barren: Boulder fields, sandy wastes (+1)
Desolate: Salt flats, sea of silt, Obsidian Plains (+0)

A defiler’s ring of destruction is 1” per “rank” of the spell (i.e. novice=1”, seasoned=2”, veteran=3”, etc.) Anyone caught in this wave of destruction must make a Spirit roll or be Shaken. Being Shaken a second time, in this manner or some other combat-related manner does give the character a Wound (extras will pass out from fatigue and awaken weak and ill from the experience).

A defiler can spend a Benny to the following: doubling the duration of his spellcasting and expanding his ring of destruction by 1”.
*Add an additional die of damage brought on by an offensive spell.
*Add +2 (or -2) to the amount protection achieved by a defensive spell.
*Double the duration of a non-offensive or non-defensive spell

Restrictions: Becoming a Defiler results in a -2 penalty to Charisma. After spending three consecutive ranks as a Defiler this penalty increases to -4 and indicates Defiling magic has led to some kind of cosmetic deformity. Defilers also have a distinct magical “scent”. They receive a -2 penalty to any efforts to conceal themselves magically and/or non-magically; by virtue of Stealth checks or spells such as Conceal Arcana, Disguise, or Invisibility.

Redemption: A Defiler may break his addiction with assistance of a powerful druid and his patron Spirit of the Land. To do so, a Defiler enters a magical pact with the Druid whereby he swears to complete a dangerous and difficult quest using no magic whatsoever. Upon completion of the quest, the Defiler’s addiction is healed and he looses the Hindrance: Defiler (Major).

The Path Dexter
Benefits: A Preserver can make a Stealth check to conceal the casting of spells. This becomes an Opposed Stealth vs. Notice check in the case of onlookers who know what they are looking for (i.e. other wizards, Templars, etc.). Defilers cannot conceal their magic as it radiates destruction centered on them.
Restrictions: A Preserver can use the Path Sinister, but each time she does she risks addiction to this tainted form of magic. Each time a Preserver uses the Defiling Arts, she must make a Spirit test subtracting 1 from her roll for each time she’s defiled previously. If she fails, she must become a Defiler (taking the Hindrance of the same name), having been dragged down the Path Sinister.

Tuesday, 24 May 2011

Of Bards and Poisons

Below are some Edges associated with Athas' unique Bardic traditions. In addition to this I've taken a crack at coming up with a poison system that focuses on the risks of acquiring dangerous and illegal ingredients and manufacturing toxins. I've listed three example poisons, though I definitely don't want to stop there--as these are ideal of an novice Bard. I realize that in some way, especially when compared to toadpooka's Savage Sun system, this is overly complex. I do this because I know my players and they are constantly testing the boundaries of assassination and other potentially game-changing strategies.

Athasian Bard:
Requirements: Knowledge (Athasian Lore) d6+, Persuade d6+
Benefits: You tell or sing the tales of an Athas under a Green, or even Blue, Sun. You may use lore ability to entertain with a +2 to social tests. May also use a lore ability to identify magical artifacts and locations with a +2 bonus.

War Singer:
Requirements: Athasian Bard, Fighting d8+, Persuade d8+, Intimidate d8+
Benefits: Grant +2 to the damage done by all allies within your command radius by playing and singing songs of battle. You must do nothing but play during this time (no attacks or other actions). You can move at your normal pace, but you may not Run.

Poisoner: Athasian Bard, Knowledge (Poison) d6+
Benefits: Gain +2 to all tests for manufacturing and concealing poisons. Your poison-making is skilled enough that your materials go further, allowing you to make an extra application of each poison you create (in addition to that created by a Raise).

Poisons of Athas
Each Athasian poison has ingredient and preparation penalties, it also has legal and self-harm limits that make mastering poisons a dangerous profession. A Bard rolls her best social skill (Persuade or Intimidate), attempting to achieve success in spite of the creation penalty. After this, the Bard rolls Knowledge (Poisons) and attempts a similar success despite the penalty. If both rolls succeed, the ingredients are acquired for the listed price and the poison is made. Reduce the price of the Ingredients by 5cr (minimum price 1cr) for each Raise. Poison-makers manufacture an additional application of their poison on Raise (only one additional application, no matter the number of Raises received). If either of the rolls fail, a myriad of things can go wrong depending on the depth of that failure. A buyer failing an Ingredient roll by the degree mentioned attracts the attention of the local authorities. A poison-maker failing a Preparation roll by the given number is harmed by her own creation and loses the batch and her ingredients through an accident of some kind.

Example
Poison: Milkywart
Ingredients: -2 (Snake Eyes)(5cr)
Preparation: +0 (Snake Eyes) Poison-maker is temporarily blinded—a nuisance more than anything.
Affect: This poison, when introduced into the victim’s blood by a coated needle or blade, induces a state of Temporary Blindness. If the Vigor check is failed the victim is treated as though he is in Dark Lighting for d4+1 rounds. After the initial attack the effects start to wear off and the victim is treated as being in Dim Lighting for d6+1 rounds. Note: The poison’s effects are identical among all humanoids and Thri-Kreen. Victims receive no help from Low-Light Vision or similar inborn characteristics.

Poison: Kank Venom
Ingredients: -2 (Snake Eyes) (15cr)
Preparation: +0 (1, no matter Wild Die amount) Poison-maker suffers 2d4 damage from the venom that bypasses all armor and affects toughness alone.
Affect: This poison, when it breaks the skin through the use of a coated needle or blade, causes a lasting burning pain that causes the flesh around the wound to blacken and die. The victim failing a Vigor roll suffers 2d4 damage that bypasses armor, both die can Ace.

Poison: Greenshade
Ingredients: -2 (1) (25cr)
Preparation: -2 (1, no matter Wild Die amount) Poison-maker suffers -1 all actions for 1 day.
Affect: Greenshade must be imbibed (Notice -2 to detect its presence in an alcoholic drink) and when a victim fails a Vigor check it begins to induce mild shadow-like hallucinations that distract the victim during all activities. Greenshade must be administered in multiple doses to become truly affective. A single dose will last three hours, a second dose administered in the time will make the penalty a -2 that will last 1 day. A third dose within a day’s time however causes the affect to increase to -4 and the victim must roll Vigor -2 every 3 days; a success indicates the sickness passes. Greenshade is a poison used by assassins to make dangerous target less of the threat.


As a matter of "Credit Where Credit is Due", I should note that the ideas for Milkywart and Greenshade came from the Crimson Valley site at (http://www.oocities.org/Tyrad.geo/index.html).