Friday, September 13, 2013

Fantasy Core RPG: Jianghu Setting-Tibet

Fantasy Core RPG
© Jerry Harris 2013
(This link will take you to the Fantasy Core Index.)

Tibet


The land that is closest to the gods breeds a holy people.

To the Southwest of the city are tremendous mountain ranges inhabited by another group of barbarians, the country of Tibet.  However, they share roughly the same enlightened Faith of the Empire, and so they are on reasonably cordial terms.  The Tibetans are herders of high-altitude animals and generally lead a hardscrabble existence.  A few migrate into the Empire and work as laborers or warriors.  By contrast, it is also a holy land, populated by devout priests. 

There are many grand temples in the land containing precious holy scripts that inspire pilgrimages from religious scholars from the Empire.  The greatest is the Inconceivable Temple at Samye.  Built in ancient times by a holy man with magic nails, it is continually assailed by demons and requires constant prayers by monks to be maintained.  The Tibetans are also known to bury their kings in a sacred hidden valley with their treasures.  In one ancient tomb are rumored to be theInfallible Sutras for the Future.  It is said that they will be uncovered at the end of the age, to prepare the worthy.


The Mountains mold men into their own image.

The typical Tibetan warrior is quiet, brooding, and powerful.  Their endurance gives them a great advantage in a fight or a long campaign (or hard labor).  Their rough lifestyle and climate limits their numbers.  A 3rd level warrior is likely a village chief.  Anyone attaining 5th level probably rules several villages and has the title of King.  Warriors of a higher level are usually only found in ancient legends.

Tibetan Warrior
1st Level Barbarian (3rd Chief), Hp 13 (27), AC 15 (Fur/leather armor)      
Fort +3 (+4), Ref +0 (+1), Will +0 (+1)
Melee: Axe +2 (+4) to hit 1d8+1, Rage 16, 9 dam
Spear +2 (+4) to hit 1d6+1, Rage 17 (16) x2 dam
Ranged: Short Bow +2 (+3) to hit 1d6

Die Hard for 1 rd
Detection +1 (+2)


Only those atop the Mountain may touch the Heavens.

A Tibetan Shaman is a holy man, dedicated to maintaining the country’s many temples.  They are a monastic order, not warrior one.  Their only martial duty is combating supernatural evil.  Only extraordinary circumstances would cause them to fight another human being.   Their temples are guarded by warrior clans.  The Tibetan Shaman’s enhanced healing abilities make them very valuable to their countrymen.  In spite the country’s small numbers, there are a large number Shaman and many of high level.  The abbots seldom leave their temples, however.  There is one 10th level Shaman at Samye, the Holy One.  Regarded as a near Immortal, pilgrims come from far and wide hear his wisdom.  Those asking questions of him usually come away with answers to more important questions.    

Tibetan Shaman
1st Level Shaman, Hp 7, AC 13 (Fur armor)
Fort +1, Ref +0, Will +3
Melee and Ranged: Typically do not fight, they are untrained in any case.

Immune to fear and charm effects.
Stealth +2
Detect Undead/Demonic/Celestial 30’ radius
Divine Radiance 1d6 damage to Undead and Demons 30’ radius
Magic Healing: All hp damage, 1 per day (1 x Wis Bonus daily)
Detect Lies, Magic, Poison at Will

Spell Check +2, 2 failures/encounter

DC 13 1st Level
-Sleep: Puts 4 HD of creatures into magical slumber 1 turn. Fort Sv DC 13
-Charm Person: Makes one person your friend. 1 turn. Will Sv DC 13
-Shield: Invisible disc gives + 4 to AC, blocks magic missiles. Encounter.
-Consecrate: Fills a room or a 30' square area in the open (use a common sense measurement given the situation) with positive energy. Undead and demons of less HD than the Shaman flee or cower for 1 turn.
-Neutralize Poison: Detoxifies venom in or on subject.
-Remove Disease: Cures all diseases affecting subject.
-Remove Fear: Suppresses fear in a subject.

5th Level Shaman may cast these spells once a day (DC 13)
-Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrifaction. This is a ceremony spell, which requires 1 turn to cast. Lost for the day if interrupted.
-Commune: Deity answers one simple question. This is a ceremony spell, which requires 1 turn to cast. Lost for the day if interrupted.
-Dismissal/Exorcism: Forces a demonic creature or possessing spirit to return to its native plane, must have less HD than caster.
-Hallow: Designates location as holy. Keeps out demons and undead for one day. This is a ceremony spell, which requires 1 turn to cast. Lost for the day if interrupted.

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